Core Rulebook Version 1.01 Dedications:

To Mom : Thanks for giving me encouragement in whatever I wanted to do.

To Awesome Josh and Ashley, Jay, Sam-The Dragon Lover: Thanks for all the months of fun and lessons about the world of Tabletop Games.

To /tg/: Couldn't have done it without the criticisms, advice, suggestions and help.

To /k/: Thanks for all the knowledge. Couldn't have created the list without you all.

To Alex, for giving me the title, bouncing ideas off of you, and giving me a ton of great ideas. Couldn't have done it without you.

To Moose, for his sharp eyes to point out all of the errors that I’ ve made.

To Hospes, for his knowledge on bows, and bow accessories, and the rest of the sup/tg/ crew, for those ideas!

To Boots, for the modifiers for melee so that melee can be more awesome,

And finally to all those that read and enjoy this, and may your games be fun, adventurous, and enjoyable.

Written and designed by Alex Mazyck, Sweet Soul Bro !!H5XdMKmBv5G THE BASICS DICE NOTATION These rules use the following die notations: d2 = two sided die or coin d3 = three sided die d4 = four sided die d6 = six sided die d8 = eight sided die d10 = ten sided die d12 = twelve sided die d20 = twenty sided die d% = percentile dice (a number between 1 and 100 is generated by rolling two different ten-sided dice. One (designated before rolling) is the tens digit. The other is the ones digit. Two 0s represent 100.)

Die rolls are expressed in the format: [#] die type [+/- modifiers] Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together. Add 2."

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

MULTIPLYING Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a single multiple, with each extra multiple adding to the value of the original multiplier. Thus, a double (x2) and a double (x2) applied to the same number results in a quadruple (x4, because 2 + 2 = 4).

BASIC TASK RESOLUTION SYSTEM These rules assume a standardized system for determining the success or failure of any given task. That system is: 3d6 + Modifiers vs. Target Number The Modifiers and Target Number are determined by the type of task. If the result of the 3d6 roll + the Modifiers equals or exceeds the Target Number, the test is successful. Any other result is a failure. A "natural 18" on the die roll is not an automatic success, unless the rules state otherwise. A "natural 3" on the die roll is not an automatic failure, unless the rules state otherwise.

Ability Scores The ability scores are the six scores that are the core of your character. They affect everything else about your character. It is possible for a creature to have a score of "none". A score of "none" is not the same as a score of "0". A score of "none" means that the creature does not possess the ability at all. The modifier for a score of "none" is +0. Ability Modifiers Each ability will have a modifier. The modifier can be calculated using this formula: (ability/2) - 5, rounded down. The modifier is the number you add to or subtract from the die roll when your character tries to do something related to that ability. A positive modifier is called a bonus, and a negative modifier is called a penalty. Strength and Dexterity are special skills, in that they have focuses.

Ability Focus When a character assigns their score and determines their ability modifiers for their Strength and Dexterity ability score, they then assign the separate ability modifier scores for Focus and Power, and Marksmanship and Agility, equal to their total Ability Modifers(A character with a Strength ability score of 16 could assign a +2 modifier in Focus, and a +1 modifier in Power.)

Strength Strength measures your character’s muscle and physical power. Strength also limits the amount of equipment your character can carry. Strength is split into two groups: Focus and Power.

You apply your Character's Strength modifier to:

• Athletics checks. This skill has Strength as its key ability. • Strength checks (for breaking down doors and the like). Focus: Focus encompasses a character's hand-eye coordination with a melee weapon.

You apply your Characters Focus modifier to:

• Melee attack rolls

Power: Power is the actual strength of the character.

You apply your character's Power modifier to:

• Damage rolls when using a melee weapon or a thrown weapon. (Exceptions: Off-hand attacks receive only one-half the character’s Power bonus, while two-handed attacks receive one and a half times the Power bonus.) A creature with no Strength score can't exert force, usually because it has no physical body or because it doesn't move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack instead of a Strength modifier.

Dexterity Dexterity measures hand-eye coordination, agility, reflexes, and balance. Dexterity is split into groups: Marksmanship and Agility.

You apply your Character's Dexterity modifier:

• Acrobatics, Drive, Pilot and Ride checks. These are the skills that have Dexterity as their key ability Marksmanship: Marksmanship encompasses a character's hand-eye coordination with a ranged weapon.

You apply your character’s Marksmanship modifier to:

• Ranged attack rolls, including those for attacks made with firearms and thrown weapons

Agility: Agility encompasses the character's overall movement.

You apply your character’s Agility modifier to: • Defense Score • Reflex saving throws • Initiative Score

A creature with no Dexterity score can't move. If it can act, it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks.

Constitution Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s Extended hit points, while a constitution penalty decreases the character's Extended hit points. A character's Core Hit Points is determined by their Constitution score

You apply your character’s Constitution modifier to:

• Determining the Extended hit points score

• Fortitude saving throws If a character’s Constitution score changes , the character’s Core Hit points change as well. If the Character's constitution score changes enough to alter his or her Constitution modifier, the character’s Core Hit points Extended hit points also increase or decrease accordingly, as well. A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects. The creature is also immune to ability damage, ability drain, and energy drain damage, and always fails Constitution checks. Intelligence Intelligence determines how well your character learns and reasons. Intelligence is important for any character who wants to have a wide assortment of skills. You apply your character’s Intelligence modifier to:

• The number of skill points a character gets at first level, and the number of skill points gained each level. (Every character always gets at least 1 skill point per level.)

• Craft, Demolitions, Disable Device, Knowledge, and Technology Use checks. These are the skills that have Intelligence as their key ability. Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind-influencing effects and automatically fails Intelligence checks Wisdom Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. You apply your character’s Wisdom modifier to:

• Will saving throws

• Gamble, Perception, and Treat Injury checks. These are the skills that have Wisdom as their key ability. Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score, and vice versa.

Charisma Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Every creature has a Charisma score. You apply your character’s Charisma modifier to:

• Animal Handling, Perform, Presence and Speechcraft checks. These are the skills that have Charisma as their key ability. Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma.

Improving Ability Scores A character's stats can change in a multitude of ways, from poisons and diseases, to training. A character may also improve their ability score by practicing the ability.

In order for a character to improve an ability, they must practice it for one week per ability point improvement. After they have practiced the number of weeks they wish to study or practice for, they roll an ability check without modifiers(DC 12 + Number of points they wish to improve + Ability modifier ). If they succeed in the check, their ability score goes up the number of points selected. If they fail, they must restart the process. A character must maintain these upgrades with regular practice, by taking at least two hours out of each week to practice.

Common Ways to practice to improve ability scores

Strength

• Weight training • Anaerobic gym exercise • Melee Weapon Practice

Dexterity

• Yoga, and stretching • Gymnastics • Marksmanship Practice Constitution

• Cardiovascular training • Aerobic gym exercise

Intelligence

• Studying of academic subjects • Studying of debates, logic, and reasoning

Wisdom

• Situational Awareness training • Meditation

Charisma

• Practicing debating, arguing, and talking • Practicing persuading, intimidating and beguiling

Acquiring Ability Scores Ability scores can be achieved in a number of ways.

3d6 Method: Simply Roll 3d6, and take the score rolled.

4d6 Drop lowest dice Method: Roll 4d6, drop the lowest number rolled, and then take the score rolled.

Point Buy Method: The GM assigns a set number of points that the characters may use to purchase each separate ability score. (The average being 30 points). Each ability score starts at 8 for free, and then you must spend a number of points equal to the ability score's current ability modifier (minimum of 1) to advance one ability score point. No ability score may be increased above 18 using this method.

Table: Point Buy Values Score Point Cost 9 1 10 2 11 3 12 4 13 5 14 6 15 8 16 10 17 13 18 16 Grid Method: Draw a 3x3 grid. Label the columns as STR, DEX, and CON, then the rows as INT, WIS, and CHA. Roll 4d6, drop the lowest, re rolling all 1's. Do this nine times, until the grid is filled. Then for each ability, choose one score from the corresponding row or column. Once you've used a score, you can't use it again, so if you get one 18 it only counts towards one ability.

Array Method: The GM assigns a set array of 6 numbers, and the players input them in various ability scores, as wanted.

Experience and Leveling

XP: This column shows the experience point total needed to achieve a given character level.

Archetype Skill Max Ranks: The maximum number of skill ranks a character can have in a archetype skill.

Cross-Archetype Max Ranks: The maximum number of skill ranks a character can have in a cross archetype skill.

Table: Experience Character Level XP Archetype Skill Max Cross-Archetype Skill Ranks Max Ranks 1st 0 5 2 1/2 2nd 1,000 6 3 3rd 3,000 7 3 1/2 4th 6,000 8 4 5th 10,000 9 4 1/2 6th 15,000 10 5 7th 22,000 11 5 1/2 8th 30,000 12 6 9th 42,000 13 6 1/2 10th 55,000 14 7

CHARACTER ARCHETYPES Archetype Descriptions

Ability This entry tells which ability is typically associated with that archetype.

Core Hit Points and Extended Hit Points Core Hit points measure how much true physical damage a character can withstand. Damage reduces Core HP only after all Extended Hit points are gone, or when a character is struck by a critical strike. Core Hit points are calculated using this Formula: Constitution Score + 2.

Extended Hit points are a measure of a character’s ability to turn a direct hit into a graze or a glancing blow with no serious consequences. Extended Hit points go up with level, giving high-level characters more ability to shrug off attacks. Most types of damage reduce Extended Hit points.

A player receives a set amount of Extended hit points as the character gains a new level. The character’s Constitution modifier is applied to this score. Combat Points Combat points are a measurement of how much a character can do in a single round. Each character has 15 Combat Points per round.

Archetype Skills This section of an archetype description provides a list of archetype skills and also gives the number of skill points the character starts with at 1st level and the number of skill points gained each level thereafter. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).

A 1st-level character starts with 5 times the number of skill points they receive upon attaining each level beyond 1st. The maximum ranks a character can have in an archetype skill is the character’s level + 4.

A character can also buy skills from other archetypes’ skill lists. Each skill point buys a half rank in these cross- archetype skills, and a character can only buy up to half the maximum ranks of an archetype skill.

Starting Feats The feats gained at 1st level in the archetype.

Archetype Table This table details how a character improves as they attain higher levels in the archetype. It includes the following information. Level: The character’s level in the archetype. Base Attack Bonus: The character’s base attack bonus. Fort Save: The base save bonus for Fortitude saving throws. The character’s Constitution modifier also applies. Ref Save: The base save bonus for Reflex saving throws. The character’s Dexterity modifier also applies. Will Save: The base save bonus for Will saving throws. The character’s Wisdom modifier also applies. Archetype Features: Level-dependent archetype features, each explained in the section that follows.

Archetype Features This entry details special characteristics of the archetype, including feats and unique talents, that are gained as a character attains higher levels in the archetype. Special Ability Every archetype receives a special ability, that is focused based on their archetype. This ability is unique in their own to their archetype.

Talents Every archetype offers a selection of talents to choose from. A character gains a talent upon attaining each odd- numbered level in an archetype (including 1st level). Talents are considered to be extraordinary abilities.

Feats Every archetype can select any feat to take. A character gains a feat upon attaining each level in an archetype. Some feats have prerequisites that must be met before a character can select them.

THE STRONG Ability: Strength Starting Extended Hit points: 10 + Con modifier. Extended Hit Points per level: 5 + Con modifier. Starting Combat Points: 15 Combat Points Archetype Skills: The Strong’s archetype skills (and the key ability for each skill) are: Animal handling (Cha), Athletics (Str), Craft (structural) (Int), Knowledge ( arcane lore, art, behavioral sciences, business, civics, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), and, Linguistics (none) Also, the starting occupation selected can provide additional archetype skills to choose from. Skill Points at 1st Level: (3 + Int modifier) x5. Skill Points at Each Additional Level: 3 + Int modifier. Starting Feats The Strong starts with three feats all characters get at 1st level.

Table: The Strong Base Archetype Attack Fort Ref Will Level Bonus Save Save Save Archetype Features 1st +1 +1 +0 +0 Talent, Special Ability 2nd +2 +1 +0 +0 2 Feats 3rd +3 +2 +1 +0 Talent, Feat 4th +4 +2 +1 +1 2 Feats 5th +5 +3 +2 +1 Talent, Feat 6th +6 +3 +3 +2 2 Feats 7th +7 +4 +3 +2 Talent, Feat 8th +8 +4 +4 +3 2 Feats 9th +9 +5 +4 +3 Talent, Feat 10th +10 +6 +5 +4 2 Feats

Archetype Features The following are archetype features of The Strong .

Special Ability Forceful strike When The Strong calculates their melee damage, they add 1.5 times their Power modifier to their damage, instead of their Power modifier. When The Strong wields a two-handed weapon, they add 2 times their Power modifier, instead of the 1.5 times the Power modifier. When wielding a small or smaller weapon two-handed, you add 1.5 times the Power modifier.

Talents At 1st, 3rd, 5th, 7th and 9th level, The Strong selects a talent. As long as the character qualifies, They can select freely from any and all talents available to their archetype. No talent can be selected more than once unless expressly indicated.

Melee Strike: The Strong gains a +1 attack bonus to all melee attacks. This bonus increases by +1 every odd Strong Archetype level.

Overwhelming Damage: The Strong selects Piercing, Slashing, Bludgeoning, or Unarmed Strike damage. The strong can add his Strong Archetype level, divided by 2, to all attacks that have this damage. This talent has a minimum bonus of +1.

Grappling Hold: When attempting to break free from a grapple, or initiate a grapple, The Strong can add his Strong Archetype level to his Grapple checks.

Strong Arm Disarm: When attempting to Disarm, or avoid being disarmed, The Strong can add his Strong Archetype level to his Disarm checks.

Sweeping Trip: When attempting to Trip, or avoid being tripped, The Strong can add his Strong Archetype level to his Trip checks.

Redlining: The strong can receive a bonus up to their Strong Archetype level whenever they attempt any strength based check. Once the check is complete, the character immediately takes the amount of the bonus as damage to their Core Hit points.

Bonus Feats Every odd level, The Strong gains a bonus feat, and every even levels, the Strong gains 2 bonus feats.

THE FAST Ability: Dexterity Starting Extended Hit points: 8 + Con modifier. Extended Hit Points per level: 4 + Con modifier. Starting Combat Points: 15 Combat Points Archetype Skills: The Fast’s archetype skills (and the key ability for each skill) are: Acrobatics (Dex), Drive (Dex), Knowledge (arcane lore, art, behavioral sciences, business, civics, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Linguistics (none), Pilot (Dex), Ride (Dex),and Stealth (Dex) Also, the starting occupation the character selects can provide additional archetype skills to choose from. Skill Points at 1st Level: (3 + Int modifier) x5. Skill Points at Each Additional Level: 3 + Int modifier. Starting Feats The Fast starts with three feats all characters get at 1st level.

Table: The Fast Base Archetype Attack Fort Ref Will Archetype Features Level Bonus Save Save Save 1st +0 +0 +1 +0 Talent, Special Ability 2nd +1 +0 +2 +0 2 Feats 3rd +2 +0 +3 +0 Talent, Feat 4th +3 +1 +4 +1 2 Feats 5th +4 +1 +5 +1 Talent, Feat 6th +5 +2 +6 +2 2 Feats 7th +6 +3 +7 +2 Talent, Feat 8th +7 +3 +8 +2 2 Feats 9th +8 +3 +9 +3 Talent, Feat 10th +9 +3 +10 +3 2 Feats

Archetype Features The following are archetype features of The Fast.

Special Ability Fleet of Foot The Fast is quick on his toes whenever a fight breaks out. They gain a +1 to all initiative checks.

Talents At 1st, 3rd, 5th, 7th and 9th level, The Fast selects a talent from the following talents. As long as the character qualifies, They can select freely from any and all talents available to their archetype. No talent can be selected more than once unless expressly indicated.

Evasion: When making a reflex save, The Fast takes no damage for a successful Save. This talent can only be used when wearing light armor or no armor.

Evasive Maneuvers: The Fast uses 12 Combat Points and makes a dexterity check(DC15) with a bonus equal to his Fast archetype level. If they succeed, they gain a defense bonus(dodge) to themselves equal to the Fast's Archetype Level for 2 rounds. The Fast cannot take 10 or 16 or 18 on this check. Quick Movement: The Fast gains the ability to move 5 feet without using their Combat Points, equal to the Fast Archetype Level, divided by 3 rounded down. The minimum benefit of this talent is an additional 5 feet of free movement.

Quick Reflexes: The Fast can not be flanked, and only loses half of their dodge bonus to defense when flatfooted. This talent can only be used when wearing light armor or no armor.

Forgiving Damage: The Fast selects Piercing, Slashing, Bludgeoning, or Unarmed Strike damage. When attacked with the selected damage, the fast gains a +2 Defense bonus(Dodge) against all attacks with this damage. This talent can be taken multiple times, each time it applies to a different damage. Bonus Feats Every odd level, The Fast gains a bonus feat, and every even levels, the Fast gains 2 bonus feats. THE TOUGH Ability: Constitution Starting Extended Hit points: 12 + Con modifier. Extended Hit Points per level: 6 + Con modifier. Starting Combat Points: 15 Combat Points Archetype Skills: The Tough’s archetype skills (and the key ability for each skill) are: Athletics (Str), Craft (Mechanical, Structural) , Knowledge (arcane lore, art, behavioral sciences, business, civics, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Linguistics (none), Perception(Wis),and Presence(Cha) Also, the starting occupation the character selects can provide additional archetype skills to choose from. Skill Points at 1st Level: (2 + Int modifier) x5. Skill Points at Each Additional Level: 2 + Int modifier. Starting Feats The Tough starts with three feats all characters get at 1st level.

Table: The Tough Base Archetype Attack Fort Ref Will Archetype Features Level Bonus Save Save Save 1st +0 +1 +0 +0 Talent, Special Ability 2nd +1 +2 +0 +0 2 Feats 3rd +2 +3 +0 +1 Talent, Feat 4th +3 +4 +0 +1 2 Feats 5th +4 +5 +0 +2 Talent, Feat 6th +5 +6 +0 +3 2 Feats 7th +6 +7 +0 +3 Talent, Feat 8th +7 +8 +1 +4 2 Feats 9th +8 +9 +1 +5 Talent, Feat 10th +9 +10 +1 +5 2 Feats

Archetype Features The following are archetype features of The Tough. Special Ability Prizefighter When calculating Core HP, a tough hero's Core Hit point score is calculated as Constitution Score + 5.

Talents At 1st, 3rd, 5th, 7th and 9th level, The Tough selects a talent. As long as the character qualifies, They can select freely from any and all talents available to their archetype. No talent can be selected more than once unless expressly indicated. Damage Reduction: The Tough gains DR 1/All equal to his Tough Archetype Level, divided by 2 rounded down. The minimum benefit of this talent is DR 1/All.

Robust: The Tough is particularly robust, gaining a number of Extended hit points equal to their tough archetype level as soon as they select this talent. Every time the character levels up, they gain +1 extra Extended hit point.

Second wind: Once an Hour, a tough hero can gain a second wind, restoring Extended hit points equal to his constitution score.

Adrenaline Rush: This effort provides extra Core hit points equal to The Tough's Archetypal Level for 5 rounds. When the effect ends, and The Tough would be dying if the hit points were remove, The Tough instead drops to 0 hp, in stabilized condition. This talent can be used once per day.

Health Shift: The Tough can turn their Extended Hit Points into Core Hit Points, equal to The Tough Archetypal Level. This can be used at any time, but can only be used once per day.

Unbreakable: When making any Fortitude Save, the Tough can roll a second time to attempt to pass if he fails the first time.

Bonus Feats Every odd level, The Tough gains a bonus feat, and every even levels, the Tough gains 2 bonus feats. THE SMART Ability: Intelligence Starting Extended Hit points: 6 + Con modifier. Extended Hit Points per level: 3 + Con modifier. Starting Combat Points: 15 Combat Points Archetype Skills: The Smart’s archetype skills (and the key ability for each skill) are: Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Demolitions (Int), Disable Device (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int) , Linguistics (none), and Technology Use(Int) Also, the starting occupation the character selects can provide additional archetype skills to choose from. Skill Points at 1st Level: (6 + Int modifier) x5. Skill Points at Each Additional Level: 6 + Int modifier. Starting Feats The Smart starts with three feats all characters get at 1st level.

Table: The Smart Base Archetype Attack Fort Ref Will Archetype Features Level Bonus Save Save Save 1st +0 +0 +0 +1 Talent, Special Ability 2nd +0 +0 +1 +2 2 Feats 3rd +1 +1 +2 +2 Talent, Feat 4th +2 +2 +2 +2 2 Feats 5th +3 +3 +3 +3 Talent, Feat 6th +4 +3 +3 +4 2 Feats 7th +5 +4 +3 +4 Talent, Feat 8th +6 +5 +4 +5 2 Feats 9th +7 +5 +4 +5 Talent, Feat 10th +8 +6 +4 +6 2 Feats

Archetype Features The following are archetype features of The Smart.

Special Abilities Instructor The Smart may instruct any other hero when they attempt to use a skill, as long as The Smart possesses at least one rank in the skill they are instructing in. When they do instruct, the instructed character gets a The Smart's Intelligence modifier to the skill.

Talents At 1st, 3rd, 5th, 7th and 9th level, The Smart selects a talent. As long as the character qualifies, They can select freely from any and all talents available to their archetype. No talent can be selected more than once unless expressly indicated.

Savant: The Smart hero can apply their Smart Archetype level to a single skill they have at least 1 rank in. This talent can be taken multiple times, each time selecting a different skill.

Exploit Weakness: The Smart can designate one opponent and try to find ways to gain an advantage using brains over brawn. The Smart uses 12 Combat Points to make an Intelligence check (DC15), with a bonus equal to his smart archetype level. If the check succeeds, The Smart can use his intelligence modifier instead of his strength or dexterity modifiers on attack rolls on the opponent selected. The Smart cannot take 10 or 16 or 18 on this check.

Stressful Thinking: The Smart uses 12 Combat Points and makes an intelligence check(DC15) with a bonus equal to his Smart archetype level. If they succeed, they grant an attack bonus to themselves and all of their party members equal to the Smart Archetype level, divided by 2 rounded down, for 2 rounds + Smart Archetype Level level. The Smart cannot take 10 or 16 or 18 on this check. The Minimum bonus for this talent is +1.

Battlemind: When in Combat, all Combat Point Cost for the Smart are reduced by 1/4th, rounded up. All combat point cost are reduced and rounded up before they are added together.

Emulation: Once per hour, the Smart can gain the benefits from a single proficiency feat that any non-hostile character within 30 feet has for 5 rounds.

Bonus Feats Every odd level, The Smart gains a bonus feat, and every even levels, the Smart gains 2 bonus feats. THE WISE Ability: Wisdom Starting Extended Hit points: 6 + Con modifier. Extended Hit Points per level: 3 + Con modifier. Starting Combat Points: 15 Combat Points Archetype Skills: The Wise’s archetype skills (and the key ability for each skill) are: Craft (pharmaceutical, visual art, writing) (Int), Gamble(Wis), Knowledge (arcane lore, art, behavioral sciences, business, civics, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Linguistics(none), Perception(Wis), and Treat Injury(Wis) Also, the starting occupation the character selects can provide additional archetype skills to choose from. Skill Points at 1st Level: (4 + Int modifier) x5. Skill Points at Each Additional Level: 4 + Int modifier. Starting Feats The Wise starts with three feats all characters get at 1st level.

Table: The Wise Base Archetype Attack Fort Ref Will Archetype Features Level Bonus Save Save Save 1st +0 +0 +0 +1 Talent, Special Ability 2nd +0 +0 +0 +2 2 Feats 3rd +1 +1 +1 +3 Talent, Feat 4th +2 +1 +2 +4 2 Feats 5th +3 +2 +2 +5 Talent, Feat 6th +4 +2 +2 +6 2 Feats 7th +5 +2 +2 +7 Talent, Feat 8th +6 +3 +3 +8 2 Feats 9th +7 +3 +3 +9 Talent, Feat 10th +8 +3 +3 +10 2 Feats

Archetype Features The following are archetype features of The Wise. Special Abilities Intuitive Thought The Wise is skilled with analyzing the behavior of a certain gender, race, nationality, religion or a single occupation. Chose a subtype. The Wise Hero gets to add their Wise Archetype Level to all Wisdom based skill checks against and for the selected subtype. This bonus stacks on any talents, feats, or special abilities.

Talents At 1st, 3rd, 5th, 7th and 9th level, The Wise selects a talent. As long as the character qualifies, They can select freely from any and all talents available to their archetype. No talent can be selected more than once unless expressly indicated.

Healing Knack: The Wise does not require a First Aid Kit to Stop Bleeding or Revive a Dazed, Stunned or Unconscious Character, and gains a bonus to Treat Injury equal to their Wise Archetypal Level divided by 2, rounded down. The minimum bonus this talent provides is a +1. Situational Awareness: The Wise is intuitively aware of their surroundings. They add their Wise Archetypal Level to all Wisdom based skill.

Intuition: Once per hour, The Wise can make a will saving throw(DC15) to sense if everything is alright, or if they get a bad feeling about a specific situation, based on the GM's best guess to the circumstances. If successful, the Wise can not be surprised for 10 minutes, or flatfooted for 10 rounds. The Wise cannot take 10 or 16 or 18 on this check.

Body Language: The Wise has the ability to read body language and actions. The Wise can use 9 Combat Points, select a single target, and roll a wisdom check(DC15) with a bonus equal to their Wise Archetype level. If successful, the target suffers an attack penalty equal to their Wise Archetype divided by 2, rounded down for a number of rounds equal to their wise archetype level. The Wise cannot take 10 or 16 or 18 on this check. The minimum penalty this talent provides is a -1.

Aura of Health: Once per Combat, per character, Any character within 30 feet of the Wise can remove the highest incoming damage die from damaging the character as if it never was rolled. The Wise can also use this talent themselves.

Bonus Feats Every odd level, The Wise gains a bonus feat, and every even levels, the Wise gains 2 bonus feats. THE CHARISMATIC Ability: Charisma Starting Extended Hit points: 6 + Con modifier. Extended Hit Points per level: 3 + Con modifier. Starting Combat Points: 15 Combat Points Archetype Skills: The Charismatic’s archetype skills (and the key ability for each skill) are: Animal Handling(Cha), Craft (visual art, writing) (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int),Linguistics (none), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, wind instruments) (Cha),Presence(Cha) and Speechcraft(Cha) Also, the starting occupation the character selects can provide additional archetype skills to choose from. Skill Points at 1st Level: (4 + Int modifier) x5. Skill Points at Each Additional Level: 4 + Int modifier. Starting Feats The Charismatic starts with three feats all characters get at 1st level.

Table: The Charismatic Base Archetype Attack Fort Ref Will Archetype Features Level Bonus Save Save Save 1st +0 +0 +0 +1 Talent, Special Ability 2nd +0 +0 +1 +1 2 Feats 3rd +1 +0 +2 +2 Talent, Feat 4th +2 +1 +3 +3 2 Feats 5th +3 +1 +4 +4 Talent, Feat 6th +4 +1 +5 +4 2 Feats 7th +5 +2 +6 +5 Talent, Feat 8th +6 +2 +6 +5 2 Feats 9th +7 +3 +7 +6 Talent, Feat 10th +8 +3 +7 +6 2 Feats

Archetype Features The following are archetype features of The Charismatic.

Special Abilities Smooth Talker The Charismatic is skilled at talking to a select group of people. Choose five occupations. The Charismatic can add his charisma modifier to all Charisma based skills, talents, and feats toward the chosen and professions.

Talents At 1st, 3rd, 5th, 7th and 9th level, The Charismatic selects a talent. As long as the character qualifies, They can select freely from any and all talents available to their archetype. No talent can be selected more than once unless expressly indicated.

Terrify: The Charismatic has the ability to utterly frighten a single target through the use of words and bearings. The target must have an intelligence of 3 or higher, must be within 50 feet of the hero, and must be able to see, hear, and understand the hero. To terrify, the hero must use 8 Combat Points, and make a charisma check(DC15) adding their Charismatic Archetype level as a bonus. If they succeed, the target can try to resist. The target can resist the terrify by making a will saving throw(DC 10 + charismatic archetype level + character's charisma bonus). If the target fails, they are considered frightened for a length equal to the charismatic archetype level. The affect ends immediately if the target is attacked. The Charismatic cannot take 10 or 16 or 18 on this check.

Confuse: The Charismatic has the ability to utterly puzzle all targets through the use of words and bearings. must have an intelligence of 3 or higher, must be within 50 feet of the hero, and must be able to see, hear, and understand the hero, and all hostile targets within 50 feet are affected. To confuse, the hero must use 8 Combat Points, and make a charisma check(DC15) adding their Charismatic archetype level as a bonus. If they succeed, the target can try to resist. The targets can resist the confusion by making a will saving throw(DC 10 + charismatic archetype level + character's charisma bonus). If the targets fail, they are considered confused for a length equal to the charismatic archetype level. The affect ends immediately if the target is attacked. The Charismatic cannot take 10 or 16 or 18 on this check.

Dazzle: The Charismatic has the ability to dazzle a single target through sheer force of personality, a winning smile, and fast talking. The target must have an intelligence of 3 or higher, must be within 50 feet of the hero, and must be able to see, hear, and understand the hero. To dazzle, the hero must use 8 Combat Points, and make a charisma check(DC15) adding his Charismatic archetype level as a bonus. If they succeed, the target can try to resist. The target resist the captivation by making a will saving throw(DC 10 + charismatic archetype level + character's charisma bonus). If the target fails, the target receives a penalty on attack rolls, skill checks, and saving throws equal to the charismatic archetype level for 1 round. The Charismatic cannot take 10 or 16 or 18 on this check.

Coordinate: The Charismatic has a knack for getting people to work together. When the hero spends 12 Combat Points directing his allies and making a charisma check(DC15),they provide any of their allies within 40 feet of him a bonus on their attack rolls equal to their Charismatic archetype level. This bonus last for a number of rounds equal to the hero's charisma modifier. The Charismatic cannot take 10 or 16 or 18 on this check.

Bolster: The charismatic can restore the morale of those that can hear them. To bolster, the hero must use 8 Combat Points, and make a charisma check(DC15) adding their Charismatic archetype level as a bonus. If they succeed, all friendly and neutral targets that are shaken, rattled, stunned, unnerved, cowering, dazed, frightened, or panicked return to normal. The Charismatic cannot take 10 or 16 or 18 on this check.

Bonus Feats Every odd level, The Charismatic gains a bonus feat, and every even levels, the Charismatic gains 2 bonus feats.

Multi-Archetype Characters A character may add new archetypes as they progress in levels, thereby becoming a multi-archetype character. The archetype abilities from all of a character’s archetypes combine to determine a multi-archetype character’s overall abilities.

Archetype and Level Features As a general rule, the abilities of a multi-archetype character are the sum of the abilities provided by each of the character’s archetypes.

Level “Character level” is a character’s total number of levels. It is used to determine when feats and skill score increases are gained “Archetype level” is the character’s level in a particular archetype. For a character whose levels are all in the same archetype, character level and archetype level are the same.

Hit Points A character gains Extended hit points from the archetype they selected adding the new hit points to the previous total. A character receives the Extended hit points per level, not the first level Extended hit points..

Base Attack Bonus Add the base attack bonuses for each archetype to get the character’s base attack bonus.

Saving Throws Add the base save bonuses for each archetype together.

Skills A multi-archetype character uses their character level to determine the maximum ranks the character can have in a skill. If a skill is an archetype skill for any of a multi-archetype character’s archetypes, then use character level to determine a skill’s maximum rank. (The maximum rank for an archetype skill is 4 + character level.) When a multi-archetype character gains a level in an archetype, they spend that level’s skill points as a member of that archetype. Only that archetype’s archetype skills may be purchased as archetype skills. All other skills, including skills for another archetype the character has levels in, are considered cross-archetype skills when ranks in those skills are purchased at this level.

Archetype Features The character gets most of the archetype features (talents, bonus feats, special abilities) for the levels they possess.

Special Ability A character does not gain the Special Ability for the archetype they choose.

Feats A multi-archetype character receives a new feat every odd character levels and two feats every even level, regardless of individual archetype level. Taking one level in a new archetype does not entitle a character to receive the three feats that a beginning 1st-level character gets.

Talents A multi-archetype character receives a new talent every odd archetypal level.

Adding a Second Archetype When a character with one archetype gains a level, they may choose to increase the level of their current archetype or pick up a new archetype at 1st level. The character gains the 1st-level base attack bonus, base save bonuses, archetype skills, other archetype features of the new archetype, hit points of the appropriate number, and the new archetype’s number of skill points gained at each additional level (not that number x5, as is the case for a 1st-level character).

Advancing a Level Each time a multi-archetype character attains a new level, the character either increases one of their current archetype levels by one or picks up a new archetype at 1st level. When a multi-archetype character increases one of their archetype levels by one, the character gets all the standard benefits that characters receive for attaining the new level in that archetype: more hit points, possible bonuses on attack rolls, and saving throws (depending on the archetype and the new level), a new archetype talent (as defined by the archetype), and new skill points. Skill points are spent according to the archetype that the multi-archetype character just advanced in. Skills are purchased at the cost appropriate for that archetype.

In general, a character can have levels in as many different archetypes as there are archetypes.

Name A name helps you define your character's background and ethnic origin. The name may fit your characters' abilities, or it may be dramatically different. A character's name also proves clues to his age and heritage

Gender The character's gender.

Age As the character ages, their physical ability scores decrease and their mental ability scores increase, as detailed on Table: Aging Effects. The effects of each aging step are cumulative.

Table: Aging Effects Age Category Ability Adjustments Child (1-11) -3 to Str and Con; -1 to Dex, Int, Wis, and Cha Young adult (12-15) Original scores Adult (16-39) Original scores Middle age (40-59) -2 to Str, Dex, and Con; +2 to Int, Wis, and Cha Old (60-79) -3 to Str, Dex, and Con; +3 to Int, Wis, and Cha Venerable (80+) -4 to Str, Dex, and Con; +4 to Int, Wis, and Cha

Height and Weight You can define how tall and how heavy your character is. When doing this, try and keep his ability scores in mind, and what they say on the overall appearance of your character.

Eye, Hair, and Skin color The physical appearance of the character. You can also denote any specific or unique markings on the character, such as tattoos, scars, moles, and freckles.

STARTING OCCUPATIONS

A character may hold other jobs as their career unfolds, but the benefits of a starting occupation are only applied once, at the time of character creation. Many starting occupations have initial requirements that the character must meet to qualify for the occupation. If a character is selecting their first occupation, they only need to meet the initial requirements, not the hiring requirements. Each occupation provides a number of additional permanent archetype skills that the character can select from a list of choices. Once selected, a permanent archetype skill is always considered to be an archetype skill for the character. If the skill selected is already an archetype skill for the character, they also gain a +1 bonus for that skill.

Every level, a character also receives an additional +1 in the selected skill they choose with their occupation.

The Wealth Points that received biweekly, and starting are considered surplus for whatever a character may need. Their housing, basic food, and clothing needs are taken care of.

Some starting occupations provide a bonus feat (in addition to the three feats a 1st-level character already receives). A character still must meet any prerequisites for these bonus feats. Finally, a starting occupation determines how many wealth points a character receives at starting, and what their bi-weekly salary is. Choose one occupation from the available selections and apply the benefits to the character as noted in the occupation’s description.

Changing Occupations A character will rarely keep one job their entire life, and it's often that they will change jobs. When changing jobs, the character first loses their current job, and becomes unemployed for at least two weeks, relinquishing their old salary. Then, if a character meets the requirements to enter their new job, they enter it, and pick one of the skills listed, and receive the new job's biweekly salary from now on. They do not select any of the bonus feats for the job, when entering it. They must meet both the starting requirements, and the Hiring requirements, in order to qualify for the job. Dilettante is special, as it is the only occupation that can not be entered.

Academic Hiring Requirements: A Knowledge(Any), Craft (Writing), Or Technology Use Skill Modifier of 15 or greater, or at least two points in two Linguistics languages.

Adventurer Hiring Requirements: An Athletics, Acrobatics, Drive, Pilot, or Ride Skill Modifier of +15 or greater.

Athlete Hiring Requirements: An Athletics, Acrobatics, or Drive Skill Modifier of +15 or greater.

Blue Collar Hiring Requirements: An Animal Handling, Drive or Ride Skill Modifier of +15 or greater, or a Craft(Mechanical, Structural, Chemical, or Electrical) Skill Modifier of +10 or greater.

Celebrity Hiring Requirements: A Craft(Visual art or Writing), or Perform(Any) Skill Modifier of +10 or greater, and 300 WP, which must be paid out for expenses.

Creative Hiring Requirements: A Craft(Visual art or Writing), or Perform(Any) Skill Modifier of +18 or greater, or a Technology Use or Knowledge (Arcane Lore or Art) of +15 or greater.

Criminal Hiring Requirements: None

Doctor Hiring Requirements: A Craft(Pharmaceutical), Knowledge(Behavioral Sciences or Earth And Life Sciences), or Treat Injury Skill Modifier of +18 or greater.

Emergency Services Hiring Requirements: An Acrobatics or Athletics Skill Modifier of +10 or greater, a Treat Injury Skill Modifier of +10 or greater, and a Drive, Knowledge(Earth and Life science or Technology),or Ride Skill Modifier of +10 or greater. Entrepreneur Hiring Requirements: A Knowledge(Business, Civics or Technology) Skill Modifier of +15 or greater, and 200 WP, which must be paid out for various start up cost

Investigative Hiring Requirements: A Craft(Visual Art or Writing) or a Knowledge(Streetwise) Skill Modifier of +15 or greater, and A Perception Skill Modifier of +15 or greater.

Law Enforcement Hiring Requirements: An Athletics or Acrobatics Skill Modifier of +10 or greater, a Knowledge(Civics) Skill Modifier of +10 or greater, A Drive Skill Modifier of +10 or greater, and a Knowledge(Streetwise),or Perception Skill Modifier of +10 or greater.

Military Hiring Requirements: An Athletics or Acrobatics Skill Modifier of +10 or greater.

Religious Hiring Requirements: None

Rural Hiring Requirements: An Athletics or Acrobatics Skill Modifier of +10 or greater, and an Animal Handling or Ride Skill Modifier of +12 or greater

Student Hiring Requirements: None

Security Hiring Requirements: An Athletics or Acrobatics Skill Modifier of +10 or greater, and a Knowledge(Streetwise),or Perception Skill Modifier of +10 or greater.

Technician Hiring Requirements: A Craft(Chemical, Electronic Mechanical, or Structural), Knowledge(Behavioral Sciences, Technology, Physical Sciences, or Earth and Life Sciences), or Technology Use Skill Modifier of +16 or greater.

Unemployed Hiring Requirements: None

White Collar Hiring Requirements: A Knowledge(art, business, civics, history, or technology) or Technology Use Skill Modifier of +15 or greater.

Academic

Academics include librarians, archaeologist, scholars, professors, teachers, and other educated professionals.

Starting Requirements: Age +23 Skills(2): Craft(Writing), Knowledge(Any), Linguistics or Technology Use.

Starting Wealth Points:4d4 * 10 (Average 100) Biweekly Wealth Points:2d4 * 10 every two weeks (Average 50)

Adventurer

Adventurers include professional daredevils, big game hunters, relic hunters, explorers, extreme sports enthusiast, field scientist, thrill-seekers and others called to face danger for a variety of reasons.

Starting Requirements: Age +15

Skills(2):Athletics, Acrobatics, Demolitions, Disable Device, Drive, Knowledge(Arcane Lore, Streetwise, or Technology), Pilot, Ride, Stealth, or Treat Injury

Bonus Feats(1):Archaic Weapon Proficiency(Any), Brawl, Personal Firearms Proficiency, or Exotic Melee Weapon Proficiency.

Starting Wealth Points:8d4 (Average 20) Biweekly Wealth Points:4d4 every two weeks (Average 10)

Athlete

Athletes include armature athlete of Olympic quality and processional athletes of all types., including gymnast, weight trainers, wrestlers, boxers, martial artist, swimmers, skaters and those who engage in any type of competitive sports.

Starting Requirements: Dexterity 13 or Strength 13, Age +14

Skills(1):Athletics, Acrobatics, or Drive

Bonus Feats(1):Combat Martial Arts, Evasive Martial Arts, Defensive Martial Arts, Brawl, Dodge, Athletic ,or Acrobatic

Starting Wealth Points:2d4+3 * 10 (Average 80) Biweekly Wealth Points:1d4+3 * 10 every two weeks (Average 55)

Blue Collar

Blue collar occupations include factory workers, food service jobs, construction, service industry jobs, taxi drivers, postal workers and any other jobs that are usually not considered to be desk jobs.

Starting Requirements: Age +18 Skills(2):Animal Handling, Craft(Mechanical, Structural, Chemical or Electronic), Drive, or Ride.

Starting Wealth Points:1d4+3 * 10 (Average 55) Biweekly Wealth Points:11d4 every two weeks (Average 28)

Celebrity

A Celebrity is anyone who has be thrust into the spotlight of the public eye. Actors, entertainers of all types, newscasters, radio and television personalities and more fall under celebrity.

Starting Requirements:Age +15

Skills(1):Craft(Visual art or Writing) or Perform(Any)

Starting Wealth Points:12d4 * 10 (Average 300) Biweekly Wealth Points:6d4 * 10 every two weeks (Average 150)

Creative

The creative occupation covers artist of all types of people who turn their creative spark into a career. Illustrators, copywriters, cartoonist, graphic artist, novelist, columnist, actors, sculptors, game designers, musicians, screenwriters, photographers and web designers all fall under this occupation.

Starting Requirements: Age +15

Skills(2): Craft(Visual art or Writing), Knowledge(Arcane Lore or Art), Perform(any) or Technology Use

Bonus Feats(1):Creative or Educated

Starting Wealth Points:1d4 * 10 (Average 25) Biweekly Wealth Points:5d4 every two weeks (Average 13)

Criminal

Criminals include con artist, burglars, thieves, crime family soldiers, pirates, gang members, bank robbers, hit men, drug dealers and other types of career criminals.

Starting Requirements: Age +15 Skills(2):Craft(Pharmaceutical or Chemical), Disable Device, Gamble, Knowledge(Streetwise), Presence, or Stealth.

Bonus Feats(1):Personal Firearms Proficiency, Simple Weapon Specialist or Brawl

Starting Wealth Points:1d4+1 * 10 (Average 35) Biweekly Wealth Points:7d4 every two weeks (Average 17)

Dilettante

Dilettantes usually get their wealth from family holdings and trust funds, usually holding no job, little responsibility, and one driving passion that occupies their day.

Starting Requirements: Age +18

Skills(1):Ride or Linguistics.

Starting Wealth Points:14d4 * 10 (Average 350) Biweekly Wealth Points:7d4 * 10 every two weeks (Average 175)

Occupational Notes: Because of their lightweight, light responsibility lifestyle, Dilettantes receive one less archetypal feat at first level.

Wealth and Game Balance Because of the large sums of money Dilettantes receive in both biweekly and starting wealth, a GM should be careful that the Dilettante does not use these funds to completely unbalance the game with the various licensing, and equipment they are able to purchase from the start of the game. This can make the game unfair for the other players.

Doctor

A doctor can be a Physician(General Practitioner or Specialist), a Surgeon, a Psychiatrist or Psychologist, or a Pharmacist

Starting Requirements: Age +25

Skills(2):Craft(Pharmaceutical), Knowledge(Behavioral Sciences or Earth and Life Sciences) or Treat Injury

Bonus Feats(1):Educated, or Medicinal Expert

Starting Wealth Points:8d4 * 10 (Average 200) Biweekly Wealth Points:4d4 * 10 every two weeks (Average 100)

Emergency Services

Rescue workers, Firefighters, Paramedics, Hazardous Material Handlers and Emergency Medical Technicians all fall under this category.

Starting Requirements:Age +18 Skills(2):Acrobatics, Athletics, Drive, Knowledge(Earth and Life science or Technology), Ride, or Treat Injury

Feats(1):First Aid Expert or Technosavant

Equipment Notes: Firefighters and Rescue Workers are issued a Turnout coat, and Paramedics/EMS and EMTs are issued a Standard First Aid Kit.

Starting Wealth Points:1d4+1 * 10 (Average 30) Biweekly Wealth Points:6d4 every two weeks (Average 15)

Entrepreneur

Entrepreneurs are business owners, obsessed about being their own boss. They believe in themselves, have confidence, and the ability to acquire funds to fuel their money-making ventures.

Starting Requirements: Age +18

Skills(2):Gamble, Knowledge(Business, Civics or Technology), or Speechcraft.

Starting Wealth Points:10d4 * 10 (Average 250) Biweekly Wealth Points:5d4 * 10 every two weeks(Average 125)

Security

Security includes private, armed security, private military contractors, bodyguards, and armored car drivers, or anyone who is paid money to protect an object, person, or location.

Starting Requirements: Age +21

Skills(2): Drive, Knowledge(Streetwise or Tactics), Perception or Presence

Feats(1): Brawl, Combat Martial Arts, or Simple Weapon Specialist

Starting Wealth Points:2d4 * 10 (Average 50) Biweekly Wealth Points:1d4 * 10 every two weeks(Average 25)

Investigative

There are a number of jobs that fit within this occupation, including investigative reporters, photojournalist, private investigators, police detectives, criminologist, federal agents, criminal profilers, espionage agents, and any others who use their skills to gather information and analyze clues. Starting Requirements: Age +23

Skills(2): Craft(Visual art or writing), Knowledge(Streetwise), Perception, Presence, Speechcraft or Technology Use

Bonus Feats(1):Alert, Confident, or Light Armor Proficiency

Equipment Notes: Federal agents and police detectives are issued the badge of their respective departments, a backup or full sized semi-automatic in either 9x19mm, .38 Special, .357 Magnum, .40 S&W, or .45 ACP that cost 25 Wealth Points or less, a pair of steel handcuffs and a tactical holster. They may take the wealth points given to them, and add their own money, and purchase a more expensive firearm, as long as it meets the requirements. The wealth points allocated for the issued firearm is for the firearm only, and does not cover any upgrades. JHP/JSP ammunition is provided for this firearm by the department. Federal agents or police detectives will only be issued a handgun if they take the Personal Firearm Proficiency feat.

Starting Wealth Points:2d4+2 * 10 (Average 60) Biweekly Wealth Points:1d4+2 * 10 every two weeks(Average 30)

Law Enforcement

Law enforcement personnel include uniformed state police, deputy sheriffs, state troopers, S.W.A.T. Members, and military police.

Starting Requirements: Age +20

Skills(2): Demolitions, Drive, Knowledge(Civics, Earth and Life science, or streetwise), Perception, or Presence. Bonus Feats(1): Brawl, Evasive Martial Arts, or Light Armor Proficiency

Equipment Notes: Police officers, state troopers, deputy sheriffs, and S.W.A.T. members are issued the badge and uniform of their respective departments, a backup or full sized semi-automatic handgun in either 9x19mm, . 38 Special, .357 Magnum, .40 S&W, or .45 ACP that cost 25 Wealth Points or less, a pair of steel handcuffs and a tactical holster. They may take the wealth points given to them, and add their own money, and purchase a more expensive firearm, as long as it meets the caliber requirements. The wealth points allocated for the issued firearm is for the firearm and extra magazines or speedloaders only, and does not cover any upgrades. JHP/JSP ammunition is provided for this firearm by the department . Police officers, state troopers, deputy sheriffs, or S.W.A.T. members will only be issued a handgun if they take the Personal Firearm Proficiency feat.

Starting Wealth Points:1d4+3 * 10 (Average 55) Biweekly Wealth Points:11d4 every two weeks(Average 28)

Standard Issue Vs Player's Choice Choosing a sidearm can be an arduous choice. There are many things to be considered, such as Caliber, Capacity, and upgrade points, as well as cost. A good alternative to this to have the GM select a Firearm as a standard issue sidearm for the police force. This guarantees uniformity in magazines, spare parts, and ammunition, as well as familiarity. Popular firearms include the 17, Glock 19, Glock 22, and Glock 23, the Beretta 92FS, The Smith and Wesson M&P, and the Springfield Armory GI 1911A1. Military

Military Covers any of the branches of the armed forces, including the Army, Navy, Air Force, Marines, National guard and the Coast Guard, as well as the various elite training units.

Starting Requirements: Age +18

Skills(2):Acrobatics, Athletics, Drive, Demolitions, Pilot, Perception, or Stealth

Bonus Feats(1): Brawl, Combat Martial Arts, Evasive Martial Arts, Light Armor Proficiency, Personal Fire Arms Proficiency or Weapon Focus.

Equipment Notes: Military personnel are issued Fatigues of their branch, as well as a dress uniform.

If a character is on active duty in a combat area or on assignment, the equipment for a character in the military profession is based on what branch, type of classification, and country they belong to.

Starting Wealth Points:1d4+1 * 10 (Average 35) Biweekly Wealth Points:6d4 every two weeks (Average 15)

Religious

Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this occupation.

Starting Requirements: Age +23

Skills(2):Knowledge(Arcane Lore, Behavioral Sciences, History, or Theology and Philosophy), or Perception.

Bonus Feats(1): Iron Will or Educated

Starting Wealth Points:2d4 * 10 (Average 50) Biweekly Wealth Points:1d4 * 10 every two weeks (Average 25)

Rural

Farm workers, hunters, and others who make a living in rural communities fall under this category.

Starting Requirements: Age +15 Skills(2): Athletics, Acrobatics, Animal Handling, or Ride.

Bonus Feats(1): Personal Firearms Proficiency, Archaic Weapon Proficiency(Any) or Brawl.

Starting Wealth Points:8d4 (Average 20) Biweekly Wealth Points:4d4 every two weeks (Average 10)

Student

A student can be in high school, college, or graduate school. If you select this starting occupation, you must also pick an area of study and the skills that go along with it.

Starting Requirements: Age +15

Skills(3): Craft (Visual Arts, Writing, Chemical, Electronic, Mechanical, or Structural), Knowledge(Art, Arcane lore, Behavioral Sciences, Business, Civics, History, Technology, Physical Sciences, or Earth and Life Sciences), or Perform(Any)

Starting Wealth Points:6d4 (Average 15) Biweekly Wealth Points:3d4 every two weeks (Average 8)

Technician

Scientist and engineers of all types fit within the scope of this starting occupation.

Starting Requirements: Age +23

Skills(2):Craft(Chemical, Electronic Mechanical, or Structural), Knowledge(Behavioral Sciences, Technology, Physical Sciences, or Earth and Life Sciences), or Technology Use.

Starting Wealth Points:3d4+1 * 10 (Average 85) Biweekly Wealth Points:16d4 every two weeks (Average 40)

Unemployed

This occupation is a placeholder, for when someone is between jobs, those not old enough to have a job, or those that do not have a fully steady job. People working with temp services, vagabonds and panhandlers, children, and those that scrape by doing odd jobs all fall into this category.

Starting Requirements: None

Starting Wealth Points:2d4 (Average 5) Biweekly Wealth Points: 1d4 (Average 3)

White collar

Office workers, and desk jockeys, lawyers, accountants, insurance agents, bank personnel, financial advisers, tax prepares, clerks, sales personnel, real estate agents and the variety of mid level managers all fall within the scope of this occupation. Starting Requirements: Age +23

Skills(2): Knowledge(art, business, civics, history, or technology) Presence, Speechcraft or Technology Use.

Starting Wealth Points:6d4 * 10 (Average 150) Biweekly Wealth Points:3d4 * 10 every two weeks (Average 75)

SKILLS

Skills represent a wide variety of abilities, and a character gets better at them as their ability score increases, or as they gain levels.

Skill list Acrobatics - Dex Animal Handling - Cha Athletics - Str Craft(Chemical) - Int Craft(Electronic) - Int Craft(Mechanical) - Int Craft(Pharmaceutical) - Int Craft(Structural) - Int Craft(Visual Art) - Int Craft(Writing) - Int Demolitions - Int Disable Device - Int Drive - Dex Gamble - Wis Knowledge(Arcane Lore) - Int Knowledge(Art) - Int Knowledge(Behavioral Sciences) - Int Knowledge(Business) - Int Knowledge(Civics) - Int Knowledge(Earth and Life Sciences) - Int Knowledge(History) - Int Knowledge(Physical Sciences) - Int Knowledge(Popular Culture) - Int Knowledge(Streetwise) - Int Knowledge(Technology) - Int Knowledge(Theology and Philosophy) -Int Linguistics - N/A Perception - Wis Perform(Act) - Cha Perform(Dance) - Cha Perform(Keyboards) - Cha Perform(Percussion Instruments) - Cha Perform(Sing) - Cha Perform(Stand-Up) - Cha Perform(Stringed Instruments) - Cha Perform(Wind Instruments) - Cha Pilot - Dex Presence - Cha Ride - Dex Stealth -Dex Speechcraft- Cha Technology Use - Int Treat Injury - Wis

Acquiring Skills At each level, a character gets skill points that are used to buy skills. The character's archetype and Intelligence modifier determine the number of points received. If the character buys an archetype skill, they get 1 rank in the skill for each skill point spent. If the character buys a cross-archetype skill, they get 1/2 rank per skill point. The maximum rank in an archetype skill is equal to character level + 4. The maximum rank in a cross-archetype skill is one-half of this number. Using Skills To make a skill check, roll:

3d6 + skill modifier (Skill modifier = skill ranks + ability modifier + miscellaneous modifiers)

Skill Ranks: A characters ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check.

Ability Modifier: The ability modifier used in the skill check is the modifier for the skill's key ability (the ability associated with the skill's use). The key ability of a skill is noted in its description. Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats and archetype features, and penalties such as the ones associated with the non-proficient use of armor, among others.

Acquiring Skill Ranks Ranks indicate how much training or experience a character has with a given skill. Each skill has a number of ranks, from 0 (for a skill in which a character has no training at all) to 14 (for a 10th-level character who has increased an archetype skill to its maximum rank). When making a skill check, a character adds their skill ranks to the roll as part of the skill modifier. The rules assume that a character can always find a way to learn any skill. However, the GM can impose limits depending on circumstances and a given situation.

Taking 10 When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 3d6 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10.

Taking 16 and 18 When you have plenty of time, and you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, You can take 16, which makes the task take ten times as long, or you can take 18, which makes the task take one hundred times as long. In other words, eventually you will get a 16 or an 18 on 3d6 if you roll enough times. Instead of rolling 3d6 for the skill check, just calculate your result as if you had rolled a 16 or 18.

Taking 16 means you are trying until you get it right, and it assumes that you fail 10 times before succeeding and taking 18 means you are trying until you get it right, and it assumes that you fail 100 times before succeeding.

Assisting A character can assist another character in their skillchecks when applicable. To assist a character in a skillcheck, the DC of the task is divided by 4, and the assisting character rolls their skill check in the applicable skill. If the character succeeds, the original character making the check gets a +1. For every full success beyond the original, the original character gains an additional +1.(Example: the assist DC is 4 and the assisting character rolls a 12, the original character gains a +3 from the assistance.) Acrobatics (Dexterity): This skill allows a character to keep their balance while traversing narrow or treacherous surfaces. The character can also dive, flip, jump, and roll to overcome obstacles, and twist their body to escape.

If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone Surface Width DC Checks

Greater than 3 feet wide: 0* 1-3 feet wide: 5* 7-11 inches wide: 10 2-6 inches wide: 20 Less than 2 inches wide: 25 • No Acrobatics check is needed to move across these surfaces unless the modifiers to the surface (below) increase the DC to 10 or higher.

In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at 1 Combat Point per 5 feet. You cannot use Acrobatics to move past foes if your Combat Point cost is increased due to carrying a medium or heavy load or wearing medium or heavy armor. The DCs listed are used to avoid an attack of opportunity due to movement. This DC increases by 2 for each additional opponent avoided in 1 round.

Move through a threatened area: 10 + Opponent's Base Attack Bonus Move through an enemy's space: 15 + Opponent's Base Attack Bonus

You can also use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 15 Reflex save to grab hold of the other side after having missed the jump. If you fail the reflex save, you fail to make the jump completely and fall (or land prone, in the case of a vertical jump). For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.

Acrobatics DC Modifiers Slightly obstructed (gravel, sand): +5 Severely obstructed (cavern, rubble): +10 Slightly slippery (wet): +5 Severely slippery (icy): +10 Slightly sloped (less than 45°): +5 Severely sloped (45° or more): +10 Slightly unsteady (boat in rough water): +5 Moderately unsteady (boat in a storm): +10 Severely unsteady (earthquake): +15 Move at normal Combat Point cost on narrow or uneven surfaces: +5* * This does not apply to checks made to jump.

You can use your acrobatics skills to to slip out of bonds and escape from grapples.

Rope/bindings: Binder's Base Attack bonus + 10 Grapple: Grappler's Base Attack Bonus + Focus modifier + 10

Try Again?: Varies. If the situation permits, you can make additional checks, or even take 16 or 18, as long as you're not being actively opposed. If the DC to escape from rope or bindings is higher than 18 + your Acrobatics skill bonus, you cannot escape from the bonds using Acrobatics.

Time: Making an acrobatics check to escape from bindings requires 1 minute of work. Escaping from a grapple or pin cost 6 Combat Points. All other Acrobatics check are made as part of another action or as a reaction to a situation.

Animal Handling(Charisma): The character is trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them.

Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

Push an Animal: To push an animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

Teach an Animal a Trick: You can teach an animal a specific trick with 1 week of work and a successful Animal Handling check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.

* Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. * Come (DC 15): The animal comes to you, even if it normally would not do so. * Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character. * Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated. * Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object. * Guard (DC 20): The animal stays in place and prevents others from approaching. * Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go. * Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on. * Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.

* Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to. * Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability.) * Work (DC 15): The animal pulls or pushes a medium or heavy load.

Train an Animal for a General Purpose: Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2 or higher.

An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.

* Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also upgrade an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Animal Handling check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way. * Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down, and stay. Training an animal for fighting takes 3 weeks. * Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training an animal for guarding takes 4 weeks. * Heavy Labor (DC 15): An animal trained for heavy labor knows the tricks come and work. Training an animal for heavy labor takes 2 weeks. * Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes 6 weeks. * Performance (DC 15): An animal trained for performance knows the tricks come, fetch, heel, perform, and stay. Training an animal for performance takes 5 weeks. * Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes 3 weeks.

Rear a Wild Animal: To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once.

A successfully domesticated animal can be taught tricks at the same time it's being raised, or it can be taught as a domesticated animal later.

Try Again?: Yes, except for rearing an animal.

Time: Varies. Handling an animal cost 6 Combat Points, while pushing an animal is 12 Combat Points. For tasks with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Animal Handling check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails.

Athletics(Strength): The character is skilled at scaling vertical surfaces, and know how to swim and can do so even in stormy water.

Make an Athletics check once per round while you are in the water. Success means you may swim at 5 feet per 3 Combat Points. If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.

If you are underwater, either because you failed an athletics check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you spend less than 4 Combat Points. If you spend more than 4 Combat Points, the remainder of the duration for which you can hold your breath is reduced by 1 round. After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the check depends on the water, as given on the table below.

Swim DC Calm water: 10 Rough water: 15 Stormy water: 20* * You can't take 10 on a Swim check in stormy water, even if you aren't otherwise being threatened or distracted.

Each hour that you swim, you must make a DC 20 athletics check or take 1d6 points of nonlethal damage from fatigue.

With a successful athletics check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at 4 Combat Points per 5 feet.. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.

An athletics check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.

The DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC.

Climb DC A slope too steep to walk up, or a knotted rope with a wall to brace against: 0 A rope with a wall to brace against, or a knotted rope: 5 Surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging: 10 Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands: 15 An uneven surface with narrow handholds and footholds, such as a typical wall in a cavern: 20 A rough surface, such as a natural rock wall or a brick wall: 25 An overhang or ceiling with handholds only: 30 A perfectly smooth, flat vertical (or inverted) surface cannot be climbed: - Climb DC Modifier* Example Surface or Activity Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls: -10 Climbing a corner where you can brace against perpendicular walls: -5 Surface is slippery: +5

*These modifiers are cumulative; use all that apply. You need both hands free to climb, but you may cling to a wall with one hand while you fire a gun or take some other action that requires only one hand. While climbing, you can't move to avoid a blow, so you lose your Dexterity bonus to Defense (if any). Anytime you take damage while climbing, make an athletics check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.

Make Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall.

Catch Yourself When Falling: It's practically impossible to catch yourself on a wall while falling, yet if you wish to attempt such a difficult task, you can make a Climb check (DC = wall's DC + 20) to do so. It's much easier to catch yourself on a slope (DC = slope's DC + 10).

Catch a Falling Character While Climbing: If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if they are within your reach. Doing so requires a successful melee touch attack against the falling character (though they can voluntarily forgo any Dexterity bonus to Defense if desired). If you hit, you must immediately attempt an athletics check (DC = wall's DC + 10). Success indicates that you catch the falling character, but his total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Athletics check by 4 or less, you fail to stop the character's fall but don't lose your grip on the wall. If you fail by 5 or more, you fail to stop the character's fall and begin falling as well.

Special: A creature that can swim can move through water without making Athletics checks. It gains a +8 racial bonus on any Athletics check to perform a special action or avoid a hazard. The creature can always choose to take 10 on an Athletics check, even if distracted or endangered when swimming. You can use a rope to haul a character upward (or lower a character) through sheer strength. You can lift double your maximum load in this manner. Try Again?: Yes, if the situation permits.

Time: A successful athletics check allows you to swim at 3 Combat Points per 5 feet. Climbing is part of movement and has normal movement rate. Each movement that includes any climbing requires a separate athletics check. Catching yourself or another falling character doesn't take any Combat Points.

Craft(Intelligence): You are skilled at making various objects and substances.

This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft (electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural), Craft (visual arts), and Craft (writing).

Craft skills are specifically focused on creating objects. To use a Craft skill effectively, a character must have a kit or some other set of basic tools. The wealth point cost of this equipment varies according to the particular Craft skill.

To use Craft, first decide what the character is trying to make and consult the category descriptions below. If the character has enough wealth points to purchase the raw materials, make the Craft check against the given DC for the object in question. If the character fails the check, they do not make the object, and the raw materials are wasted (unless otherwise noted).

Generally, a character can take 10 when using a Craft skill to construct an object, but can't take 16 or 18 (since doing so represents multiple attempts, and the character uses up the raw materials after the first attempt). The exception is Craft (writing); a character can take 16 or 18 because the character does not use up any raw materials (and thus no Wealth Points are required to use the skill). A character can take 10 or take 16 or 18 on a repairing check. When making a repair check to accomplish a jury-rig repair, a character can’t take 16 or 18.

The character can try as many times as they'd like, as long as they can afford the raw materials cost for each attempt.

Craft (Chemical) Trained Only: This skill allows a character to mix chemicals to create acids, bases, explosives, and poisonous substances.

Acids and Bases: Acids are corrosives substances that react with metals and carbonates. Bases can be thought of as the chemical opposites of acids, that neutralize acids but are not as strong as acids. A base of a certain type counteracts an acid of the same type or a less potent type.

Type of Acid Mild (1d6/4d6)* Potent (2d6/8d6)* Concentrated (3d6/12d6)* *The dice rolls in parentheses are typical contact damage/immersion damage caused per round of immersion.

Type of Base Mild (1d4/3d4)* Potent (2d4/6d4)* Concentrated (3d4/9d4)* *The dice rolls in parentheses are typical contact damage/immersion damage caused per round of immersion.

Craft DC: The DC of the Craft check to create a quantity of the acid or base.

Time: The amount of time required for the Craft check.

Wealth Point Cost: The wealth point cost represents the cost of the raw materials to craft the acid or base. To Purchase a bottle of the pre-crafted substance, add 5 to the wealth point cost.

Explosives: Building an explosive from scratch is dangerous. If the Craft (chemical) check fails, the raw materials are wasted. If the check fails by 5 or more, the explosive compound detonates as it is being made, dealing half of its intended damage to the builder and anyone else in the burst radius.

If the check succeeds, the final product is a unit of the intended explosive. An explosive compound does not include a fuse or detonator. Connecting a fuse or detonator requires a Demolitions check.

Poisonous Substances: Solid poisons are usually ingested. Liquid poisons are most effective when injected directly into the bloodstream. Gaseous poisons must be inhaled to be effective. The table summarizes the characteristics of various poisons.

Save DC: The Difficulty Class of the Fortitude save to negate the effects of the poison.

Initial Damage: The damage a character takes immediately upon failing their Fortitude save.

Secondary Damage: The damage a character takes after 1 minute of exposure to the poison if the character fails a second saving throw. Ability score damage is temporary, unless marked with an asterisk, in which case the damage is permanent ability drain.

Wealth Point Cost: The wealth point cost represents the cost of the raw materials to craft the poison. To purchase one bottle of solid or liquid poison or one high-pressure cylinder of gaseous poison, add 5 to the wealth point cost. A bottle holds four doses, while a cylinder holds enough gas to fill a 10-foot-radius area. Craft DC: The DC of the Craft check to create a quantity of the poison.

Time: The amount of time required for the Craft check.

If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle (containing 5 doses) or a gas stored in a pressurized cylinder. When released, the gas is sufficient to fill a 10-foot-radius area and takes 1 round to fill the area.

Table: Chemical Crafting Item Raw Craft DC Time Yield Material Wealth Point Cost Mild Acid 2 15 15 minutes 128 oz. Mild Base 2 10 15 minutes 128 oz. Potent Acid 4 20 20 minutes 64 oz. Potent Base 4 15 20 minutes 64 oz. Concentrated Acid 8 30 30 minutes 32 oz. Concentrated Base 8 25 30 minutes 32 oz.

Explosives ANFO 1 10 1 hour 100 lb. (1600 oz.) Black Powder 1 15 15 minutes 5 lb. (80 oz.) Semtex/C4 1 25 1 day 1 lb. (16 oz.) Dynamite 1 20 4 hours 4 lb. (64 oz.) Nitroglycerin 2 15 3 hours 1 lb. (16 oz.) Thermite 3 8 15 minutes 5 lb. (80 oz.) TNT 5 25 1 day 1 lb. (16 oz.)

Poisons Raw Type Save DC Craft DC Damage Restr. Time Material (Primary/Secondary) Wealth Point Cost Arsenic 4 Ingested 15 24 (1d4 Str/2d4 Con) Restricted 4 hours Atropine(2) 1 Injected 13 14 (1d6 Dex/1d6 Str) Restricted 1 hour Blue Vitriol(2) 1 Injected 12 9 (1d2 Con/1d4 Con) Restricted 1 hour Chloral hydrate 10 Ingested 15 28 (1d6 Restricted 8 hours Dex/Unconscious for 1d3 hours) Chloroform 5 Inhaled 17 24 (Unconscious 1d4 Restricted 4 hours hours/None) Cyanide 27 Injected 16 30 (1d6 Con/2d6 Con) Military 15 and hours Police Cyanogen 10 Inhaled 19 28 (1d4 Dex/1d6 Con) Military 8 hours and Police DDT 5 Inhaled 17 20 (1d2 Str/ 1d4 Str) Illegal 4 hours Knockout gas 10 Inhaled 18 26 (1d3 Dex/ Restricted 8 hours Unconscious 1d3 hours) Lead Arsenate(Gas) 2 Inhaled 12 17 (1d2 Str/1d4 Con) Restricted 2 hours Lead Arsenate 2 Ingested 12 18 (1d2 Str/1d4 Con) Restricted 2 hours (solid) Mustard gas 3 Inhaled 17 26 (1d4 Con/2d4 Con) Military 8 hours and Police Paris green (gas) 5 Inhaled 14 20 (1d2 Con/ 1d4 Con) None 4 hours Paris green (solid) 5 Ingested 14 24 (1d2 Con/1d4 Con) None 4 hours

Sarin nerve gas 25 Inhaled 18 30 (1d4 Con/2d4 Con) Illegal 15 hours Strychnine 5 Injected 19 23 (1d3 Dex/2d4 Con) Restricted 4 hours Tear gas 5 Inhaled 15 21 (Nauseated 1d3 Restricted 4 hours rounds/Nauseated 1d3 rounds) Tranquilizer 2 Injected 15 24 (1d6 Restricted 6 hours Dex/Unconscious 1d4 hours) VX nerve gas 125 Inhaled 21 42 (1d6 Con/2d6 Con) Illegal 2 days

A character without a chemistry kit takes a -6 penalty on Craft (chemical) checks.

A character with 7 ranks in Knowledge(Earth and Life Sciences)can choose Craft(Chemical) to receive a +2 synergy bonus. If the character chooses Craft(Chemical), they cannot apply the synergy bonus to any other skill. Craft (Electronic) Trained only: This skill allows a character to build electronic equipment from scratch, such as audio and video equipment, timers and listening devices, or radios and communication devices. When building an electronic device from scratch, the character describes the kind of device they want to construct; then the GM decides whether the device fits the definition of a simple, moderate, complex, or advanced compared to current technology.

Simple: This category includes items such as clocks, timers, simple circuits, single mode detonators, and other simple electronics. The DC for these items is 15, the wealth point cost for a simple device will not exceed 4, and the time taken to build it will not exceed 2 hours.

Moderate: This category includes items such as electronic locks, radios, televisions and remote controls. The DC for these items is 20, the wealth point cost for a moderate device will not exceed 20, and the time taken to build it will not exceed 12 hours.

Complex: This category includes items such as computers, cell phones, GPS equipment, and Camcorders. The DC for these items is 25, the wealth point cost for a complex device will not exceed 25, and the time taken to build it will not exceed 24 hours.

Advanced: This category includes items such as server towers, the wiring system for a automobile, and the electrical system for a robot. The DC for these items is 30, the wealth point cost for a complex device will not exceed 500, and the time taken to build it will not exceed 60 hours.

Repairing Most Repair checks are made to fix complex or advanced electronic devices. The DC is set by the GM. In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. More complex repair work has a DC of 20 or higher and can require an hour or more to complete. Making repairs also involves a monetary cost when spare parts or new components are needed, represented by either buying or procuring them. If the GM decides this isn’t necessary for the type of repair the character is attempting, then the parts are not required. A character can choose to attempt to jury-rig, or make temporary repairs. Doing this reduces the Repair check DC by 5, and allows the character to make the checks for 12 Combat Points. However, a jury-rigged repair can only fix a single problem with a check, and the temporary repair only lasts until the end of the current scene or encounter. The jury-rigged object must be fully repaired thereafter.

Table: Repair Repair Task Example Wealth Repair DC Time Point Cost Simple 1 10 1 min. Moderate 3 15 10 min. Complex 6 20 1 hr. Advanced 12 25 10 hr.

A character can also jury-rig and jump-start an electronic device. The DC for this is at least 15, and it can be higher depending on the presence of security devices.

A character without an electronics tool kit takes a -6 penalty on Craft (electronic) checks.

A character with 7 ranks in Knowledge(Technology) gets a +2 synergy bonus to all Craft(Electronic) checks

Craft (Mechanical) Trained Only:

This skill allows a character to build mechanical devices from scratch, including engines and engine parts, weapons, and other gadgets. When building a mechanical device from scratch, the character describes the kind of device they want to construct, then the GM decides whether the device fits the definition of a simple, moderate, complex, or advanced compared to current technology.

Simple: This category includes items such as simple mechanical components, single mode detonators, and simple tools. The DC for these items is 15, the wealth point cost for a simple device will not exceed 4, and the time taken to build it will not exceed 2 hours.

Moderate: This category includes items such as mechanical locks, components for an engine, single, double shot, and action firearms* and complex tools. The DC for these items is 20, the wealth point cost for a moderate device will not exceed 11, and the time taken to build it will not exceed 12 hours.

Complex: This category includes items such as car engines, and Lever/pump/Single action firearms*, and. The DC for these items is 25, the wealth point cost for a complex device will not exceed 25, and the time taken to build it will not exceed 24 hours. Advanced: This category includes items such as jet engines, complete automobiles, and Semi-automatic, Automatic, and select-fire firearms*. The DC for these items is 30, the wealth point cost for a complex device will not exceed 500, and the time taken to build it will not exceed 60 hours.

Performing Upgrades

A character can perform their own upgrades for their weapons, saving on the cost of sending the weapons out for service, and in the case of more illegal upgrades, attracting the attention of police.

Table: Ranged Weapon Upgrades Classification of Upgrade Cost Time Craft DC Upgrade Barrel Upgrades 50% of Normal 100% of Normal 15 + 5 per barrel Cost Time upgrade already performed on the firearm Optics Upgrades 80% of Normal 100% of Normal 10 Cost Time Ergonomics and 50% of Normal 80% of Normal 13 + 5 per frame Aesthetics Cost Time upgrade already Upgrades performed on the firearm Firing Mode 30 % of 100% of Normal 30 + 10 per firing Upgrades Normal Cost Time mode upgrade already performed on the firearm Internal Upgrades 60% of Normal 100% of Normal 40 for Precision Cost Time Upgrade and Clockwork action 15 for Sawed-Off and Tighten Drawstring Tactical Upgrades 50% of Normal 100% of Normal 15 Cost Time

Reloading

Reloading is the act of creating complete ammunition from components. A single round of ammunition has four parts: The casing, the primer, the powder, and the payload.

The casing: The casing is the part of the ammunition that holds all of the components together. This is the piece that is ejected after it is fired, and can be used again, if it it undamaged. Cased round ammunition's casing is usually composed of brass, or less frequently, aluminum or steel.

The primer: The primer is a small metal cup containing the primary explosive for the round of ammunition. When the strikes the primer, it ignites the explosive, which in turn ignites the powder and sends the payload on it's way. Primer are a one-time use object, but are generally inexpensive. There are certain types of ammunition where the primer is actually embedded in the casing. These types of ammo are unreloadable, as they require massive, complex manufacturing equipment.

The powder: The powder is the main explosive for ammunition, and is the explosive that propels the bullet down the barrel of a firearm. Powder spans from the archaic black powder, still in use by some handloaders, to modern which is used in nearly all modern ammunition. Since the powder is burnt up when the ammunition is fired, it is impossible to reuse(As there isn't any to reuse). One pound of powder is enough to create a single batch of ammunition.

The payload: The payload is the object fired from the firearm, which can range from plain lead bullets to rubber buckshot. The payload is almost always destroyed or deformed too much to be reusable, if it can even be found.

Creating a batch of ammunition requires a full batch of each component, and the amount created in every batch is dependent on the type of ammunition created, as shown in Table: Ammunition batches. It takes about 4 hours to create a batch of ammunition. If a character fails the craft check, the ammunition is still made, but for every point below the Craft DC, 10% of the ammunition is unusable and unrecoverable, and should be thrown out. If any of this ammunition is used, the firearm will explode, dealing the caliber's damage to the user, and destroys the firearm in the process.

Reloading can not be done without a Reloading Kit, and any attempt to reload without one will result in a failure, ruining all of the components in the process.

Table: Ammunition Batches Amount Created per Craft DC Ammunition Caliber Batch 300 rounds 15 .410 Gauge, 20 Gauge, 12 Gauge, 10 Gauge, 16 Gauge 400 rounds 20 .25 ACP, .380 ACP, .32 ACP, .32 S&W, 8x22mm Nambu, .44 Henry 300 rounds 20 9x19mm, 9x18mm PM, .38 Special, .40 S&W, 7.65 Longue, .38 Long Colt, . 38/200, .38 S&W, .38 Super 200 rounds 25 .357 Magnum, .45 ACP, .45 GAP, .45 Long Colt, .41 Long Colt, 7.63x25mm Mauser, 7.62x25mm Tokarev, 476 Enfield, .455 Webley, 6.5x50mm Arisaka, .44 American, 9mm Japanese , .44 Russian 150 rounds 25 .357 SIG, 10MM Auto, .44 Magnum, 5.7x28mm FN, 4.6x30 HK, .44 WCF,.38 WCF, .38 Winchester, .44 Special, 7.63mm Mannlicher, 7.63x25mm Mauser, 7.62x25mm Tokarev 150 rounds 25 .454 Casull, .50 Action Express, .30 Carbine 100 rounds 25 5.45x39mm/.21 Russian, 5.8x42 Chinese, 5.56x45mm NATO/.223 Remington, .243 Winchester, 9x23mm Steyr 100 rounds 30 7.62x51mm/.308 Winchester,7.62x54mmR, .30-06 Springfield, 7.62x39mm M43/.30 Russian,.30-40 Krag, 7.7x58mm Arisaka, 8mm Lebel,.303 British, 8x57mm Mauser 100 rounds 35 300 Winchester Magnum, .338 Lapua,.50 BMG/12.7x99mm, 13.9x99mmB, 7.92x94mm, 6.8 Remington SPC 60 rounds 40 50-70 Government, .45-70 Government, 56-56 Spencer, 14.5x114mm 20 rounds 45 20x124mm, 20x105mm

Repairing Most repair checks are made to fix complex or advanced mechanical devices. The DC is set by the GM. In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. More complex repair work has a DC of 20 or higher and can require an hour or more to complete. Making repairs also involves a monetary cost when spare parts or new components are needed, represented by either buying or procuring them. If the GM decides this isn’t necessary for the type of repair the character is attempting, then the parts are not required.

A character can choose to attempt to jury-rig, or make temporary repairs. Doing this reduces the repair check DC by 5, and allows the character to make the checks for 12 Combat Points. However, a jury-rigged repair can only fix a single problem with a check, and the temporary repair only lasts until the end of the current scene or encounter. The jury-rigged object must be fully repaired thereafter.

Table: Repair Repair Task Example Wealth Repair DC Time Point Cost Simple 1 10 1 min. Moderate 3 15 10 min. Complex 6 20 1 hr. Advanced 12 25 10 hr.

A character can also jury-rig and hot-wire a car or jump-start an engine. The DC for this is at least 15, and it can be higher depending on the presence of security devices.

A character without a mechanics tool kit takes a -6 penalty on Craft (mechanical) checks.

A character with 7 ranks in Knowledge(Physical Sciences)can choose Craft(Mechanical) to receive a +2 synergy bonus. If the character chooses Craft(Mechanical), they cannot apply the synergy bonus to any other skill.

Craft (Pharmaceutical) Trained Only: This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses, and aid in recovering health.

Acids and Bases: Acids are corrosives substances that react with metals and carbonates. Bases can be thought of as the chemical opposites of acids, that neutralize acids but are not as strong as acids. A base of a certain type counteracts an acid of the same type or a less potent type.

Type of Acid Mild (1d6/4d6)* Potent (2d6/8d6)* Concentrated (3d6/12d6)* *The dice rolls in parentheses are typical contact damage/immersion damage caused per round of immersion.

Type of Base Mild (1d4/3d4)* Potent (2d4/6d4)* Concentrated (3d4/9d4)* *The dice rolls in parentheses are typical contact damage/immersion damage caused per round of immersion.

Antibacterial/Antiviral: These are medicines that help combat disease. An antibacterial/Antiviral drug gives an equipment bonus on Fortitude saves made to resist the effects of a disease. The amounts listed is for five doses.

Analgesics/Painkillers: These medicines allow a character to ignore pain, and allow them to continue fighting, but only for a limited time. When the effects wear off, the healing affect of the painkillers go with it. Painkillers can only be given to a character with at least 1 Extended HP. A player who has 0 or less Core HP has suffered serious injuries and must receive medical attention, and can not use painkillers. Painkillers only affect Extended HP. Painkillers can be crafted to last longer, heal more Extended HP, or Both. Each upgrade increases the Raw material Wealth Cost by +3. The amount listed is for one dose.

Hemostatic Medicine: These Medicines promote the clotting of blood. They reduce the bleed damage based on the level of the hemostat. (For example, a character with a bleed damage of 4d3 would need a Hemostat that reduced 4 bleed damage to completely stop bleeding.) Hemostats can be crafted to last longer, heal more bleed damage, or Both. Each upgrade increases the Raw material Wealth Cost by +2. The amount listed is for two doses.

Antiseptics Medicine: Antiseptics are substances that are applied to destroy microorganisms that are living on objects. These Medicines give a bonus to all Treat Injury checks when used. The amount listed is for four doses

Antidote: Antidotes are substances that are used to counteract poison. A specific antidote is used for a specific poison, and the character must figure out what kind of poison was used(DC 22 Knowledge(Earth and Life Science)). The amount listed is for a single dose.

Table: Pharmaceutical Crafting Item Raw Material Craft DC Time Yield Wealth Point Cost Mild Acid 2 15 15 minutes 128 oz./1 gal Mild Base 2 10 15 minutes 128 oz./1 gal Potent Acid 4 20 20 minutes 64 oz./1/2 gal Potent Base 4 15 20 minutes 64 oz./1/2 gal Concentrated Acid 8 30 30 minutes 32 oz./ 1/4 gal Concentrated Base 8 25 30 minutes 32 oz./ 1/4 gal

Antibacterial/Antiviral Raw Material Wealth Point Cost Craft Effect DC 3 15 +1 to Fort Save for Disease 6 20 +2 to Fort Save for Disease 9 25 +3 to Fort Save for Disease 12 30 +4 to Fort Save for Disease 15 35 +5 to Fort Save for Disease 18 40 +6 to Fort Save for Disease 21 45 +7 to Fort Save for Disease Analgesics /Painkillers Base Craft DC Length Strength Painkillers 10 +4 DC and +3 Material +2 DC and +3 Material Cost per 1d4 HP Cost per 1d3 hours restoration. Hemostatic Medicine Base Craft DC Length Strength Hemostat 12 +2 DC and +2 material +1 DC and +2 Material Cost per bleed cost per 1d4 hours damage bonus decrease Antiseptics Raw Material Wealth Point Base Craft DC Effect Cost Weak 1 8 +1 to All Treat Injury Checks Antiseptics Standard 4 14 +2 to All Treat Injury Checks Antiseptics Strong 8 18 +3 to All Treat Injury Checks Antiseptics Concentrated 12 25 +4 to All Treat Injury Checks Antiseptics Antidote Raw Material Wealth Point Base Craft DC Effect Cost Antidote Cost of Poison's Raw Craft DC of Poison + 5 Removes all effects of poison Material Cost + 8

A character without a chemistry kit takes a -6 penalty on Craft (pharmaceutical) checks.

A character with 7 ranks in Knowledge(Earth and Life Sciences)can choose Craft(Pharmaceutical) to receive a +2 synergy bonus. If the character chooses Craft(Pharmaceutical), they cannot apply the synergy bonus to any other skill. Craft (Structural): This skill allows a character to build wooden, concrete, or metal structures from scratch, including bookcases, desks, walls, houses, and so forth, and includes such handyman skills as plumbing, house painting, drywall, laying cement, and building cabinets, as well as craft and repair armor and the structural integrity of vehicles. When building a structural device from scratch, the character describes the kind of device they want to construct, then the GM decides whether the device fits the definition of a simple, moderate, complex, or advanced based on the difficulty. Simple: This category includes items such as bookshelves, chairs, small tables and Simple Melee Weapons*. The DC for these items is 15, the wealth point cost for a simple device will not exceed 4, and the time taken to build it will not exceed 2 hours.

Moderate: This category includes items such as decks, small boats, siege equipment, sheds and Archaic Melee Weapons*. The DC for these items is 20, the wealth point cost for a moderate device will not exceed 20, and the time taken to build it will not exceed 12 hours.

Complex: This category includes items such as bunkers, armories and some Exotic Melee Weapons*. The DC for these items is 25, the wealth point cost for a complex device will not exceed 25, and the time taken to build it will not exceed 60 hours.

Advanced: This category includes houses of all types. The DC for these items is 30, the wealth point cost for a complex device will not exceed 500, and the time taken to build it will not exceed 600 hours.

*The Craft DC for a Melee Weapon fluctuate with the complexity of the melee weapon.

Weaponsmithing

Weaponsmithing is the process of repairing, building, designing and modifying melee weapons, and thrown weapons. It encompasses both woodworking and metalworking to create functional, strong weapons.

Crafting a brand new melee weapon When crafting a new weapon, a character must first pick what current category the weapon would fit into, as well as the type of weapon. Variations on a weapon can quickly change a weapon's category and type.

Crafting a Melee weapon has the advantage of losing the improvised weapon penalties, including the error range for breaking.

The time listed when crafting the weapons is the average, different factors can change the speed of the weapon.

Table: Structural Crafting Simple Melee Weapons Weapon Craft DC Damage Type Raw Material Time Wealth Point Cost Brass Knuckles 13 Bludgeoning 1 1 day Push Blade/ 16 Piercing 1 1 day Punch Dagger Survival Knife 15 Slashing 1 2 days Folding Knife 12 Piercing 1 2 days Escape Knife 9 Piercing 1 1 day Light Club 8 Bludgeoning 1 3 hours Heavy Club 10 Bludgeoning 1 3 hours Tool Hammer 14 Bludgeoning 2 1 day Sledgehammer 16 Bludgeoning 2 1 day Sap 13 Bludgeoning 2 4 hours (Non-lethal) Riot Shield 15 Bludgeoning 4 2 hours Entry Shield 18 Bludgeoning 11 10 hours Archaic Melee Weapons Battle Axe 20 Slashing 3 4 days Broad Axe 18 Slashing 2 3 days Hand Axe 16 Slashing 1 2 days Short Sword 15 Slashing 1 5 days Bastard Sword 18 Slashing 4 1 week Broad Sword 23 Slashing 3 1 week Long Sword 26 Slashing 5 5 days Rapier 28 Piercing 4 1 week Saber 27 Slashing/Piercing 4 1 week Cutlass 25 Slashing 5 1 week Parrying Dagger 19 Slashing 1 5 days Long staff 14 Bludgeoning 2 1 day Quarterstaff 13 Bludgeoning 1 1 day Short Staff 12 Bludgeoning 1 1 day

Long Spear 16 Piercing/ 2 1 day Bludgeoning Short Spear 14 Piercing/ 2 1 day Bludgeoning Light Mace 25 Bludgeoning 3 6 days Heavy Mace 28 Bludgeoning 4 6 days Light Pick 30 Piercing 5 5 days Heavy Pick 34 Piercing 8 5 days Exotic Melee Weapons Weighted Chain 26 Bludgeoning 4 1 day Whip Chain 28 Bludgeoning 5 1 day Great Sword 32 Slashing 5 2 weeks Jagged Sword 35 Piercing/Slashing 3 10 days Garrote 12 N/a 1 1 hour Flail 26 Piercing/ 5 3 days Bludgeoning Kama 21 Slashing 3 2 days Kukri 27 Slashing 3 1 week Nunchucku 15 Bludgeoning 1 2 hours Three Section Staff 21 Bludgeoning 2 9 hours Thrown weapons and Non-ballistic Ranged weapons Ballistic Knife 28 Piercing 10 3 hours Slingshot 9 Bludgeoning 1 15 minutes Whip 15 Slashing 3 2 days Throwing 11 Piercing 1 2 days Knives/Stars(4) Throwing Axe 18 Slashing 1 1 day Brick(5) 2 Bludgeoning 1 1 combat point Bolas 15 Bludgeoning 3 6 hours Javelin 22 Piercing 1 1 day Compound Bow 25 Piercing 3 per size 5 days Recurve Bow 20 Piercing 4 per size 4 days

Personalized Weapons

A personalized weapon is a weapon built from the ground up for a particular individual, based on the user's preference, size, and other specifications. A character may craft a personalized weapon for anyone at their request, but the user must be proficient in the weapon in order to gain the benefit. A personalized weapon grants a +4 attack bonus, a +1 damage bonus and the combat point cost for any action involving the weapon is 1 point less for the intended user. Anyone who is not the intended user of the weapon uses it as if it were a normal weapon. When crafting a personalized weapon, the DC for the weapon is increased by 10, the raw material wealth point cost is increased by 4 times, and the time is doubled. A personalized weapon must be named, either by the intended user, or by the crafter, if the intended user does not give a name.

Performing Upgrades

A weaponsmith may perform his own upgrades to weapons, at half cost of the price of a normal upgrade. The DC to perform any melee weapon upgrade is 17, and takes the normal amount of time it takes to perform the upgrade.

Extra Upgrade Slots and Built-in Upgrades.

A weapon may be crafted with extra slots for melee weapon upgrades. This increases the DC by 5 per upgrade slot, the Wealth point cost doubled and the time by a day. A weapon may also be crafted with the upgrades already built in, taking up the slot that would normally take when upgrading it as normal. The upgrade cost the same amount as it would to normally upgrade but only takes half the time, and the DC to craft the weapon is +1 per upgrade. A character without a construction tool kit takes a -6 penalty on Craft (Structural) checks.

A character with 7 ranks in Knowledge(Physical Sciences)can choose Craft(Structural) to receive a +2 synergy bonus. If the character chooses Craft(Structural), they cannot apply the synergy bonus to any other skill.

Repairing Damaged Armor and Vehicles

A character can use Craft: Structural to repair used Armor and Vehicles.

Repairing damage to a vehicle takes a full hour of work, a mechanical tool kit, a garage or some other suitable facility, and 5 WP of raw materials. (Without the tool kit, a character takes a -6 penalty on their Craft check.) At the end of the hour, make a Craft(Structural) check (DC 20). Success restores 2d6 hit points. If damage remains, the character may continue to make repairs for as many hours as it takes to restore all of the vehicle’s hit points, provided they have enough money for the raw materials.

Repairing damage to armor takes 30 minutes of work, a mechanical tool kit, and 2 WP of raw materials. (Without the tool kit, a character takes a -6 penalty on their Craft check.) At the end of the half hour, make a Craft(Structural) check (DC 20). Success restores 1d4 armor points. If damage remains, the character may continue to make repairs for as many minutes as it takes to restore all of the armors armor points.

Craft (Visual Art): This skill allows a character to create paintings or drawings, take photographs, use a video camera, or in some other way create a work of visual art. When attempting to create a work of visual art, the character simply makes a Craft (visual art) check, the result of which determines the quality of the work. Unless the effort is particularly elaborate or the character must acquire an expensive piece of equipment, the basic components has a wealth point cost of 4.

Creating a work of visual art requires at least 12 Combat Points, but usually takes an hour, a day, or more, depending on the scope of the project.

Table: Visual Art Crafting Effort Achieved Skill Check Result Untalented Amateur 0-9 Talented Amateur 10-19 Professional 20-24 Expert 25-30 Master 31+

The character can also use Craft(Visual art) to create false documents. The complexity of the document, the character's degree of familiarity with it, and whether the character needs to reproduce the signature or handwriting of a specific individual, provide modifiers to the Craft Check

The Craft(Visual art) skill is also used to detect someone else's forgery. The result of the original Craft check that created the document is opposed by a Craft check by the person who examines the document to check its authenticity. If the examiner's check result is equal to or higher than the original check, the document is determined to be fraudulent. The examiner gains bonuses or penalties on their check.

Forgery Check Modifier Type of document unknown to examiner: -4 Type of document somewhat known to examiner: -2 Type of document well known to examiner: +0 Document is put through additional tests: +4 Examiner only casually reviews the document: -2

Table: Forgery Document Type Modifier Time Taken Simple(Business Card, Name Tag, +0 10 Minutes Typed Letter) Moderate(Letterhead, Business Form) -2 20 Minutes Complex(Stock Certificate, Driver's -4 1 hour License) Difficult(Passport) -8 4 hours Impossible(Military/Law -15 1 day Enforcement ID) Familiarity Modifier Unfamiliar -4 Slightly Familiar 0 Very Familiar +4 Forger has experience in type of +6 document Document includes specific insignia -4 or signature

A character with 7 ranks in Knowledge(Art) can choose Craft(Visual Art) to receive a +2 synergy bonus. If the character chooses Craft(Visual Art), they cannot apply the synergy bonus to any other skill.

A character can not try again since the forger isn't sure of the quality of the original forgery.

Special: To forge documents and detect forgeries, one must be able to read and write the language in question. (The skill is language dependent.)

A character can take 10 when making a Forgery check, but can't take 16 or 18. A character without a forgery kit takes a -6 penalty on Forgery checks to create a document, and a character without an authentication kit takes a -6 on Forgery checks to detect a forgery.

Craft (Writing): This skill allows a character to create short stories, novels, scripts and screenplays, newspaper articles and columns, and similar works of writing. When creating a work of writing, the player simply makes a Craft (writing) check, the result of which determines the quality of the work. The wealth point cost is negligible. Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project.

Table: Writing Crafting Effort Achieved Skill Check Result Untalented Amateur 0-9 Talented Amateur 10-19 Professional 20-24 Expert 25-30 Master 31+

A character with 7 ranks in Knowledge(Art) can choose Craft(Writing) to receive a +2 synergy bonus to. If the character chooses Craft(Writing), they cannot apply the synergy bonus to any other skill.

Demolitions (Intelligence) Trained Only: You are successfully trained in arming, planting, and preparing an explosive device for detonation.

Check: Setting a simple explosive to blow up at a certain spot doesn't require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.

Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.

A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making their check to set the detonator (it must be higher than 10). The character's DC to set the detonator is equal to the disarm DC.

Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure's construction. The GM makes the check (so that the character doesn't know exactly how well they have done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius.

Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Demolitions check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, they do not disarm the explosive. If the character fails by more than 5, the explosive goes off.

A character can take 10 when using the Demolitions skill, but can't take 16 or 18. A character without a demolitions kit takes a -6 penalty on Demolitions checks.

Try again?: If time permits, and the explosive has not gone off, yes. Time: Setting a detonator cost 10 Combat Points. Placing an explosive device takes 1 minute or more, depending on the scope of the job.

Disable Device (Intelligence) Trained Only: The character is skilled at disarming security devices and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as locks, and firearms.

Open Lock: A character can pick conventional locks, finesse combination locks, and bypass electronic locks. The character must have a lockpicking kit (for a mechanical lock) or an electronics kit (for an electronic lock). The DC depends on the quality of the lock.

Lock DC Cheap: 10 Average: 15 High quality: 20 High security: 25 Ultra-high security: 35

Cheap Locks: Examples of cheap locks include briefcase locks, combination locks, and weak padlocks.

Average Locks: Examples of average locks include home deadbolt locks, standard padlocks,keypad locks, and RF-ID locks.

High Quality Locks: Examples of high quality locks include business deadbolt locks, high quality padlocks,and encrypted card readers.

High Security Locks: Examples of high security locks include bank branch vaults,and biometric locks.

Ultra-High Security Locks: Examples of ultra-high security locks include bank headquarters vault, or locks to a government high security area.

Disable Security Device: A character can disable a security device, such as an electric fence, motion sensors, or security cameras. The character must be able to reach the actual device. If the device is monitored, the fact that the character attempted to disable it will probably be noticed. When disabling a monitored device, the character can prevent their tampering from being noticed. Doing so requires 10 minutes and an electrical kit, and increases the DC of the check by +5.

Device Type DC Cheap: 15 Average: 25 High quality: 30 High security: 35 Ultrahigh security: 40

Cheap Device: Examples of cheap security devices include home door alarms, barbed wire, and improvised alarms such as noisemakers and tripwires.

Average Device: Examples of average security devices include store security cameras, razor wire, and simple motion detectors.

High Quality Devices: Examples of high security devices include infrared security cameras, advanced motion detectors, and electric fences.

High Security Devices: Examples of high security devices include alarms to a bank vault, land mines, and glass sensors.

Ultrahigh Security Devices: Examples of ultrahigh security devices include military motion detectors.

Sabotage device: A character can sabotage a mechanical or electrical device, such as a firearm, a piece of electrical equipment, or a tool. The skill check is made to see how well the sabotage attempt is made versus Perception checks, and set the DC for the repair check.

Try again?: If the situation permits, yes.

Time: Opening a lock and Disabling a Device cost 12 Combat Points . Sabotaging a device cost 10 Combat Points.

Drive (Dexterity): The character is trained how to drive in unusual circumstances, such as inclement weather, or during a dramatic situation, such as being chased, or attempting to reach a location quickly. A character does not need any ranks in drive in order to drive a civilian car, truck, or motorcycle. When driving, the character can attempt simple maneuvers or stunts. See Driving a Vehicle for more details.

Try Again?: Most driving checks have consequences for failure that make trying again impossible.

Special: A character can take 10 when driving, but can't take 16 or 18.

There is no penalty for operating a general-purpose motor vehicle. Other types of motor vehicles (heavy wheeled, powerboat, sailboat, ship, and tracked) require the corresponding Surface Vehicle Operation feat, or the character takes a -4 penalty on Drive checks.

Time: A Drive check cost 6 Combat Points.

Gamble(Wisdom): The Character is skilled at games of chance, able to make educated guesses, and use his prowess to win money.

To join or start a game, a character must first pay a stake. The character sets the wealth point cost if they start the game, or the GM sets it if the character joins a game. Stakes run from penny-ante (1 WP) to astronomical (100000 WP). A Character can play a number of different games, each using the gamble skill in different ways.

Roulette: The character first makes a bet between 1-100. The character can bet against evens, odds, lows(numbers between 1-50), and highs(51-100), which have a 100% return if the character wins. The characters can bet against quarters(1-25, 26-50, 51-75,or 76-100) , which have a 200% return if the character wins. The Character can also bet against a single number(1-100), which has a 10,000% return if the character wins. After the character has selected his bet, he can choose to use his Gamble modifier to affect the roll. He can choose to change the roll either positively or negatively, up to the amount of their Gamble skill modifier. The number rolls around if the number goes over(Example: A roll of 99, with a positive change of 5, would cause the end number to be 4, and a roll of 3 with a negative change of 5 would cause the end number to be 98) If he wishes to do this, he must state that he wants to do this before the GM rolls. After all of the characters have placed their bets and are ready, the GM rolls a d%, and determines if anyone has won, and distributes the wealth points accordingly.

Poker: The characters first ante up an equal number of wealth points before the cards are passed out. Each character then rolls 5d12 secretly from one another(But not the GM). Each character can then reroll 1 dice per 4 ranks of gamble they have(To a maximum of 5 dice). The characters can then ante up more wealth points if they'd like, stick with their hand, or fold. If a character ante's up, all other characters must meet the character’s ante, or put in all they have, if they cannot.

If there are many characters participating, the GM can opt to make a single roll for all of them, using the highest Gamble skill modifier among them and adding a +2 bonus to the check, before rerolling. If the character beats all other participants, they win and gain all of the Wealth Points bet by the participants. If playing at a casino, assume the house has a Gamble skill modifier equal to the level of wealth points cost.

Casino Gamble DC 1--5: +4 6--15: +8 16-30: +12 31-39: +16 40-70: +20 70-120:+24 120+:+28

Table: Poker Hands Types of Hand Example Royal Flush A 12,11,10,9, and 8 Straight Flush Any five number sequence(Ex: 2,3,4,5, and 6,) Highest value wins, in a tie. Four of a Kind Any four numbers of the same value(Ex: 3,3,3,3, and 1) Highest value wins, in a tie.

Full House A set of three of a kind plus a pair(Ex: 10,10,10, 2 and 2)

Three of a Kind Any three numbers of the same value (Ex: 7,7,7,4 and 2) Highest value wins, in a tie. Two pair Two separate pairs(12,12, 2,2 and 4) Highest value of both pairs wins, in a tie. Pair A pair of numbers of the same value(Ex: 10,10, 3,4, and 7) Highest Number If a hand contains none of the above combinations, it is valued by it's highest number. Ties are broken by the second highest number, and so on.

Try Again?: No, unless the character wants to put up another stake.

Special: A character can't take 10 or take 16 or 18 when making a Gamble check.

Time: A Gamble check can take between 5 to 30 minutes.

Knowledge(Intelligence) Trained only: This skill allows a character to be knowledgeable in a particular area of lore.

A character makes a Knowledge check to see if the character knows something. When trying to determine what Knowledge skill a particular question or field of expertise falls under, use a broad interpretation of the existing categories. When answering a question, the DC for answering within the character's field of study varies by the difficulty of the question asked.

Question DC Very Easy Questions: 5 Easy Questions: 10 Basic Questions: 15 Difficult Questions: 20 Hard Questions: 25 Very Hard Questions: 30

The thirteen Knowledge categories, and the topics each one encompasses, are as follows.

Arcane Lore: The occult, magic and the supernatural, 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.

Behavioral Sciences: Psychology, sociology, and criminology. Business: Business procedures, investment strategies, and corporate structures. Bureaucratic procedures and how to navigate them. Civics: Law, legislation, litigation, and legal rights and obligations. Political and governmental institutions and processes.

Earth and Life Sciences: Biology, botany, genetics, geology, and paleontology. Medicine and forensics.

History: Events, personalities, and cultures of the past. Archeology and antiquities.

Physical Sciences: Astronomy, chemistry, mathematics, physics, and engineering.

Popular Culture: Popular music and personalities, genre films and books, urban legends, comics, science fiction, and gaming, among others.

Streetwise: Street and urban culture, local underworld personalities and events.

Tactics: Techniques and strategies for disposing and maneuvering forces in combat, as well as firearms and weapons knowledge.

Technology: Current developments in cutting-edge devices, as well as the background necessary to identify various technological devices.

Theology and Philosophy: Liberal arts, ethics, philosophical concepts, and the study of religious faith, practice, and experience.

Try Again?: No. The check represents what a character knows, and thinking about a topic a second time doesn't let the character know something they never knew in the first place.

Special: An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge about a given subject.

A character can take 10 when making a Knowledge check, but can't take 16 or 18.

Certain Knowledge Skills give synergy bonuses to other skills.

Time: A Knowledge check can be a reaction, but otherwise cost 12 Combat Points.

Linguistics(None)Trained Only: This skill allows a character to speak, read, and write a language.

The Linguistics skill doesn’t work like a standard skill.

• A character automatically knows how to read and write their native language; the character does not need ranks to do so. • To read and write, or speak a language cost 1 rank. To do the opposite of what you picked originally, it cost an additional rank in the language the character knows how to read and write, or speak in. • A character never makes Linguistics checks. A character either knows how to read and write a specific language or doesn’t.

• A character can choose any language, modern or ancient. (See below for suggestions.) The GM might determine that a character can’t learn a specific language due to the circumstances of the campaign.

Language Groups There are thousands of languages to choose from when a character buys ranks in Linguistics. A few are listed here, sorted into their general language groups.

A language’s group doesn’t matter when a character is buying ranks in Linguistics.

This list is by no means exhaustive- There are many more language groups, and most groups contain more languages than those listed here. Algic: Algonkin, Arapaho, Blackfoot, Cheyenne, Shawnee. Armenian: Armenian. Athabascan: Apache, Chipewyan, Navajo. Attic: Ancient Greek*, Greek. Baltic: Latvian, Lithuanian. Celtic: Gaelic (Irish), Gaelic (Scots), Welsh. Chinese: Cantonese, Mandarin, Old Chinese* Finn-Lappic: Estonian, Finnish, Lapp. Germanic: Afrikaans, Danish, Dutch, English, Flemish, German, Icelandic, Norwegian, Swedish, Yiddish. Ham-Semitic: Coptic*, Middle Egyptian*. Indic: Hindi, Punjabi, Sanskrit*, Urdu, Romani Iranian: Farsi, Pashto. Japanese: Japanese. Korean: Korean. Romantic: French, Italian, Latin*, Portuguese, Romanian, Spanish. Semitic: Akkadian (aka Babylonian)*, Ancient Hebrew*, Arabic, Aramaic*, Hebrew. Slavic: Belorussian, Bulgarian, Czech, Polish, Russian, Serbo-Croatian, Slovak, Ukrainian. Tibeto-Burman: Burmese, Sherpa, Tibetan. Turkic: Azerbaijani, Turkish, Uzbek. Ugric: Hungarian (aka Magyar). *This is an ancient language. In the modern world it is spoken only by scholars, or in some cases by small populations in isolated corners of the world.

Perception(Wisdom): This skill allows a character to notice fine details and alert them to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell.

Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.

Perception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is. The following table gives a number of guidelines.

Perception DC Gunfire: -20 Hear the sound of battle: -10 Notice the stench of rotting garbage: -10 Detect the smell of smoke: 0 Hear the details of a conversation: 0 Notice a visible creature: 0 Determine if food is spoiled: 5 Hear the sound of footsteps: 10 Hear a gun being loaded and/or cocked: 10 Hear the details of a whispered conversation: 15 Find the average concealed door: 15 Hear the sound of a key being turned in a lock: 20 Notice a typical secret compartment or a simple trap: 20 Notice a pickpocket: Opposed by Stealth Notice a creature using Stealth: Opposed by Stealth

Perception Modifiers Distance to the source, object, or creature: +1/10 feet Through a closed door: +5 Through a wall: +10/foot of thickness Favorable conditions: -2 Unfavorable conditions: +5 Terrible conditions: +10 Creature making the check is distracted: +5 Creature making the check is asleep: +10 Creature or object is camouflaged: +15

Favorable and unfavorable conditions depend upon the sense being used to make the check. For example, bright light might increase the DC of checks involving sight, while torchlight or moonlight might give a penalty. Background noise might reduce a DC involving hearing, while competing odors might penalize any DC involving scent.

As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a roaring engine for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent.

Try Again: Yes. You can try to sense something you missed the first time, so long as the stimulus is still present.

Special: Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent.

Time: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus cost 6 Combat Points. Perform(Charisma): The character is skilled in a form of entertainment.

This skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below.

The number of Perform categories is kept purposely finite. When trying to determine what Perform skill a particular type of performance falls under, use a broad interpretation of the existing categories. Do not arbitrarily make up new categories.

Check: The character is accomplished in some type of artistic expression and knows how to put on a performance. The character can impress audiences with their talent and skill. The quality of the character’s performance depends on their check result.

The eight Perform categories, and the qualities each one encompasses, are as follows.

Act: The character is a gifted actor, capable of performing drama, comedy, or action-oriented roles with some level of skill.

Dance: The character is a gifted dancer, capable of performing rhythmic and patterned bodily movements to music.

Keyboards: The character is a musician gifted with a talent for playing keyboard musical instruments, such as piano, organ, and synthesizer.

Percussion Instruments: The character is a musician gifted with a talent for playing percussion musical instruments, such as drums, cymbals, triangle, xylophone, and tambourine.

Sing: The character is a musician gifted with a talent for producing musical tones with your voice.

Stand-Up: The character is a gifted comedian, capable of performing a stand-up routine before an audience.

Stringed Instruments: The character is a musician gifted with a talent for playing stringed musical instruments, such as banjo, guitar, harp, lute, sitar, and violin.

Wind Instruments: The character is a musician gifted with a talent for playing wind musical instruments, such as flute, bugle, trumpet, tuba, bagpipes, and trombone.

Performance Result 10: Amateur performance. Audience may appreciate your performance, but isn’t impressed. 15: Routine performance. Audience enjoys your performance, but it isn’t exceptional. 20: Great performance. Audience highly impressed. 25: Memorable performance. Audience enthusiastic. 30: Masterful performance. Audience awed. Try Again?: Not for the same performance and audience.

Special: A character can take 10 when making a Perform check, but can’t take 16 or 18.

A character without an appropriate instrument automatically fails any Perform (keyboard), Perform (percussion), Perform (stringed), or Perform (wind) check they attempt. At the GM’s discretion, impromptu instruments may be employed, but the performer must take a -6 penalty on the check because their equipment, although usable, is inappropriate for the skill.

Time: A Perform check usually requires at least several minutes to an hour or more.

Pilot(Dexterity)Trained Only: This skill allows a character to successfully pilot aircraft of various types.

Typical piloting tasks don’t require checks. Checks are required during combat, for special maneuvers, or in other extreme circumstances, or when the pilot wants to attempt something outside the normal parameters of the vehicle. When flying, the character can attempt simple maneuvers and stunts (actions in which the pilot attempts to do something complex very quickly or in a limited space). Each vehicle’s description includes a maneuver modifier that applies to Pilot checks made by the operator of the vehicle. A character can take 10 when making a Pilot check, but can’t take 16 or 18.

Special: A pilot can fly Attack helicopters and Military Prop aircraft but can not use any of the weapons or countermeasures.

There is no penalty for operating a general-purpose fixed-wing aircraft or helicopters.. Other types of aircraft (heavy aircraft, Attack helicopters and attack planes) require the corresponding Aircraft Operation feat, or else the character takes a -4 penalty on Pilot checks.

Time: A Pilot check cost 6 Combat Points.

Try again?: Most pilot checks have consequences for failure that make trying again impossible

Presence(Charisma): The character is skilled at threatening and persuading others, feinting in battle, and changing their appearance.

You can use Presence to try to and mislead an opponent in melee combat so that he can’t dodge your next attack effectively, called feinting. To feint, make a presence check opposed by another presence check by your target. The target may add his base attack bonus to this presence check. If your perception check result exceeds your target’s check result, the next melee attack you make against the target does not allow him to use his Dexterity bonus to Defense (if any). This attack must be made on or before your next turn. Attempting to feint against a creature of animal Intelligence (1 or 2), you take a -4 penalty. Attempting to feint against a non-intelligent creature is impossible. Feinting in combat does not provoke attacks of opportunity.

You can also use Presence to disguise your appearance. Your Presence check result determines how good the disguise is, and it is opposed by others' Perception check results. If you don’t draw any attention to yourself, others do not get to make Perception checks. If you come to the attention of people who are suspicious (such as a guard who is observing people), it can be assumed that such observers are taking 10 on their Perception checks.

You get only one Presence check per use of the skill, even if several people are making Perception checks against it. The Disguise check is made secretly, so that you can’t be sure how good the result is.

The effectiveness of your disguise depends in part on how much you’re attempting to change your appearance, and any behavior associated with it.

Disguise Check Modifier Minor details only: +5 Disguised as different gender: -5 Disguised as different race: -10 Disguised as different age category: -5

If you are impersonating a particular individual, those who know what that person looks like get a bonus on their Perception checks according to the table below. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.

A character without a disguise kit takes a -6 penalty on presence checks to disguise themselves.

Viewer’s Perception Check Bonus based on familiarity Recognizes on sight: +6 Friends or associates: +8 Close friends: +10 Intimate: +15

Finally, the presence skill can be used to frighten your opponents or to get them to act in a way that benefits you. This skill includes displays of prowess.

You can use Presence to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target level + the target’s Wisdom modifier + Miscellaneous Modifiers.

Intimidation Modifiers PC's are Armed: +5 Target is Armed: -5 PC's possess authority of a higher power(Police, FBI, CIA, Crime Family, exc.): +10 Target possess authority of a higher power: -10

If successful, the opponent will:

• Give you information you desire • Take actions that do not endanger it • Offer other limited assistance

After the intimidate expires, the target treats you as unfriendly and may report you to local authorities.

If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.

Time: To influence a creature’s attitude takes 1 minute of continuous interaction. Making a request of a creature takes 1 or more rounds of interaction, depending upon the complexity of the request. Disguising ones-self requires 1d4 x10 minutes of preparation. Feinting takes 8 Combat Points. Try again?: You can attempt to feint against someone again if you fail. You may try to redo a failed disguise, but once others know that a disguise was attempted, they’ll be more suspicious. You can attempt to intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after one hour has passed. To to change an opponent’s attitude by intimidating them requires 1 minute of conversation.

Ride(Dexterity): The character is skilled at riding mounts, usually a horse, but possibly something more exotic, like an Elephant or Camel.

Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem. The following tasks do require checks. If you attempt to ride a creature that is ill suited as a mount, you take a -5 penalty on your Ride checks. In addition, attempting trick riding or asking the animal to perform an unusual technique also requires a check.

Guide with Knees (DC 5): The character can react instantly to guide their mount with their knees so that the character can use both hands in combat or to perform some other action. Make the check at the start of the character’s round. If the character fails, they can only use one hand this round because the character needs to use the other to control their mount.

Stay in Saddle (DC 5): The character can react instantly to try to avoid falling when their mount rears or bolts unexpectedly or when the character takes damage.

Fight while Mounted (DC 20): While in combat, the character can attempt to control a mount that is not trained in combat riding (see the Animal Handling skill). If the character succeeds, they use only 6 Combat Points, and the character can use their remaining Combat Points to do something else. If the character fails, they can do nothing else that round. If the character fails by more than 5, they lose control of the animal.

For animals trained in combat riding, the character does not need to make this check. Instead, the character can use 6 Combat Points to have the animal perform a trick (commonly, to attack). The character can use the rest of their Combat Points normally. Cover (DC 15): The character can react instantly to drop down and hang alongside their mount, using it as one- half cover. The character can’t attack while using their mount as cover. If the character fails, they don't get the cover benefit.

Soft Fall (DC 15): The character reacts instantly when they fall off a mount, such as when it is killed or when it falls, to try to avoid taking damage. If the character fails, they take 1d6 points of falling damage.

Leap (DC 15): The character can get their mount to leap obstacles as part of its movement. Use the character’s Ride modifier or the mount’s Athletics modifier (whichever is lower) when the mount makes its Athletics check (see the Athletics skill). The character makes a Ride check (DC 15) to stay on the mount when it leaps.

Fast Mount or Dismount (DC 20; armor penalty applies): The character can mount or dismount by using 2 Combat Points. If the character fails the check, mounting or dismounting cost 6 Combat Points. (A character can’t attempt a fast mount or dismount unless they can perform the mount or dismount by spending 6 Combat Points this round, should the check fail.)

Special: If the character is riding bareback, they take a -5 penalty on Ride checks. A character can take 10 when making a Ride check, but can’t take 16 or 18.

Time: Ride Cost 6 Combat Points, except when otherwise noted for the special tasks listed above.

Stealth(Dexterity): The character is skilled at avoiding detection, allowing them to slip past foes or strike from an unseen position, and pick pockets, draw hidden weapons, and take a variety of actions without being noticed. This skill covers hiding and moving silently.

Your Stealth check is opposed by the Perception check of anyone who might notice you. You can move at 2 Combat Points per 5 feet and still use Stealth at no penalty. When moving at normal Combat Point cost, you take a -5 penalty. It's impossible to use Stealth while attacking, running, or charging. If people are observing you using any of their senses (but typically sight), you can't use Stealth

A DC 10 Stealth check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went.

When you use this skill under close observation, your skill check is opposed by the observer's Perception check. The observer's success doesn't prevent you from performing the action, just from doing it unnoticed.

You can hide a small object (including a weapon of medium size or less) on your body. Your Stealth check is opposed by the Perception check of anyone observing you or of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the Perception check, since it's generally easier to find such an object than to hide it. Heavy or baggy clothing (such as an overcoat) grants you a +2 bonus on the check.

Drawing a hidden weapon is dependent on how it's holstered or sheathed, but doesn't provoke an attack of opportunity.

If you try to take something from a creature, you must make a DC 20 Stealth check. The opponent makes a Perception check to detect the attempt, opposed by the Stealth check result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item. You cannot use this skill to take an object from another creature during combat if the creature is aware of your presence.

You can use Presence to allow you to use Stealth. A successful Presence check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.

Time: Normally, you make a Stealth check to hide or move silently as part of movement, so it doesn't take a separate action, but the Combat Point cost to move is doubled. Using Stealth to hide or move silently immediately after a ranged attack cost 6 Combat Points. Any Stealth check to conceal, or take an object cost 5 Combat Points. However, you may perform this Stealth check for 2 Combat Points by taking a -10 penalty on the check. Speechcraft(Charisma): The character is skilled at detecting falsehoods and true intentions, threaten and persuade others, solve arguments, and gather valuable information from people.

With a successful Speechcraft check, you can convince your opponent that what you are saying is true. Speechcraft checks to lie are modified depending upon the believability of the lie. Lie Modifier: The target wants to believe you: +5 The lie is believable: +0 The lie is unlikely: -5 The lie is far-fetched: -15 The lie is impossible: -25 The target is drunk or impaired: +5 You possess convincing proof: up to +10

You can use the Speechcraft skill to pass a hidden message to another character without others understanding your true meaning. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target automatically understands you, assuming you are speaking in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that hear the message can decipher the message by succeeding at an opposed Speechcraft check against your Speechcraft result.

You can also use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.

You can change the initial attitudes of non-player characters with a successful check. The DC of this check depends on the creature’s starting attitude toward you, adjusted by its Charisma modifier. Starting Attitude and the Diplomacy DC Hostile: 30 + creature's Cha Modifier Unfriendly: 25 + creature's Cha Modifier Indifferent: 20 + creature's Cha Modifier Friendly: 15 + creature's Cha Modifier Helpfully: 5 + creature's Cha Modifier

Diplomacy Modifiers Give simple advice or directions: -5 Give detailed advice: +0 Give simple aid: +0 Reveal an unimportant secret: +5 Give lengthy or complicated aid: +5 Give dangerous aid: +10 Reveal secret knowledge: +10 or more Give aid that could result in punishment: +15 or more

If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step. If a creature’s attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Speechcraft check, using the creature’s current attitude to determine the base DC, with one of the following modifiers. Once a creature’s attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion.

Finally, the Speechcraft skill can be used to frighten your opponents or to get them to act in a way that benefits you. This skill includes verbal threats.

You can use Speechcraft to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target level + the target’s Wisdom modifier + Miscellaneous Modifiers.

Intimidation Modifiers PC's are Armed: +5 Target is Armed: -5 PC's possess authority of a higher power(Police, FBI, CIA, ect.): +10 Target possess authority of a higher power: -10

If successful, the opponent will:

• Give you information you desire • Take actions that do not endanger it • Offer other limited assistance

After the intimidate expires, the target treats you as unfriendly and may report you to local authorities.

If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.

A target must be able to hear and understand the character when using this skill.

Time: Attempting to deceive someone takes at least 1 round, but can possibly take longer if the lie is elaborate (as determined by the GM on a case-by-case basis) Delivering a secret message generally takes twice as long as the message would otherwise would take to relay. To influence a creature’s attitude takes 1 minute of continuous interaction. Making a request of a creature takes 1 or more rounds of interaction, depending upon the complexity of the request.

Try again?: If you fail to deceive someone, any further checks made to deceive them are made at a -10 penalty and may be impossible (GM discretion). Secret messages can be relayed again if the first attempt fails. You cannot use Speechcraft to influence a given creature’s attitude more than once in a 24 hour period. If a request is refused, the result does not change with additional checks, although other requests might be made. You can attempt to intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after one hour has passed. To to change an opponent’s attitude by intimidating them requires 1 minute of conversation. Technology Use(Intelligence): Your character is skilled at using computers, and technology to bypass security systems, destroy and create programs,

Most normal computer operations don’t require a Technology Use check. However, searching an unfamiliar network for a particular file, writing computer programs, altering existing programs to perform differently (better or worse), and breaking through computer security are all relatively difficult and require skill checks. A Character without a computer(Either a Laptop, or a Desktop) cannot use Technology use. Find File: This skill can be used for finding files or data on an unfamiliar system. The DC for the check and the time required are determined by the size of the site on which the character is searching. Finding public information on the Internet does not fall under this category; usually, such a task requires a Research check. This application of the Technology Use skill only pertains to finding files on private systems with which the character is not familiar.

Defeat Computer Security: This application of Technology Use can’t be used untrained. The DC is determined by the quality of the security program installed to defend the system. If the check is failed by 5 or more, the security system immediately alerts its administrator that there has been an unauthorized entry. An alerted administrator may attempt to identify the character or cut off the character’s access to the system.

Sometimes, when accessing a difficult site, the character has to defeat security at more than one stage of the operation. If the character beats the DC by 10 or more when attempting to defeat computer security, the character automatically succeeds at all subsequent security checks at that site until the end of the character’s session (see Computer Hacking below).

Computer Hacking: Breaking into a secure computer or network is often called hacking. When a character hacks, they attempt to invade a site. A site is a virtual location containing files, data, or applications. A site can be as small as a single computer, or as large as a corporate network connecting computers and data archives all over the world—the important thing is that access to the site connects the user to everything within it. Some sites can be accessed via the Internet; others are not connected to any outside network and can only be tapped into by a user who physically accesses a computer connected to the site.

Every site is overseen by a system administrator—the person in charge of the site, and who maintains its security. Often, the system administrator is the only person with access to all of a site’s functions and data. A site can have more than one system administrator; large sites have a system administrator on duty at all times. A character is the system administrator of their personal computer.

When a character hacks into a site, the visit is called a session. Once a character stops accessing the site, the session is over. The character can go back to the site in the future; when they do, it’s a new session.

Several steps are required to hack into a site: Covering Tracks: This step is optional. By making a Technology Use check (DC 20), a character can alter their identifying information. This imposes a -5 penalty on any attempt made to identify the character if their activity is detected. Access the Site: There are two ways to do this: physically or over the Internet. Physical Access: A character gains physical access to the computer, or a computer connected to the site. If the site being hacked is not connected to the Internet, this is probably the only way a character can access it. A variety of skill checks may be required, depending on the method used to gain access.

Internet Access: Reaching a site over the net requires two Technology Use checks. The first check (DC 10) is needed to find the site on the net. The second is a check to defeat computer security (see the Technology Use skill description). Once a character has succeeded in both checks, the character has accessed the site.

Locate What You’re Looking For: To find the data (or application, or remote device) the character wants, make a Technology Use check. See Find File under the skill description. Defeat File Security: Many networks have additional file security. If that’s the case, the character needs to make another check to defeat computer security. Do Your Stuff: Finally, the character can actually do what they came to do. If the character just wants to look at records, no additional check is needed. (A character can also download data, although that often takes several rounds—or even several minutes, for especially large amounts of information—to complete.) Altering or deleting records sometimes requires yet another check to defeat computer security. Other operations can be carried out according to the Technology Use skill description.

Defend Security: If the character is the system administrator for a site (which may be as simple as being the owner of a laptop), they can defend the site against intruders. If the site alerts the character to an intruder, the character can attempt to cut off the intruder’s access (end the intruder’s session), or even to identify the intruder.

To cut off access, make an opposed Technology Use check against the intruder. If the character succeeds, the intruder’s session is ended. The intruder might be able to defeat the character’s security and access their site again, but the intruder will have to start the hacking process all over. Attempting to cut off access takes all combat points.

One surefire way to prevent further access is to simply shut the site down. With a single computer, that’s often no big deal—but on a large site with many computers (or computers controlling functions that can’t be interrupted), it may be time-consuming or even impossible.

To identify the intruder, make an opposed Technology Use check against the intruder. If the character succeeds, the character learns the site from which the intruder is operating (if it’s a single computer, the character learns the name of the computer’s owner). Identifying the intruder requires 1 minute and is a separate check from cutting off access. This check can only be made if the intruder is accessing the character’s site for the entire length of the check—if the intruder’s session ends before the character finishes the check, the character automatically fails.

Degrade Programming: A character can destroy or alter applications on a computer to make use of that computer harder or impossible. The DC for the attempt depends on what the character tries to do. Crashing a computer simply shuts it down. Its user can restart it without making a skill check (however, restarting takes 1 minute). Destroying programming makes the computer unusable until the programming is repaired. Damaging programming imposes a -4 penalty on all Technology Use checks made with the computer (sometimes this is preferable to destroying the programming, since the user might not know that anything is wrong, and won’t simply decide to use a different computer). A character can degrade the programming of multiple computers at a single site; doing so adds +2 to the DC for each additional computer.

Fixing the degraded programming requires 1 hour and a Technology Use check against a DC equal to the DC for degrading it + 5.

Write Program: A character can create a program to help with a specific task. Doing so grants the character a +2 circumstance bonus to the task. A specific task, in this case, is one type of operation with one target. The DC to write a program is 20; the time required is 1 hour. Operate Remote Device: Many devices are computer-operated via remote links. If the character has access to the computer that controls such systems, the character can either shut them off or change their operating parameters. The DC depends on the nature of the operation. If the character fails the check by 5 or more, the system immediately alerts its administrator that there has been an unauthorized use of the equipment. An alerted administrator may attempt to identify the character or cut off their access to the system. Chart: Technology Use Size of Site for file DC Time Personal computer 10 1 round Small office network 12 2 rounds Large office network 15 1 minute Massive corporate network 20 10 minutes Level of Security DC Minimum 15 Average 20 Exceptional 30 Maximum 35 Program Degradation Scope DC Time Crash computer 10 1 minute Destroy programming 15 10 minutes Damage programming 20 10 minutes Remote Operation Device DC Time Shut down passive remote 15 1 round per remote (including cameras and door locks) Shut down active remote 20 1 round per remote (including motion detectors and alarms) Reset parameters 25 1 minute per remote Change passcodes 8 1 minute Minimum security -5 N/a Exceptional security +5 N/a Maximum security +10 N/a

Special: A character can take 10 when using the Technology Use skill. A character can take 16 or 18 in some cases, but not in those that involve a penalty for failure. (A character cannot take 16 or 18 to defeat computer security or defend security.)

Time: Technology Use requires 12 Combat Points. The GM may determine that some tasks require several rounds, a few minutes, or longer, as described above. Treat Injury(Wisdom): The character knows how to use first aid kits to restore health, treat poison, and stabilize characters.

Long Term Care (DC20): With A First Aid Kit, this check allows a Patient to restore HP/AP at an advanced rate, 3HP/3AP extra per full day of rest. A new check is required each day. You can tend to as many patients as you have ranks. The patient must spend all their time resting, and the User must dedicate 30 Minutes per day per patient.

Restore Hit Points(DC20): With A First Aid Kit, can restore 1d4 HP on a character. This may be done only once per day, per character. This cost 12 Combat Points.

Stop Bleeding(DC10): With a First Aid Kit or applicable supplies, you can stop a character from bleeding for 5d4 minutes. This cost 8 Combat Points.

Revive a Dazed, Stunned or Unconscious Character(DC 17): With A First Aid Kit, You can remove the condition from a character. You can't Revive a character that is at -1 or lower hit points without stabilizing them first. This cost 8 Combat Points.

Stabilize Dying Character(DC15): With A First Aid Kit, you tend to a dying character. The character stops losing hit points. This cost 8 Combat Points. Unlike the other actions, this action cannot be performed without a First Aid Kit.

Surgery(DC25): With a Surgery Kit, You conduct field surgery, which allows you to realign broken bones, remove bullets or shrapnel, and stitch grievous wounds. Surgery restores 4d6 HP, and removes all bleed damage. Undergoing Surgery causes fatigue for 24 Hours, minus 2 hours for every point above the DC the Surgeon Achieves. Surgery Requires 1d4 Hours plus each point the character's HP has fallen below 0.

Treat Poison(DC15): With A First Aid Kit, you make a check when a poisoned character makes a saving throw against a poison's secondary effect. If you succeed, you add your Treat Injury ranks as a bonus to their saving throw check. This cost 8 Combat Points.

Try Again?: Yes, for restoring hit points, reviving dazed, stunned, or unconscious characters, stabilizing dying characters, stop bleeding and surgery. No, for all other uses of the skill.

Time: Treat Injury checks take different amounts of time based on the task at hand, as described above.

FEATS

Feat Index

Acrobat Aircraft Operations Alert Animal Affinity Archaic Weapon Proficiency Archery Specialist Archery Master Double Bowman Axe Martial Arts Axe Specialist Axe Mastery Fencing Martial Arts Fencing Specialist Fencing Mastery Heavy Melee Weapon Martial Arts Heavy Melee Weapon Specialist Heavy Melee Weapon Mastery Spear Martial Arts Spear Specialist Spear Mastery Staff Martial Arts Staff Specialist Staff Mastery Sword Martial Arts Sword Specialist Sword Mastery Light Armor Proficiency Medium Armor Proficiency Heavy Armor Proficiency Armor Optimization Armor Mastery Athlete Aviator Blind Sense Black Powder Firearm Proficiency Black Powder Specialist Brawl Unarmed Combat Specialist Improved Brawl Knockout Punch Street Fighting Improvised Weapon Proficiency Brutal Throw Power Throw Builder Cautious Combat Awareness Combat Expertise Improved Feint Improved Disarm Improved Trip Combat Martial Arts Improved Combat Martial Arts Confident Creative Demolitions Expert Defensive Martial Arts Improved Defensive Martial Arts Evasive Martial Arts Combat Throw Elusive Target Dodge Mobility Drive-by Attack Educated Exotic Melee Weapon Proficiency Far Shot Dead Aim Marksman Shot Master Sniper Shot Spotter Favored Caliber Favored Type First Aid Expert Great Fortitude Grenadier Hobbyist Improved Initiative Danger Sense Technosavant Iron Will Lightning Reflexes Lucky Medicinal Expert Menacing Mount Affinity Personal Firearms Proficiency Autofire Proficiency Quickshot Burst Fire Proficiency Autofire Mastery Exotic Firearms Proficiency Strafe Handgun Specialist Pistoleer Tactical Pistol Reload Skilled Pistol User Pistol Expert Wheelgunner Tactical Revolver Reload Skilled Speedloader User Revolver Expert Machine Pistoleer Tactical Machine Pistol Reload Machine Pistol Expert

SMG Specialist Tactical SMG Reload SMG Expert Assault Specialist Carbine Rifleman Melee Carbine Fighter Tactical Carbine Rifle Reload Carbine Rifle Expert Assault Rifleman Assault Rifle Clubber Tactical Assault Rifle Reload Assault Rifle Expert Close Combat Rifleman Shotgun Specialist Manual Action Shotgunner Tactical Manual Action Shotgun Reload Manual Action Combat Reload Manual Action Shotgun Expert Automatic Action Shotgunner Tactical Automatic Action Shotgun Reload Automatic Action Combat Reload Automatic Action Shotgun Expert Fixed Barrel Shotgunner Double-fire Proficiency Tactical Fixed Barrel Shotgun Reload Fixed Barrel Shotgun Expert Close Combat Shotgunner Distance Rifle Specialist Designated Marksman Rifleman Leading Target Tactical DMR Reload Designated Marksman Rifle Expert

Sniper Controlled Shot Tactical Sniper Rifle Reload Sniper Rifle Expert Top Off Anti-material Rifleman Recoil Management Tactical Anti-material Rifle Reload Anti-material Rifle Expert Machine Gun Specialist General Purpose Machine Gunner Close Combat Machine gunner Tactical Machine Gun Reload Machine Gun Expert Explosive Weapons Proficiency Explosive Weapon Specialist Explosive Weapons Expert Sling Steady Point Blank Shot Pump Gunner Lever Shooter Double Tap Proficiency Mozambique Drill Master Fanning Proficiency Fanning Expert Slamfire Proficiency Slamfire Expert Precise Shot Sharpshooter Power Attack Cleave Sunder Reflexive Martial Arts Improved Reflexive Martial Arts Stealthy Simple Weapon Specialist Knife Martial Arts Blunt Specialist Hammer Martial Arts Hammer Expert Club Martial Arts Club Expert Shield Focus Surface Vehicle Operation Tactical Draw Quick Draw Attack Toughness Two Weapon Melee Fighting Two Weapon Defense Improved Two Weapon Melee Fighting Two Weapon Ranged Fighting Improved Two Weapon Ranged Fighting Vehicle Expert Force Stop Vehicle Dodge Weapon Finesse Weapon Focus Well Spoken Full Feat Description

Here is the format for feat descriptions.

Feat Name: The name of the feat.

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, and/or the minimum ranks in a skill that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite. A character can gain a feat at the same level at which they gains all the prerequisites. A character can’t use a feat if the character has lost a prerequisite.

Benefit: What the feat enables a character to do.

Normal: What a character 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.

Special: Additional facts about the feat. Acrobat- Animal Affinity-

Benefit: If the character does not have Acrobatics as an Benefit: If the character does not have Animal Handling archetypal skill, they gain it as an archetypal skill and a as an archetypal skill, they gain it as an archetypal skill +2 to all Acrobatics checks. and a +2 to all Animal Handling checks.

Special: If the character already has Acrobatics as an Special: If the character already has Animal Handling as archetypal skill, they gain a +4 bonus on all Acrobatics an archetypal skill, they gain a +4 bonus on all Animal checks instead. Handling checks instead.

Aircraft Operations- Anti-material Rifleman-

Prerequisite: Pilot 5 ranks. Prerequisites: Personal Firearms Proficiency, Distance Rifle Specialist Select a class of aircraft (heavy aircraft, Attack helicopters, or attack planes,). The character is proficient Benefit: When firing an Anti-material rifle, the character at operating that class of aircraft. The heavy aircraft receives a +1 to attack. class includes jumbo passenger airplanes, large cargo planes, heavy bombers, and any other aircraft with Anti-material Rifle Expert- three or more engines or jet engines. Attack helicopters include any helicopter with weapons. Attack planes Prerequisites: Personal Firearms Proficiency, Distance include military fighter and ground attack planes. Rifle Specialist, Anti-Material Rifleman, Tactical Anti- Material Rifle Reload, Recoil Management Benefit: The character takes no penalty on Pilot checks or attack rolls made when operating an aircraft of the Benefit: When firing an Anti-material rifle, the Combat selected class. Point Cost is 3 less, when clearing a jammed Anti- material rifle, the combat point cost is 10 less, and when Normal: Characters without this feat take a -4 penalty attempting to repair an Anti-material rifle, the character on Pilot checks made to operate an aircraft that falls in gains a +2 bonus. any of these classes, and on attacks made with aircraft weapons. There is no penalty when the character Armor Optimization- operates a general-purpose aircraft. Prerequisite: Light Armor Proficiency, Medium Armor Special: The character can gain this feat multiple times. Proficiency, Heavy Armor Proficiency. Each time the character takes the feat, the character selects a different class of aircraft. Benefit: When the character wears Any armor, they gain a +1 to the Defense equipment bonus, and lessen the Alert- armor penalties by 1,

Benefit: If the character does not have Perception as an archetypal skill, they gain it as an archetypal skill and a +2 to all Perception checks.

Special: If the character already has Perception as an archetypal skill, they gain a +4 bonus on all Perception checks instead. Armor Mastery- Assault Rifle Clubber-

Prerequisite: Light Armor Proficiency, Medium Armor Prerequisites: Personal Firearms Proficiency, Assault Proficiency, Heavy Armor Proficiency, Armor Specialist, Assault Rifleman Optimization. Benefit: When executing a rifle butt attack with an Benefit: The character can ignore any Combat Point cost Assault Rifle, Battle Rifle, or Target Rifle, the character when wearing any type of armor, and receives a +1 to deals lethal equal to 1d8 + the character’s Strength the maximum Agility limit. They also receive a +5 to the Power modifier. Armor point score of the armor they are wearing. This bonus only applies while the character is wearing the Normal: Rifle butt attacks deal 1d6 + Power damage. armor, and once he removes the armor, the armor loses this bonus. Assault Specialist-

Archaic Weapons Proficiency- Prerequisites: Personal Firearms Proficiency

Choose a weapon group from the following list: Bows, Benefit: When firing a Carbine Rifle, Assault Rifle, Combat Swords, Fencing Swords, Axes, Staffs, Spears, Battle Rifles, and Target Rifles, the Combat Point cost is Picks or Maces 1 less.

Benefit: The character makes attack rolls with the Assault Rifleman- weapon normally. Prerequisites: Personal Firearms Proficiency, Assault Normal: A character who uses a weapon without being Specialist proficient with it takes a -4 penalty on attack rolls. Benefit: When firing an Assault Rifle, Battle Rifle or Special: A character can gain this feat as many as four Target Rifle Rifle the character receives a +1 to attack. times. Each time a character takes the feat, they select a different weapon group. Assault Rifle Expert-

Archery Specialist- Prerequisites: Personal Firearms Proficiency, Assault Specialist, Assault Rifleman, Assault Rifle Clubber, Prerequisites: Archaic Weapon Proficiency(Bows) Tactical Assault Rifle Reload

Benefit: When firing a Bow, Crossbow, or Spear gun the Benefit: When Firing an Assault Rifle, Battle Rifle, or Combat Point cost is 2 less Target Rifle, the Combat Point Cost is 1 less, when clearing a jammed Assault Rifle, Battle Rifles, and Archery Master- Target Rifle, the Combat Point cost is 10 less, and when attempting to repair a Carbine Rifle, Assault Rifle, Battle Prerequisites: Archaic Weapons Proficiency(Bows), Rifles, and Target Rifle, the character receives a +2 Archery Specialist. bonus.

Benefit: Reloading a bow cost 1 Combat Points . Reloading a crossbow or spear-gun cost 2 Combat Points. Athlete- Autofire Proficiency-

Benefit: If the character does not have Athletics as an Prerequisite: Personal Firearms Proficiency. archetypal skill, they gain it as an archetypal skill and a +2 to all Athletics checks. Benefit: The character can fire any personal firearm on autofire without penalty (provided, of course, that it has Special: If the character already has Athletics as an an autofire setting), can bump fire any semi-automatic archetypal skill, they gain a +4 bonus on all Athletics personal firearm on at a -4 penalty(provided it can checks instead. bumpfire), and can perform sweepfire and sprayfire attacks at a -12 Automatic Action Shotgunner- Normal: Characters without this feat take a -4 penalty Prerequisites: Personal Firearms Proficiency, Shotgun on attack rolls made with personal firearms set on Specialist autofire, a -8 on bump fire attacks, and a -12 on sprayfire and sweepfire attacks. Benefit: When firing a Semi-automatic or Fully Automatic shotgun, the character gains a +1 to attack. Autofire Mastery-

Automatic Action Shotgun Expert- Prerequisites: Personal Firearm Proficiency, Autofire Proficiency, Burst Fire Proficiency Prerequisites: Personal Firearms Proficiency, Shotgun Specialist, Automatic Action Shotgunner, Tactical Benefit: A character gains a +4 attack bonus when Automatic Action Shotgun Reload performing all Autofire, Sprayfire, and Sweepfire attacks. Benefit: When Firing a Semi automatic or Fully Automatic shotgun, the Combat Point cost is 1 less, Aviator- when clearing a jammed Semi-automatic and Fully automatic shotguns the Combat Point cost is 11 less, Benefit: If the character does not have Pilot as an and when attempting to repair a Semi-automatic and archetypal skill, they gain it as an archetypal skill and a Fully automatic shotguns the character receives a +2 +2 to all Pilot checks. bonus. Special: If the character already has Pilot as an Automatic Action Combat Reload- archetypal skill, they gain a +4 bonus on all Pilot checks instead. Prerequisites: Personal Firearms Proficiency, Shotgun Specialist, Automatic Action Shotgunner, Tactical Axe Martial Arts- Automatic Action Shotgun Reload Prerequisite: Archaic Weapon Proficiency(Axes) Benefit: Once per turn, a character may load a shell directly into the barrel of a Semi-automatic shotgun for Benefit: When wielding a Battle Axe, a Broad Axe, or a no combat points. Hand Axe, the critical threat range for any of these weapons is 13-18.

Normal: The critical Threat range for a Battle Axe, Broad Axe or hand Axe is 15-18. Axe Specialist- Black Powder Firearm Specialist

Prerequisite: Archaic Weapon Proficiency(Axes), Axe Prerequisites: Black Powder Firearm Proficiency Martial Arts, Base Attack Bonus +2 Benefit: When firing or Reloading a Black Powder Benefit: When wielding a Battle Axe, a Broad Axe, or a weapon, the Combat Point cost is 1 less. Hand Axe, the critical threat range for any of these weapons is 12-18, and the character gains a +1 attack Blunt Specialist- bonus when confirming a critical strike. Prerequisites: Simple Weapon Specialist Axe Mastery- Benefit: When wielding a Light Club, Heavy Club, Tool Prerequisite: Archaic Weapon Proficiency(Axes), Axe Hammer, or Sledgehammer, the Critical Threat Range is Martial Arts, Axe Specialist, Base Attack Bonus +4 14-18

Choose Battle Axe, Broad Axe, or Hand Axe. Normal: The Critical Threat Range for a Light Club, Heavy Club, Tool Hammer, or Sledgehammer is 16-18. Benefit: When wielding the chosen weapon, the critical threat range for the chosen weapon is 11-18, and the Brawl- character receives a +4 attack bonus when confirming a critical strike. Benefit: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the Special: A character can gain this feat as many as three character deals nonlethal damage equal to 1d6 + their times. Each time a character takes the feat, they select a Power modifier. different weapon. Normal: Unarmed attacks normally deal nonlethal Blind Sense- damage equal to 1d3 + Power modifier.

Benefit: In melee combat, every time the character Builder- misses because of concealment, the character can reroll the miss chance roll one time to see if the character Benefit: The character picks a single Craft actually hits. The character takes only half the usual skill(Structural, Chemical, Mechanical, or Electrical). If penalties for being unable to see. Darkness and poor the character does not have that Craft skill as an visibility in general increase the character’s Combat archetypal skill, they gain it as an archetypal skill and a Point cost to move by two, instead of four. +2 to all selected Craft checks.

Black Powder Firearm Proficiency- Special: If the character already has that Craft skill as an archetypal skill, they gain a +4 bonus on all selected Benefit: The character can fire any black powder firearm Craft checks instead. without penalty. This Feat can be taken multiple times. Each time it is Normal: Characters without this feat take a -4 penalty taken, it applies to a different Craft Skill. on attack rolls made with black powder firearms, and can not reload them. Brutal Throw- Carbine Rifle Expert-

Benefit: You can add your Power modifier(Instead of Prerequisites: Personal Firearms Proficiency, Assault your Marksmanship Modifier) to Attack rolls with Specialist, Carbine Rifleman, Melee Carbine Fighter, thrown weapons. Also, when the character throws a Tactical Carbine Rifle Reload weapon, its range increment is doubled, increasing the thrown weapon range increment to 20 ft. Benefit: When firing a Carbine Rifle, the combat point cost Is 1 point less, when clearing a jammed Carbine Normal: A character attacking with ranged weapons Rifle the Combat Point cost is 10 less, and when adds their Marksmanship modifier to the attack roll, attempting to repair a Carbine Rifle the character and all thrown weapons have a range increment of 10 ft receives a +2 bonus.

Burst Fire Proficiency- Cleave-

Prerequisites: Personal Firearms Proficiency, Autofire Prerequisites: Power Attack. Proficiency. Benefit: If you reduce a creature to 0 hit points or less, Benefit: The character can burst fire any personal you get an immediate, extra melee attack against firearm without penalty (provided, of course, that it has another creature within reach for no combat point cost. an autofire or three-round burst fire setting). You cannot take any movement before making this extra attack. The extra attack is with the same weapon Normal: Characters without this feat take a -4 penalty as the attack that dropped the previous creature. You on attack rolls made to burst fire can use this ability once per round.

Cautious- Club Expert-

Benefit: If the character does not have Disable Device as Prerequisites: Simple Weapon Specialist, Blunt an archetypal skill, they gain it as an archetypal skill Specialist and a +2 to all Disable Device checks. Choose Light Club or Heavy Club Special: If the character already has Disable Device as an archetypal skill, they gain a +4 bonus on all Disable Benefit: When wielding the chosen weapon, the critical Device checks instead. threat range for the selected weapon is 13-18

Carbine Rifleman- Special: A character can gain this feat as many as two times. Each time a character takes the feat, they select a Prerequisites: Personal Firearms Proficiency, Assault different weapon. Specialist Club Martial Arts- Benefit: When firing a Carbine Rifle the character receives a +1 to attack. Prerequisites: Simple Weapon Specialist, Blunt Specialist

Benefit: When wielding a Light Club or a Heavy Club the character receives a +4 bonus when confirming Critical. Combat Awareness- Confident-

Benefit: You take no -5 penalty for Perception checks to Benefit: If the character does not have Presence as an spot things in or beyond your flank areas. The penalty archetypal skill, they gain it as an archetypal skill and a to spot things in or beyond your rear area is -5. +2 to all Presence checks.

Normal: The penalty on Perception checks to spot Special: If the character already has Presence as an things in or beyond your flank areas is -5; The penalty archetypal skill, they gain a +4 bonus on all Presence to spot things in your rear area is -10. checks instead.

Combat Expertise- Combat Throw-

Prerequisite: Intelligence 13. Prerequisite: Evasive Martial Arts.

Benefit: On your turn, before making any attack rolls, Benefit: The character gains a +2 bonus on opposed you can choose to subtract a number from your attack Strength and Dexterity checks any time the character roll and add the same number to your Defense Score. attempts trip or grapple attacks, or when the character This penalty may not exceed the character's Base attack tries to avoid a trip or grapple attack made against him bonus. The penalty on attack rolls and the bonus on or her. Defense Score applies until your next turn. The bonus to the character’s Defense is a dodge bonus (and as such it Controlled Shot- stacks with other dodge bonuses the character may have). Prerequisites: Personal Firearms Proficiency, Distance Rifle Specialist, Sniper Normal: A character without the Combat Expertise feat can fight defensively by spending 9 Combat Points to Benefit: Once per round. when making a single shot take a -4 penalty on attacks and gain a +2 dodge bonus attack with a Bolt Action Rifle or a Sniper Rifle, the to Defense. character gains a +8 bonus to their attack roll. A character can not attack after making an attack using Combat Martial Arts- this bonus.

Benefit: With an unarmed strike, the character deals Special: This feat can also use the bonuses acquired with lethal or nonlethal damage (the character’s choice) equal the Dead Aim, Marksman Shot and Master Sniper Shot to 1d4 + the character’s Strength Power modifier. The feats character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity Creative- when the character attacks them unarmed. The character may make attacks of opportunity against opp Benefit: The character picks a single Perform skill(Any), onents who provoke such attacks. Any feat that or Creative skill( Writing or Visual art) and If the increases unarmed attack damage can be used for lethal character does not have the selected Peform or Creative or nonlethal attacks. skill as an archetypal skill, they gain it as an archetypal skill and a +2 to all selected Perform or Creative checks. Normal: A character deals only 1d3 points of nonlethal damage. Unarmed attacks normally provoke attacks of Special: If the character already has the selected Perform opportunity, and unarmed combatants cannot normally or Creative skill as an archetypal skill, they gain a +4 make attacks of opportunity. bonus on all selected Perform or Creative checks instead.

This Feat can be taken multiple times. Each time it is taken, it applies to a different Craft or Perform Skill. Close Combat Rifleman- Dead Aim-

Prerequisites: Personal Firearms Proficiency, Assault Prerequisites: Far Shot. Specialist, Assault Rifleman Benefit: Before making a ranged attack, the character Benefit: When targeting an adjacent opponent with an may spend 12 Combat Points to line up your shot. This Assault Rifle, Battle Rifle or Target Rifle, a character grants the character a +2 circumstance bonus on their takes no ranged attack penalties. next attack roll. Once the character begins aiming, they can’t move, until after the character makes their next Normal: When using an assault rifle, battle rifle, or attack, or the benefit of the feat is lost. Likewise, if the target rifle with any full stock or an extended folding character is disrupted or the character takes damage stock against an adjacent opponent, the character takes before they attack, the character loses the benefit of a -4 penalty on all ranged attacks. aiming.

Close Combat Machine Gunner- Demolitions Expert-

Prerequisites: Personal Firearms Proficiency, Machine Benefit: If the character does not have Demolitions as an Gun Specialist, General Purpose Machine Gunner archetypal skill, they gain it as an archetypal skill and a +2 to all Demolitions checks. Benefit: When targeting an adjacent opponent with a Light Machine gun or a General Purpose Machine Gun, Special: If the character already has Demolitions as an a character takes no ranged attack penalties. archetypal skill, they gain a +4 bonus on all Demolitions checks instead. Normal: When using a Machine Gun against an adjacent opponent, the character takes a -8 penalty on Defensive Martial Arts- all ranged attacks. Prerequisites: Constitution 13 Close Combat Shotgunner- Benefit: The character gains Damage Reduction 2 to all Prerequisites: Personal Firearms Proficiency, Assault unarmed strikes. Specialist Distance Rifle Specialist- Benefit: When targeting an adjacent opponent with a Shotgun, a character takes no ranged attack penalties. Prerequisites: Personal Firearms Proficiency

Normal: When using a shotgun with a choked or slug Benefit: When firing a Designated Marksman Rifle, Bolt barrel or a full stock or an extended folding stock Action Rifle, Sniper Rifle or Antimaterial Rifle, the against an adjacent opponent, the character takes a -3 Combat Point cost is 1 less. penalty on all ranged attacks. Designated Marksman Rifleman- Danger Sense- Prerequisites: Personal Firearms Proficiency, Distance Prerequisites: Improved Initiative Rifle Specialist,

Benefit: Before combat starts, you can reroll an initiative Benefit: When firing a Designated Marksman Rifle the check you have just made. You use the better of your character receives a +1 to attack. two rolls. You must decide to reroll before the round starts. Double Tap Proficiency- Designated Marksman Rifle Expert- Prerequisites: Point Blank Shot. Prerequisites: Personal Firearms Proficiency, Distance Rifle Specialist, Designated Marksman Rifleman, Benefit: The character can double tap any personal Leading Target, Tactical DMR Reload firearm without penalty (provided, of course, that it has a semi-automatic rate of fire). Benefit: When firing a Designated Marksman Rifle, the Combat Point cost is 2 less. When clearing a jammed Normal: Characters without this feat take a -2 penalty Designated Marksman Rifle the Combat Point cost is 9 on attack rolls made to double tap. less, and when attempting to repair a Designated Marksman Rifle the character receives a +2 bonus. Drive-By Attack-

Dodge- Benefit: The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, Prerequisite: Dexterity 13. if the character is the driver, they can spend Combat Points to make an attack at any point along the vehicle’s Benefit: During the character’s action, the character movement. designates an opponent and receives a +3 dodge bonus to Defense against any subsequent attacks from that Normal: When attacking from a moving vehicle, a opponent. The character can select a new opponent on character takes a penalty based on the vehicle’s speed. their action. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver Special: A condition that makes the character lose their must make their attack either before or after the Dexterity bonus to Defense also makes the character vehicle’s movement. lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. Educated-

Double Bowman- Benefit: The character picks a single Knowledge skill(Any), and If the character does not have the Prerequisites: Archaic Weapon Proficiency(Bows) selected Knowledge skill as an archetypal skill, they gain it as an archetypal skill and a +2 to all selected Benefit: When using a bow, a character may fire an Knowledge checks. arrow one behind the other at -2 Combat Point Cost per arrow, at a single target, at a -4 penalty. If the attack is Special: If the character already has the selected successful, it deals +1 dice damage. Knowledge skill as an archetypal skill, they gain a +4 bonus on all selected Knowledge checks instead. Double-fire Proficiency- This Feat can be taken multiple times. Each time it is Prerequisites: Personal Firearms Proficiency, Fixed taken, it applies to a different Knowledge Skill. Barrel Shotgunner

Benefit: The character can Double-fire any Double Shotgun without penalty

Normal: Characters without this feat take a -3 penalty on attack rolls made to double-fire. Elusive Target- Exotic Melee Weapon Proficiency-

Prerequisites: Dexterity 15, Evasive Martial Arts. Choose two exotic melee weapons. The character is proficient with those two melee weapons in combat. Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to Benefit: The character makes attack rolls with the target the character with ranged attacks take a -2 weapon normally. penalty. This penalty is in addition to the normal -4 penalty for firing into melee, making the penalty to Normal: A character who uses a weapon without being target to character -6. proficient with it takes a -4 penalty on attack rolls.

Special: An opponent with the Precise Shot feat has the Special: A character can gain this feat multiple times. penalty lessened to -4 when targeting the character. Each time the character takes the feat, they select two different exotic melee weapons. Evasive Martial Arts- Explosive Weapons Proficiency- Benefit: The character gains a +1 dodge bonus to Defense against melee attacks. Prerequisites: Personal Firearms proficiency

Special: A condition that makes the character lose their When using a Grenade launcher, Rocket Launcher or Dexterity bonus to Defense also makes the character Mortar, the character makes attack rolls with the lose dodge bonuses. Also, dodge bonuses stack, unlike weapon normally. most other types of bonuses. Normal: A character who uses a weapon without being Exotic Firearms Proficiency- proficient with it takes a -4 penalty on attack rolls.

Choose a weapon type from the following list: Cannons or Flamethrowers Explosive Weapons Specialist-

Prerequisites: Personal Firearms Proficiency, Autofire Prerequisites: Personal Firearms Proficiency, Explosive Proficiency. Weapons Proficiency

Benefit: The character makes attack rolls with the Benefit: When firing a Grenade Launcher, Rocket weapon normally. Launcher or Mortar, the Combat Point cost is 1 less.

Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.

Special: A character can gain this feat as many as two times. Each time a character takes the feat, they select a different weapon group. The flamethrower can not be used without this feat. Explosive Weapons Expert- Favored Caliber-

Prerequisites: Personal Firearms Proficiency, Explosive Prerequisites: Proficient with the selected caliber's Weapons Proficiency, Explosive Weapon Specialist weapon

Benefit: When firing a Grenade Launcher, Rocket Choose a Specific Caliber. Crossbow Bolts, Arrows, Launcher or Mortar, the Combat Point cost is 1 less. Spear gun Spears, .68 Caliber Paintball rounds, and Reloading a Grenade Launcher or Rocket Launcher Taser Cartridges can be selected for purposes of this with a filled box magazine cost 2 Combat Points. feat. Reloading a Grenade Launcher or Rocket Launcher that uses linked ammunition with a new link cost 3 Combat Benefit: The character gains a +1 attack bonus on all Points. Reloading a Grenade Launcher or Rocket ranged attack rolls they make using a weapon firing the Launcher from loose rounds, or refilling a box selected caliber. magazine cost 1 Combat Point per round loaded. Special: A character can gain this feat multiple times. Normal: Reloading a firearm with a filled box magazine Each time the character takes the feat, they select a cost 4 Combat Points. Reloading a firearm that uses different caliber. linked ammunition with a new link cost 6 Combat Points. Reloading a firearm from loose rounds, or Favored Type- refilling a box magazine cost 3 Combat Points per round loaded. Choose Bludgeoning, Piercing, or Slashing damage.

Fanning Proficiency- Benefit: The character gains a +1 attack bonus on all melee attack rolls they make using a weapon with the Prerequisites: Point Blank Shot. chosen type of damage.

Benefit: The character can perform a two-shot fanning Special: A character can gain this feat multiple times. attack with any personal firearm without penalty, and Each time the character takes the feat, they select a perform a three-shot fanning attack at a -4 penalty different type of damage. (provided, of course, that it has a single action rate of fire). Far Shot-

Normal: Characters without this feat take a -4 penalty Benefit: When the character uses a firearm, paintball on two-shot fanning attack rolls and a -8 penalty on marker, bow, or crossbow, its range increment increases three-shot fanning attack rolls. by one-half (multiply by 1.5).

Fanning Expert- Fencing Martial Arts- Prerequisites: Fanning Proficiency, Point Blank Shot Prerequisite: Archaic Weapon Proficiency(Fencing Benefit: The character can perform a two-shot or three Swords) shot fanning attack with any personal firearm without penalty, and when performing a fanning attacks, the Benefit: When wielding a Saber, Cutlass, Rapier or Combat Point cost is 1 less. Parrying Dagger, the character receives a +2 bonus against all disarm attempts to disarm the wielder, and a +1 bonus against all sunder attempts against their weapon. Fencing Specialist- Fixed Barrel Shotgun Expert-

Prerequisite: Archaic Weapon Proficiency(Fencing Prerequisites: Personal Firearms Proficiency, Shotgun Swords), Fencing Martial Arts, Base Attack Bonus +2 Specialist, Tactical Fixed Barrel Shotgun Reload

Benefit: When wielding a Saber, Cutlass, Rapier or Benefit: When firing a Single or Double shotgun with a Parrying Dagger, the character receives a +4 bonus to all single fire attack, the Combat Point cost is 4 less, and disarm attempts, and a +4 bonus to all Sunder attempts. when firing a Single or Double shotgun with a double- fire attack, the combat point cost is 3 less, and when Fencing Mastery- attempting to repair a Single or Double shotgun, the character receives a +2 bonus. Prerequisite: Archaic Weapon Proficiency(Fencing Swords), Fencing Martial Arts, Fencing Specialist, Base Force Stop- Attack Bonus +4 Prerequisites: Drive 5 ranks, Vehicle Expert. Choose Saber, Cutlass or Rapier. Benefit: When the character attempts a sideswipe stunt Benefit: When wielding the chosen weapon, the critical with a surface vehicle, the character can force the other threat range for the selected weapon is 13-18 , and the vehicle to a stop by nudging it into a controlled character receives a +4 attack bonus when confirming a sideways skid. After succeeding on the check to attempt critical strike. the sideswipe, the character makes a Drive check opposed by the other driver. If the character succeeds, Special: A character can gain this feat as many as three turn the other vehicle 90 degrees across the front of the times. Each time a character takes the feat, they select a character’s, so that they form a tee. The vehicles end different weapon. their movement at that location, at stationary speed, and take their normal sideswipe damage. First Aid Expert- If the character fails the check, resolve the sideswipe normally Benefit: If the character does not have Treat Injury as an archetypal skill, they gain it as an archetypal skill and a General Purpose Machine Gunner- +2 to all Treat Injury checks. Prerequisites: Personal Firearm Proficiency, Machine Special: If the character already has Treat Injury as an Gun Specialist archetypal skill, they gain a +4 bonus on all Treat Injury checks instead. Benefit: The character can fire any General Purpose Machine gun without penalty. Fixed Barrel Shotgunner- Normal: Characters without this feat take a -4 penalty Prerequisites: Personal Firearms Proficiency, Shotgun on attack rolls made with General Purpose Machine Specialist Guns.

Benefit: When Firing a Single or Double shotgun, the Great Fortitude- character receives a +1 to attack. Benefit: The character gains a +2 bonus on all Fortitude saving throws. Grenadier- Heavy Armor Proficiency- Benefit: The character gains a +3 attack bonus on all attacks made using a thrown explosive or splash Prerequisite: Light Armor Proficiency, Medium Armor weapon. Proficiency.

Hobbyist- Benefit: When the character wears a type of armor in which they are proficient, the character can add the Benefit: A character may select any two cross- armor's equipment bonus to their Defense, and the archetypical skills. They are now considered archetypal armor check penalty only applies to the following skills: skills. Acrobatics, Athletics, and Stealth.

Special: The character can gain this feat multiple times. Normal: A character who wears armor with which they Each time the character takes the feat, the character are not proficient only receives the Damage Reduction selects two different skills. bonus, and suffer the armor penalty on the listed skill checks. Hammer Expert- Heavy Melee Weapon Martial Arts- Prerequisites: Simple Weapon Specialist, Blunt Specialist, Hammer Martial Arts Prerequisite: Archaic Weapon Proficiency(Mace) or Archaic Weapon Proficiency(Pick) Benefit: When Wielding a Tool Hammer or Sledgehammer, the Critical Threat range is 12-18 Benefit: When wielding a Light Mace, Heavy Mace, Light Pick, or heavy pick, the character receives +1 Hammer Martial Arts- damage die of bludgeoning damage.

Prerequisites: Simple Weapon Specialist, Blunt Heavy Melee Weapon Specialist- Specialist Prerequisite: Archaic Weapon Proficiency(Mace) or Select Tool Hammer or Sledgehammer Archaic Weapons Proficiency(Pick), Heavy Melee Weapon Martial Arts Martial Arts, Base Attack Bonus +2 Benefit When wielding Tool Hammer or Sledgehammer, The Critical threat range is 13-18 and the character Benefit: When wielding a Light Mace, Heavy Mace, receives a +2 bonus to confirm critical strike for the Light Pick, or Heavy Pick, the character receives +1 selected Hammer. damage die when sundering an object.

Handgun Specialist-

Prerequisites: Personal Firearms Proficiency

Benefit: When firing a Holdout Handgun, Backup Handgun, Full Sized Handgun or Target Handgun, the Combat Point cost is 1 less. the character.

Heavy Melee Weapon Mastery- Improved Defensive Martial Arts-

Prerequisite: Archaic Weapon Proficiency(Mace) or Prerequisites: Constitution 13, Defensive Martial Arts Archaic Weapon Proficiency(Pick), Heavy Melee Weapon Martial Arts, Heavy Melee Weapon Specialist, Benefit: The character gains Damage Reduction 4 to all Base Attack Bonus +4 unarmed strike attacks, and Damage Reduction 1 to all bludgeoning attacks. Choose Light Mace, Heavy Mace, Light Pick, or Heavy Pick. Improved Feint-

Benefit: When wielding the selected weapon, the critical Prerequisites: Intelligence 13, Combat Expertise. threat range for the selected weapon is 12-18, and they receive a +4 when confirming critical. Benefit: The character can make a Presence check in combat for 6 Combat Points to feint. The character also Special: A character can gain this feat as many as four receives a +2 bonus on Presence checks made to feint in times. Each time a character takes the feat, they select a melee combat. different weapon. Normal: Feinting in combat requires 8 Combat Points. Improved Brawl- Improved Initiative- Prerequisites: Brawl, base attack bonus +2. Benefit: The character gains a +4 circumstance bonus on Benefit: When making an unarmed attack, the character initiative checks. receives a +2 competence bonus on their attack roll, and the character deals nonlethal damage equal to 1d8 + the Improved Reflexive Martial Arts- character’s Power modifier. Prerequisites: Reflexive Martial Arts, Base attack bonus Normal: Unarmed attacks normally deal nonlethal +2 damage equal to 1d3 + Power modifier. Benefit: In Melee combat, if an opponent attacks and Improved Combat Martial Arts- misses you, you may immediately make a free disarm or trip attack against them, at a -4 attack penalty. This Prerequisites: Combat Martial Arts, base attack bonus attack does not provoke an attack of opportunity. +2. Improved Trip- Benefit: The character’s threat range on an unarmed strike improves to 15-18. Prerequisites: Intelligence 13, Combat Expertise.

Normal: A character without this feat threatens a critical Benefit: The character does not provoke an attack of strike with an unarmed strike only on a 16-18. opportunity when the character tries to trip an opponent while the character is unarmed. Improved Disarm-

Prerequisites: Intelligence 13, Combat Expertise.

Benefit: The character does not provoke an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent get a chance to disarm saving throws.

Improved Two Weapon Melee Fighting- Knife Martial Arts-

Prerequisites: Str 13, Two Weapon Melee Fighting, Two Prerequisites: Simple Weapon Specialist Weapon Defense. Benefit: When Wielding an Escape knife, Combat Knife, Benefit: The character’s penalties for fighting with two or Folding knife, a character receives +1 dice damage. melee weapons are lessened by 4 for the primary hand and 8 for the off hand. Knockout Punch-

Special: If the character has the Two Weapon Ranged Prerequisites: Brawl, base attack bonus +2. Fighting feat, they can mix both Ranged, and Melee weapons. Benefit: A character can spend 12 Combat Points to make a single attack with a -2 penalty. If this attack is Improved Two Weapon Ranged Fighting- successful, the character gains +3 Damage dice. After the attack is made, the character is considered flat Prerequisites: Dex 13, Two Weapon Ranged Fighting, footed for a single round. This damage is nonlethal Proficient with weapon damage.

Benefit: The character’s penalties for fighting with two Special: Even if the character has the ability to treat ranged weapons are lessened by 2 for the primary hand unarmed damage as lethal damage, the damage from a and 6 for the off hand. knockout punch is always nonlethal.

Special: If the character has the Two Weapon Melee Leading Target- Fighting feat, they can mix both Ranged, and Melee weapons. Prerequisites: Personal Firearms Proficiency, Distance Rifle Specialist, Designated Marksman Rifleman Improvised Weapon Proficiency- Benefit: When attacking, a character may ignore the Prerequisites: Proficient with weapon. opponent's Defense bonuses due to movement.

Benefit: You are considered proficient with all Special: All other Defense bonuses, due to armor, agility, improvised weapons that you would not be proficient and size, still apply, unless otherwise noted. with under normal means. (The GM decides which improvised weapon fits into which category) For Lever Shooter- example, someone with Archaic Weapon Proficiency(Axes) might be able to pick up a camp Axe Prerequisites: Personal Firearms Proficiency, Point and use it as a hand Axe with no penalty. Also, the Blank Shot chance for an improvised weapon to break is reduced to 20% Benefit: When using a Lever Action firearm, a character can perform double tap attacks and potshot attacks with Normal: Without this feat, a character takes a -2 non the firearm. proficiency penalty with all improvised weapons. Improvised weapons have a 50% chance of breaking. Normal: Lever action firearms can only perform single shot attacks. Iron Will-

Benefit: The character gains a +2 bonus on all Will Light Armor Proficiency- Machine Pistoleer-

Benefit: When the character wears a type of armor in Prerequisites: Personal Firearms Proficiency which they are proficient, the character can add the armor's equipment bonus to their Defense and the Benefit: When firing a Machine Pistol, the Combat Point armor check penalty only applies to the following skills: cost is 1 less. Acrobatics, Athletics, and Stealth. Machine Pistol Expert- Normal: A character who wears armor with which they are not proficient only receives the Damage Reduction Prerequisites: Personal Firearms Proficiency, Machine bonus, and suffer the armor penalty on the listed skill Pistoleer, Tactical Machine Pistol Reload checks. Benefit: When clearing a jammed Machine Pistol the Lightning Reflexes- Combat Point cost is 7 less, and when attempting to repair a Machine Pistol, the character receives a +2 Benefit: The character gains a +2 bonus on all Reflex bonus. saving throws. Manual Action Shotgunner- Lucky- Prerequisites: Personal Firearms Proficiency, Shotgun Benefit: If the character does not have Gamble as an Specialist archetypal skill, they gain it as an archetypal skill and a +2 to all Gamble checks. Benefit: When firing a Bolt action, or Lever Action Shotgun, the character gains a +1 to attack. Special: If the character already has Gamble as an archetypal skill, they gain a +4 bonus on all Gamble Manual Action Shotgun Expert- checks instead. Prerequisites: Personal Firearms Proficiency, Shotgun Machine Gun Specialist- Specialist, Manual Action Shotgunner, Tactical Manual Action Shotgun Reload, Prerequisites: Personal Firearms Proficiency Benefit: When firing a Bolt Action, Pump Action or Benefit: When firing a Light Machine Gun or General Lever Action Shotgun the Combat Point cost is 3 less, Purpose Machine Gun or reloading a linked weapon, there is no Combat Point Cost to Cycle a Bolt Action, the Combat Point cost is 1 less. Pump Action, or Lever Action Shotgun and when attempting to repair a Bolt Action, Pump Action, or Machine Gun Expert- Lever Action Shotgun, the character receives a +2 bonus.

Prerequisites: Personal Firearms Proficiency, Machine Manual Action Combat Reload- Gun Specialist, General Purpose Machine Gunner, Close Quarters Machine Gunner, Tactical Machine Gun Prerequisites: Personal Firearms Proficiency, Shotgun Reload Specialist, Manual Action Shotgunner, Tactical Manual Shotgun Reload Benefit: When clearing a jammed Light Machine Gun or General Purpose Machine Gun the Combat Point cost is Benefit: Once per turn, a character may load a shell 7 less, and when attempting to repair a Light Machine directly into the barrel of a Pump Action, Bolt Action, or Gun or General Purpose Machine Gun, the character Lever action shotgun for no combat points. receives a +2 bonus. Medium Armor Proficiency- Marksman Shot- Prerequisite: Light Armor Proficiency. Prerequisites: Far Shot, Dead Aim. Benefit: When the character wears a type of armor in Benefit: Before making a ranged attack, the character which they are proficient, the character can add the may spend 12 Combat Points to line up your shot. This armor's equipment bonus to their Defense, and the grants the character a +2 circumstance bonus on their armor check penalty only applies to the following skills: next attack roll for every round he spends aiming. Once Acrobatics, Athletics, and Stealth. the character begins aiming, they can’t move, until after the character makes their next attack, or the benefit of Normal: A character who wears armor with which they the feat is lost. Likewise, if the character is disrupted or are not proficient only receives the Damage Reduction the character takes damage before they attack, the bonus, and suffer the armor penalty on the listed skill character loses the benefit of aiming. This bonus stacks checks. for every round the character spends aiming, for up to a total bonus of +10 Melee Carbine Fighter-

Master Sniper Shot- Prerequisites: Personal Firearms Proficiency, Assault Specialist, Carbine Rifleman Prerequisites: Far Shot, Dead Aim, Marksman Shot Benefit: When using a Carbine Rifle as a Melee weapon, Benefit: Before making a ranged attack, the character the combat point cost is 1 less. may spend 12 Combat Points to line up your shot. This grants the character a +3 circumstance bonus on their Menacing- next attack roll for every round he spends aiming. Once the character begins aiming, they can’t move, until after Prerequisites: Constitution 13 the character makes their next attack, or the benefit of the feat is lost. Likewise, if the character is disrupted or Benefit: The character can use their Constitution Ability the character takes damage before they attack, the Modifier to Presence checks to intimidate. character loses the benefit of aiming. This bonus stacks for every round the character spends aiming, for up to a Mobility- total bonus of +15 Prerequisites: Dexterity 13, Dodge. Medicinal Expert- Benefit: The character gains a +4 dodge bonus to Benefit: If the character does not have Defense against attacks of opportunity provoked when Craft(Pharmaceutical) as an archetypal skill, they gain it the character moves out of a threatened square. as an archetypal skill and a +2 to all Craft(Pharmaceutical) checks. Special: A condition that makes a character lose their Dexterity bonus to Defense also makes the character Special: If the character already has lose dodge bonuses. Also, dodge bonuses stack with Craft(Pharmaceutical) as an archetypal skill, they gain a each other, unlike most other types of bonuses. +4 bonus on all Craft(Pharmaceutical) checks instead. Mount Affinity- Pistol Expert-

Benefit: If the character does not have Ride as an Prerequisites: Personal Firearms Proficiency, Handgun archetypal skill, they gain it as an archetypal skill and a Specialist, Pistoleer, Tactical Pistol Reload, Skilled Pistol +2 to all Ride checks. Magazine User

Special: If the character already has Ride as an Benefit: When firing a Holdout Handgun, Backup archetypal skill, they gain a +4 bonus on all Ride checks Handgun, Full Sized Handgun or Target Handgun that instead. uses magazines, the Combat Point cost is 2 points less. When clearing a jammed Holdout Handgun, Backup Mozambique Drill Master- Handgun, Full Sized Handgun or Target Handgun the Combat Point cost is 9 points less, and when attempting Prerequisites: Point Blank Shot, Double tap proficiency to repair a Holdout Handgun, Backup Handgun, Full Sized Handgun or Target Handgun that uses Benefit: When a character executes a successful double magazines, the character receives a +2 bonus. tap attack, they can make a single shot attack for no combat points. Normal penalties and bonuses apply for Pistoleer- this attack. This attack takes an additional round of ammunition beyond the two rounds used for double Prerequisites: Personal Firearms Proficiency, Handgun tap, and can not be performed if the firearm does not Specialist have it to use. This attack must be taken before the character's turn ends. Benefit: When firing a Holdout Handgun, Backup Handgun, Full Sized Handgun or Target Handgun that Personal Firearms Proficiency- uses box magazines, the character gains a +1 to attack.

Benefit: The character can fire any personal firearm Point Blank Shot- without penalty. Benefit: The character gains a +1 bonus on attack rolls Normal: Characters without this feat take a -4 penalty with ranged weapons against opponents within 30 feet. on attack rolls made with personal firearms, and can not use attack bonuses given by firearm upgrades. Power Attack-

Special: The character with this feat can use black Benefit: On the character’s action, before making attack powder firearms without penalty, but cannot reload rolls for a round, the character may choose to subtract a them. A character with this feat can use the Attack number from all melee attack rolls and add the same Bonuses a firearm receives from upgrades. number to all melee damage rolls. This number may not exceed the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action. Power Throw- Quick Draw Attack-

Prerequisites: Strength 13, Brutal Throw, Power Attack. Prerequisites: Tactical Draw(Selected Weapon), Proficient With Weapon Benefit: On your turn, before making any attack rolls, you can choose to subtract a number from all thrown Benefit: A character may draw a weapon from a holster weapon attack rolls and add the same number to all or sheath and immediately make a single attack at a -2 thrown weapon damage rolls. This number may not Attack Penalty for 5 Combat Points. The weapon used exceed your attack bonus. The penalty on attack rolls must be the same weapon that the character has the and the bonus on damage rolls applies until your next Tactical Draw Feat for. turn. Special: Any feats or equipment that reduce the Combat Precise Shot- Point Cost for a single attack or for drawing a weapon also reduce the combat point cost for this attack. Prerequisite: Point Blank Shot. Reflexive Martial Arts- Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without Benefit: In Melee combat, if an opponent attacks and penalty. hits you, you may immediately make a free standard unarmed attack against them, at a -4 attack penalty. This Normal: A character takes a -4 penalty when using a attack is taken after the character struck takes their ranged weapon to attack an opponent who is engaged damage. This attack does not provoke an attack of in melee combat. opportunity.

Pump Gunner- Recoil Management-

Prerequisites: Personal Firearms Proficiency, Point Prerequisites: Personal Firearms Proficiency, Distance Blank Shot Rifle Specialist, Anti-material Rifleman

Benefit: When using a Pump Action firearm, a character Benefit: When Firing n Anti-material rifle with a can perform double tap attacks and potshot attacks with deployed bi-pod, a character may brace the rifle for an the firearm. additional +2 bonus to attack.

Normal: Pump action firearms can only perform single Revolver Expert- shot attacks. Prerequisites: Personal Firearms Proficiency, Handgun Quickshot- Specialist, Wheelgunner, Tactical Revolver Reload, Skilled Speedloader User Prerequisites: Personal Firearms Proficiency, Autofire Proficiency Benefit: When firing a Holdout Handgun, Backup Handgun, Full Sized Handgun or Target Handgun that Benefit: The character can treat an automatic-only has a cylinder, the Combat Point cost is 3 points less. weapon as if it has a semi-automatic rate of fire. When attempting a potshot attack with a Holdout Handgun, Backup Handgun, Full Sized Handgun or Normal: Automatic weapons can only be used to make Target Handgun that has a cylinder, the penalty is burst fire, suppressive fire, and autofire attacks. lowered to a -4, and when attempting to repair a Holdout Handgun, Backup Handgun, Full Sized Handgun or Target Handgun with a cylinder, the character receives a +2 bonus.

Simple Weapon Specialist- SMG Expert-

Benefit: When attacking with a Simple Melee Weapon, Prerequisites: Personal Firearms Proficiency, Tactical the Combat Point Cost to attack is 1 less. SMG Reload, SMG specialist

Skilled Speedloader User- Benefit: When firing a Sub-machine gun the Combat Point cost is 1 less. When clearing a jammed Sub- Prerequisites: Personal Firearms Proficiency, Handgun machine gun the Combat Point cost is 6 less, and when Specialist, Wheelgunner, Tactical Revolver Reload attempting to repair a Sub-machine gun, the character receives a +2 bonus. Benefit: There is no combat point cost to reload a Holdout Handgun, Backup Handgun, Full Sized Sniper- handgun or Target Handgun with a filled speedloader. Prerequisites: Personal Firearms Proficiency, Distance Skilled Pistol Magazine User- Rifle Specialist

Prerequisites: Personal Firearms Proficiency, Handgun Benefit: When firing a Bolt Action rifle or a Sniper Rifle, Specialist, Pistoleer, Tactical Pistol Reload, the character receives a +1 attack bonus.

Benefit: There is no combat point cost to reload a Sniper Rifle Expert- Holdout Handgun, Backup Handgun, Full Sized handgun or Target Handgun with a filled magazine. Prerequisites: Personal Firearms Proficiency, Distance Rifle Specialist, Sniper, Tactical Sniper Rifle Reload Sling Steady- Benefit: When firing a Sniper Rifle or Bolt Action Rifle, Prerequisites: Personal Firearms Proficiency the Combat Point cost is 4 less. When attempting to repair a Bolt Action Rifle or Sniper Rifle, the character Benefit: When using a weapon with a sling attached, the receives a +2 bonus. character gains a +1 to all ranged attack rolls using that weapon. Sharpshooter-

Spotter- Prerequisites: Point Blank Shot, Precise Shot

Prerequisites: Far Shot Benefit: Your target only receives a half of the bonus to Defense due to cover. This feat has no effect against foes Benefit: When using a telescopic scope to find a target, with no cover or total cover. the Combat Point cost is only 3 points. Normal: Cover normally gives a bonus to Defense, Normal: It cost 6 Combat Points to use a telescopic depending on how much cover they currently have. scope to sight in a target using at telescopic sight. Shotgun Specialist- SMG Specialist- Prerequisites: Personal Firearms Proficiency Prerequisites: Personal Firearms Proficiency Benefit: When firing a Sporting Shotgun or Combat Benefit: When firing a Sub-machinegun, the Combat Shotgun, the Combat Point cost is 1 Combat Point Less. Point cost is 1 less. Short Spear, the character gains +5 ft. of reach with the weapon, and can strike adjacent foes with the weapon.

Shield Focus- Spear Mastery-

Prerequisites: Simple Weapon Specialist Prerequisite: Archaic Weapon Proficiency(Spears), Spear Martial Arts, Spear Specialist, Base Attack Bonus Benefit: When wielding a Shield, the Critical Threat +4 range is 15-18. Choose Long Spear, Rifle Bayonet or Short Spear. Slamfire Proficiency- Benefit: When wielding the chosen weapon, the critical Prerequisites: Point Blank Shot. threat range for the chosen weapon is 12-18, and the character receives a +4 attack bonus when confirming a Benefit: The character can perform a two-shot Slamfire critical strike. attack with any personal firearm without penalty, and perform a three-shot Slamfire attack at a -3 penalty Special: A character can gain this feat as many as three (provided, of course, that it has a slamfire rate of fire). times. Each time a character takes the feat, they select a different weapon. Normal: Characters without this feat take a -3 penalty on two-shot slamfire attack rolls and a -6 penalty on Staff Martial Arts- three-shot slamfire attack rolls. Prerequisite: Archaic Weapon Proficiency(Staffs) Slamfire Expert- Benefit: When wielding a Long staff, Quarter Staff, or Prerequisites: Slamfire Proficiency, Point Blank Shot Short Staff, the critical threat range for any of these weapons is 14-18. Benefit: The character can perform a two-shot or three shot slamfire attack with any personal firearm without Normal: The Critical Threat range for a Long staff, penalty, and when performing a slamfire attacks, the Quarter Staff, or Short Staff is 20. Combat Point cost is 1 point less. Staff Specialist- Spear Martial Arts- Prerequisite: Archaic Weapon Proficiency(Staffs), Staff Prerequisite: Archaic Weapon Proficiency(Spears) Martial Arts, Base Attack Bonus +2

Benefit: When wielding a Long Spear, Rifle Bayonet or Benefit: When wielding a Long staff, Quarter Staff, or Short Spear, the critical threat range for any of these Short Staff, the character gains +5 ft. of reach with the weapons is 14-18. weapon, and can strike adjacent foes with the weapon.

Normal: The Critical Threat range for a Long Spear, Rifle Bayonet or Short Spear is 16-18.

Spear Specialist-

Prerequisite: Archaic Weapon Proficiency(Spears), Spear Martial Arts, Base Attack Bonus +2

Benefit: When wielding a Long Spear, Rifle Bayonet or Staff Mastery- Street Fighting-

Prerequisite: Archaic Weapon Proficiency(Staffs), Staff Prerequisites: Brawl, Base Attack Bonus +2. Martial Arts, Staff Specialist, Base Attack Bonus +4 Benefit: Once per round, if the character makes a Choose Long staff, Quarter Staff, or Short Staff. successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of Benefit: When wielding the chosen weapon, the critical lethal or nonlethal damage. threat range for the chosen weapon is 12-18, and the character receives a +4 attack bonus when confirming a Sunder- critical strike. Prerequisites: Strength 13, Power Attack. Special: A character can gain this feat as many as three times. Each time a character takes the feat, they select a Benefit: When the character strikes an object held or different weapon. carried by an opponent, such as a weapon, the character does not provoke an attack of opportunity. Stealthy- The character gains a +4 bonus on any attack roll made Benefit: If the character does not have Stealth as an to attack an object held or carried by another character. archetypal skill, they gain it as an archetypal skill and a The character deals double normal damage to objects, +2 to all Stealth checks. whether they are held or carried or not.

Special: If the character already has Stealth as an Normal: A character without this feat incurs an attack of archetypal skill, they gain a +4 bonus on all Stealth opportunity when they strike at an object held or checks instead. carried by another character.

Strafe-

Prerequisites: Personal Firearms Proficiency, Autofire Proficiency.

Benefit: When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide (that is, any four squares in a straight line), and they can perform a sweepfire attack at a -4 attack penalty.

Normal: A firearm on autofire normally affects a 10- foot-by-10-foot area, and sweepfire attacks are made with a -8 attack penalty, if the character has autofire proficiency.

Special: A character can only strafe a weapon with autofire, not bump fire. the original size of the weapon

Surface Vehicle Operation- Sword Specialist-

Select a class of surface vehicle (heavy wheeled, Prerequisite: Archaic Weapon Proficiency(Combat powerboat, sailboat, ship, or tracked). The character is Swords), Sword Martial Arts, Base Attack Bonus +2 proficient at operating that class of vehicle. The heavy wheeled class includes all kinds of semi-trucks and Benefit: When wielding a Short Sword, Bastard Sword, tractor-trailers, as well as wheeled construction vehicles Broad Sword, and Long Sword the character gains +1 (such as earth movers) and wheeled armored vehicles damage dice. (such as some armored personnel carriers). Powerboats are engine-powered water vessels designed for Sword Mastery- operation by a single person and usually no more than 100 feet in length. Sailboats are wind-powered water Prerequisite: Archaic Weapon Proficiency(Combat vessels. Ships are large, multi-crewed water vessels. Swords), Sword Martial Arts, Sword Specialist, Base Tracked vehicles include bulldozers and tanks and other Attack Bonus +4 military vehicles. Choose Short Sword, Bastard Sword, Broad Sword, or Prerequisite: Drive 5 ranks. Long Sword

Benefit: The character takes no penalty on Drive checks Benefit: When wielding the chosen weapon, the critical or attack rolls made when operating a surface vehicle of threat range for the chosen weapon is 12-18, and the the selected class. character receives a +4 attack bonus when confirming a critical strike. Normal: Characters without this feat take a -4 penalty on Drive checks made to operate a surface vehicle that Special: A character can gain this feat as many as four falls under any of these classes, and to attacks made times. Each time a character takes the feat, they select a with vehicle weapons. There is no penalty when you different weapon. operate a general-purpose surface vehicle. Tactical Draw- Special: A character can gain this feat as many as five times. Each time the character takes the feat, they select Prerequisites: Proficient with weapon. a different class of surface vehicle. Benefit: Choose a specific weapon. The character can Sword Martial Arts- draw that weapon from a holster or sheath for 1 Combat Point and from Mexican carry for 3 Combat Prerequisite: Archaic Weapon Proficiency(Combat Points, and holster weapons for 1 Combat Point. Swords) Normal: A character can draw a weapon from a holster Benefit: When wielding a Short Sword, Bastard Sword, or sheath for 3 Combat Points and from Mexican carry Broad Sword, and Long Sword, the size class for every for 6 points, and holster a weapon for 4 Combat Points. sword is considered one less.(For example, the Bastard Sword is normally considered a large weapon, would beSpecial: This Feat can be taken multiple times. Each a medium, and a Short Sword is normally considered a time it is taken, it applies to a different weapon. medium weapon, would be considered a small)

Special: When Calculating the damage for strength use firearm from loose rounds, or refilling a box magazine or stripper clip cost 3 Combat Points per round loaded.

Tactical Anti-material Rifle Reload- Tactical DMR Reload-

Prerequisites: Personal Firearms Proficiency, Distance Prerequisites: Personal Firearms Proficiency, Distance Rifle Specialist, Anti-material Rifleman Rifle Specialist, Designated Marksman Rifleman

Benefit: Reloading an Anti-material rifle with a filled Benefit: Reloading a Designated Marksman Rifle with a box magazine cost 2 Combat Points. Reloading an Anti- filled box magazine cost 2 Combat Points. Refilling a material Rifle from loose rounds, or refilling a box box magazine cost 1 Combat Points per round loaded. magazine cost 1 Combat Point per round loaded. Refilling a box magazine with a full stripper clip cost 2 Combat Points per clip. Normal: Reloading a firearm with a filled box magazine cost 4 Combat Points. Reloading a firearm from loose Normal: Reloading a firearm with a filled box magazine rounds, or refilling a box magazine cost 3 Combat 4 Combat Points. Refilling a box magazine cost 3 Points per round loaded. Combat Points per round loaded. Refilling a box magazine with a full stripper clip cost 3 Combat Points Tactical Automatic Action Shotgun Reload- per clip.

Prerequisites: Personal Firearms Proficiency, Shotgun Tactical Fixed Barrel Shotgun Reload- Specialist, Automatic Action Shotgunner Prerequisites: Personal Firearms Proficiency, Shotgun Benefit: Reloading a Semi-automatic or Fully automatic Specialist, Fixed Barrel Shotgunner Shotgun with a filled box magazine cost 2 Combat Points. Reloading a Semi-automatic or Fully automatic Benefit: Reloading a Single or Double Shotgun from Shotgun from loose rounds, or refilling a box magazine loose rounds cost 1 Combat Points per round loaded. cost 1 Combat Point per round loaded. Normal: Reloading a firearm from loose rounds cost 3 Normal: Reloading a firearm with a filled box magazine Combat Points per round loaded. cost 4 Combat Points. Reloading a firearm from loose rounds, or refilling a box magazine cost 3 Combat Points per round loaded. Tactical Machine Gun Reload-

Tactical Carbine Rifle Reload- Prerequisites: Personal Firearms Proficiency, Machine Gun Specialist, General Purpose Machine Gunner, Close Prerequisites: Personal Firearms Proficiency, Assault Combat Machine Gunner Specialist, Carbine Rifleman, Melee Carbine Fighter Benefit: Reloading a Light Machine gun with a filled Benefit: Reloading a Carbine Rifle with a filled box box magazine cost 2 Combat Points. Reloading a Light magazine or a full stripper clip cost 2 Combat Points. Machine Gun or General Purpose Machine Gun that Reloading a Carbine Rifle from loose rounds, or refilling uses linked ammunition with a new link cost 3 Combat a box magazine or stripper clip cost 1 Combat Points Points. Refilling a box magazine cost 1 Combat Point per round loaded. Refilling a box magazine with a full per round loaded. Refilling a box magazine with a full stripper clip cost 2 Combat Points per clip. stripper clip cost 2 Combat Points per clip.

Normal: Reloading a firearm with a filled box magazine Normal: Reloading a firearm with a filled box magazine or a full stripper clip cost 4 Combat Points. Reloading a cost 4 Combat Points. Reloading a firearm that uses linked ammunition with a new link cost 6 Combat Points. Refilling a box magazine cost 3 Combat Points per round loaded. Refilling a box magazine with a full stripper clip cost 3 Combat Points per clip.

Tactical Machine Pistol Reload- Tactical Revolver Reload-

Prerequisites: Personal Firearms Proficiency, Machine Prerequisites: Personal Firearms Proficiency, Handgun Pistol Specialist, Machine Pistoleer Specialist, Wheelgunner

Benefit: Reloading a Machine Pistol with a filled box Benefit: Reloading a Holdout Handgun, Backup magazine cost 2 Combat Points. Refilling a box Handgun, Full Sized Handgun or Target Handgun with magazine cost 1 Combat Points per round loaded. a full speedloader cost 2 Combat Points. Reloading a Holdout Handgun, Backup Handgun, Full Sized Normal: Reloading a firearm with a filled box magazine Handgun or Target Handgun with a Cylinder from cost 4 Combat Points. Refilling a box magazine cost 3 loose rounds, or refilling a speedloader cost 1 Combat Combat Points per round loaded. Points per round loaded.

Tactical Manual Action Shotgun Reload- Normal: Reloading a firearm with a full speedloader cost 4 Combat Points. Reloading a firearm from loose Prerequisites: Personal Firearms Proficiency, Shotgun rounds, or refilling a speedloader cost 3 Combat Points Specialist, Manual Action Shotgunner per round loaded. Tactical Assault Rifle Reload- Benefit: Reloading a Bolt Action, Pump Action or Lever Action Shotgun with a filled box magazine cost 2 Prerequisites: Personal Firearms Proficiency, Assault Combat Points. Reloading a Bolt Action, Pump Action Specialist, Assault Rifleman, Assault Rifle Clubber or Lever Action Shotgun from loose rounds, cost 1 Combat Points per round loaded. Benefit: Reloading an Assault Rifle, Battle Rifle, or Target Rifle with a filled box magazine or a full stripper Normal: Reloading a firearm with a filled box magazine clip cost 2 Combat Points. Reloading a firearm from cost 4 Combat Points. Reloading a firearm from loose loose rounds, or refilling a box magazine or stripper clip rounds, or cost 3 Combat Points per round loaded. cost 1 Combat Points per round loaded. Refilling a box magazine with a full stripper clip cost 2 Combat Points Tactical Pistol Reload- per clip.

Prerequisites: Personal Firearms Proficiency, Handgun Normal: Reloading a firearm with a filled box magazine Specialist, Pistoleer or a full stripper clip cost 4 Combat Points. Reloading a firearm from loose rounds, or refilling a box magazine Benefit: Reloading a Holdout Handgun, Backup or stripper clip cost 3 Combat Points per round loaded. Handgun, Full Sized Handgun or Target Handgun with Refilling a box magazine with a full stripper clip cost 3 a filled box magazine cost 2 Combat Points. Refilling a Combat Points per clip. box magazine cost 1 Combat Points per round loaded. Tactical SMG Reload- Normal: Reloading a firearm with a filled box magazine cost 4 Combat Points. Refilling a box magazine cost 3 Prerequisites: Personal Firearms Proficiency, SMG Combat Points per round loaded. Specialist

Benefit: Reloading a SMG with a filled box magazine cost 2 Combat Points. Refilling a box magazine cost 1 Combat Points per round loaded. Its' effect stack. Normal: Reloading a firearm with a filled box magazine cost 4 Combat Points. Refilling a box magazine cost 3 Combat Points per round loaded.

Tactical Sniper Rifle Reload- Two Weapon Defense-

Prerequisites: Personal Firearms Proficiency, Distance Prerequisites: Str 13, Two Weapon Melee Fighting. Rifle Specialist, Sniper, Controlled Shot Benefit: When wielding a double weapon or two Benefit: Reloading a Sniper Rifle or Bolt action Rifle weapons (Not including unarmed strikes), you gain a +1 with a filled box magazine or a full stripper clip cost 2 equipment bonus to your Defense. Combat Points. Reloading a Sniper Rifle or Bolt Action Rifle from loose rounds, or refilling a box magazine or Two Weapon Melee Fighting- stripper clip cost 1 Combat Points per round loaded. Refilling a box magazine with a full stripper clip cost 2 Prerequisites: Str 13 Combat Points per clip. Benefit: The character’s penalties for fighting with two Normal: Reloading a firearm with a filled box magazine melee weapons are lessened by 2 for the primary hand or a full stripper clip cost 4 Combat Points. Reloading a and 6 for the off hand. firearm from loose rounds, or refilling a box magazine or stripper clip cost 3 Combat Points per round loaded. Special: If the character has the Two Weapon Ranged Refilling a box magazine with a full stripper clip cost 3 Fighting feat, they can mix both Ranged, and Melee Combat Points per clip. weapons.

Technosavant- Two Weapon Ranged Fighting-

Benefit: If the character does not have Technology Use Prerequisites: Dex 13, Proficient with weapon as an archetypal skill, they gain it as an archetypal skill and a +2 to all Technology Use checks. Benefit: The character’s penalties for fighting with two ranged weapons are lessened by 1 for the primary hand Special: If the character already has Technology Use as and 3 for the off hand. an archetypal skill, they gain a +4 bonus on all Technology Use checks instead. Special: If the character has the Two Weapon Ranged Melee feat, they can mix both Ranged, and Melee Top Off- weapons.

Prerequisites: Personal Firearms Proficiency, Distance Unarmed Combat Specialist- Rifle Specialist, Sniper Prerequisites: Brawl Benefit: Once per turn, the character may reload a singe round into a sniper rifle or bolt action rifle for no Benefit: When making an unarmed called shot attack, combat points. the character receives a +4 competence bonus on their attack rolls. Toughness- Normal: Unarmed Called shot attacks fall under normal Benefit: The character gains +4 Extended hit points and called shot rules, and the penalties that are associated +1 Core Hit Point. with them

Special: A character may gain this feat multiple times. Vehicle Dodge- Weapon Focus-

Prerequisites: Dex 13, Drive 8 ranks or Pilot 8 ranks, Choose a specific weapon. A character can choose Vehicle Expert. unarmed strike or grapple for your weapon for purposes of this feat. Benefit: When driving a vehicle, during the character’s action the character designates an opposing vehicle or a Prerequisites: Proficient with weapon single opponent. The character’s vehicle and everyone aboard it receive a +4 dodge bonus to Defense against Benefit: The character gains a +3 bonus on all attack attacks from that vehicle or opponent. The character can rolls they make using the selected weapon. select a new vehicle or opponent on their action. Special: A character can gain this feat multiple times. Vehicle Expert- Each time the character takes the feat, the character must select a different weapon. Benefit: If the character does not have Drive as an archetypal skill, they gain it as an archetypal skill and a Well Spoken- +2 to all Drive checks. Benefit: If the character does not have Speechcraft as an Special: If the character already has Drive as an archetypal skill, they gain it as an archetypal skill and a archetypal skill, they gain a +4 bonus on all Drive +2 to all Speechcraft checks. checks instead. Special: If the character already has Speechcraft as an Weapon Finesse- archetypal skill, they gain a +4 bonus on all Speechcraft checks instead. Prerequisites: Proficient with weapon, Base Attack Bonus +1. Wheelgunner-

Benefit: Choose one light melee weapon. A character Prerequisites: Personal Firearms Proficiency, Handgun can choose unarmed strike as a weapon for the Specialist purposes of this feat. With the selected melee weapon, the character may use their Marksmanship modifier Benefit: When firing a Holdout Handgun, Backup instead of their Focus modifier on attack rolls. Handgun, Full Sized Handgun or Target Handgun that uses a cylinder, the character gains a +1 to attack. Special: A character can gain this feat multiple times. Each time the character takes the feat, the character selects a different weapon. EQUIPMENT Restricted Objects

Some objects require licenses to own or operate, or are restricted in use to qualifying organizations or individuals. In such cases, a character must purchase a license or pay a fee to legally own the object. A license or fee is a separate item, purchased in addition to (and usually before) the object to which it applies. The four levels of restriction are as follows. When dealing with licenses and weapons, the license type includes any papers or cards necessary to carry the weapon, open or concealed, without being hassled by law enforcement.

None: No license or restriction is required to own or operate the object.

Licensed: The owner must obtain a license to own or operate the object legally. Generally, the license is not expensive, and obtaining it has few if any additional legal requirements.

Restricted: Only specially qualified individuals or organizations are technically allowed to own the object. However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can eventually acquire the necessary license.

Military and Police: The object is sold primarily to legitimate police and military organizations. A military and police rating is essentially the same as restricted (see above), except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals.

Illegal: The object is illegal in all but specific, highly regulated circumstances.

Table: Restricted Objects Knowledge Registration (Business) Black Market Price Time Required Wealth Point Rating DC Increase for license Issue Cost Licensed 15 25% 5 days 5 Restricted 20 50% 1 week 10 Military and 25 100% 2 week 20 Police Illegal 30 200% 3 weeks 35

Purchasing a License To purchase a license or pay necessary fees, a character pays the fee on the chart, and waits the appropriate time. To speed the process, the hero can make a Knowledge (business) check against a DC equal to the license DC. Success results in the license being issued in 1d4 days. (During the process of character creation, a character just needs to purchase the license or pay the fee; the time required takes place before game play begins.) As a general rule, a character must obtain the appropriate license before buying a restricted object. When a character has purchased the appropriate license once, it is applicable for all items with the same rating, so a character does not have to purchase a license for each item of the same level. A higher license grants the ability to purchase any object at the same restriction level, or lower. Legitimate dealers will not sell restricted objects to a character who does not have the necessary license. However, a character may be able to turn to the black market (see below) to obtain restricted objects without a license. The Black Market Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost anything is available on the black market. Knowledge (streetwise) checks can be used to locate a black market merchant. The DC is based on the location in question: 15 to find a black market merchant in a big city, or 20, 25, or higher in small towns and rural areas. Objects purchased on the black market are more expensive than those purchased legally. Add the black market purchase percentage increase from Table: Restricted Objects to the object’s Cost. Obtaining an object on the black market takes a number of days according to the Time Required column on Table: Restricted Objects. The process can be hurried, but each day cut out of the process (to a minimum of one day) increases the purchase cost by an additional 25%.

New Vs Used The prices listed for the various objects are the price you'd pay for something NIB-New in box, but it's not often that a character would purchase something used, such as a Car, or a firearm, or try to get rid of some excess gear. When purchasing or selling something used, use these rate: New in box 100% of normal price. Object has never seen use, and even still comes with the receipt for purchase. Like New-90% of normal price. no major problems, gear works as advertised, includes most, if not all of the listed equipment Good-75% of normal price. Object shows some wear, but still works as advertised, does not include any of the extra listed gear outside of what's attached to it. Fair-50% of normal price. Object shows wear and has light damage, firearms would have to be cleaned in this state, and cars may have to have minor repairs(15% HP lost or less) Usable-25% of normal price. Objects need repair to use functionally, firearms considered damaged and need to be repaired before use, cars would need major repairs(16-25%HP lost) Poor-10% of normal price. Objects are basically junk at this point. Firearms are no more than spare parts(Or a spare magazine),a vehicle would have to be rebuilt from this stage(50% or more HP lost).

Mastercraft Objects Weapons, armor, and some other types of equipment can be constructed as mastercraft objects. The exceptional quality of these objects provides the user a bonus on attack rolls, damage, Defense, or some other characteristic that improves when the object is used. A mastercraft object that provides a +1 bonus to can usually be purchased on the open market as a custom version of a common object. The increased cost of this item is 75% of the item's cost.

A rare few objects are of mastercraft quality even without customization—the off-the-shelf version of the object is of such high quality that it is always provides a bonus of +1. In these cases, the cost is not increased (such objects are already priced higher than similar objects of lower quality). Mastercraft objects with a bonus of +2 or +3 are considered grandmastercraft and are not common and are generally not for sale. If a grandmastercraft +2 object could be found for purchase, its cost would add 125% to the normal cost. The cost of a grandmastercraft +3 object would add 200% to the normal cost.

Concealed Weapons and Objects It’s assumed that, when attempting to conceal a weapon or other object, a character is wearing appropriate clothing. Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon. Keeping the weapon in an easier-to-draw position makes concealing it more difficult. Mexican Carry Mexican carry is holstering a weapon in the waistband without a proper holster. When carrying a weapon in this manner, it isn't properly secured, and will fall out under any strenuous movement. When Mexican carrying, a character must make a Reflex Saving throw (DC 15) to keep their weapon in their belt, when doing any actions that cause them to roll an Attack Roll, or a dexterity or strength based skill. If they fail this check, the weapon falls to the ground.

Stealth Checks To conceal a weapon or other object, make a Stealth check. A character concealing an object before they head out into public can usually take 10 unless they are rushed, trying to conceal it when others might see, or under other unusual constraints. Stealth can be used untrained in this instance, but the character must take 10.

Size and Concealment The object’s size affects the check result, as shown on Table: Concealing Weapons and Objects. The type of holster used or clothing worn, and any attempt to make a weapon easier to draw, can also affect the check.

Table: Concealing Weapons and Objects Condition Stealth Modifier Size of weapon or object Fine +12 Diminutive +8 Tiny +4 Small +0 Medium-size -4 Large -8 Huge or larger can’t conceal Clothing is tight or small -4 Clothing is especially loose or bulky +2 Clothing is specifically modified for concealing +2 object Firearm that is carried in a concealed carry or +2 holdout holster Firearm that is carried in a shoulder holster +1

Spotting Concealed Objects Noticing a concealed weapon or other object requires a Perception check. The DC varies: If the target made a roll when concealing an object, the DC of the Perception check to notice the object is the same as the target’s check result (an opposed check, in other words). If the target took 10 on their Stealth check, use this formula:

Perception DC = Target’s stealth skill modifier (including modifiers from Table: Concealing Weapons and Objects) + 10

An observer attempting to spot a concealed object receives a -1 penalty for every 10 feet between him or herself and the target, and a -5 penalty if distracted. Patting someone down for a hidden weapon requires a similar check. However, the skill employed in Perception, and the searcher receives a +4 circumstance bonus for the hands-on act of frisking the target. Some devices may also offer bonuses under certain circumstances (a metal detector offers a bonus to Perception checks to find metal objects, for example). Spotting Concealable Armor Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Don’t use the modifiers from Table: Concealing Weapons and Objects when wearing concealable armor. Instead, anyone attempting to notice the armor must make a Perception check (DC 30).

Living in Luxury The price given are for average-quality items. It’s possible to purchase similar items with luxury features, generally by increasing the cost by 20%. Although such items are more expensive, they offer no additional features or game benefits.

Carrying Capacity A character’s carrying capacity depends directly on the character’s Strength score, as shown on Table: Carrying Capacity.

Table: Carrying Capacity Strength Light Load Medium Heavy Load Lift Over Lift Off Push or Load Head Ground Drag 1 up to 3 lb. 4-6 lb. 7-10 lb. 10 lb. 20 lb. 50 lb. (48 oz.) (96 oz.) (160 oz.) (160 oz.) (320 oz.) (800 oz.) 2 up to 6 lb. 7-13 lb. 14-20 lb. 20 lb. 40 lb. 100 lb. (96 oz.) (208 oz.) (320 oz.) (320 oz.) (640 oz.) (1,600 oz.) 3 up to 10 lb. 11-20 lb. 21-30 lb. 30 lb. 60 lb. 150 lb. (160 oz.) (320 oz.) (480 oz.) (480 oz.) (960 oz.) (2,400 oz.) 4 up to 13 lb. 14-26 lb. 27-40 lb. 40 lb. 80 lb. 200 lb. (208 oz.) (416 oz.) (640 oz.) (640 oz.) (1,280 oz.) (3,200 oz.) 5 up to 16 lb. 17-33 lb. 34-50 lb. 50 lb. 100 lb. 250 lb. (256 oz.) (528 oz.) (800 oz.) (800 oz.) (1,600 oz.) (4,000 oz.) 6 up to 20 lb. 21-40 lb. 41-60 lb. 60 lb. 120 lb. 300 lb. (320 oz.) (640 oz.) (960 oz.) (960 oz.) (1,920 oz.) (4,800 oz.) 7 up to 23 lb. 24-46 lb. 47-70 lb. 70 lb. 140 lb. 350 lb. (368 oz.) (736 oz.) (1,120 oz.) (1,120 oz.) (2,240 oz.) (5,600 oz.) 8 up to 26 lb. 27-53 lb. 54-80 lb. 80 lb. 160 lb. 400 lb. (416 oz.) (848 oz.) (1,280 oz.) (1,280 oz.) (2,560 oz.) (6,400 oz.)

9 up to 30 lb. 31-60 lb. 61-90 lb. 90 lb. 180 lb. 450 lb. (480 oz.) (960 oz.) (1440 oz.) (1440 oz.) (2,880 oz.) (7,200 oz.) 10 up to 33 lb. 34-66 lb. 67-100 lb. 100 lb. 200 lb. 500 lb. (528 oz.) (1,056 oz.) (1,600 oz.) (1,600 oz.) (3,200 oz.) (8,000 oz.) 11 up to 38 lb. 39-76 lb. 77-115 lb. 115 lb. 230 lb. 575 lb. (608 oz.) (1,216 oz.) (1,840 oz.) (1,840 oz.) (3,680 oz.) (9,200 oz.) 12 up to 43 lb. 44-86 lb. 87-130 lb. 130 lb. 260 lb. 650 lb. (688 oz.) (1,376 oz.) (2,080 oz.) (2,080 oz.) (4,160 oz.) (10,400 oz.) 13 up to 50 lb. 51-100 lb. 101-150 lb. 150 lb. 300 lb. 750 lb. (800 oz.) (1,600 oz.) (2,400 oz.) (2,400 oz.) (4,800 oz.) (12,000 oz.) 14 up to 58 lb. 59-116 lb. 117-175 lb. 175 lb. 350 lb. 875 lb. (928 oz.) (1,856 oz.) (2,800 oz.) (2,800 oz.) (5,600 oz.) (14,000 oz.) 15 up to 66 lb. 67-133 lb. 134-200 lb. 200 lb. 400 lb. 1,000 lb. (1,056 oz.) (2,128 oz.) (3,200 oz.) (3,200 oz.) (6,400 oz.) (16,000 oz.) 16 up to 76 lb. 77-153 lb. 154-230 lb. 230 lb. 460 lb. 1,150 lb. (1,216 oz.) (2,448 oz.) (3,680 oz.) (3,680 oz.) (7,360 oz.) (18,400 oz.) 17 up to 86 lb. 87-173 lb. 174-260 lb. 260 lb. 520 lb. 1,300 lb. (1,376 oz.) (2,768 oz.) (4,160 oz.) (4,160 oz.) (8,320 oz.) (20,800 oz.) 18 up to 100 lb. 101-200 lb. 201-300 lb. 300 lb. 600 lb. 1,500 lb. (1,600 oz.) (3,200 oz.) (4,800 oz.) (4,800 oz.) (9,600 oz.) (24,000 oz.) 19 up to 116 lb. 117-233 lb. 234-350 lb. 350 lb. 700 lb. 1,750 lb. (1,856 oz.) (3,728 oz.) (5,600 oz.) (5,600 oz.) (11,200 oz.) (28,000 oz.) 20 up to 133 lb. 134-266 lb. 267-400 lb. 400 lb. 800 lb. 2,000 lb. (2,128 oz.) (3,616 oz.) (6,400 oz.) (6,400 oz.) (12,800 oz.) (32,000 oz.) 21 up to 153 lb. 154-306 lb. 307-460 lb. 460 lb. 920 lb. 2,300 lb. (2,448 oz.) (4,896 oz.) (7,360 oz.) (7,360 oz.) (14,720 oz.) (36,800 oz.) 22 up to 173 lb. 174-346 lb. 347-520 lb. 520 lb. 1,040 lb. 2,600 lb. (2,768 oz.) (5,536 oz.) (8,320 oz.) (8,320 oz.) (16,640 oz.) (41,600 oz.) 23 up to 200 lb. 201-400 lb. 401-600 lb. 600 lb. 1,200 lb. 3,000 lb. (3,200 oz.) (6,400 oz.) (9,600 oz.) (9,600 oz.) (19,200 oz.) (48,000 oz.) 24 up to 233 lb. 234-466 lb. 467-700 lb. 700 lb. 1,400 lb. 3,500 lb. (3,728 oz.) (7,456 oz.) (11,200 oz.) (11,200 oz.) (22,400 oz.) (56,000 oz.) 25 up to 266 lb. 267-533 lb. 534-800 lb. 800 lb. 1,600 lb. 4,000 lb. (3,616 oz.) (8,848 oz.) (12,800 oz.) (12,800 oz.) (25,600 oz.) (64,000 oz.) 26 up to 306 lb. 307-613 lb. 614-920 lb. 920 lb. 1,840 lb. 4,600 lb. (4,896 oz.) (9,808 oz.) (14,720 oz.) (14,720 oz.) (29,440 oz.) (73,000 oz.) 27 up to 346 lb. 347-693 lb. 694-1,040 lb. 1,040 lb. 2,080 lb. 5,200 lb. (5,536 oz.) (11,088 oz.) (16,640 oz.) (16,640 oz.) (33,280 oz.) (83,200 oz.) 28 up to 400 lb. 401-800 lb. 801-1,200 lb. 1,200 lb. 2,400 lb. 6,000 lb. (6,400 oz.) (12,800 oz.) (19,200 oz.) (19,200 oz.) (38,400 oz.) (96,000 oz.) 29 up to 466 lb. 467-933 lb. 934-1,400 lb. 1,400 lb. 2,800 lb. 7,000 lb. (7,456 oz.) (14,928 oz.) (22,400 oz.) (22,400 oz.) (44,800 oz.) (112,000 oz.) +10 x4 x4 x4 x4 x4 x4

A medium encumbered character performs as if their Dexterity modifier were no higher than +3. In addition, the character takes a -3 encumbrance penalty on attack rolls and checks involving the following skills: Acrobatics, Athletics, and Stealth. This encumbrance penalty stacks with any armor penalty that may also apply. A medium encumbered character spends 2 Combat Points per 5 feet to move. If the weight of a character’s gear falls in their heavy load range, the character is considered heavily encumbered. A heavily encumbered character performs as if their Dexterity modifier were no higher than +1. In addition, the character takes a -6 encumbrance penalty on attack rolls and checks involving the following skills: Acrobatics, Athletics, and Stealth. This encumbrance penalty stacks with any armor penalty that may also apply. A heavily encumbered character spends 3 Combat Points per 5 feet to move. The figure at the upper end of a character’s heavy load range is their maximum load. No character can move or perform any other actions while carrying more than their maximum load. Lifting and Dragging: A character can lift up to their maximum load over their head. A character can lift up to double their maximum load off the ground, but they can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to Defense and can only move 5 feet per round (for 12 Combat Points). A character can generally push or drag along the ground up to five times their maximum load. Favorable conditions (smooth ground, dragging a slick object) can double these numbers, and bad circumstances (broken ground, pushing an object that snags) can reduce them to one-half or less. Bigger and Smaller Creatures: The figures on Table: Carrying Capacity are for Medium-size bipedal creatures. Larger bipedal creatures can carry more weight depending on size category: Large x2, Huge x4, Gargantuan x8, and Colossal x16. Smaller creatures can carry less weight depending on size category: Small x3/4, Tiny x1/2, Diminutive x1/4, and Fine x1/8. Quadrupeds, such as horses, can carry heavier loads than characters can. Use these multipliers instead of the ones given above: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small x1, Medium-size x1.5, Large x3, Huge x6, Gargantuan x12, and Colossal x24.

Tremendous Strength: For Strength scores not listed, find the Strength score between 20 and 29 that has the same ones digit as the creature’s Strength score. Multiply the figures by 4 if the creature’s Strength is in the 30s, 16 if it’s in the 40s, 64 if it’s in the 50s, and so on.

General Equipment

Bags and Boxes With the wide variety of equipment available, it's quite often critical to have something to store the equipment or carry it around in.

Aluminum Travel Case: A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it from opening accidentally.

Backpack: This is a good-sized backpack, made of tough water-resistant material. It has one or two central sections, as well as several exterior pockets and straps for attaching tents, bedrolls, or other gear. It can carry up to 60 pounds of gear. A backpack gives a character a +1 equipment bonus to Strength for the purpose of determining carrying capacity. Briefcase: A briefcase can carry up to 80 oz. worth of gear. A briefcase can be locked, but its cheap lock is not very secure (Disable Device DC 15; break DC 10).

Contractor’s Field Bag: A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads, and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 160 oz. worth of equipment and comes with a shoulder strap.

Day Pack: This is a small backpack, the sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. It holds 240 oz. of gear and fits comfortably over one shoulder in a messenger type style or on both shoulders in a traditional pack type.

Handbag: Handbags provide another way to carry 32 oz. of equipment. The wealth point cost shown is for a basic bag; high-fashion purses can be exponentially expensive.

Range Pack: This lightweight black bag has a spacious inner compartment capable of holding roughly 230 oz. of gear and can hold an additional 64 oz. in six zippered external compartments. The larger version holds 400 oz. of equipment in the internal compartment and another 96 oz. in the zippered external pouches. A range pack easily holds several pistols and a submachine gun, and the larger version can hold disassembled rifles. Duffel Bag: A simple bag with either zipper or draw sting closures and a strap, Duffel bags come in all different sizes and shapes, but usually hold about 160 oz. of equipment comfortably.

Waist Pack: This small zippered pouch is fitted with an integral belt and is designed to be fastened around the waist. It holds 48 oz. of equipment comfortably.

Table: Bags and boxes Object Size Weight Wealth Restriction Point Cost Bags and Boxes Backpack Medium 32 oz. 5 None Aluminum travel case 10 lb. Capacity Medium 70 oz. 2 None 40 lb. Capacity Large 160 oz. 4 None 75 lb. capacity Large 240 oz. 7 None Briefcase Medium 32 oz. 2 None Contractor’s field bag Medium 17 oz. 1 None Day pack Small 16 oz. 1 None Handbag Small 10 oz. 1, See Text None Range pack Standard Small 32 oz. 5 None Oversized Medium 348oz. 8 None Duffel Bag Medium 12 oz. 1 None Waist Pack Small 8 oz. 1 None

Clothing The items described here represent special clothing types, or unusual outfits that a character might need to acquire. For the most part, clothing choice is based on character concept. It’s assumed that a character owns a reasonable wardrobe of the sorts of clothes that fit their lifestyle. Sometimes, however, a character might need something out of the ordinary. When that’s the case, they will have to purchase it like any other piece of gear. Clothes have three effects on game mechanics: one on Presence checks, one on Stealth checks, and one on Environmental factors. First, clothing is part of a disguise.

See the Presence skill description for more on how appropriate dress affects Presence checks. Clothes also help to hide firearms, body armor, and small objects. Tightly tailored clothing imposes a penalty on an attempt to conceal an object; clothing purposely tailored to conceal objects provides a bonus. Clothing also includes worn accessories, such as holsters, sheathes, and armor. An outfit of clothing represents everything a character needs to dress a part: pants or skirt, shirt, undergarments, appropriate shoes or boots, socks or stockings, and any necessary belt or suspenders. The clothes a character wears does not count against the weight limit for encumbrance. Each outfit has a level that is appropriate for a given temperature range (extremely hot, hot, mild, or cold), and the wearer can remove layers or roll up cuffs to make it acceptable, if not completely comfortable, for the next higher range. The Price listed is for the base set of clothes, high-fashion clothing can be exponentially expensive.

Business: A business outfit generally includes a jacket or blazer, but can incorporate everything up to, and including three piece suits. Business clothing tend to look sharp and well groomed without being overly formal.

Casual: Casual clothes range from cut-off jeans and a T-shirt to neatly pressed khakis and a hand-knit sweater. Formal: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for “black tie” occasions. Special designer creations can have wealth point cost much higher than shown on the table.

Fatigues: Called “battle dress uniforms” (or BDUs) in the United States Armed Forces, these are worn by hardened veterans and wannabes alike. They’re rugged, comfortable, and provide lots of pockets. They are also printed in camouflage patterns: woodland, desert, winter, urban (gray patterned), and black are available. When worn in an appropriate setting, fatigues grant a +2 bonus on Stealth checks.

Uniform: From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms — making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer. Wearing a Uniform grants a +2 circumstance bonus on all applicable Presence Checks. The price of the uniform is based on what particular uniform a character is trying to acquire, and is set by the GM.

Ghillie Suit: The ultimate in camouflage, a ghillie suit is a loose mesh over garment covered in strips of burlap in camouflage of the purchaser's choice. Other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern. A character wearing a ghillie suit with appropriate coloration gains a +10 bonus on Stealth checks. (The suit’s coloration can be changed for 6 Combat Points. However, the bulky suit imposes a penalty of -4 on all Dexterity checks, Dexterity-based skill checks (except Stealth), and melee attack rolls.

Outerwear In addition to keeping a character warm and dry, coats and jackets provide additional concealment for things a character is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects).

Coat: An outer garment worn on the upper body. Its length and style vary according to fashion and use. The Price listed is for a simple coat, high-fashion clothing can be exponentially expensive.

Fatigue Jacket: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties.

Overcoat: A warm coat worn over a suit jacket or indoor clothing. The Price listed is for a simple overcoat, high- fashion clothing can be exponentially expensive. Parka: This winter coat grants the wearer a +2 equipment bonus on Fortitude saves made to resist the effects of cold weather.

Work Gloves: These gloves are thick leather working gloves, protecting from heat, cold, and generally corrosive or sharp objects, allowing someone to work comfortably with these objects and elements.

Utility belts: Tool belts and police gun belts fall into this category. They can comfortably hold 144 oz. of equipment, and keep them on hand at all times.

Flotation Vest: A character wearing a flotation vest need not make Athletics checks to stay afloat, and their encumbrance load is considered 50 lbs. lighter for the purpose of determining weight penalties with Athletics checks to swimming. A flotation vest can be worn over normal clothing and light to medium armor.

Gas Mask: The gas mask provides full protection against the effects of tear gas, pepper balls, and chemical irritants and grants the wearer a +4 bonus to Fortitude saves made to resist inhaled contamiminants. Eye-wear Eye-wear encompass everything from basic sunglasses, to the most covering night vision goggles. A character can have only one pair of eye-wear on at one time.

Flash Goggles: these eye coverings provide total protection against blinding light. They negate all will saving throws against blindness, but the wearer suffers a -4 ranged attack roll while wearing them.

Sunglasses: Sunglasses are tinted glasses that block UV rays and bright light. They grant a +1 to all will saving throws against blindness.

Night Vision Goggles: Night Vision Goggles are goggles that use passive light gathering to improve vision in near-dark and dark conditions. They grant the user the ability to see in darkness, but because of the restricted view, grant a -5 penalty to all perception checks using sight made by someone wearing them. When In complete darkness, night vision goggles must either be purchased with an infrared illuminator(at a +8 to the Wealth Point Cost), or use another source of infrared light. Mounts can be purchased to mount the Night Vision goggles to a Combat Helmet, at +1 to the Wealth Point cost.

Table: Clothing and Eye wear Object Size Weight Wealth Restriction Point Cost Clothing Clothing outfit Business Hot Medium 48 oz. 5, See Text None Mild Medium 32 oz. 5, See Text None Cold Medium 64 oz. 6, See Text None Casual Extreme Hot Medium 30 oz. 2, See Text None Hot Medium 48 oz. 2, See Text None Mild Medium 32 oz. 3, See Text None Cold Medium 64 oz. 4, See Text None Formal Hot Medium 48 oz. 6, See Text None Mild Medium 32 oz. 7, See Text None Cold Medium 64 oz. 8, See Text None Fatigues Hot Medium 48 oz. 7 None Mild Medium 32 oz. 6 None Cold Medium 64 oz. 9 None Uniform Medium 32 oz. See Text None Ghillie suit Medium 96 oz. 6 None Outerwear Coat Medium 32 oz. 2, See Text None Fatigue jacket Medium 28 oz. 3 None Overcoat Medium 50 oz. 3, See Text None Parka Medium 80 oz. 7 None Work Gloves Small 6 oz. 1 None Utility belt Small 29 oz. 2 None Flotation Vest Medium 16 oz. 1 None Gas mask Medium 25 oz. 2 None Eye wear Flash goggles Tiny 6 oz. 1 None Sunglasses Tiny 6 oz. 2 None Night vision goggles Small 26 oz. 17 None

MOLLE MOLLE is Modular Lightweight Load-carrying Equipment. It is customizable load-bearing equipment utilized by the Various armed forces. MOLLE can be configured to the user's specifications, based on the needs of the user. MOLLE has a number of attachment slots, that can be filled by various pouches.

Kit Pouch(1 slot per 5 pounds): This pouch can hold a small kit, keeping it on hand at all times for quick use.

Holster Pouch(2 slots): This pouch encompasses a holster that holds a firearm of medium or smaller size.

Single Large Magazine Pouch(1 slot): This pouch can hold a single Rifle, Machine Pistol, or SMG magazine. Dual Large Magazine Pouch(1 slot): This pouch can hold two Rifle, Machine Pistol, or SMG magazines.

Quad Large Magazine Pouch(3 slot): This pouch can hold four Rifle, Machine Pistol, or SMG magazines.

Sextuple Large Magazine Pouch(4 slot): This pouch can hold six Rifle, Machine Pistol, or SMG magazines.

Small Magazine/Speedloader Pouch(1 slot): This pouch can hold up to two handgun magazines or two speedloaders.

Shell Pouch(1 slot): This pouch can hold twenty five shotgun shells of any caliber.

Cased Ammunition Pouch(1 slot): This Pouch can hold fifty rounds of cased ammunition, either in stripper clips, or loose rounds.

Grenade Pouch(1 slot): This pouch can hold two grenades, either hand grenades or grenade launcher grenades.

Shell Loops(1 slot): This pouch is a simple group of elastic loops, made to hold shotgun shells. The loops can hold six shells of any gauge. Using shell loops negates the necessity to reach into a pack to retrieve ammunition.

Cartridge Loops:(1 slot):This pouch is a simple group of elastic loops, made to hold cased rounds. The loops can hold ten rounds of any caliber. Using loops negates the necessity to reach into a pack to retrieve ammunition.

Utility Pouch(2 slots): This general purpose pouch can hold small electronic devices, such as a radio, GPS, Cell Phone, or other devices. Utility pouch can also be used to carry 100 round linked belts of ammunition. It can comfortably hold 64 oz.

Plate Carrier Pouch(6 slots): This pouch is specially built to hold trauma plates, that can help decrease damage taken. Weapon Carrier Loops(6 slots): These loops secure a Large weapon to the back of the wearer, allowing them to carry a large weapon without a sling. It takes 5 minutes to attach or remove a weapon from these loops.

Quiver Pouch(3 slots): This pouch holds 20 arrows or crossbow bolts.

Sheath Pouch(1 slot): This pouch encompasses a sheath that holds a melee weapon of small or smaller size. Canteen Pouch(1 slot): This pouch can hold a single canteen, for easy use and access.

Hydration Pouch (4 slots): This pouch carries a hydration bladder that holds 1 gallon of desired liquid, usually water.

Table: MOLLE Object Size Weight Wealth Restriction Point Cost MOLLE Kit Pouch Small 8 oz. 3 per slot None Holster Pouch Small 8 oz. 2 None Single Large Magazine Small 8 oz. 1 None Pouch Dual Large Magazine Small 10 oz. 2 None Pouch Quad Large Magazine Small 12 oz. 3 None Pouch Sextuple Large Small 16 oz. 3 None Magazine Pouch Small Small 20 oz. 1 None Magazine/Speedloader Pouch Shell Pouch Small 8 oz. 1 None Cased Ammo Pouch Small 7 oz. 1 None Grenade Pouch Small 9 oz. 1 None Shell Loops Small 4 oz. 1 None Cartridge Loops Small 4 oz. 1 None Utility Pouch Small 10 oz. 1 None Plate Carrier Pouch Large 18 oz. 5 None Weapon Carrier Loops Medium 11 oz. 4 None Quiver Pouch Medium 16 oz. 2 None Sheath Pouch Small 9 oz. 1 None Canteen Pouch Small 16 oz. 1 None Hydration Pouch Medium 40 oz. 4 None

General Kits General Kits are professional gear packages that support skill checks. Each kit is presented in 3 sizes, and though the contents of each set of kits varies widely, all kits share the same rules. The kits list everything that comes with the selected kit.

Using Supplies and Replenishing Kits Generally, most kits can be used multiple times without worrying about supplies. When using the First aid Kit or the Surgery Kit, however, the bandages, disinfectant, and disposable medical supplies are to be disposed of and these supplies eventually will need to be replenished. A Small First aid kit can be used 4 times, a Standard First aid kit can be used 10, and a Deluxe First aid Kit can be used 25 before needing to be replenished. A Surgery Kit can be used 12 times before needing to be replenished. It cost 1 WP to replenish a Small First aid kit, 3 WP to replenish a Standard First aid kit, and 9 WP to Replenish a Deluxe First aid kit. It cost 9 WP to replenish a Surgery kit. Small Kit: This bare essentials kit reduces the penalty to a -2 with skill checks.

Standard Kit: This specialized field package confers the benefits of the Small kit and grants a +2 Equipment bonus with skill checks.

Deluxe Kit: This expert tool suite confers the benefits of the Small and Standard kits, and grants a +4 equipment bonus with skill checks. Often, however, Deluxe kits are too large or bulky for easy transport.

Small Chemistry Kit: Personal microscope, scale, test tube stand, analytical and precision balances, multiple various volume beakers and styrene cylinders, alcohol lamp, digital multimeter, 12-in. thermometer, ten shallow 4-in. dishes, plastic funnel, legal chemical samples.

Standard Chemistry Kit: Small Chemistry kit + professional burner, professional microscope with integral camera, ultraviolet examination lamp, personal centrifuge, water bath, flash evaporator, licensed chemical samples.

Deluxe Chemistry Kit: Standard Chemistry kit + wide-angle dissection microscope, electric muffle furnace, draft and vacuum ovens, chromatogram viewer, professional centrifuge, illegal chemical samples.

Small Construction Kit: Sledgehammer(Non-weapons grade), power drill, power saw, nail gun, caulking gun, shovel, hard hat, work gloves, safety goggles, tool belt, trowel, steel-toe boots, stud finder, duct tape, sand paper, tape measure, and building supplies (cement and drywall mix, lumber, glass, and so on, as needed), paint and painting supplies (brushes, mixing tins, etc.), Do-It-Yourself handbook.

Standard Construction Kit: Small Construction kit + drill press, grinder, lathe, table saw, sawhorse, cutting torch, shop vacuum cleaner, woodworking tools, and metalworking tools.

Deluxe Construction Kit: Standard Construction kit + mini-bulldozer, cement mixer, portable generator, two- wheel transport trailer (for use with any non-personal ground vehicle).

Small Demolitions Kit: Dentist’s mirror, non-conductive simple tools (sticks, tweezers, dull blades), wire crimper/cutter/stripper, needle-nose pliers, folding knife, cigarette lighter or waterproof matches, tape (duct, masking, and electrical, 25 ft. each), grease pencils, chem-lights, pen flashlight, good-luck charm.

Standard Demolitions Kit: Small Demolitions + kit hand-held blasting machine, electrical wire, non-electric fuse (75 ft.), marker flags.

Deluxe Demolitions Kit: Standard Demolitions kit + fiber optic probe, spectrometer, Geiger counter, explosives reference manuals (CD-ROM or hard copy).

Small Disguise Kit: Makeup base (flesh tones, shadows, highlights, rouge, etc.), pigments, makeup binding compound (to prevent sweating off of the disguise), putty and liquid latex compound (for sculpting scars, boils, warts, etc.), spirit gum adhesive, clear adhesive surgical tape, assorted fake facial hair, makeup brushes and sponges, facial cleanser, general personal grooming items (hairbrush, comb, toothbrush, nail clippers, tweezers, razor), lighted makeup mirror.

Standard Disguise Kit: Small Disguise kit + 2 or 3 changes of casual clothing, colored contact lenses, wigs, incidental props (eye patches, gold teeth, glasses, etc.), hair net or bandanna, soap and hand towels, hair dyes and colors (whitener, highlights, etc.). Deluxe Disguise Kit: Standard Disguise kit + wound and deformity prostheses with fake blood, full-face latex mask molds, detailed photographic records of potential subjects, minor props (canes, height-altering shoes, etc.), digital photo makeover software.

Small Electronics Kit: Wire crimper/cutter/stripper, screwdrivers (assorted small sizes), needle-nose pliers, soldering iron and roll of solder, flux, electrical tape(40 ft.), epoxy glue, voltage meter, circuit tester, compressed air duster, wire (varying lengths and widths),assorted spare components (resistors, capacitors, screws, LEDs, etc.), assorted spare batteries, pocket reference of component color codes and mathematical conversions.

Standard Electronics Kit: Small Electronics kit + electrostatic mat, de-soldering iron/vacuum, personal oscilloscope, signal generator, table arm lamp with magnifying glass, common schematic manuals

Deluxe Electronics Kit: Standard Electronics kit + 2-person clean room, EPROM burner, oscilloscope, microscope, RF meter.

Small First Aid Kit: Adhesive bandages (various shapes and sizes), gauze (pads and rolls), elastic compress bandages, blister pads, wooden splints, tourniquets, latex gloves, thermometer, tweezers, razor blades, safety pins, cotton swabs (dry and alcohol-saturated), antibacterial soap, antiseptic solution, antibiotic cream, surgical tape, painkiller pills, antihistamine pills, antiviral pills, antacid pills, salt tablets.

Standard First Aid Kit: Small First Aid kit + CPR mask, stethoscope, shears, forceps, surgical needles and roll of suturing thread, burn gel, sedative pills, folding stretcher, antivenin solution, disposable syringes, blankets, stuffed animal, medical reporting forms and waterproof marker.

Deluxe First Aid Kit: Standard First Aid kit + portable defibrillator, intravenous blood expander and fluid packs, oxygen tank and mask, backboard, cervical collar, local anesthetic solution, field surgical tools (This Kit can be used as a Small Surgery Kit).

Small Lockpicking Kit: Picks and shims (assorted sizes and shapes), tweezers, stethoscope, screwdrivers (assorted small sizes), penlight.

Standard Lockpicking Kit: Small Lockpicking kit + slim jim auto entry tools, keyhole saw, glass cutter, power drill, ball-peen hammer, metal files, stethoscope.

Deluxe Lockpicking Kit: Standard Lockpicking kit + key blanks, key grinder, lock samples (for practice, disassemble, and analysis), fiber optic probe, library of lock manufacturers’ catalogs.

Small Mechanics Kit: Tool box, car jack, screwdrivers (assorted sizes), wrenches (assorted sizes), socket set, pliers (regular and needle-nose), metal file, hammer, measuring tape, flashlight, pressure gauge, waterproof markers, baling wire, epoxy glue, tape (duct, masking, and electrical), machine oil, wax, work gloves, safety goggles, professional solvents/cleaners, rubber gaskets, tarp, electrical wires and tubing, clamps, tap and die set.

Standard Mechanics Kit: Small Mechanics kit + diagnostic machine, timing light, electric drill, hacksaw, shop lights, hot glue gun, air blower, crowbar, snake light, paint sprayer.

Deluxe Mechanics Kit: Standard Mechanics kit + 1-ton crane, hydraulic car lift, bench lathe, bench vise, rotary saw, welding torch, air compressor, angle grinder, block and tackle.

Small Visual Art Kit: Sketchpads of various sizes, colored chalk, art gum, pencils of various hardness and colors, a small watercolor set including 12 colors, various small brushes. Standard Visual Art Kit: Small Visual Art Kit + pose able wooden model, small cloth canvas, easel, set of various oil based paints with a color chart, calligraphy paper with brushes and various bottles of colored ink, and medium sized brushes.

Deluxe Visual Art Kit: Standard Visual Art Kit + Plaster mix, pure pigments, mortar and pestil, water based paints, digital color analyzer, large cloth canvas, large brushes, paper of various textures and materials, hammer and chisel, and a beret.

Specialty Kits While the Kits listed provide bonuses to general aspects of skills, the specialty kits focus on a specific, but useful aspect of a skill. Specialty Kits provide a bonus to a specific aspect of a skill. When using the kit, the character is considered to be using an applicable kit.

Firearm Cleaning Kit A firearm cleaning kit contains various brushes, oils, bore cleaners, and polishes, that allow the maintaining of a firearm. Without one, it is impossible to maintain and clean a firearm. One cleaning kit will work for all types of firearms. A cleaning kit grants a +4 equipment bonus when restoring a weapon's unreliability level due to age.

Gunsmithing Kit Most gunsmiths assemble their toolkits gradually as their skills grow. This kit represents a complete collection typical for an experienced gunsmith, including watchmaker’s screwdrivers, metal files, clamps, punches, a small hammer, and A micrometer calipers. It also contains a Firearm cleaning kit (above) with brushes and rods suitable for all and barrel lengths. A Gunsmithing kit grants a +4 Equipment bonus when repairing a firearm or when performing upgrades on any firearm.

Reloading Kit A Reloading kit contains All of the tools necessary for reloading small arms ammunition, including powder measures, a reloading press, a small digital scale, a case cleaner, and ballistics reference manuals, as well as the various dies needed to reload all kinds of ammunition. It allows a character to reload ammunition.

Surgery Kit A Surgery Kit is a kit used for performing surgery, such as pulling out bullets and closing up wounds. It contains a box of Latex gloves, surgical scissors, scalpels and extra blades, surgical needles and suturing thread, forceps, a small box of 20 disposable syringes, gauze (pads and rolls), sponges, surgical tape, cotton swabs (dry and alcohol-saturated), disinfectant solution, sedative pills, head-mounted flashlight, a small pack of surgical masks, sterile draping cloth, plastic safety goggles, surgical staple gun, local anesthetic and antibiotics, blood coagulant solution, suction bulb, clamps, intravenous blood expander, fluid packs, a rib spreader, bone saws, a heart monitor, a defibrillator, intravenous blood packs, an anesthesia tank and mask, and an oxygen tank and mask. A Surgery Kit grants a +4 Equipment bonus while performing a surgery.

Forgery Kit A Forgery kit is used in the finer points of creating fake documents, for creating borders, stamps, and papers. It includes a Fine-edge knife set, ink pads with various inks, blank stamps, colored pens, paint and fine brushes, stencils, a magnifying glass, a disposable camera, a scale, calipers, tweezers, fine-grain sandpaper, a document scanner, a laminator, a foil press, a shrink wrapper, a table arm lamp with magnifying glass, holographic film, currency/document manual, a display case, a personal printing press, and casting supplies and various molding materials (plaster, plastic, etc.). It grants a +6 Equipment Bonus while creating Forgeries. Climbing Kit A climbing kit is a kit used to scale tall landmarks, such as buildings, rocks, or other objects. It contains a backpack or waist pack, rope(150 ft., rated for 1,200 lb.),a wristwatch altimeter, climbing harness, leather gloves and finger tape, rock shoes or crampons, carabiners, various markers, belayers, cams, quickdraws, ascendents, cordlettes, a chalk bag, pitons and a hammer, crampons, and an ice ax. It grants a +4 while climbing.

Authentication Kit An authentication kit is a kit used to verify the authenticity of documents, money, gold, and other types of valuable or important artifacts or objects. It includes a Hand-held microscope, a magnifying glass, personal standard and black lights, an infrared viewer, a document scanner, a chemical analyzer, 3D modeling and comparison software, signature analysis software (CD-ROM), a video spectral comparator (with built-in microscope, video camera, and high-resolution color printer),and a back-illuminated comparison table. It grants a +6 while checking for forgeries.

Table: Kits Object Size Weight Wealth Restriction Point Cost General Kits Chemistry Kit Small Huge 30 lb. 70 None Standard Huge 75 lb. 140 Licensed Deluxe Gargantuan N/a 210 Restricted Construction Kit Small Huge 50 lb. 25 None Standard Gargantuan 500 lb. 35 None Deluxe Colossal N/a 200 None Demolitions Kit Small Small 80 oz. 6 None Standard Large 50 lb. 20 Restricted Deluxe1 Large 60 lb. 25 Restricted Disguise Kit Small Medium 20 lb. 6 None Standard Medium 35 lb. 10 None Deluxe Huge 50 lb. 20 None Electronics Kit Small Large 20 lb. 7 None Standard Huge 200 lb. 15 None Deluxe Colossal N/a 40 None First Aid Kit Small Small 80 oz. 2 None Standard Medium 20 lb. 6 None Deluxe Large 80 lb. 15 None Lockpicking Kit Small Small 32 oz. 2 None Standard Large 25 lb. 7 None Deluxe Huge 150 lb. 15 Licensed Mechanics Kit Small Large 30 lb. 7 None Standard Huge 100 lb. 15 None Deluxe Gigantic N/a 50 None Visual Art Kit Small Large 80 oz. 3 None Standard Large 160 oz. 10 None Deluxe Gigantic 25 lb. 25 None Specialty Kits Firearm Cleaning Kit Small 48 oz. 3 None Gunsmithing Kit Large 20 lb. 20 None Reloading Kit Huge 50 lb. 25 None Surgery Kit Large 35 lb. 40 None Forgery Kit Huge 400 lb. 20 None Climbing Kit Huge 30 lb. 18 None Authentication Kit Huge 200 lb. 40 None

Computers and Consumer Electronics Rules for operating computers appear under the Technology Use skill. Some of the items in this section have monthly subscription costs as well as initial purchase costs. The Wealth Point cost accounts for both costs; once a character has obtained the item, they don’t have to worry about ongoing subscription costs.

Cameras Still and Video cameras let a character capture a record of what they have seen. A camera is needed to use the photography aspect of the Craft (Visual Art) skill.

Commercial Grade: Encompassing hundreds of "Brick" digital cameras and flash video cameras, these cameras are quick point and shoot, and can take hundreds of pictures before needing to be downloaded.

Professional Grade: These DSLR Cameras and High Definition Video Cameras are used by professional photographers for their high detail, granting a +1 to Craft(Visual Art) skill check.

Disposable: A 35mm camera with film built in can be purchased from vending machines, tourist traps, drugstores, and hundreds of other places. Once the film is used, the entire camera is turned in to have the film developed.

Cell Phone A digital communications device that comes in a hand-held model, a cell phone works in any area covered by cellular service.

Standard: This cell phone is the standard slide, or flip phone, that can call, send and receive text messages. This phone has a battery life of five days before it needs recharging.

Smartphone: These modern marvels are packed with all the latest features. Besides calling, receiving and sending text messages, these phones can also take pictures(At a -3 if using the Craft(Visual Art) Skill), record sounds, use the internet and look up things(At a -4 if using the Technology Use Skill) and play music. This phone has a battery life of two days before it needs recharging.

Computer Whether a desktop or notebook model, a computer includes a keyboard, a mouse, a monitor, speakers(Or headphones), a DVD-RW drive, a network card, and the latest processor. A character needs a computer to make Technology Use checks.

Desktop: Bulky but powerful, these machines are common on desks everywhere. Notebook: Slim, lightweight, and portable, notebook computers have most of the functions available on desktop computers.

Upgrade: A character can upgrade a desktop or notebook computer’s processor to provide a +1 equipment bonus on Technology Use checks, for a maximum of +5. Upgrades cost 3 Wealth Points per increment for a desktop and 8 Wealth Points per increment for a notebook.

Radio This hand-held radio transceiver communicates with any similar device operating on the same frequency and within range.

Basic: This dime-store variety has only a few channels. Anyone else using a similar radio within range can listen in on the character’s conversations. It has a range of 2 miles.

Professional: This high-end civilian model allows a character to program in twenty different frequencies from thousands of choices – making it likely that the character can find a frequency that’s not being used by anyone else within range. The device can be used with or without a voice-activated headset (included). It has a range of 15 miles.

Table: Consumer Electronics Object Size Weight Wealth Restriction Point Cost Computers and Consumer Electronics Camera Commercial Tiny 12 oz. 5 None Professional Small 32 oz. 15 None Disposable(2) Tiny 10 oz. 1 None Cell phone Standard Diminutive 15 oz. 1 None Smartphone Diminutive 18 oz. 12 None Computer Desktop Large 15 lb. 16 None Notebook Medium 96 oz. 20 None Radio Basic Tiny 20 oz. 1 None Professional Tiny 35 oz. 4 None

Weapon Accessories Weapon accessories include holsters and sheaths to hold weapons, quivers and ammo pouches to keep ammunition close by, as well as cases to store larger weapons.

Holsters A holster is a device used to hold, or restrict the undesired movement of a firearm, most commonly in a location where it can be easily withdrawn for immediate use. Holsters allow a character to draw a firearm for 3 Combat Points. Holsters are generally available for all Medium-size or smaller firearms.

Belt Holster: This holster is a simple no-frills holster that slips through a belt, usually made of leather. It holds any small and smaller firearm. Because of it's placement, it can only be concealed with outerwear, and even then, grants a -4 penalty to all stealth checks to hide all small and smaller guns. Concealed Carry Holster: This holster is worn on the belt inside the waistband or in the small of the back. This holster grants a +2 to Stealth checks to hide all small and smaller guns.

Pocket Holster: This holster may be a fake wallet, or a formed stiff cloth, helping to break up the pattern of a firearm in a pocket. This holster grants a +3 to Stealth checks to hide all tiny and smaller guns.

Ankle Holster: This holster is a holster that attaches to the ankle, providing concealment for the weapon without worrying about printing or showing the weapon accidentally. This holster grants a +4 to Stealth checks to hide all tiny and smaller guns, but the Combat Point cost to draw the firearm is 3 points more.

Tactical Holster and Tactical Holder: This holster is worn on the thigh, with a strap attaching it to the belt, or on the hip, attached to a belt. It also comes with a tactical holder, which can be purchased in any combination to hold handgun magazines, speedloaders, standard flashlights, or pairs of handcuffs. (A tactical holder can be purchased to hold a single handgun magazine and a pair of handcuffs, for example) using a tactical holder eliminates the need to reach into a pocket or bag to retrieve the holstered items. A Tactical Holder can also be purchased by itself, in any combination, for 1 WP.

Shoulder Holster: This holster uses a set of straps around both of the wearer’s shoulders to stash the gun under one armpit, with pouches for two handgun magazines or speedloaders under the opposite armpit to balance the weight, or a second gun. This holster grants a +1 to Stealth checks to hide all small and smaller guns, when worn with outerwear.

Undercover Holster: This holster is padded to break up the outline of a firearm, usually worn on the small of the back. It grants a +6 stealth to hide all Small and smaller guns, however it cost 6 additional combat points to draw the firearm from this holster.

Tummy Holster: This Holster is an elastic band that is worn under a shirt that holds a firearm, as well as two spare magazines, right against the abdomen region. It grants a +4 to Stealth checks to hide all small and smaller guns, but the Combat Point Cost to draw the firearm is 4 points more.

Quick Draw Holster: This holster, worn on the belt or hip, is designed for characters who wish to have a faster draw with their weapon. A quick draw holster is designed for a specific firearm, and can not be used with any other firearm but the one designed for. A quick draw holster can be purchased for all small, and smaller firearms. When drawing from a quick draw holster, the Combat Point cost to draw the firearm is 1 point less.

Gun Belt: This holster is a loose leather holster, that allows the gun to sit comfortably in the holster, commonly used with single action , but can be purchased for any medium-sized and smaller gun. The single gun holster holds one gun and 36 extra cartridges on the belt, and the dual gun holster holds two guns and 24 extra cartridges on the belt. The shotgun version of this holster can hold a single gun, and 15 shotgun shells.

Sheaths A Sheath is a device used to restrict the movement of a melee weapon, most commonly located where it can easily withdrawn for immediate use, and kept out of the way when not being used. Sheathes are generally available for all large and smaller melee weapons.

Concealed Sheath: This sheath is a worn on the inside of the waistband. This sheath grants a +2 to Stealth checks to hide all small and smaller melee or thrown weapons. Shoulder Sheath: This sheath uses a set of straps around both of the wearer’s shoulders to stash two melee weapons, one under each armpit. This holster grants a +1 to Stealth checks to hide all small and smaller weapons, when worn with outerwear.

Holdout Sheath: This sheath is an ankle strap, or a thigh clip. This sheath grants a +2 to Stealth checks to hide all tiny and smaller melee or thrown weapons.

Tactical Sheath: This sheath is worn either on the back attached to a strap, or on the hip, attached to a belt. A Tactical sheath can fit any large or smaller melee weapon.

Undercover Sheath: This sheath is padded to break up the outline of a weapon, usually worn on the small of the back. It grants a +6 stealth to hide all Small and smaller weapons, however it cost 6 additional Combat points to draw a weapon from this sheath.

LBE Gear Load Bearing Equipment is equipment used to carry a fighting load, and keep it handy at all times. When using a LBE rig, The weight of all of the weapons and equipment in the rig is halved. LBE gear can be worn over any armor that doesn't have any MOLLE slots or attachments. They are also printed in camouflage patterns: woodland, desert, winter, urban (gray patterned), and black are available. When worn in an appropriate setting, LBE gear grant a +2 bonus on Stealth checks.

Pistol Rig: A pistol rig has a Tactical Holster, spaces for 6 handgun magazines or speedloaders, a grenade loop that can hold a single grenade, and two utility pouches, that can comfortably hold 6 pounds each. SMG rig: A SMG rig has spaces for 6 SMG or Machine pistol Magazines, two grenade loops that can hold a single grenade each, and a utility pouch, that can comfortably hold 6 pounds.

Shotgun Rig: A Shotgun rig has Shell loops that can hold 40 Shotgun Shells, two grenade loops that can hold a single grenade each, and two utility pouches, that can comfortably hold 6 pounds each.

Rifle Rig: A Rifle rig has spaces for 4 Rifle Magazines, two grenade loops that can hold a single grenade each, and a Utility pouch that can comfortably hold 6 pounds.

Concealment Case A concealment case is a case disguised as an inconspicuous object, such as a guitar case or violin case, that has a secret compartment for storing a large or smaller weapon. A Concealment Case can comfortably hold a single large weapon, two medium weapons, four small weapons, eight tiny weapons, or sixteen diminutive weapons. The case grants a +10 to stealth checks when hiding a large or smaller weapon within it.

Roll Case A roll case is a soft case designed to be rolled up while carried. It allows for the storing of both weapons and ammunition in the same place securely. A small roll case can hold a single firearm of medium size or smaller and 40 rounds of ammunition, the larger version holding two medium sized weapons and 100 rounds of ammunition.

Quiver A quiver is a container for arrows or crossbow bolts, worn either on the back attached to a strap, or on the hip attached to a belt. A quiver can hold 20 arrows or crossbow bolts. Removable Magazine A removable magazine is a device that stores cartridges in an encasing, that is removable from the firearm. The magazine functions by moving the cartridges stored in the magazine into a position where they may be loaded into the by the action of the firearm. For weapons that use a removable magazines, a character can purchase extras. Loading these extra magazines ahead of time and keeping them in a handy place makes it easy to reload a weapon in combat. The price and capacity of a removable magazine is listed with the weapon's statistics.

Double-Magazine Clip Sometimes referred to as a “jungle-style magazine”, this accessory binds two Machine Pistol, Rifle, SMG, Machine Gun, or Shotgun box magazines together for quicker reloading, allowing him to perform one reload at 1 less Combat Point . The character still must be proficient in the weapon he is using, in order to take advantage of this accessory. A character may also duct tape two magazines together for the same effect, but the weapon gets a -5 to Stealth checks to hide the weapon when using this method. The clip must be purchased for a specific type of magazine, and are not compatible with any other magazine.

Speedloader A speedloader holds a number of cartridges in a ring, in a position that mirrors the chambers in a revolver cylinder. Using a speed loader saves time in reloading a revolver, since a character can insert all the cartridges at once. Speedloaders come in sizes from five to nine rounds, in various calibers. A Speedloader can be purchased in any size, in any caliber, costing 1 Wealth Point per 2 speedloaders in that configuration.

Stripper Clip A stripper clip is a speedloader that holds several cartridges together in a single unit for easier loading of a firearm's magazine. They come in sizes from five to ten rounds, in various calibers.

Cartridge Wallet A cartridge wallet is a wallet made of cloth or leather, that keeps ammunition dry and separated. Cartridge wallets can be made for any caliber, and hold 10 cartridges per wallet. They are best used for special ammunition that is best kept away from the general ammunition.

Shell Belt A shell belt is a belt that is specially made to hold 25 shotgun shells for quick access, but disallows the wearing of any holster, or Gunbelt when worn. Using a shell belt negates the necessity to reach into a pack to retrieve ammunition.

Shell Bag A shell bag is a canvas bag worn on the waist that holds up to 45 shotgun shells for quick access. It doesn't keep the shells separated and multiple shells will often mix up in the bag. Using a Shell Bag negates the necessity to reach into a pack to retrieve ammunition.

Shell Caddy A shell caddy is a small metal caddy that Is worn on the belt, that holds 4 shotgun shells for quick access discretely. Because of it's size, it's easily concealable, and grants a +3 to all stealth checks to hide it. Using a shell caddy negates the necessity to reach into a pack to retrieve ammunition.

Magazine Caddy A magazine caddy is a small metal or plastic caddy that is worn on the belt, that holds a single rifle, or SMG magazine with the capacity of 30 rounds or less. Using a rifle caddy negates the necessity to reach into a pack to retrieve ammunition. Cartridge Belt A cartridge belt is a belt that is specially made to hold 55 cased rounds for quick access, but disallows the wearing of a Belt Holster, Quick Draw Holster, Tactical Holster, Conceal Carry Holster, Under Cover Holster, or a Gunbelt when worn. Using a cartridge belt negates the necessity to reach into a pack to retrieve ammunition.

Bandolier A bandolier is a strap of leather or nylon webbing that is worn around the shoulder, that holds various ammunition or objects. It is commonly worn when hunting, or to carry more items readily available. Using a bandolier negates the necessity to reach into a pack to retrieve the object stored, but as such makes the ammunition clearly visible.

Shell Bandolier: This bandolier holds 60 shotgun shells.

Cased Round Bandolier: This bandolier holds 45 rounds of cased ammunition.

Grenade Bandolier: This bandolier holds 8 grenades, of either the thrown, or fired variety.

Refill Tube A refill tube is a plastic tube that holds 100 paintballs for quick reloading. It clips onto a belt for ease. The price listed is for four tubes, and comes with a harness to hold the tubes on one's belt.

Powder Horn and Bullet Bag A powder horn is a leather, ivory, bone, or metal container that holds 1 lb of black powder. A bullet bag is a leather bag that holds 60 lead balls, for black powder weapons.

Table: Weapon Equipment Object Size Weight Wealth Restriction Point Cost Weapon Accessories Double Magazine clip Tiny 4 oz. 4 None Speedloader(2) Tiny 8 oz. 1 None Shell Belt Medium 16 oz. 3 None Cartridge Belt Medium 16 oz. 3 None Bandolier Shell Bandolier Medium 32 oz. 2 None Cased Round Medium 32 oz. 4 None Bandolier Grenade Bandolier Medium 32 oz. 1 None Shell Bag Small 16 oz. 1 None Shell Caddy Diminutive 6 oz. 1 None Magazine Caddy Diminutive 7 oz. 2 None Cartridge Wallet Small 6 oz. 1 None Refill Tube(4) Small 10 oz. 1 None Powder Horn and Bullet Small 32 oz. 1 None Bag Concealment Case Large 64 oz. 5 None Quiver Small 14 oz. 1 None Roll Case Small Large 32 oz. 2 None Large Large 45 oz. 4 None Holsters Belt Small 16 oz. 1 None Pocket Tiny 8 oz. 2 None Concealed Carry Small 10 oz. 2 None Ankle Tiny 10 oz. 4 None Tactical Small 20 oz. 2 None Shoulder Medium 16 oz. 3 None Quick Draw Small 32 oz. 9 None Tummy Small 9 oz. 3 None Undercover Small 12 oz. 6 None Gunbelt Medium 48 oz. 4 None Sheaths Concealed Small 8 oz. 1 None Holdout Tiny 6 oz. 1 None Tactical Large 12 oz. 2 None Shoulder Medium 12 oz. 3 None Undercover Small 7 oz. 5 None LBE Gear Pistol Rig Medium 32 oz. 3 None SMG Rig Medium 32 oz. 2 None Shotgun Rig Medium 32 oz. 2 None Rifle Rig Medium 32 oz. 2 None

Survival, Security and Professional Gear This is a list of gear that could provide useful to characters. While this book is not here to catalog every single item a character can use, it is a guide. If a character wishes to purchase something not in the book, the GM can simply set a wealth point cost based on the real cost of the item, where 1WP is equal to $20 USD.

Metal Detector This handheld device provides a +10 equipment bonus on all Perception checks involving metal objects.

Flare Gun When fired into the air at night, a flare illuminates a 60 foot radius as if lit by daylight for 10 rounds. When used as a signal, a flare may be spotted at a distance of 5 miles with a successful Perception check, whichever appropriate (DC 20 during the day, or 15 at night). A flare gun may also be used as a weapon, having a range of 40 feet maximum, and doing 1d4 fire damage. Anyone shot with a flare gun must make a Reflex save (DC15) or be caught on fire. A flare gun can also ignite flammable material and fluids.

Bolt Cutter An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences. Using a bolt cutter requires a Strength check (DC 10).

Duct Tape The usefulness of duct tape is limited only by a character’s imagination. Duct tape can support up to 200 pounds indefinitely, or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Dexterity check (DC 20) to free themselves. A roll provides 70 feet of tape, 2 inches wide.

Bluetooth headset Cheap and promiscuously available, these headsets allow you to communicate hands-free. All cell phones and Professional-level radios can sync with them. Musical Instruments A musical instrument is a device created or adapted for the purpose of making musical sounds. A character cannot use any Perform skills that involve instruments without a musical instrument.

Instrument, Keyboard: A portable keyboard or Keytar, necessary in order to use the Perform (keyboard instrument) skill.

Instrument, Percussion: A set of drums, necessary in order to use the Perform (percussion instrument) skill.

Instrument, Stringed: An electric or acoustic guitar, a harp, a sitar, or various other stringed instruments necessary in order to use the Perform (stringed instrument) skill.

Instrument, Wind: A flute, trumpet, french horn, saxophone or various wind instruments necessary in order to use the Perform (wind instrument) skill.

Shovel A shovel is a tool for lifting and moving loose material such as coal, gravel, snow, soil, or sand. This particular variant is an Entrenching tool, a compact version of the full sized shovel. When pressed into battle as a weapon, it carries the same stats as a short sword, but always has a -2 to attack, as it is an improvised weapon.

Caltrops Caltrops are four-pronged steel spikes designed so that one prong is pointing up when the caltrop rests on a surface. A character scatters caltrops on the ground to injure opponents, or at least slow them down. One bag of twenty-five caltrops covers a single 5-foot square. Each time a creature moves through a square containing caltrops at any rate greater than 15 feet a turn or each round a creature spends fighting in such an area, the caltrops make a touch attack roll (base attack bonus +0). A caltrop deals 1 point of damage on a successful hit, and the injury reduces foot speed to 2 Combat Points per 5 (a successful Treat Injury check, DC 15, or one day's rest removes this penalty). Improvised versions of this weapon include jacks and d4 gaming dice(These improvised weapons do not work on vehicles, however). A moving creature must immediately stop if it steps on a caltrop. See the avoid hazard stunt for the effect of caltrops on vehicles.

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

Standard: Standard binoculars reduce the range penalty for perception checks to -1 for every 50 feet (instead of -1 for every 10 feet). Using binoculars for Perception checks takes five times as long as making the check unaided.

Rangefinding: In addition to the benefit of standard binoculars, rangefinding binoculars include a digital readout that indicates the exact distance to the object on which they are focused.

Night Vision Binoculars: Night Vision binoculars function the same as standard binoculars in normal light. In darkness, however, users looking through them see as if they were using night vision goggles.

Camp Axe This Axe can be used to chop down small trees, as an impromptu weapon, or to hammer in steaks for a tent.

Flare A flare is a bright chemical burning reaction in a stick, that negate penalties for darkness within its illuminated areas. It projects light in a 40 foot circle from itself, and last for 1 hour per flare. Once activated, it can’t be turned off or reused. It can also be used to immediately set any flammable material or substances ablaze. Compass A compass relies on the Earth’s magnetic field to determine the direction of magnetic north.

Chemical Light Stick This disposable plastic stick, when activated, uses a chemical reaction to create light for 6 hours. It projects light in a 10 foot circle from itself. Once activated, it can’t be turned off or reused. The listed price is for a pack of 5 sticks.

Flashlight Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavy-duty models, rugged enough to withstand the rigors of modern, heavy use. Flashlights negate penalties for darkness within their illuminated areas.

Penlight: This small flashlight can be carried on a key ring. It projects a beam of light 10 feet long and 5 feet wide at its end.

Standard: This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end. There are wearable versions of these flashlights, that can be clipped to clothing to facilitate hands free usage, which cost +1 WP of the listed price.

Battery Flood: Practically a handheld spotlight, this item projects a bright beam 100 feet long and 50 feet across at its end.

Rope This is 200 feet of paracord rope that can support up to 500 pounds.

Tent A tent keeps a character warm and dry in severe weather, providing a +2 equipment bonus on Fortitude saves against the effects of cold weather.

Multipurpose Tool This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. A multipurpose tool can lessen the penalty for making Craft (mechanical), Craft (electronic),Craft (structural), Demolitions, or Disable Device checks without appropriate tools to -4 instead of the normal -6. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations.

Canteen A canteen is a drinking water bottle designed to be used by hikers, campers, soldiers and workers in the field. A canteen holds 2 quarts of liquid.

Fire Extinguisher This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher ejects enough extinguishing chemicals to put out a fire in a 10-foot-by-10-foot area. It contains enough material for two such uses. It does 1d4 Cold damage.

Handcuffs Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size or Small human or other creature that has an appropriate body structure. Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30, and require a Disable Device check (DC 25) or Acrobatics check (DC 35) to remove without the key.

Zip-Tie: These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points, and a break DC of 25. They can only be removed by cutting them off (Disable Device and Acrobatics checks automatically fail).

Map While a compass or GPS receiver can help characters find their way through the wilderness, a map can tell a character where they are going and what to expect when they get there.

Road Atlas: Road atlases are available for the entire United States, showing all major roads in each state. They can also be purchased for most major metropolitan areas, detailing every street in the entire region.

Tactical Map: A tactical map covers a small area—usually a few miles on a side—in exacting detail. Generally, every building is represented, along with all roads, trails, and areas of vegetation. Tactical maps are not available for all areas, and, though inexpensive, they generally have to be ordered from federal mapping agencies (taking a week or longer to obtain).

Lighter This is either an oil based or butane cigarette lighter, that can be used to create fire at a moment's instance.

Matches For the Cigar Connoisseur, or simply who likes to strike wood to seem dramatic, these matches come in a large batch. The price listed is for a hundred boxes of matches, which each contain 20 matches.

Sleeping Bag This lightweight sleeping bag rolls up compactly. It can keep a character warm even in severe weather, providing a +1 equipment bonus on Fortitude saves against the effects of cold weather.

Parachute A parachute is a device used to slow down an object in free fall through an atmosphere. They come in various types, based on use, but all stop fall damage from heights greater than 100 feet.

Military Parachute: A typical circular canopy used for static line jumps. A standard military chute has limited maneuverability, being designed for simplicity and reliability. These parachutes fall straight down.

Reserve Parachute: A small emergency parachute designed to be worn on the chest and used if the jumper’s main chute fails. A reserve chute is a lifesaving, rather than aerobatic device, and do not possess the maneuverability that Sports Parachutes have. These parachutes fall straight down. Sports Parachute: A rectangular aerobatic parachute. Consumer models tend to be brightly-colored for aesthetic appeal and emergency visibility, but a character can purchase a darker parachute at request. Sports Parachutes allow a character to glide at 20 feet per round forward as they fall, as well as make a turn after moving 10 feet.

Table: Misc Equipment Object Size Weight Wealth Restriction Point Cost Survival, Security and Professional Equipment Metal Detector Small 14 oz. 2 None Bluetooth Headset Diminutive 2 oz. 2 None Bolt cutter Medium 80 oz. 1 None Multipurpose tool Tiny 16 oz. 3 None Shovel Small 32 oz. 2 None Caltrops (25) Small 2 oz. 2 None Duct tape Tiny 32 oz. 1 None Canteen(2) Small 16 oz. 1 None Parachute Military Large 6 oz. 22 None Reserve Medium 1 oz. 30 None Sports Large 8 oz. 25 None Handcuffs Steel Tiny 16 oz. 2 None Zip-tie (10) Dim 8 oz. 1 None Instruments Keyboard Large 12 lb. 13 None Percussion Huge 50 lb. 14 None Stringed Large 112 oz. 10 None Wind Tiny 16 oz. 8 None Camp Axe Small 32 oz. 2 None Flare(2) Tiny 8 oz. 1 None Binoculars Standard Small 32 oz. 2 None Rangefinding Small 48 oz. 8 None Night Vision Small 64 oz. 12 None Chemical light sticks (5) Tiny 3 oz. 1 None Compass Diminutive 2 oz. 2 None Fire extinguisher Med 32 oz. 2 None Flashlight Pen Flashlight Diminutive 6 oz. 1 None Standard Tiny 14 oz. 2 None Battery flood Small 32 oz. 5 None Map Road atlas Tiny 9 oz. 3 None Tactical map Tiny 8 oz. 5 None Portable stove Tiny 32 oz. 2 None Rope (200 ft.) Large 12 lb. 1 None Sleeping bag Medium 64 oz. 2 None Tent 2-person dome Medium 4 oz. 2 None 4-person dome Medium 7 oz. 4 None 8-person dome Large 10 oz. 8 None Lighter Diminutive .5 oz. 1 None Matches Fine .1 oz. 1 None

Reloading Supplies Reloading supplies spans everything from the powder to the cases, that are needed to reload ammunition. Cases Cases are split into eight different categories, based on the type of ammunition. Each category's price is listed for a single unit, which is enough to create a single batch of ammunition. When purchasing a unit of cases, a specific caliber must be specified.

Tiny Pistol: Tiny pistol calibers include .22 Short, .25 ACP, .32 ACP, .32 WCF and .32 S&W. Small pistol: Small pistol calibers include 9x19mm, .38 Special, .38 Long Colt, .38/200, .38 S&W, .380 ACP, . 3x22mm Nambu, 9x18mm PM, .40 S&W, .41 Long Colt, 9mm Japanese Revolver, 7.63 Mannlicher, 7.63x25mm Mauser and the 7.62x25mm Tokarev, .38 Super

Large pistol: Large pistol Calibers include .45 ACP, .45 GAP, .455 Webley, .44 American, .44 Russian, .44 Special, . 44 Magnum, .44 WCF, .45 Long Colt, .357 Magnum, .357 Sig, 10mm Auto, 7.62x38mmR Nagant, 50 Action Express, 9x23mm Steyr, and .454 Casull

Tiny Rifle: Tiny rifle calibers include 5.7x28mm FN, and 4.6x30 HK

Small Rifle: Small rifle calibers include .30 Carbine and 6.5 SPC

Medium Rifle: Medium rifle calibers include 5.56x45mm, 5.8x42mm Chinese, 6.5x50mm Arisaka, 5.45x39mm Russian, .243 Winchester, and 6mm Lee Navy

Large Rifle: Large Rifle calibers include 7.62x51mm, .303 British, 8x57mm Mauser, .30-06 Springfield, .30-40 Krag, 7.7x58mm Arisaka, .300 Winchester Magnum, .45-70 Government, 7.62x54mmR, 8mm Lebel, and 7.62x39mm

Huge Rifle: Huge Rifle calibers include .338 Lapua, .50 BMG, 56-56 Spencer, .50-70 Government, 14.5x114mm, 20x124mm, and 20x105mm

Shotgun Shell: Shotgun shells include .410 Gauge, 16 Gauge, 20 Gauge, 12 Gauge and 10 Gauge.

Powder: The powder listed here is modern smokeless powder, and provides enough for one batch of any caliber of ammunition.

Payloads Payloads are split into two categories, cased and shell, and the types available for each vary differently. Each listing is enough for a single batch of ammunition, but a specific caliber must be specified.

Cased Ammunition Payloads

Lead: These are simple, plain cast lead bullets. They have no special rules.

Steel Core: These are lead bullets with a hardened steel core. They grant a +3 damage bonus to armored targets.

JSP/JHP: These are either Jackets Hollow Point or Jacket Soft Point Bullets. They grant a +2 damage to unarmored targets.

Tungsten: These heavy rounds are the best penetrators available. They grant a +6 damage bonus to armored targets. Silver: These are cast silver bullets, suited for would-be vampire hunters and dispensers of justice alike. They affect certain creatures in certain ways, but otherwise perform as lead bullets.

Shell Ammunition Payloads

Lead: These are simple lead balls. They come in Slug, 00 Buckshot, and #3, #6 and #9 birdshot.

Glass: These are glass marbles, in 00 Buckshot and Slug sizes. They deal slashing damage, instead of ballistic, but any armored plates immediately defeats them.

Wood: These are wooden dowels, cut to fit in the selected shell. They deal bludgeoning damage, instead of ballistic, but they reduce the range increment of the firearm by half, while using these types of shells.

Buckshot/Birdshot Mix: This load is a mixture of both birdshot and buckshot, allowing for a better spread pattern as well as the solid punch of buckshot. They grant a +2 to attack rolls, at only a -1 damage dice.

Silver: These are cast silver pellets. They come in various sizes, from Slug all the way to #9 birdshot.

Primers: This is a box of either Pistol, Rifle, or Shotgun primers. It contains 500 primers, of the selected type.

Table: Reloading Components Object Size Weight Wealth Restriction Point Cost Reloading supplies Cases Tiny Pistol Small 32 oz. 1 None Small Pistol Small 32 oz. 2 None Large Pistol Small 32 oz. 3 None Tiny Rifle Small 32 oz. 2 None Small Rifle Small 32 oz. 3 None Large Rifle Small 32 oz. 4 None Huge Rifle Medium 32 oz. 5 None Shotgun Shells Medium 32 oz. 3 None Payload Cased Ammunition Lead Small 48 oz. 2 None Steel Core Small 48 oz. 4 None JHP/JSP Small 48 oz. 5 None Tungsten Small 48 oz. 6 None Silver Small 48 oz. 15 None Shell Ammunition Lead Small 48 oz. 2 None Glass Small 48 oz. 3 None Wood Small 48 oz. 1 None Buckshot/Birdshot Mix Small 48 oz. 4 None Silver Small 48 oz. 15 None Powder Small 64 oz. 3 None Primers Small 16 oz. 3 None Food, Drink, and Recreational Equipment Food and drink range from fine wine with a nice Italian meal to powdered orange drink with an MRE. The food listed here is more intended for what a character would encounter out in the field.

MRE A MRE, also known as the Meal, Ready to eat, is a self contained individual field ration issued by militarizes to feed their soldiers while away from organized food facilities. They are also popular with survivalist, and hikers for their compact size, and filling nature. MREs come in two different types: Civilian and Military.

Military: The Military MRE has enough food to feed a single character for an entire day, even if they don't taste all that great.

Civilian: The Civilian MRE is more focused on taste, and loses calories, feeding a character for half a day.

Trail Rations: A trail ration is a mix of high calorie content mix, usually containing dried fruit and nuts. The price listed is for a box of twelve.

Drinks Drinks are a wide variety of flavors and types, all having their effects. When a character drinks, they must make a fortitude save(DC 10 + Number of serving they have), or become inebriated.

Beer: Beer is the world's most widely consumed and probably oldest alcoholic beverage; it is the third most popular drink overall, after water and tea. It is produced by the brewing and fermentation of sugars, mainly derived from malted cereal grains, most commonly malted barley and malted wheat. The price for beer is for a pack of twelve. Each beer is a serving.

Wine: Wine is an alcoholic beverage, made of fermented fruit juice, usually from grapes. The price listed is for a single bottle, which contains six servings.

Brandy: Brandy is a spirit produced by distilling wine, typically taken as an after-dinner drink. The price listed is for a single bottle, which contains about 30 servings. Gin: Gin is a spirit which derives its predominant flavor from juniper berries, used in drinks such as martinis, and Gin and Tonics. The price listed is for a single bottle, which contains about 30 servings.

Rum: Rum is a distilled spirit made from sugarcane by-products such as molasses, or directly from sugarcane juice, by a process of fermentation and distillation. It is used in drinks such as Rum punch, Mojitos, and Pina Coladas. The price listed is for a single bottle, which contains about 35 servings.

Tequila: Tequila is a spirit made from the blue agave plant. The price listed is for a single bottle, which contains about 20 servings.

Vodka: Vodka is a distilled beverage. It is composed primarily of water and ethanol with traces of impurities and flavorings. Vodka is made by distillation of fermented substances such as grains, potatoes, or sometimes fruits. The price listed is for a single bottle, which contains about 25 servings.

Whiskey: Whiskey is a type of distilled alcoholic beverage made from fermented grain mash. Different grains are used for different varieties, including barley, malted barley, rye, malted rye, wheat, and maize (corn). The price listed is for a single bottle, which contains about 15 servings. Cigarettes and Cigars A cigarette is a small roll of finely cut tobacco leaves wrapped in a cylinder of thin paper for smoking. A cigar is a tightly-rolled bundle of dried and fermented tobacco that is ignited so that its smoke may be drawn into the mouth. Smoking a pack of cigarettes or a single Cigar causes 1 Non-lethal Hit point damage per pack smoked. If a character loses their last non-lethal hit point due to smoking, they are nauseated for two hours, and gain that hit point back after those two hours. The price listed is for a Box of twenty Cigars, or a Carton of Cigarettes, which contain ten packs of twenty cigarettes each.

Table: Food and Drink Object Size Weight Wealth Restriction Point Cost Food, Drink and Recreation Equipment MRE Civilian Small 16 oz. 1 None Military(2) Small 16 oz. 1 None Trail Rations(12) Small 8 oz. 1 None Drinks Beer(12) Small 16 oz. 1 None Wine Small 16 oz. 2 None Brandy Small 16 oz. 4 None Gin Small 16 oz. 2 None Rum Small 32 oz. 2 None Tequila Small 32 oz. 2 None Vodka Small 32 oz. 2 None Whiskey Small 32 oz. 2 None Cigarettes Fine 1 oz. 2 None (1 Carton of 10 Packs of 20 Cigarettes per pack) Cigars(20) Diminutive 4 oz. 3 None

Pharmaceutical Drugs and Poisons Poisons are chemical substances that can cause disturbances to organisms, usually by chemical reaction or other activity on the molecular scale, when a sufficient quantity is absorbed by an organism. Pharmaceutical drug, also referred to as medicine, can be loosely defined as any chemical substance intended for use in the medical diagnosis, cure, treatment, or prevention of disease. When using medicine, only the highest modifier applies.

Antibacterials and Antivirals An antibacterial is a compound or substance that kills or slows down the growth of bacteria. Antiviral drugs are a class of medication used specifically for treating viral infections. Both are used to combat against diseases, and grant a bonus to Fortitude Saves toward Disease. The Cost of the drug is dependent on the actual fortitude save of the disease. The Price listed is for five doses.

Analgesics/Painkillers These medicines allow a character to ignore pain, and allow them to continue fighting, but only for a limited time. When the effects wear off, the healing affect of the painkillers go with it. Painkillers can only be given to a character with at least 1 Extended HP. A player who has 0 or less Core HP has suffered serious injuries and must receive medical attention and can not use painkillers. The Price listed is for one dose, and each dose last for 1d3 hours. Hemostat These Medicines promote the clotting of blood. They reduce the bleed damage based on the level of the hemostat.(For example, a character with a bleed damage of 4d3 would need a Hemostat that reduced 4 bleed damage to completely stop bleeding.) The Price listed is for 2 doses.

Antiseptics Antiseptics are substances that are applied to destroy microorganisms that are living on objects. These Medicines give a bonus to all Treat Injury checks when used. The amount listed is for 4 doses

Weak Antiseptic: These include distilled spirits, as well as watered down isopropyl alcohol. They grant a +1 to Treat Injury.

Standard Antiseptics: These include grain alcohol, and proper strength isopropyl alcohol. They grant a +2 to Treat Injury.

Strong Antiseptics: This includes Iodine. They grant a +3 to Treat Injury.

Concentrated Antiseptic: These include Hydrogen Peroxide. They grant a +4 to Treat Injury.

Antidote Antidote is a substance used to counteract a specif poison. The cost per antidote is the raw material cost for the poison + 15, and the character purchasing must know the specific poison used. The cost listed is for a single dose.

Spray-on Bandage Spray-on bandage is antiseptic and bandage all in a convenient little bottle, used for small nicks and scratches. It heals 1 damage per use, and can only be used to restore Extended HP that was lost by by slashing or piercing damage. The price listed is for a 10 dose bottle.

Poisons Poisons are chemical substances that can cause disturbances to organisms, usually by chemical reaction or other activity on the molecular scale, when a sufficient quantity is absorbed by an organism. While nearly any substance ingested, injected, or inhaled into the body technically counts as a poison, the poisons listed here are specifically listed for their effects. The price listed is for 5 doses in a synthesized solid or liquid poison stored in a bottle, or a gas stored in a pressurized cylinder. Table:Poisons list the type of poison, it's Fortitude Save DC, and it's effects.

Table: Pharmaceuticals and Poisons Object Size Weight Wealth Restriction Point Cost Medicine and Poison Antibiotics and Antiviral +1 Bonus Fine 4 oz. 4 None +2 Bonus Fine 4 oz. 8 None +3 Bonus Fine 4 oz. 12 None +4 Bonus Fine 4 oz. 16 None +5 Bonus Fine 4 oz. 20 None +6 Bonus Fine 4 oz. 24 None +7 Bonus Fine 4 oz. 28 None Painkillers Restore 1d4 HP Fine 4 oz. 1 None Restore 2d4 HP Fine 4 oz. 3 None Restore 3d4 HP Fine 4 oz. 8 Licensed Restore 4d4 HP Fine 4 oz. 11 Licensed Restore 5d4 HP Fine 4 oz. 15 Restricted Hemostat Removes 1 bleed Fine 4 oz. 5 None damage bonus Removes 2 bleed Fine 4 oz. 11 None damage bonus Removes 3 bleed Fine 4 oz. 17 None damage bonus Removes 4 bleed Fine 4 oz. 23 None damage bonus Removes 5 bleed Fine 4 oz. 29 None damage bonus Antiseptics Weak Antiseptic Fine 4 oz. 2 None Standard Antiseptic Fine 4 oz. 6 None Strong Antiseptic Fine 4 oz. 12 None Concentrated Fine 4 oz. 16 None Antiseptic Antidote Fine 4 oz. See Text None Spray-on Bandage Tiny 4 oz. 2 None Poisons Arsenic Small 16 oz. 8 Restricted Atropine(2) Small 16 oz. 3 Restricted Blue Vitriol(2) Small 16 oz. 3 Restricted Chloral hydrate Small 16 oz. 15 Restricted Chloroform Small 16 oz. 8 Restricted Cyanide Small 16 oz. 35 Military and Police Cyanogen Small 16 oz. 12 Military and Police DDT Small 16 oz. 13 Illegal Knockout gas Small 16 oz. 14 Restricted Lead Arsenate(Gas) Small 16 oz. 2 Restricted Lead Arsenate (solid) Small 16 oz. 2 Restricted Mustard gas Small 16 oz. 3 Military and Police Paris green (gas) Small 16 oz. 8 None Paris green (solid) Small 16 oz. 8 None Sarin nerve gas Small 16 oz. 35 Illegal Strychnine Small 16 oz. 12 Restricted Tear gas Small 16 oz. 8 Restricted Tranquilizer Small 16 oz. 4 Restricted VX nerve gas Small 16 oz. 300 Illegal Table: Poisons Poisons Type Save DC Damage (Primary/Secondary) Arsenic Ingested 15 (1d4 Str/2d4 Con) Atropine(2) Injected 13 (1d6 Dex/1d6 Str) Blue Vitriol(2) Injected 12 (1d2 Con/1d4 Con) Chloral hydrate Ingested 15 (1d6 Dex/Unconscious for 1d3 hours) Chloroform Inhaled 17 (Unconscious 1d4 hours/None) Cyanide Injected 16 (1d6 Con/2d6 Con) Cyanogen Inhaled 19 (1d4 Dex/1d6 Con) DDT Inhaled 17 (1d2 Str/ 1d4 Str) Knockout gas Inhaled 18 (1d3 Dex/ Unconscious 1d3 hours) Lead Arsenate(Gas) Inhaled 12 (1d2 Str/1d4 Con) Lead Arsenate (solid) Ingested 12 (1d2 Str/1d4 Con) Mustard gas Inhaled 17 (1d4 Con/2d4 Con) Paris green (gas) Inhaled 14 (1d2 Con/ 1d4 Con) Paris green (solid) Ingested 14 (1d2 Con/1d4 Con) Sarin nerve gas Inhaled 18 (1d4 Con/2d4 Con) Strychnine Injected 19 (1d3 Dex/2d4 Con) Tear gas Inhaled 15 (Nauseated 2d3 rounds) Tranquilizer Injected 15 (1d6 Dex/Unconscious 1d4 hours) VX nerve gas Inhaled 21 (1d6 Con/2d6 Con) Weapons

The weapons covered here are grouped into categories based on their general utility: Melee Weapons and Ranged Weapons

Melee Weapons

Melee weapon damages are classified according to type: bludgeoning (weapons with a blunt striking surface), energy (of a specific type), piercing (weapons with a sharp point), and slashing (weapons with an edged blade). Certain types of armor only protect against particular forms of damage.

Weapons are also classified by size. Medium and smaller sized weapons can be used with one hand. Large or larger sized weapons require two hands to use.

A small or smaller weapon is considered a light weapon and is easier to use in a character's off-hand.

Simple Melee Weapons Generally inexpensive and light in weight, simple weapons get the job done nevertheless. Any humanoid character can use Simple Melee weapons without penalty.

Brass Knuckles: These pieces of molded metal fit over the outside of a character’s fingers and allow him or her to deal lethal damage with an unarmed strike instead of nonlethal damage. A strike with brass knuckles is otherwise considered an unarmed attack. An improvised version of this weapon is a set of heavy finger rings.

When used by a character with the Brawl, Improved Brawl, or Street Fighting feat, brass knuckles increase the base damage dealt by an unarmed strike by +1 and turn the damage into lethal damage.

Push Blade/Punch Dagger: This blade extends in line with the wielder’s arm when held in a clenched fist. An improvised version is a corkscrew.

Survival/Folding/Escape Knife: A survival knife is a typical fighting knife and also represents a variety of field weapons like daggers and bayonets. Improvised versions of this weapon include broken bottles and large kitchen knives. A Folding knife is 3 to 6 in. long and includes weapons such as balisongs and spring loaded stilettos. A Folding possesses the ability to fold or retract, which decreases the size rating by one increment. Extending or retracting cost 1 Combat Point. Improvised versions include ice picks, letter openers, straight razors and screwdrivers. The improvised version of this weapon does not possess the ability to fold or retract. An escape knife is a blade easily hidden and commonly stashed in a place where the owner might be able to grab it when tied up. Improvised versions of this weapon include prison shivs and pieces of broken glass.

Light/Heavy Club: A light club is less than 12 inches long, lighter than 3 lbs., and easily used with 1 hand. There are countless examples, including such deliberately crafted items as escrima sticks, metal batons, and police clubs. Improvised versions of this weapon include chair legs, frying pans, pool cues, framing hammers, tire irons, and small tree branches. A heavy club is between 12 and 24 inches long, weighs between 3 and 6 lbs., and requires the use of 2 hands. The classic modern example is the wooden baseball bat. Improvised versions of this weapon include chairs, table legs, crowbars, and heavy tree branches. Sap: This weapon consists of a soft leather sack loaded with lead shot. It is typically brought down on the back of an opponent’s head, knocking him out cold. Improvised versions of this weapon include sweat socks stuffed with rolls of quarters or marbles. Note: This weapon does Non-lethal damage only.

Tool/Sledge Hammer A sledgehammer is a common rock-breaking implement ,stunningly effective, though slow and cumbersome to use. Improvised versions of this weapon include CD racks, iron crowbars, and table lamps with heavy bases. A tool hammer is household hammer can be found in any hardware store in the world. Improvised versions of this weapon include short lengths of pipe, stone statuettes, and tire irons.

Stun Gun: Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. (The Taser is a ranged weapon with a similar effect.) On a successful hit, the stun gun deals 1d3 points of electricity damage,(do not add the character’s power bonus) and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Improvised versions of this weapon include cattle prods and electric cords with stripped insulation.

Riot/Entry Shield: A riot shield is a shield composed of high impact plastic, often used in riot situations by law enforcement. A riot shield provides one-quarter cover in one direction. Improvised versions of riot shields include end tables, trash-can lids and low quality, homemade versions. An Entry shield is a shield used in high risk situations to protect against gunfire. An Entry shield provides three-quarters cover in one direction. A shield may be used to bat, bash, or shove opponents. Improvised versions of entry shields include heavy steel plates.

Pistol Whip: A pistol whip is not a melee weapon in the traditional sense, rather using the side of a handgun to strike a target. While Pistol whipping is an improvised weapon, it does not incur the penalties for being one. All Small and larger can be used to pistol whip. If a character provokes an Attack of Opportunity on a character wielding a handgun that can pistol whip, that character can use the pistol whip to perform their Attack of Opportunity. A pistol whip can not be upgraded with any melee upgrades.

Rifle Butt: A rifle butt is not a melee weapon in the traditional sense, rather using the butt of a longarm to strike a target. While rifle butting is an improvised weapon, it does not incur the penalties for being one, nor will it break if used as a weapon. All weapons with a fixed stock can be used to rifle butt. If a character provokes an Attack of Opportunity on a character wielding a longarm that can rifle butt, that character can use the rifle butt to perform their Attack of Opportunity. A rifle butt can not be upgraded with any melee upgrades.

Table: Simple Melee Weapons Weapon Damage Critical Damage Type Range Size Weight Wealth Increment Point Cost

Brass Knuckles 1d4 16-18 Bludgeoning N/a Tiny 18 oz. 2 Push Blade/ 1d3 16-18 Piercing N/a Tiny 16 oz. 2 Punch Dagger Pistol Whip 1d4 16-18 Bludgeoning N/a N/a N/a N/a Rifle Butt 1d6 16-18 Bludgeoning N/a N/a N/a N/a Knife Survival 1d4 14-18 Slashing N/a Small 24 oz. 2 Knife/Bayonet Folding Knife 1d4 15-18 Piercing N/a Tiny 16 oz. 1 Escape Knife 1d2 16-18 Piercing N/a Diminutive 6 oz. 3 Club Light Club 1d6 16-18 Bludgeoning N/a Small 16-18 oz. 2 Heavy Club 1d8 16-18 Bludgeoning N/a Large 32 oz. 3 Hammer Tool hammer 2d4 16-18 Bludgeoning N/a Small 26 oz. 1 Sledgehammer 3d4 16-18 Bludgeoning N/a Large 160 oz. 3 Sap 1d6 16-18 Bludgeoning N/a Small 32 oz. 1 Stun Gun 1d3 16-18 Electricity N/a Tiny 18 oz. 2 Shield Riot Shield 1d4 16-18 Bludgeoning N/a Medium 48 oz. 6 Entry Shield 1d6 16-18 Bludgeoning N/a Large 208 oz. 75

Archaic Melee Weapons Most of these weapons deal damage by means of a blade or a sharp point. Some of them are moderately expensive, reflecting their archaic nature in modern-day society.

Archaic Weapons Proficiency Groups- Combat Swords: Short, Bastard, Broad, and Long Sword Fencing Swords: Rapier, Saber, Cutlass and Parrying Dagger Axes: Battle, Broad, and Hand axes Staffs: Long staff, Quarterstaff, and Short Staff Bows: Compound Bow, Recurve Bow, Crossbow and Spear Gun Spears: Spears and attached bayonet Maces: Light and Heavy Mace Picks: Light and Heavy Pick

Battle/Broad/Hand Axe: A battle Axe is a single- or double-bladed Axe and often features a metal spike on one end for piercing attacks. An improvised version is a fire Axe. A broad Axe is a heavy single-bladed Axe is intended for heavy chopping projects. An improvised version is a lumber Axe. A hand Axe is a light single- bladed Axe that is normally used one handed. An improvised version of this is a hatchet or a camp Axe.

Short/Bastard/Broad/Long Sword: A short sword is a short-bladed sword is heavily weighted toward the handle and primarily used to pierce and puncture opponents. A classic example is the wakizashi. A Modern version is machete and an improvised version is a garden spade. A bastard sword is a long, narrow 1-handed sword often features a handle designed for easy 2-handed use. A classic example is the katana. An improvised version of this weapon is a lumber saw. A broad sword features a slightly shorter and heavier blade than a bastard sword. The scimitar is a class example. An improvised version is the blade of a paper cutter. A long sword is narrow-bladed sword is often longer than the wielder is tall. Classic examples include the Scottish claymore and the Japanese no-dachi. An improvised version might be a piece of rebar.

Rapier: The rapier is a lightweight sword with a thin blade. A character can select the Weapon Finesse feat to apply their Marksmanship modifier instead of Focus modifier to attack rolls with a rapier. An improvised version of this weapon might be a car antenna. Saber: The saber is a sword that has a curved, single-edged blade and a rather large hand guard, covering the knuckles of the hand as well as the thumb and forefinger. A character can select the Weapon Finesse feat to apply their Marksmanship modifier instead of Focus modifier to attack rolls with a saber. An improvised version of this weapon would be extremely unlikely.

Cutlass: The cutlass is a short, broad saber , with a straight or slightly curved blade, sharpened on the cutting edge, and a hilt often featuring a solid cupped or basket shaped guard. A character can select the Weapon Finesse feat to apply their Marksmanship modifier instead of Focus modifier to attack rolls with a Cutlass. An improvised version of this weapon would be extremely unlikely.

Parrying Dagger: A parrying dagger a is category of small hand-held knives, designed to be used as off-hand weapons in conjunction with a single-handed sword, such as a Rapier or Saber. As the name implies they were designed to parry, or defend. An improvised version of this weapon is extremely unlikely.

When used by a character with the Two Weapon Defense Feat, a parrying dagger grants a +2 equipment bonus to defense, and when fighting defensively or using the parry action, the character gets an additional +2 to defense.

Staffs: A long staff ranges from 1 to 2 ft. taller than its wielder. A classic example is the bo stick. Improvised versions of this weapon include flagpoles and long pipes. A quarterstaff is roughly the same height as its wielder. Improvised versions of this weapon include broom handles, handy tree branches, skis, and walking sticks. A short staff is roughly waist- to chest-high on its wielder. A classic example is the jo stick. Improvised versions of this weapon include ski poles and the remains of a long staff cut in two. A character can strike opponents up to 10 feet away with a Long staff, but can’t use it against an adjacent foe. A character can strike opponents up to 5 feet away with a quarterstaff, but can’t use it against an adjacent foe.

Rifle Bayonet: The statistics given describe a bayonet fixed at the end of a longarm with an appropriate mount. With the bayonet fixed, the longarm becomes a double weapon, clublike at one end and spearlike at the other. A character can fight with it as if fighting with two weapons, but if the character does so, they incur all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a Small weapon. When a bayonet is not fixed, it is considered a survival knife, and uses the statistics of one. The clublike end of a rifle bayonet is considered a rifle butt and incurs all the bonuses and penalties of one.

Spears: A long spear ranges from 1 to 2 ft. taller than its wielder. A classic example is the pike or the naginata. Improvised versions of this weapon include flagpoles with points and long pipes with sharp ends. A short spear is roughly waist- to chest-high on its wielder. A classic example is the Hasta. Improvised versions of this weapon include hiking poles and the remains of a long spear cut in two. A character can strike opponents up to 10 feet away with a Long Spear, but can’t use it against an adjacent foe. A character can strike opponents up to 5 feet away with a Short Spear, but can’t use it against an adjacent foe.

Heavy/Light Mace: A light mace is a development of the club, weighted with flanges to deal more damage to the target. A Heavy Mace is just as a light mace, but must be wielded with two hands. This weapon does bludgeoning. Improvised version of this weapon would include baseball bats with nails or rivets.

Light/Heavy Pick: A light pick is a weapon designed to concentrate its force on a small, penetrating point, in order to defeat armor. It is a small, one-handed instrument that includes a single point. Improvised version of this weapon might include rock cutting picks. A heavy pick is a larger, two-handed version of the light pick. Improvised version of this weapon might include a miner's pickaxe. Table: Archaic Melee Weapons Weapon Damage Critical Damage Range Size Weight Wealth Type Increment Point Cost Axes Battle Axe 1d10 15-18 Slashing N/a Large 128 oz. 4 Broad Axe 1d8 15-18 Slashing N/a Large 80 oz. 3 Hand Axe 1d6 15-18 Slashing N/a Medium 48 oz. 2 Combat Swords Short Sword 1d6 15-18 Slashing N/a Medium 32 oz. 2

Bastard 2d6 15-18 Slashing N/a Large 80 oz. 5 Sword Broad Sword 1d6 13-18 Slashing N/a Medium 96 oz. 5 Long Sword 1d8 15-18 Slashing N/a Large 50 oz. 6 Fencing Swords Rapier 1d6 14-18 Piercing N/a Medium 48 oz. 5 Saber 1d8 15-18 Slashing N/a Medium 50 oz. 5 Piercing Cutlass 1d6 15-18 Slashing N/a Small 40 oz 6 Parrying 1d3 16-18 Slashing N/a Small 18 oz. 2 Dagger

Staffs Long Staff 1d10 16-18 Bludgeoning 10 ft Large 64 oz. 5 Quarterstaff 1d8 16-18 Bludgeoning 5 ft Large 48 oz. 4 Short Staff 1d6 16-18 Bludgeoning N/a Medium 32 oz. 3 Spears Rifle Bayonet 1d4 16-18 Piercing N/a Large 80 oz. 2 1d6 Bludgeoning Long Spear 1d8 15-18 Piercing 10 ft Large 96 oz. 5 1d10 Bludgeoning Short Spear 1d4 15-18 Piercing 5 ft. Medium 64 oz. 4 1d6 Bludgeoning Maces Light Mace 1d12 16-18 Bludgeoning N/a Medium 80 oz. 6 Heavy Mace 2d12 16-18 Bludgeoning N/a Large 144 oz. 8 Picks Light Pick 1d10 13-18 Piercing N/a Medium 48 oz. 7 Heavy Pick 3d6 13-18 Piercing N/a Large 128 oz. 15

Exotic Melee Weapons Most exotic weapons are either atypical in form or improved variations of other melee weapons. Because each exotic weapon is unique in how it is manipulated and employed, a separate Exotic Melee Weapon Proficiency feat is required for each one in order to avoid the -4 non-proficient penalty.

Great Sword: A great sword is a massive two-handed sword is reminiscent of an iron beam with a handle and a cutting edge. A classic example is the German zweihander. Improvised versions of this unique weapon are extremely unlikely.

Jagged Sword: A jagged sword has an irregular blade that savagely shreds an opponent’s armor or flesh. Classic examples include the Chinese nine-ring broadsword and the Incan obsidian blade. An improvised version is a long nail-ridden board.

Weighted/Whip Chain:A weighted chain consists of a light 10- to 15-ft. chain and a set of metal weights used to entangle an opponent, or their weapon. It can be whirled quickly, striking with hard blows from the weights. An improvised version of this weapon is a pair of horseshoes tied to the ends of a rope. A whip chain is a flexible weapon is similar to a three-section staff, featuring 8-10 short metal bars, connected by 3-4 links of chain. It is wielded much like a whip, with a single handle at one end. An improvised version of this weapon might consist of links of steel cable.

The weighted chain can be used as a double weapon. A character can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a Small weapon. In this case, the character can only strike at an adjacent opponent. The whip chain can be used as a reach weapon. If a character uses the chain as a reach weapon, they can strike opponents up to 10 feet away. In addition, unlike other weapons with reach, the character can use it against an adjacent foe. Because a chain can wrap around an enemy’s leg or other limb, a character can make a trip attack with it. If the character is tripped during their own trip attempt, the character can drop the chain to avoid being tripped. When using a chain, the character receives a +2 equipment bonus when attempting to trip, or disarm (including the roll to avoid being disarmed if the character fails to disarm the opponent). A character can select the Weapon Finesse feat to apply their Marksmanship modifier instead of Focus modifier to attack rolls with a chain.

Flail: This weapon, often also referred to as a “morning star,” is a spiked iron ball attached to an iron or wooden rod by a long piece of chain. No improvised weapons mimic this unique weapon.

Garrote: This weapon consists of a short cord, often with handles at each end. It is used to improve leverage when choking someone from behind, and grants a +2 equipment bonus to for all grapple checks to strangle. Improvised versions of this weapon include shoelaces and lengths of extension cord.

Chain Saw: Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies. Improvised versions of this unique weapon do not exist.

Injection Knife: An injection knife is a diving knife that has a CO2 cartridge in the handle. When stabbed into an object, a small button can be pressed(for 1 Combat Point), that will inject freezing cold CO2 into it's target. It has an internal magazine of one, and requires a new CO2 cartridge for every use. Improvised versions of this unique weapon do not exist. Threatening critical for this weapon only changes the initial blade damage, not the cold damage. Kama: A Kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft. Improvised versions of this unique weapon are extremely unlikely.

Kukri: This heavy, curved dagger has its sharp edge on the inside of the curve. Improvised versions of this unique weapon are extremely unlikely. For the purpose of attacks and feats, this weapon is considered a knife.

Nunchuck: A popular martial arts weapon, the Nunchuck is made of two wooden shafts connected by a short length of rope or chain. Improvised versions of this unique weapon are extremely unlikely.

Three-Section Staff: Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal lengths, joined at the ends by chain, leather, or rope. The three-section staff requires two hands to use. Improvised versions of this unique weapon are extremely unlikely.

The three-section staff is a double weapon. A character can fight with it as if fighting with two weapons, but if they do, the character incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a Small weapon.

Table: Exotic Melee Weapons Weapon Damage Critical Damage Range Size Weight Wealth Type Increment Point Cost Chain Weighted 1d6 20 Bludgeoning 10 ft Large 85 oz. 6 Chain Whip Chain 1d6 16-18 Bludgeoning 10 ft Large 70 oz. 7 Great Sword 1d10 14-18 Slashing N/a Huge 128 oz. 10

Jagged 1d6 16-18 Piercing/ N/a Medium 96 oz. 7 Sword Slashing Garrote Special N/a N/a N/a Tiny 8 oz. 2 Injection 1d4 16-18 Piercing N/a Small 19 oz. 20 Knife 8d4 Cold Chainsaw 4d6 16-18 Slashing N/a Large 176 oz. 6 Flail 3d4 16-18 Piercing/ N/a Large 144 oz. 8 Bludgeoning Kama 2d6 16-18 Slashing N/a Small 40 oz. 2 Kukri 2d2 12-18 Slashing N/a Small 18 oz. 4 Nunchuck 1d6 16-18 Bludgeoning N/a Small 16 oz. 3 Three 1d12 16-18 Bludgeoning N/a Large 100 oz. 4 Section Staff Improvised weapons

Any improvised weapon does the same amount of damage as a real weapon in it's class, but unlike real weapons, improvised weapons are not designed to take the amount of stress a real weapon can take. An improvised weapon has a 50% chance of breaking each time it is used. Improvised weapons also incur a -2 penalty when being used in combat.

Melee Weapon Upgrades

There are 2 locations where an upgrade may be place. The handle and the contact. Each melee weapon can accept up to two upgrades per location. Certain upgrades can only be performed on certain types of weapons.

Composite(Contact/Handle): The weapon is upgraded with non-ferrous materials, which allow a character to slip it through metal detecting devices. It Grants a +10 Stealth check against metal detectors, but only for the part upgraded.

Custom Handle(Handle): The weapon’s hilt or handle is fitted to a mold of the wielder’s hand, granting him a +1 equipment bonus with all attack rolls made with the weapon. Anyone else who tries to use the weapon suffers a -2 equipment penalty to their attack rolls.

Concealed:(Contact) This upgrade disguises the weapon as an everyday, inconspicuous object, granting a +10 to stealth to hide the weapon. Only swords or knives of medium or smaller size may use this upgrade.

Detailing(Contact/Handle): This upgrade gives the weapon an engraved or a precious metal inlay, granting its wielder a +2 equipment bonus with Presence checks while the target has line of sight to it. This upgrade also increases the weapon's worth by 75%(Multiply the weapon's wealth point cost by 1.75, rounded up to the nearest full point) The weapon loses this quality if it suffers any damage. (though it may be restored with a successful repair check)

Practice Weapon(Contact): This upgrade replaces the weapon's contact with a wooden, softened or blunted version that inflicts non-lethal damage equal to the weapon’s standard damage.

Razor Sharp(Contact): This upgrade sharpens the blade on a bladed weapon as sharp as possible, granting a +3 Damage Bonus. This upgrade may only be performed on weapons with blades or points.

Retractable(Contact): This upgrade allows the weapon to be folded down to one Size category smaller than standard. Folding or unfolding the weapon requires 1 Combat Point.

Silvered(Contact): This upgrade infuses the weapon with alchemical silver, which has adverse affects to certain creatures.

Weighted(Contact): This upgrade adds weight to the contact of a blunt weapon, increasing it's lethality, but making it unwieldy. It grants a -2 to attack rolls, a +1 damage die, and increases the weapon's weight by 50%. Only weapons that deal bludgeoning damage may be weighted.

Jagged(Contact): This upgrade adds ridges and serrations in the knife, that rip and tear as they move through an object. When hit with a knife with the jagged upgrade, the character is immediately considered bleeding(As if they had taken 3 damage), as long as they are not wearing protective armor. Table: Melee Weapons Upgrades Upgrade Available for Location Wealth Point Time Weight Restrictions Cost Composite Any weapon Contact 300% of the 1 week N/a None Handle weapon's cost, per upgrade Concealed Any medium Contact 100% of the 3 days 25% of the None or smaller weapon's cost weapon sword or knife. Custom Any weapon Handle 6 8 hours N/a None Handle Detailing Any weapon Contact 70% of the 1 week N/a None Handle weapon's cost Practice Any weapon Contact 50% of the 4 hours N/a None Weapon weapon's cost Razor Sharp Any piercing or Contact 100% of the 2 days N/a None slashing weapon's cost. Retractable Any small or Contact 25% of the 1 week N/a None smaller weapon's cost weapon Silvered Any piercing or Contact 12 4 days N/a None slashing

Weighted Any Contact 4 1 day 50% of the None bludgeoning weapon weapon Jagged Any small or Contact 3 2 days N/a Non smaller knife Ranged Weapons Ranged weapons are classified into three categories: Firearms, Thrown, and Non-ballistic.

When using a ranged weapon, the wielder applies their Marksmanship modifier to the attack roll.

Range Increment and the Range Penalty The range penalty for a ranged weapon depends on what weapon the character is using and how far away the target is. All ranged weapons and thrown weapons have a range increment. Any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll. When a weapon uses shells, the range increment affects both it's attack roll and it's damage roll, providing a cumulative-2 penalty for each. A thrown weapon has a maximum range of five range increments. Ranged weapons that fire projectiles can shoot up to ten increments.

Firearms Handguns, Machine pistols, Submachine guns, Carbines, Shotguns, Rifles, Grenade launchers, Machine guns and some Rocket launchers are all personal firearms. A personal firearm is any firearm designed to be carried and used by a single person.

Firearms are cartridge weapons. A cartridge is a self-contained package consisting of the projectile, the propellant, a primer, and a casing to hold it all together. The projectile is the bullet or shot that the weapon fires. The propellant is a charge of . When the round is fired, the propellant charge burns up very quickly; in a tiny fraction of a second. In doing so, it expands to many times its original volume. This creates tremendous pressure within the weapon, which forces the bullet or shot down the gun’s barrel and out toward the target. The primer is a small explosive cap in the base of the cartridge. When the primer is struck by the weapon’s hammer or firing pin, it explodes. This, in turn, ignites the propellant and fires the weapon. The casing is a cylindrical shell that holds the various components together. The bullet goes at one end, and the primer goes at the other. The propellant charge goes in between. In high-powered weapons, such as rifles, casings are often necked, meaning that the casing is wider than the bullet. This configuration allows more propellant to be loaded, which results in a more powerful blast when the weapon is fired. Casings are usually made out of metal (brass is the most common material). Shotgun shells are often made from paper or plastic instead.

Black Powder Weapons Black Powder weapons differ from modern firearms in that they do not use cartridges, rather loading the bullet, primer, and powder in the gun's barrel or cylinder. Each barrel or cylinder takes 12 Combat Points to load. Because the powder has to be loaded manually, a black powder firearm can be loaded in one of three configurations. It can be loaded lightly, which grants -1 damage die but reduces the error range by 10% , normally, which grants no bonus or penalties, or heavily, which grants +1 damage die, but increases the weapon's Error range by 20%. If a black powder weapon is loaded heavily, and fails it's Error Range check, it explodes, and causes 1d8 slashing damage to it's user, and destroys the firearm. One lb. Of powder provides 60 light loads, 30 normal loads, or 15 heavy loads. The Black Powder Firearms Proficiency Feat is required to load black powder firearms, and use them without a -4 attack penalty, however, any character with the Personal Firearms Proficiency can use a Black Powder weapon without penalty, but cannot reload them. Because of how black powder weapons work, the error range is checked before, not after, a weapon is fired, to see if the gun went off at all. Different types of firearms accept ammunition in different ways. The box magazine is the most common method for loading modern firearms. The box magazine is essentially a detachable box that holds a number of ammunition cartridges. The magazine is inserted into a well on the weapon to load it. When the weapon is fired, it takes a cartridge from the magazine and sends the bullet down range. After firing, the action is cycled to load the next cartridge. In automatic weapons, this occurs mechanically as part of the firing cycle. When the magazine is empty, it is removed and replaced with a fresh one. Secondly, there are revolvers. Instead of getting ammunition from a box magazine, a revolver has a rotating cylinder that holds the ready ammunition. As the weapon is fired, the chamber revolves to advance the next cartridge to the firing position. Thirdly, there are belt fed weapons, which fire ammunition from interlinked belts. As the weapon is fired, the old belt link is moved to the side, and the link with the new ammunition comes forward. Finally, there is the internal magazine, holding ammunition in a non-detachable part of the weapon. Internal magazines include tubular magazines, which consists of a metal tube running along the barrel, usually underneath it, that holds the ready ammunition. As each bullet or shell is fired , a spring pushes the next cartridge in the tube back to be fed into the firing chamber. There are also Blind Magazines. Blind magazines are similar to a box magazines, except that they are built into the weapon and are not removed. Instead, the action is opened and cartridges are inserted directly into it. Tubular magazines are most common in shotguns, and blind magazines are used on some precision-target rifles or sniper rifles. After loading the weapon with ammunition, it must be cocked. This means that the bolt or hammer is drawn back into position and the first cartridge is loaded from the magazine into the firing chamber. The weapon is then ready to be fired.

Once the gun is loaded, the shooter pulls the to fire it. Pulling the trigger sets the firing cycle in motion. The trigger mechanism moves an internal arm or lever, called the sear, which releases the weapon’s hammer or firing pin. The hammer springs forward, striking the back of the cartridge where the primer is located. The impact detonates the primer, which in turn ignites the propellant and fires the projectile. With single-shot weapons, that is all that happens. The user must then manually cycle the action, which accomplishes three things. First, the empty cartridge case is extracted and ejected from the weapon. Then, the next cartridge in the magazine feeds into the firing chamber, or the user reloads the firearm by hand. Finally, the bolt closes on the chamber, which seals it, cocks the firing pin back, and readies the weapon for firing again. Double shot weapons can be fired twice, one for each barrel, before this must take place. On auto-loading weapons (those that operate semi-automatically or automatically), this process of cycling is carried out by the mechanical action of the weapon. The action cycles by itself, driven either by the recoil force or the pressure from the propellant gases. For semi-automatics, the user simply pulls the trigger again to fire another shot and repeat the cycle, until the magazine is emptied and the weapon must be reloaded. On automatic designs, the action will continue to cycle and fire as long as the trigger is held down or until the weapon runs out of ammunition. Select-fire weapons are those capable of firing in either semiautomatic or automatic mode, as desired. Bolt, Pump, and Lever action weapons require the user to work the action themselves, to remove the used casing, and chamber a new round into the barrel, to be fired again. Single Action firearms require the hammer to be pulled back manually, which prepares for the next shot to be fired.

Any firearm that uses a box magazine, or any lever action or pump action weapon can carry an extra cartridge in the chamber. To put a cartridge in the chamber, the weapon is loaded as normal. (Chambering a round is part of the normal loading process.) Then the magazine is removed, an extra bullet or shell is added (to replace the one that was chambered), and the magazine is reinserted. This process takes 12 Combat Points. For lever action and pump action weapons, the weapon is loaded as normal. (Chambering a round is part of the normal loading process.) then an extra bullet or shell is added (to replace the one that was chambered) This process takes 4 Combat Points. Generally, the closer a target is to the shooter, the easier it is to score a hit. The farther away a target is, the smaller it appears and the more difficult it is to hit. To counteract this difficulty, the use of telescopic scopes has become popular. A telescopic scope gives the shooter a magnified view of a distant target, facilitating aim. It also uses a targeting reticule or cross hair to identify the bullet’s point of impact. When a scope is fitted to a rifle, it must be zeroed, meaning that it must be adjusted so that the cross hairs accurately show the actual impact point at a given range. This process requires the personal weapons proficiency, and 5 bullets or shells, as well as somewhere to test fire the weapon.

All firearms are ballistic damage weapons and have a critical range of 16-18, unless otherwise noted.

Using a magazine with a higher capacity than the standard magazine issued imposes a -4 penalty to Stealth checks to hide the weapon.

Close Combat and Firearms Firearms are anything but close ranged weapons: they're designed with range in mind, and the benefits that come from it. Because of this, many firearms are unwieldy to use in close quarters.

When using a shotgun with a choked or slug barrel or a full stock or an extended folding stock against an adjacent opponent, the character takes a -3 penalty on all ranged attacks.

When using an assault rifle, battle rifle, or target rifle with any full stock or an extended folding stock against an adjacent opponent, the character takes a -4 penalty on all ranged attacks.

When using a Designated Marksman Rifle, sniper rifle, or anti-material rifle with any full stock or an extended folding stock against an adjacent opponent, the character takes a -6 penalty on all ranged attacks.

When using a machine gun, rocket launcher or grenade launcher against an adjacent opponent, the character takes a -8 penalty on all ranged attacks.

Error Range Error Range represents the likelihood a firearm will fail when used. A character using a weapon with a error range checks for weapon failure after making the attack roll and checking if the character's attack hit or missed it's target. If a d% roll is equal or lower than the weapon failure chance, the firearm has become jammed; the weapon can’t be fired until the shooter spends 12 Combat Points to clear the jam. Error Range can be removed from weapons that are manufactured with it by upgrading the weapon with Clockwork Action, or a Precision Upgrade. There are many things that can increase the Error Range in a weapon, and make it unreliable to use. Weapons with cylinders, single shot weapons, and specially noted weapons do not suffer the error range penalty that comes from using alternate types of ammunition.

Age: Age and heavy use can render a weapon unreliable. While this should never be a factor through the degree of time and use typical to a normal campaign, the GM can determine that an older weapon obtained by the characters is already unreliable due to age. A weapon that has been sitting in a museum might not become unreliable for fifty years, but one that has sat in the leaky trunk of an abandoned car for a couple of months might be unreliable. This grants a +40% towards the weapon's error range and only goes away if the weapon is repaired and cleaned(Craft (Mechanical) Repair(DC 20)).

Damage: Any firearm that has taken 1 point or more of damage is unreliable. This grants a +15% toward the weapon's error range and only goes away if the weapon is repaired(Craft( Mechanical) Repair DC 22). Immersion: Immersion in water, mud, or other liquids can affect reliability. Any time a weapon is immersed in a liquid it gains a +20% toward the weapon's error range. (Slight wetness, such as that caused by rain, is not sufficient to affect the weapon.) The error range increase goes away when the weapon is dried out, which takes 1 minute if the weapon is disassembled and dried by hand, or 6 hours if it is left to dry on its own.

Unreliable Ammunition: Alternate forms of Ammunition can cause a weapon's error range to increase, and affect the weapon's overall reliability. The error range goes away when the ammunition is removed, or is no longer used.

Checking for Error Range When Checking for error range for single shot and Double Fire attacks is a d% roll, checking if the roll is equal to or lower than the Error Range percentage. When determining the error range and damages for Autofire, Burst Fire, Suppressive Fire, Bumpfire, Sweepfire or Sprayfire based on ammunition, use the most rounds of a single type fired. If there are an equal amount of rounds from separate categories fired, the GM will designate a roll for each, and roll a d% to check. The only exception to this rule is Blank ammunition. If Blank ammunition makes up more than one-fifth of the bullets or shells fired, the firearm does no damage. When checking the error range for a weapon after firing it on Autofire,Burst Fire, Bumpfire, Sprayfire or Sweepfire, you add up the error range from all of the types of ammunition used, plus any error range from the firearm.(Example: If a character used Autofire and used JHP and Frangible Ammunition in a firearm with 0% error range, the error range check would be 15%)

When determining the error range for Double Tap, a character checks for error range after they have fired both bullets or shells instead of rolling for each round fired, however, the error range from both bullets or shells are added together, plus any error range from the firearm.

FIREARMS TABLES These tables list firearms in various categories, as well as the game statistics that go along with them.

Firearm: The Name and Model of the Firearm

Caliber: The caliber of the round the firearm fires. Multiple listings with a slash (Example: .357 Magnum/.38 Special)means that the firearm can fire any of the listed calibers, and Multiple listings without means that the weapon can chamber both rounds at the same time.

Magazine Size, Cost, and Type: The size of all available magazines for the firearm, how much each one cost, and what type of device the firearm uses. Listings of specific firearms means that this firearm uses that type of magazine, and they are interchangeable, if the magazine size, firearm model, and caliber match on both firearms. For box magazine firearms, the number on the left represents the capacity, and the number on the right represents how much it cost to purchase one magazine of that size.

Upgrade Points: The type of upgrades the firearm can accept.

Range Increment: The Range increment for the firearm. All Shotgun range increments affects both their damage, and their range. All benefits from upgrades have been already calculated in the weapon's range increment. Rate of Fire: The rate of fire for the firearm, as listed below. Semi stands for semi-automatic, where the firearm cycles itself for the next shot, and can perform a single fire attack, a bump fire attack(if it meets all the prerequisites), a double tap attack or a Potshot attack. Auto stands for fully automatic, where the firearm can perform an autofire attack, a suppressive fire attack, a sweepfire attack, a sprayfire attack or five round burst fire attack. 2R burst or 3R burst stands for Three or two round burst, which allows the weapon to perform a three round burst fire attack if three round burst, or a two round burst attack if two round burst. Single stands for single fire, where the firearm must be reloaded after it's fired. These types of weapons can perform single fire attacks. Double stands for double fire, where a firearm has two triggers, which can both be pulled to perform a doublefire attack, or one at a time, for two single fire attacks. SA stands for Single Action, which requires the hammer to be pulled back before firing again. These types of weapons can perform single, and fanning attacks. Lever stands for lever action, bolt stands for bolt action, and pump stands for pump action, where the firearm's cocking lever, bolt or pump must be worked manually to eject the spent casing or shell, and cycle a new one. These weapons can perform single fire attacks. Slam stands for slamfire, where a weapon can perform Slamfire attacks.

Size: The size of the firearm. The Smaller size denotes how large the weapon is when it is folded up, while the larger size denotes how large the weapon is fully extended, or assembled.

A small or smaller weapon is considered a light weapon and is easier to use in a character's off-hand.

Weight: How much the firearm weights, with all of the accessories equipped.

Wealth Point Cost: The cost of the firearm to purchase, not including the license.

Error Range: The range of error the firearm posses when purchased brand new. Restrictions: The restriction rating to purchase the firearm, if any. Standard Equipment: What is received with the firearm. Permanent means unable to be removed.

Table: Damage Per Caliber Damage Caliber 1d3 .25 ACP, 1d4 .22 LR 1d4+2 .17 HMR 2d4 .380 ACP/9x18mm Kurz 2d4+1 9x18mm PM, .38 Special 2d4+2 .22 WMR, 5.7x28mm FN, 4.6x30 HK, 3d4 .40 S&W 3d4+2 .45 ACP, .45 GAP 3d4+3 .357 Magnum 3d4+4 .38 Super 4d4 5.45x39mm/.21 Russian, 5.8x42 Chinese 5d4 5.56x45mm NATO/.223 Remington 6d4 6.8mm Remington SPC 1d6 .32 ACP 2d6 9x19mm/9mm Luger, .17 Remington, 2d6+1 .45 Long Colt 2d6+2 .357 SIG 2d6+4 10mm Auto 3d6 .44 Magnum, .410 Ga., 3d6+2 .454 Casull, .50 Action Express 4d6 20 Ga. 4d6+2 7.62x39mm M43/.30 Russian, 5d6 7.62x51mm/.308 Winchester, 12 Ga. 5d6+2 7.62x54mmR 6d6 .30-06 Springfield, 10 Ga. 7d6 .300 Winchester Magnum 1d8+2 7.62x38mmR Nagant 7d8 .338 Lapua 10d8 .50 BMG/12.7x99mm 3d10+5 .50-70 Government Holdout Handguns A holdout handgun is a handgun designed as a last ditch defensive weapon, to be drawn when all other weapons are compromised. Holdout handguns go well with a holdout holster.

Table: Holdout Handguns Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type American Derringer .357 Int:4 Frame 20 ft. Semi T 28 oz. 21 0% Licensed Empty

COP 4-Shot2 Magnum/ Firearm .38 Special Beretta 3032 Tomcat .32 ACP 7:1 WP Frame 20 ft. Semi T 14 oz. 16 0% Licensed Empty Box Firearm with two 7 round magazines Beretta 21 Bobcat .25 ACP 8: 1 WP Frame 20 ft. Semi T 11 oz. 4 0% Licensed Empty Box Firearm with two 8 round magazines Bond Arms Texas .45 Long Colt/ Int:2 Frame 25 ft. SA S 20 oz. 20 0% Licensed Empty

Defender1,2 .410 Ga. Firearm Cobra Derringer .38 Special Int:2 Frame 10 ft. SA D 14 oz. 7 0% Licensed Empty Firearm CZ 92 .25 ACP 8:1 WP Frame 15 ft. Semi T 10 oz. 19 0% Licensed Firearm with Box one 8 round magazines

Davis Derringer2 .22 LR Int:2 Frame 10 ft. SA D 10 oz. 4 10% Licensed Empty Firearm

Downsizer WSP2 9x19mm Int:1 Frame 15 ft. Single D 7 oz. 16 0% Licensed Empty Firearm

Downsizer WSP2 .45 ACP Int:1 Frame 15 ft. Single D 7 oz. 16 0% Licensed Empty Firearm IMI Micro Desert .380 ACP 6:2 WP Frame 20 ft. Semi T 14 oz. 22 0% Licensed Empty Eagle Box Firearm with two 6 round magazines Jennings J22 .22 LR 6:1 WP Frame 20 ft. Semi T 12 oz. 3 20% Licensed Empty Box Barrel Firearm with two 6 round magazines Jennings-Bryco .32 ACP 6:1 WP Frame 20 ft. Semi T 12 oz. 4 20% Licensed Empty Model 38 Box Barrel Firearm with two 6 round magazines North American .22 WMR Cyl:5 Frame 15 ft. SA D 5 oz. 6 0% Licensed Empty Arms Mini Firearm

Revolver2 Taurus 732 TCP .32 ACP 6:1 WP Frame 25 ft. Semi T 10 oz. 17 0% Licensed Empty Barrel Firearm with two 6 round magazines Taurus P22 .22 LR 8:1 WP Frame 20 ft. Semi T 12 oz. 14 0% Licensed Empty Box Barrel Firearm with two 8 round magazines 1 This weapon receives a +2 to all stealth checks made to hide the weapon. 2 This weapon is not affected by the error range that comes from using alternate forms of ammunition All Firearms and magazines are unloaded and empty when purchased Backup Handguns A backup handgun is a scaled down version of a service revolver or pistol, designed for easy concealment. Their ammunition capacities are likewise scaled down, however, making them poor sidearms. Backup Handguns go well with shoulder holsters, and conceal carry holsters.

Table: Backup Handguns Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Beretta Px4 Storm 9x19mm 10:2 WP Frame 25 ft. Semi S 27 oz. 30 0% Licensed Empty

Compact2 15:2 WP Barrel Firearm with 17:2 WP 1 Tactical two 10 or 15 20:2 WP round Px4 9mm magazines Box Beretta Px4 Storm .40 S&W 10:2 WP Frame 20 ft. Semi T 26 oz. 25 0% Licensed Empty Subcompact Px4 .40 Barrel Firearm with Box 1 Tactical two 10 round magazines Colt Detective .38 Special Cyl:6 Frame 25 ft. Semi/ T 21 oz. 24 0% Licensed Empty

Special1,3 Barrel SA Firearm Glock 26 9x19mm 10:1 WP Frame 20 ft. Semi T 19 oz. 20 0% Licensed Empty 12:1 WP Barrel Firearm with 15:1 WP two 10 17:1 WP round 19:1 WP magazines 33:2 WP Box Glock 27 .40 S&W 9:1 WP Frame 20 ft. Semi T 19 oz. 20 0% Licensed Empty 11:1 WP Barrel Firearm with 13:1 WP two 9 round 15:1 WP magazines 17:1 WP Box Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Glock 30 .45 ACP 13:1 WP Frame 20 ft. Semi T 24 oz. 22 0% Licensed Empty 10:1 WP Barrel Firearm with 9:1 WP 1 Tactical two 10 Box round magazines

Hi-Point Model C2 9x19mm 8:1 WP Frame 25 ft. Semi S 29 oz. 5 5% Licensed Empty Box Barrel Firearm with two 8 round magazines Hi-Point Model .40 S&W 8:1 WP Frame 25 ft. Semi S 35 oz. 6 5% Licensed Empty

40W2 Box Barrel Firearm with two 8 round magazines

H&K P7 9x19mm 10:1 WP Frame 30 ft. Semi S 28 oz. 35 0% Licensed Empty Box Barrel Firearm with two 10 round magazines Jennings JA-NINE 9x19mm 12:1 WP Frame 30 ft. Semi S 30 oz. 4 20% Licensed Empty Box Barrel Firearm with two 12 round magazines Kahr K9 9x19mm 7:2 WP Frame 30 ft. Semi T 25 oz. 21 0% Licensed Empty Box Barrel Firearm with two 7 round magazines

Makarov PM2 9x18mm PM 8:1 WP Frame 25 ft. Semi S 26 oz. 10 5% Licensed Empty Box Barrel firearm with one 8 round magazine Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type

Ruger SP1013 .357 Magnum Cyl:5 Frame 25 ft. Semi/ T 28 oz. 21 0% Licensed Empty .38 Special Barrel SA Firearm S&W Model 642 .38 Special Cyl:5 Frame 25 ft. Semi T 15 oz. 24 0% Licensed Empty

Ladysmith1,3 Barrel Firearm

Sig-Sauer P2281,2 9x19mm 10:2 WP Frame 30 ft. Semi S 29 oz. 30 0% Licensed Empty 13:2 WP Barrel Firearm with Box two 10 or 13 round magazines

Sig-Sauer P2321 .380 ACP 7:2 WP Frame 25 ft. Semi T 17 oz. 19 0% Licensed Empty Box Barrel Firearm with two 7 round magazines

Taurus Model 853,4 .38 Special Cyl:5 Frame 20 ft. Semi T 21 oz. 10 0% Licensed Empty Barrel Firearm

Walther PPK\S1 .32 ACP 8:1 WP Frame 25 ft. Semi T 22 oz. 21 0% Licensed Empty Box Barrel Firearm with two 8 round magazines 1 This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls. 2 This weapon receives a +2 to all stealth checks made to hide the weapon. 3 This weapon is not affected by the error range that comes from using alternate forms of ammunition 4 This weapon will not explode if using overpressure ammunition All Firearms and magazines are unloaded and empty when purchased Full Size Handguns Full Size Handguns usually serve as the duty weapons of most military forces and law enforcement officers around the world. They’re built for effectiveness over concealment, with bulky utilitarian frames, heavy grips, and high ammunition capacities. Full Size Handguns go well with Tactical holsters, conceal carry holsters, or shoulder holsters.

Table: Full Size Handgun Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Beretta 92FS/ 9x19mm 10:1 WP Frame 35 ft. Semi S 34 oz. 22 0% Licensed Empty Beretta M9 15:1 WP Barrel Firearm 20:3 WP with two 10 30:4 WP or 15 round 92FS magazines Box Beretta Px4 Storm .40 S&W 10:2 WP Frame 30 ft. Semi S 30 oz. 25 0% Licensed Empty 14:2 WP Barrel Firearm 17:2 WP 1 Tactical with two 10 Px4 .40 or 14 round Box magazines

Browning Hi-Power1 9x19mm 13:3 WP Frame 35 ft. Semi S 35 oz. 25 0% Licensed Empty Box Barrel Firearm with two 13 round magazines Colt Delta Elite 10mm 8:2 WP Frame 30 ft. Semi S 39 oz. 26 0% Licensed Empty Box Barrel Firearm with one 8 round magazine Colt Government 70 .45 ACP 7:1 WP Frame 30 ft. Semi S 39 oz. 25 0% Licensed Empty 8:1 WP Barrel Firearm 10:1 WP with one 7 1911 round Box magazine Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Colt Python, 4 .357 Magnum Cyl:6 Frame 40 ft. Semi/ M 42 oz. 42 0% Licensed Empty inch1,3, .38 Special Barrel SA Firearm FN Five-seveN 5.7x28mm 10:2 WP Frame 30 ft. Semi S 24 oz. 50 0% Licensed Empty 20:3 WP Barrel Firearm 30:4 WP 1 Tactical with three Box 10 or 20 round magazines Glock 17 9x19mm 17:1 WP Frame 35 ft. Semi S 22 oz. 20 0% Licensed Empty 19:1 WP Barrel Firearm 33:2 WP 1 Tactical with two 17 Glock 26 round Box magazines Glock 19 9x19mm 15:1 WP Frame 35 ft. Semi S 21 oz. 19 0% Licensed Empty 17:1 WP Barrel Firearm 19:1 WP 1 Tactical with two 15 33:2 WP round Glock 26 magazines Box Glock 22 .40 S&W 15:1 WP Frame 30 ft. Semi S 23 oz. 22 0% Licensed Empty 17:1 WP Barrel Firearm Glock 27 1 Tactical with two 15 Box round magazines Glock 23 .40 S&W 13:1 WP Frame 30 ft. Semi S 21 oz. 22 0% Licensed Empty 15:1 WP Barrel Firearm 17:1 WP 1 Tactical with two 13 Glock 27 round Box magazines Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type H&K USP 9 9x19mm 15:2 WP Frame 35 ft Semi S 26 oz. 32 0% Licensed Empty Box Barrel Firearm 1 Tactical with two 15 round magazines Ruger GP100 .357 Magnum Cyl:6 Frame 35 ft. Semi/ S 35 oz. 19 0% Licensed Empty .38 Special Barrel SA Firearm Ruger Security Six .357 Magnum Cyl:6 Frame 30 ft. Semi/ S 33 oz. 15 0% Licensed Empty .38 Special Barrel SA Firearm S&W Model 29 4- .44 Magnum/ Cyl:6 Frame 45 ft. Semi/ S 40 oz. 50 0% Licensed Empty inch3 .44 Special Barrel SA Firearm

Sig-Sauer P2261 .357 SIG 10:2 WP Frame 30 ft. Semi S 32 oz. 30 0% Licensed Empty 12:2 WP Barrel Firearm Box with two 10 or 12 round magazines Springfield Armory .45 ACP 7:1 WP Frame 30 ft. Semi S 39 oz. 20 0% Licensed Empty GI 1911A1 8:1 WP Barrel Firearm 10:1 WP with one 7 1911 round Box magazine Springfield Armory .45 ACP 7:1 WP Frame 30 ft. Semi S 42 oz. 42 0% Licensed Empty 1911A1 Loaded 8:1 WP Barrel Firearm

Operator1 10:1 WP 1 Tactical with two 7 1911 round Box magazines

Taurus Model 653 .357 Magnum Cyl:6 Frame 30 ft. Semi/ S 38 oz. 12 0% Licensed Empty .38 Special Barrel SA Firearm

Taurus Judge3 .45 Long Colt Cyl:5 Frame 30 ft. Semi/ S 29 oz. 24 0% Licensed Empty .410 Ga. Barrel SA Firearm Walther P991 9x19mm 16:1 WP Frame 30 ft. Semi S 22 oz. 27 0% Licensed Empty Box Barrel firearm with 1 Tactical two 16 round magazines 1 This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls. 2 This weapon receives a +2 to all stealth checks made to hide the weapon. 3 This weapon is not affected by the error range that comes from using alternate forms of ammunition All Firearms and magazines are unloaded and empty when purchased

Target Handguns and Hunting Handguns A target handgun is a handgun that is built specifically for long range target shooting. A hunting handgun is a large handgun that shoots a large caliber bullet, usually used for hunting large game. Target handguns and Hunting handguns are too big to conceal, and go well with tactical holsters.

Table: Target Handguns and Hunting Handguns Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type AMT Hardballer .45 ACP 7:1 WP Frame 40 ft. Semi M 46 oz. 25 5% Licensed Empty Long Slide 1911 Barrel Firearm with Box one 7 round magazine Benelli MP90S .22 LR 5:2 WP Frame 40 ft. Semi M 39 oz. 40 0% Licensed Empty

Match1 8:2 WP Barrel Firearm with Box two 5 round magazine Beretta U22 Neos .22 LR 10:1 WP Frame 35 ft. Semi S 35 oz. 11 0% Licensed Empty Box Barrel Firearm with Optics two 10 round magazines Colt Anaconda, 6 .44 Magnum/ Cyl:6 Frame 50 ft. Semi/ M 53 oz. 38 0% Licensed Empty

inch1,2 .44 Special Barrel SA Firearm Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Glock 34 9x19mm 17:1 WP Frame 45 ft. Semi M 22 oz. 23 0% Licensed Empty 19:1 WP Barrel Firearm with 33:2 WP 1 Tactical two 15 Glock 26 round Box magazines Glock 35 .40 S&W 15:1 WP Frame 45 ft. Semi M 24 oz. 25 0% Licensed Empty 17:1 WP Barrel Firearm with Glock 27 1 Tactical two 15 Box round magazines

Hamerelli 1501,2 .22 LR Int:1 Frame 45 ft. Single M 40 oz. 50 0% Licensed Empty Barrel Firearm with a Match Barrel

H&K M23 SOCOM1 .45 ACP 12:2 WP Frame 35 ft. Semi M 48 oz. 33 0% Licensed Empty Box Barrel Firearm with 1 Tactical two 12 round magazines IMI Desert Eagle .50 AE 7:2 WP Frame 50 ft. Semi M 70 oz. 45 0% Licensed Empty Box Barrel Firearm with two 7 round magazines IMI Desert Eagle .44 Magnum 8:2 WP Frame 45 ft. Semi M 62 oz. 45 0% Licensed Empty Box Barrel Firearm with two 8 round magazines Kel-Tec PMR-30 .22 WMR 30:1 WP Frame 40 ft. Semi M 14 oz. 20 0% Licensed Empty Barrel firearm with Optics one 20 round magazine Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type LAR Grizzly Mark V .50 AE 7:2 WP Frame 45 ft. Semi M 50 oz. 57 0% Licensed Empty Box Barrel Firearm with two 7 round magazines Rossi Ranch Hand .38 Special Int:6 Frame 60 ft. Lever M 64 oz. 26 0% Licensed Empty

Lever Action Pistol2 .357 Magnum Barrel Firearm

Ruger Mark II MK4 .22 LR 10:1 WP Frame 35 ft. Semi S 46 oz. 13 0% Licensed Empty Box Barrel Firearm with two 10 round magazines

Ruger Redhawk2 .44 Magnum/ Cyl:6 Frame 30 ft. Semi/ S 51 oz. 24 0% Licensed Empty .44 Special Barrel SA Firearm

Taurus Raging Bull2 .454 Casull Cyl:5 Frame 40 ft. Semi/ M 51 oz. 25 0% Licensed Empty .45 Long Colt Barrel SA Firearm 1 This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls. 2 This weapon is not affected by the error range that comes from using alternate forms of ammunition All Firearms and magazines are unloaded and empty when purchased Machine Pistols A Machine pistol is a pistol that can lay down a high volume of fire, usually with a high capacity magazine. Machine pistols are too large to conceal, and go well with tactical holsters.

Table: Machine Pistols Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Beretta 93R 9x19mm 10:1 WP Frame 40 ft. Semi/ M/L 41 oz. 45 0% Military and Empty 15:1 WP Barrel 3R Police Firearm with 20:2 WP Burst one 20 92FS round Box magazine, a permanent vertical foregrip and, a detachable stock Century Arms 7.62x39mm 10:1 WP Frame 55 ft. Semi M 88 oz. 19 0% Licensed Empty Draco Pistol 20:1 WP Barrel Firearm with 30:1 WP one 20 40:2 WP round 75:5 WP magazine AK-47 Box Glock 18 9x19mm 17:1 WP Frame 30 ft. Semi/ S 21 oz 25 0% Military and Empty 19:1 WP Barrel Auto Police Firearm with 33:2 WP 1 Tactical two 17 Glock 26 round Box magazines Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type

H&K MP7A11 4.7x30mm HK 20:2 WP Frame 45 ft. Semi/ M 42 oz. 60 0% Military and Empty 30:3 WP Barrel 3R Police Firearm with 40:4 WP Optics Burst/ two 20 Box 2 Tactical Auto round magazines, a folding stock, and a permanent vertical foregrip

Ingram MAC-102 .45 ACP 30:1 WP Frame 30 ft. Semi/ M/L 100 oz. 20 0% Military and Empty Box Barrel Auto Police Firearm with one 30 round magazines and a folding stock

Ingram MAC-112 .380 ACP 16:1 WP Frame 30 ft. Semi/ M/L 56 oz. 25 0% Military and Empty 32:1 WP Barrel Auto Police Firearm with Box one 16 round magazines and a folding stock IMI Uzi Pistol 9x19mm 20:1 WP Frame 30 ft. Semi S 59 oz. 45 0% Licensed Empty 32:1 WP Barrel Firearm with 50:2 WP one 20 Uzi round Box magazine Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Intratec TEC-9M 9x19mm 10:1 WP Frame 30 ft. Semi M 43 oz. 10 25% Licensed Empty 20:1 WP Barrel Firearm with 32:1 WP one 32 36:1 WP round 50:2 WP magazine Box Skorpion Vz 61 .32 ACP 10:1 WP Frame 30 ft. Semi/ M/L 44 oz. 30 0% Military and Empty 20:2 WP Barrel Auto Police Firearm with Box two 20 round magazines and a folding stock Styer TMP 9x19mm 15:1 WP Frame 40 ft. Semi/ M 46 oz. 44 0% Military and Empty 30:2 WP Barrel Auto Police firearm with SSP one 15 Box round magazine, one 30 round magazine and a permanent vertical foregrip 1 This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls. 2 This weapon cannot chamber an extra round in the barrel All Firearms and magazines are unloaded and empty when purchased Sub-Machine Guns A sub-machine guns is an automatic carbine, designed to fire pistol cartridges. It combines the automatic fire of a machine gun with the cartridge of a pistol. Sub-machine guns go well with tactical slings, or patrol slings

Table: Sub-Machine Guns Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Beretta Mx4 9x19mm 10:1 WP Frame 60 ft. Semi/ L 87 oz. 28 0% Military and Empty 15:1 WP Barrel Auto Police Firearm with 20:3 WP Optics two 30 30:4 WP 1 Tactical round 92FS magazines Box and a fixed stock FN P90 5.7x28mm 30:1 WP Frame 60 ft. Semi/ L 96 oz. 55 0% Military and Empty 50:2 WP Barrel Auto Police Firearm with Box one 50 round magazine and a permanent fixed stock

H&K MP5A51 9x19mm 15:1 WP Frame 50 ft. Semi/ L 108 oz. 45 0% Military and Empty 30:2 WP Barrel 3R Police Firearm with 100:10 WP Optics Burst/ one 30 MP5 Auto round Box magazine and a fixed stock Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type

H&K MP5K1 9x19mm 15:1 WP Frame 40 ft. Semi/ M 70 oz. 48 0% Military and Empty 30:2 WP Barrel Auto Police Firearm with 100:10 WP Optics one 15 MP5 round Box magazine, and a permanent vertical foregrip H&K UMP45 .45 ACP 25:2 WP Frame 45 ft. Semi/ L 92 oz. 40 0% Military and Empty Box Barrel 2R Police Firearm with Optics Burst/ two 25 Auto round magazines and a folding stock

IMI Uzi2 9x19mm 20:1 WP Frame 40 ft. Semi/ L 115 oz. 35 0% Military and Empty 32:1 WP Barrel Auto Police Firearm with 50:2 WP one 32 Box round magazines and a folding stock Styer AUG Para 9x19mm 25:1 WP Frame 50 ft. Semi/ L 116 oz. 57 0% Military and Empty 32:1 WP Barrel Auto Police Firearm with Box two 25 round magazines, permanent a fixed stock, a threaded barrel, a permanent vertical foregrip and a fixed 1.5 telescopic sight

Sterling2 9x19mm 32:1 WP Frame 40 ft. Semi/ L 95 oz. 32 0% Military and Empty Sten Barrel Auto Police Firearm with Box one 32 round magazine and a folding stock 1 This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls. 2 This weapon cannot chamber an extra round in the barrel All Firearms and magazines are unloaded and empty when purchased Sporting Shotguns A Sporting shotgun is a shotgun that focuses on accuracy, rather than ammo capacity. Sporting shotguns are simple to maintain, use, and clean. Sporting shotguns go well with tactical slings, and patrol slings.

Table: Sporting shotguns Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Benelli Nova Pump 12 Ga. Int:4 Frame 60 ft. Pump L 128 oz. 23 0% Licensed Empty

Field,2 Barrel firearm with a fixed stock and a straight barrel Benelli M2 Field 12 Ga. Int:5 Frame 50 ft Semi L 113 oz. 40 0% Licensed Empty Barrel Firearm with a fixed stock and a straight barrel

Benelli Super Sport1 12 Ga. Int:5 Frame 65 ft Semi L 115 oz. 100 0% Licensed Empty Barrel Firearm with a choked barrel and fixed stock Beretta Silver 12 Ga. Int:2 Frame 70 ft. Semi/ L 120 oz. 150 0% Licensed Empty

Pidgeon1 2 Barrels Double firearm with a fixed stock and a straight barrel Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Browning BSP 10 10 Ga. Int:4 Frame 45 ft. Pump L 169 oz. 35 0% Licensed Empty

Ga.2 Barrel Firearm with a fixed stock and a straight barrel Harrington & 12 Ga. Int:1 Frame 50 ft. Single L 92 oz. 5 0% Licensed Empty Richardson Single Barrel Firearm with

Barrel Shotgun2 a fixed stock and a straight barrel

Mossberg 5002 12 Ga. Int:5 Frame 45 ft. Pump L 112 oz. 21 0% Licensed Empty Barrel Firearm with a fixed stock and a straight barrel Mossberg 505 20 Ga. Int:4 Frame 40 ft. Pump L 90 oz. 18 0% Licensed Empty

Youth2 Barrel Firearm with a fixed stock and a straight barrel Mossberg 505 .410 Ga. Int:4 Frame 35 ft. Pump L 80 oz. 15 0% Licensed Empty

Youth2 Barrel Firearm with a fixed stock and a straight barrel Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Mossberg 930 12 Ga. Int:5 Frame 40 ft. Semi L 124 oz. 28 5% Licensed Empty Waterfowl Barrel Firearm with a Choked Barrel and a Fixed Stock Remington 870 12 Ga. Int:4 Frame 45 ft. Pump L 115 oz. 21 0% Licensed Empty

Express2 Barrel Firearm with a fixed stock and a straight barrel Remington 1100 12 Ga. Int:4 Frame 60 ft. Semi L 128 oz. 45 5% Licensed Empty

Sporting1 Barrel Firearm with a Fixed Stock and a straight barrel Remington 1100 20 Ga. Int:4 Frame 60 ft. Semi L 112 oz. 45 5% Licensed Empty

Sporting1 Barrel Firearm with a Fixed Stock and a straight barrel Rossi Rio Grande .410 Ga. Int:6 Frame 55 ft. Level L 109 oz. 23 0% Licensed Empty Barrel Firearm with Optics a Fixed Stock and a straight barrel Winchester Model 12 Ga Int:4 Frame 45 ft. Lever L 130 oz. 30 0% Licensed Empty

18872 Barrel Firearm with a fixed stock and a straight barrel 1 This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls. 2 This weapon is not affected by the error range that comes from using alternate forms of ammunition All Firearms and magazines are unloaded and empty when purchased

Combat Shotguns A combat shotgun is a shotgun that focuses on close quarters combat and capacity, rather than accuracy. Combat shotguns go well with tactical slings and patrol slings.

Table: Combat Shotguns Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type

Auto Assault-125 12 Ga. 8:2 WP Frame 45 ft. Semi/ L 240 oz. 55 5% Military and Empty 20:4 WP Barrel Auto Police Firearm with 32:6 WP two 8 round Box Magazines Armsel Protecta 12 Ga. Int:12 Frame 40 ft. Semi L 150 oz. 30 10% Restricted Empty Bulldog Barrel Firearm with a pistol grip, a vertical foregrip and a straight barrel

Benelli M44 12 Ga. Int:4 Frame 50 ft. Semi/ L 124 oz. 58 0% Licensed Empty Barrel Pump Firearm with a fixed stock and a straight barrel Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type

Benelli M10141,4 12 Ga. Int:8 Frame 50 ft. Semi/ L 124 oz. 60 0% Licensed Empty Barrel Pump Firearm with a fixed stock and a straight barrel Benelli Nova Pump 12 Ga. Int:4 Frame 45 ft. Pump L 107 oz. 20 0% Licensed Empty Tactical Barrel Firearm with a Fixed Stock and a straight barrel

Franchi SPAS 124 12 Ga. Int:8 Frame 45 ft. Semi/ L 140 oz. 50 0% Licensed Empty Barrel Pump Firearm with a folding stock and a straight barrel Maverick 88 12 Ga. Int:5 Frame 45 ft. Pump L 112 oz. 11 10% Licensed Empty

Security2 Barrel Firearm with a fixed stock and a straight barrel

Mossberg JIC2,3 12 Ga. Int:5 Frame 45 ft. Pump L 106 oz. 16 0% Licensed Empty Barrel Firearm with a pistol grip and a straight barrel Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type

Mossberg 590A13 12 Ga. Int:8 Frame 45 ft. Pump L 120 oz. 32 0% Licensed Empty Barrel Firearm with a bayonet lug and a Fixed stock and a straight barrel Remington 870 12 Ga. Int:6 Frame 45 ft. Pump L 112 oz. 25 0% Licensed Empty

Express Tactical3 Barrel Firearm with Optics a Fixed Stock Saiga 12 12 Ga. 2:1 WP Frame 45 ft. Semi L 127 oz. 13 0% Licensed Empty 5:1 WP Barrel Firearm with 10:2 WP two 10 20:3 WP round Box magazines, a fixed stock and a straight barrel 1 This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls. 2 This weapon receives a +2 to all stealth checks made to hide the weapon. 3 This weapon is not affected by the error range that comes from using alternate forms of ammunition 4 This weapon is not affected by the error range that comes from using alternate forms of ammunition when in pump action mode. 5 This weapon cannot chamber an extra round in the barrel All Firearms and magazines are unloaded and empty when purchased Carbine Rifles A carbine rifle is a shortened, compact version of full sized rifles, but also encompasses semi-automatic, pistol caliber rifles as well. Carbine rifles go well with tactical slings, or patrol slings

Table: Carbine Rifles Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Beretta Cx4 Storm 9x19mm 10:1 WP Frame 60 ft. Semi L 90 oz. 28 0% Licensed Empty 15:1 WP Barrel Firearm with 20:3 WP Optics two 15 30:4 WP 1 Tactical round 92FS magazines Box Colt M4A1 5.56x45mm 5:1 WP Frame 70 ft. Semi/ L 100 oz. 58 0% Military Empty .223 Rem 10:1 WP Barrel Auto and Police firearm with 20:1 WP Optics one 30 round 30:1 WP 4 Tactical magazine, a 100:8 WP threaded M4/M16 barrel, a Box synthetic stock and a patrol sling Henry Repeating .357 Magnum Int:10 Frame 80 ft. Lever L 138 oz. 24 0% Licensed Empty

Arms Big Boy2 Barrel Firearm with a fixed stock Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type

H&K G36K1 5.56x45mm 30:2 WP Frame 70 ft. Semi/ L 116 oz. 55 0% Military Empty .223 Rem 100:6 WP Barrel Auto and Police Firearm with G36 Optics one 30 round Box magazine, a threaded barrel, Permanent Advanced Combat Sight, a patrol sling, and a folding stock IMI Tavor CTAR-21 5.56x45mm 5:1 WP Frame 75 ft. Semi/ L 112 oz. 70 0% Military Empty .223 Rem 10:1 WP Barrel 3R and Police Firearm with 20:1 WP Optical Burst/ two 30 30:1 WP Auto round 100:8 WP magazines a M4/M16 threaded Box barrel,and a permanent fixed stock Kalashnikov AKS-74U 5.45x39mm 30:1 WP Frame 75 ft. Semi/ L 96 oz. 25 0% Military Empty 45:2 WP Barrel Auto and Police Firearm 100:4 WP with two 30 AK-74 round Box magazines,a bayonet, a threaded barrel, a patrol sling, and a folding stock Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Kel-Tec Sub 2000 .40 S&W 13:1 WP Frame 50 ft. Semi L 64 oz. 15 5% Licensed Empty 15:1 WP Barrel Firearm with 17:1 WP one 15 round Glock magazine, a 22/23 threaded Box barrel, and a fixed stock L22 Carbine 5.56x45mm 5:1 WP Frame 75 ft. Semi/ L 155 oz. 55 0% Military Empty .223 Rem 10:1 WP Barrel Auto and Police Firearm with 20:1 WP Optics one 30 round 30:1 WP magazine, 100:8 WP red dot M4/M16 sight, a Box threaded barrel, a permanent vertical foregrip and a permanent fixed stock SIG 552 5.56x45mm 5:1 WP Frame 65 ft. Semi/ L 113 oz. 70 0% Military Empty .223 Rem 20:1 WP Barrel 3R and Police Firearm with 30:2 WP Burst/ one 30 round Sig Auto magazine, Box and a folding stock 1 This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls. 2 This weapon is not affected by the error range that comes from using alternate forms of ammunition All Firearms and magazines are unloaded and empty when purchased Assault Rifles, Battle Rifles, and Target Rifles Assault rifles are a selective fire rifle that uses an intermediate cartridge and a detachable magazine. Assault rifles are the standard infantry weapons. Battle rifles are select fire rifles that use a full power rifle cartridge. Target rifles are semi automatic rifles that use a varying degrees of cartridges, often in the same styling of assault rifles or battle rifles. Assault rifles, battle rifles, and target rifles go well with tactical slings, and patrol slings.

Table:Assault Rifles, Battle Rifles and Target Rifles Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type ArmaLite AR-10A3 7.62x51mm 20:2 WP Frame 80 ft. Semi L 136 oz. 62 0% Licensed Empty .308 Win AR-10 Barrel Firearm one Box 20 round magazine, a threaded barrel and a fixed stock ArmaLite AR-15 5.56x45mm 5:1 WP Frame 80 ft. Semi L 112 oz. 50 0% Licensed Empty .223 Rem 10:1 WP Barrel Firearm with 20:1 WP Optics one 30 round 30:1 WP magazine, a 100:8 WP threaded M4/M16 barrel and a Box fixed stock

Browning BLR1,2 5.56x45mm 5:3 WP Frame 85 ft. Lever L 108 oz. 48 0% Licensed Empty .223 Rem Box Barrel Firearm with one 5 round magazine and a fixed stock Century Arms AK-47 7.62x39 10:1 WP Frame 80 ft. Semi L 184 oz. 28 0% Licensed Empty 20:1 WP Barrel Firearm with 30:1 WP one 30 round 40:2 WP magazine, a 75:5 WP threaded AK-47 barrel and a Box fixed stock Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Colt M16A3 5.56x45mm 5:1 WP Frame 80 ft. Semi/ L 142 oz. 55 0% Military Empty .223 Rem 10:1 WP Barrel Auto and Police firearm with 20:1 WP Optics one 30 round 30:1 WP magazine, a 100:8 WP fixed stock, a M4/M16 threaded Box barrel and a patrol sling Colt M16A4 5.56x45mm 5:1 WP Frame 80 ft. Semi/ L 142 oz. 55 0% Military Empty .223 Rem 10:1 WP Barrel 3R and Police firearm with 20:1 WP Optics Burst one 30 round 30:1 WP 4 Tactical magazine, a 100:8 WP fixed stock, a M4/M16 threaded Box barrel and a patrol sling FN F2000 5.56x45mm 5:1 WP Frame 80 ft. Semi/ L 126 oz. 60 0% Military Empty .223 Rem 10:1 WP Barrel Auto and Police Firearm with 20:1 WP one 30 round 30:1 WP magazine, a 100:8 WP threaded M4/M16 barrel, an Box integrated 1.6x telescopic sight and a permanent fixed stock Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type

FN FAL 7.62x51mm 10:1 WP Frame 80 ft. Semi/ L 151 oz. 45 0% Military Empty .308 Win 20:2 WP Barrel Auto and Police Firearm with 30:3 WP one 20 round FAL magazine, a Box threaded barrel, and a fixed stock L1A1 FAL 7.62x51mm 10:1 WP Frame 80 ft. Semi L 151 oz. 35 0% Licensed Empty .308 Win 20:2 WP Barrel firearm with 30:3 WP one 20 round FAL magazine, a Box threaded barrel and a fixed stock

FN SCAR-H1 7.62x51mm 20:2 WP Frame 80 ft. Semi/ L 126 oz. 80 0% Military Empty .308 Win M14 Barrel Auto and Police Firearm with Box Optics one 20 round 3 Tactical magazine, a threaded barrel and a folding stock

FN SCAR-L1 5.56x45mm 10:1 WP Frame 85 ft. Semi/ L 116 oz. 80 0% Military Empty .223 Rem 20:1 WP Barrel Auto and Police Firearm with 30:1 WP Optics one 30 round 100:8 WP 3 Tactical magazine, a M4/M16 threaded Box barrel and a folding stock Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type FAMAS G2 5.56x45mm 10:1 WP Frame 75 ft. Semi/ L 134 oz. 40 0% Military Empty .223 Rem 20:1 WP Barrel Auto and Police Firearm with 30:1 WP one 30 round 100:8 WP magazine, a M4/M16 threaded Box barrel and a permanent fixed stock

H&K G361 5.56x45mm 30:2 WP Frame 80 ft. Semi/ L 128 oz. 55 0% Military Empty .223 Rem 100:6 WP Barrel Auto and Police Firearm with G36 Optics one 30 round Box magazine, Integrated Advanced Combat Sight, a threaded barrel, a patrol sling, and a folding stock H&K G3A4 7.62x51mm 20:3 WP Frame 85 ft. Semi/ L 160 oz. 55 0% Military Empty .308 Win 50:7 WP Barrel 3R and Police Firearm with G3 Burst/ two 20 round Box Auto magazines, a threaded barrel, a bayonet lug, and a folding stock Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type IMI Galil ARM 5.56x45mm 35:2 WP Frame 85 ft. Semi/ L 153 oz. 60 0% Military Empty .223 Rem 50:4 WP Barrel Auto and Police Firearm with Galil 5.56 two 35 round Box magazines, a threaded barrel, a fixed stock, and a bipod IMI Galil SAR 5.56x45mm 35:2 WP Frame 80 ft. Semi/ L 131 oz. 63 0% Military Empty .223 Rem 50:4 WP Barrel Auto and Police Firearm with Galil 5.56 two 35 round Box magazines, a threaded barrel, and a folding stock IMI Tavor TAR-21 5.56x45mm 5:1 WP Frame 80 ft. Semi/ L 112 oz. 68 0% Military Empty .223 Rem 10:1 WP Barrel 3R and Police Firearm with 20:1 WP Optical Burst/ two 30 round 30:1 WP Auto magazines, a 100:8 WP threaded M4/M16 barrel and a Box permanent fixed stock IMI Tavor MTAR-21 5.56x45mm 5:1 WP Frame 70 ft. Semi/ L 104 oz. 75 0% Military Empty .223 Rem 10:1 WP Barrel 3R and Police Firearm with 20:1 WP Optical Burst/ two 30 round 30:1 WP Auto magazines, a 100:8 WP threaded M4/M16 barrel and a Box permanent fixed stock Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Kalashnikov AK-47 7.62x39mm 10:1 WP Frame 70 ft. Semi/ L 184 oz. 20 0% Military Empty 20:1 WP Barrel Auto and Police Firearm with 30:1 WP two 30 round 40:2 WP magazines,a 75:5 WP bayonet, a AK-47 threaded Box barrel, a patrol sling, and a fixed stock Kalashnikov AK-74 5.45x39mm 30:1 WP Frame 75 ft. Semi/ L 116 oz. 25 0% Military Empty 45:2 WP Barrel Auto and Police Firearm with 100:4 WP two 30 round AK-74 magazines, a Box threaded barrel, a bayonet, a patrol sling, and a fixed stock Kel-Tec SU-16C 5.56x45mm 5:1 WP Frame 75 ft. Semi M/L 88 oz. 32 5% Licensed Empty .223 Rem 10:1 WP Barrel Firearm with 20:1 WP Optics one 10 round 30:1 WP magazine, a 100:8 WP threaded M4/M16 barrel, a Box bipod, and a folding stock. Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type L85A1 5.56x45mm 5:1 WP Frame 85 ft. Semi/ L 132 oz. 55 30% Military Empty .223 Rem 10:1 WP Barrel Auto and Police Firearm with 20:1 WP Optics two 30 round 30:1 WP magazines, a 100:8 WP threaded M4/M16 barrel, a x4 Box telescopic sight, and a permanent fixed stock Springfield Armory 7.62x51mm 5:1 WP Frame 85 ft. Semi L 185 oz. 55 0% Licensed Empty M1A .308 Win 10:2 WP Barrel firearm with 20:3 WP two 5 round M14 magazines, a Box threaded barrel, a patrol sling and a fixed stock Remington Model .22 WMR 10:1 WP Frame 75 ft. Semi L 80 oz. 11 0% Licensed Empty 597 30:2 WP Barrel Firearm with Box one 10 round magazine and a fixed stock. Remington Model .243 Win 5:1 WP Frame 85 ft. Semi L 130 oz. 35 0% Licensed Empty 750 10:2 WP Barrel Firearm with Box one 5 round magazine and a fixed stock. Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Remington Model .30-06 4:1 WP Frame 100 ft. Pump L 136 oz. 25 0% Licensed Empty

76002 Springfield 10:2 WP Barrel Firearm with Box one 4 round magazine and a fixed stock Remington Model 5.56x45mm 5:1 WP Frame 80 ft. Pump L 128 oz. 30 0% Licensed Empty

7600P2 .223 Rem 10:1 WP Barrel Firearm with 20:1 WP one 5 round 30:1 WP magazine and 100:8 WP a fixed stock M4/M16 Box Rossi Lever Carbine .38 Special Int:10 Frame 70 ft. Lever L 112 oz. 26 0% Licensed Empty .357 Magnum Barrel Firearm with a Fixed Stock Ruger Mini-14 5.56x45mm 5:1 WP Frame 80 ft. Semi L 102 oz. 27 0% Licensed Empty .223 Rem 10:1 WP Barrel Firearm with 20:1 WP one 10 round 30:2 WP magazine, a 100:5 WP threaded Mini-14 barrel and a Box fixed stock Simonov SKS 7.62x39mm Int:10 Frame 70 ft. Semi L 136 oz. 11 0% Licensed Empty Barrel Firearm with a folding bayonet, and a fixed stock Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type SIG 556 5.56x45mm 5:1 WP Frame 80 ft. Semi L 144 oz. 80 0% Licensed Empty .223 Rem 10:1 WP Barrel Firearm with 20:1 WP one 20 round 30:1 WP magazine, a 100:8 WP threaded M4/M16 barrel, and a Box folding stock

Steyr AUG1 5.56x45mm 30:3 WP Frame 100 ft. Semi/ L 126 oz. 100 0% Military Empty .223 Rem AUG Barrel Auto and Police Firearm with Box one 30 round magazine, a threaded barrel, a x4 telescopic sight and a permanent fixed stock 1 This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls. 2 This weapon is not affected by the error range that comes from using alternate forms of ammunition All Firearms and magazines are unloaded and empty when purchased Bolt Action Rifles and Sniper Rifles A bolt action rifle is a rifle where the action must be worked manually. A Sniper rifle is a bolt action rifle, customized specifically for long range engagement. Bipods, various telescopic sights, tactical slings, patrol slings, and ergonomic stocks are all suitable for both bolt action rifles, and sniper rifles.

Table: Bolt Action Rifles and Sniper Rifles Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type Accuracy 7.62x51mm 5:4 WP Frame 130 ft. Bolt L 228 oz. 100 0% Licensed Empty

International AWP1,2 .308 Win Box Barrel Firearm with Optics one 5 round magazine

Barrett M98B1,2 .338 Lapua 10:14 WP Frame 135 ft. Bolt L 216 oz. 200 0% Licensed Empty Box Barrel Firearm with Optics one 10 round magazine Browning A-Bolt II .30-06 4:1 WP Frame 100 ft. Bolt L 106 oz. 30 0% Licensed Empty

Composite Stalker2 Springfield Box Barrel Firearm with Optics a fixed stock

CZ 452 American2 .22 LR 5:1 WP Frame 85 ft. Bolt L 94 oz. 22 0% Licensed Empty Box Barrel Firearm with Optics a fixed stock

CZ 453 American2 .17 HMR 5:1 WP Frame 90 ft. Bolt L 94 oz. 28 0% Licensed Empty Box Barrel Firearm with Optics a fixed stock Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type

Draganov SV-982 7.62x54mmR 10:3 WP Frame 110 ft. Bolt L 204 oz. 60 0% Licensed Empty Box Barrel Firearm with Optics one 10 round magazine and a fixed stock

M40A31,2 7.62x51mm Int:5 Frame 230 ft. Bolt L 264 oz. 136 0% Licensed Empty .308 Win Barrel Firearm with Optics a x10 telescopic sight, a bipod, a heavy barrel, and a fixed stock

M24 SWS1,2 7.62x51mm 5:2 WP Frame 200 ft. Bolt L 190 oz. 124 0% Licensed Empty .308 Win Box Barrel Firearm with Optics a x10 telescopic sight, a bipod, and a fixed stock

Remington M7002 .30-06 Int:5 Frame 130 ft. Bolt L 96 oz. 40 0% Licensed Empty Springfield Barrel Firearm with Optics a fixed stock

Remington M7002 7.62x51mm Int:4 Frame 120 ft. Bolt L 96 oz. 38 0% Licensed Empty .308 Win Barrel Firearm with Optics a fixed stock

Remington M700P1,2 5.56x45mm Int:5 Frame 135 ft. Bolt L 96 oz. 52 0% Licensed Empty .223 Rem Barrel Firearm with Optics a fixed stock 1 This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls. 2 This weapon is not affected by the error range that comes from using alternate forms of ammunition All Firearms and magazines are unloaded and empty when purchased

Designated Marksman Rifles A Designated Marksman Rifle is a rifle that is designed to fit a role in-between the Assault rifle, and the Sniper rifle, with accurate shots and decent volume, at a medium range. Marksman rifles are often upgraded and specialized versions of assault rifles or battle rifles. Bipods, various telescopic sights, tactical slings, patrol slings, and ergonomic stocks are all suitable for marksman rifles.

Table: Marksman Rifles Weapon Caliber Magazine Upgrade Range Rate Size Wt. WP Error Restriction Standard Size, Cost Points of Fire Cost Range Equipment and Type Draganov SVD 7.62x54mmR 10:2 WP Frame 115 ft. Semi L 151 55 0% Licensed Empty Box Barrel oz. Firearm Optics with one 10 round magazine, and a fixed stock.

H&K PSG11 7.62x51mm 5:2 WP Frame 165 ft. Semi L 253 625 0% Licensed Empty .308 Win 20:5 WP Barrel oz. firearm with Box Optics two 5 round magazines, a x6 telescopic sight, and a fixed stock IMI Galil Marksman 5.56x45mm 25:2 WP Frame 90 ft. Semi/ L 144 65 0% Military and Empty .223 Rem 50:4 WP Barrel Auto oz. Police Firearm Galil 5.56 Optics with two 35 Box round magazines, a folding stock, and a bipod Weapon Caliber Magazine Upgrade Range Rate Size Wt. WP Error Restriction Standard Size, Cost Points of Fire Cost Range Equipment and Type IMI Tavor STAR-21 5.56x45mm 5:1 WP Frame 105 ft. Semi/ L 129 75 0% Military and Empty .223 Rem 10:1 WP Barrel 3R oz. Police Firearm 20:1 WP Optical Burst/ with two 30 30:1 WP Auto round 100:8 WP magazines, a M4/M16 threaded Box barrel, a bipod, a permanent fixed stock, and a 4x telescopic sight

M21 SWS1 7.62x51mm 5:1 WP Frame 200 ft. Semi L 185 155 0% Licensed Empty .308 Win 10:2 WP Barrel oz. Firearm 20:3 WP Optics with one 10 M14 round Box magazine, a threaded barrel, a x10 telescopic sight, a bipod, and a fixed stock M110 SASS1,2 7.62x51mm 10:1 WP Frame 210 ft. Semi L 244 300 0% Licensed Empty .308 Win 20:1 WP Barrel oz. Firearm Box Optics with one 20 3 Tactical round magazine, a threaded barrel, a bipod, a x10 telescopic sight, and a synthetic stock SIG SG 556 5.56x45mm 5:1 WP Frame 100 ft. Semi L 124 114 0% Licensed Empty .223 Rem 20:1 WP Barrel oz. Firearm 30:2 WP Optics with one 5 Sig round Box magazine, a threaded barrel, a bipod and a folding stock 1 This weapon is a mastercraft weapon and grants a +1 bonus on attack rolls. 2 This weapon is not affected by the error range that comes from using alternate forms of ammunition All Firearms and magazines are unloaded and empty when purchased Anti-Material Rifles An Anti-Material rifle is a rifle designed to destroy at hard targets, such as equipment, vehicles, and weapons. Bipods are mandatory, and various telescopic sights, tactical slings, patrol slings, and ergonomic stocks are all suitable for anti-material rifles.

Table: Anti-material Rifles Weapon Caliber Magazine Upgrade Range Rate Size Wt. WP Error Restriction Standard Size, Cost Points of Fire Cost Range Equipment and Type Accuracy .50 BMG 5:12 WP Frame 270 ft. Bolt H 528 oz. 300 0% Restricted Empty

International AW501 Box Barrel Firearm with Optics one 5 round magazine, a threaded barrel, a fixed stock and a bipod

Barrett M951 .50 BMG 5:10 WP Frame 260 ft. Bolt H 376 oz. 240 0% Restricted Empty Barrett Barrel Firearm with Box Optics one 5 round magazine, a threaded barrel,a fixed stock and a bipod

Barrett M82A1 .50 BMG 5:10 WP Frame 220 ft. Semi H 494 oz. 300 0% Restricted Empty Barrett Barrel Firearm with Box Optics one 5 round magazine, a threaded barrel,a fixed stock and a bipod 1 This weapon is not affected by the error range that comes from using alternate forms of ammunition All Firearms and magazines are unloaded and empty when purchased Light Machine Guns A light machine gun is a automatic weapon, used mainly as fire suppression. They often use belts of linked ammunition, instead of loose rounds or magazines. Bipods, and tactical slings or patrol slings are often used with light machine guns.

Table: Light Machine Guns Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type

FN MINIMI1 5.56x45mm Linked Frame 100 ft. Auto L 241 oz. 95 5% Military and Empty .223 Win 5:1 WP Barrel Police Firearm with 10:1 WP Optics one 100 20:1 WP 2 Tactical round ammo 30:1 WP box, a fixed M4/M16 stock, a Box threaded barrel, and a bipod

FN MINIMI Para1 5.56x45mm Linked Frame 100 ft. Auto L 232 oz. 100 5% Military and Empty .223 Win 5:1 WP Barrel Police Firearm with 10:1 WP Optics one 100 20:1 WP 2 Tactical round ammo 30:1 WP box, a M4/M16 folding Box stock, a threaded barrel, and a bipod L86 LSW 5.56x45mm 5:1 WP Frame 100 ft. Semi/ L 232 oz. 90 0% Military and Empty .223 Rem 10:1 WP Barrel Auto Police Firearm with 20:1 WP Optics two 30 30:1 WP round 100:8 WP magazines, a M4/M16 x4 telescopic Box sight, a threaded barrel,a bipod and a permanent fixed stock

M249 LMG1 5.56x45mm Linked Frame 100 ft. Auto L 320 oz. 105 5% Military and Empty .223 Win 5:1 WP Barrel Police Firearm with 10:1 WP Optics 100 round 20:1 WP 2 Tactical ammo box, a 30:1 WP folding 100:8 WP stock, a M4/M16 threaded Box barrel, and a bipod RPK 7.62x39mm 10:1 WP Frame 90 ft. Semi/ L 169 oz. 55 10% Military and Empty 20:1 WP Barrel Auto Police Firearm with 30:1 WP one 75 40:2 WP round 75:5 WP magazine, a AK-47 threaded Box barrel, a fixed stock, and a bipod RPD 7.62x39mm 100:4 WP Frame 95 ft. Auto L 260 oz. 60 5% Military and Empty Box Barrel Police Firearm with one 100 round ammo box, a fixed stock, and a bipod 1 When this weapon uses M4/M16 box magazines, the error range increases by 25%. All Firearms and magazines are unloaded and empty when purchased

General Purpose Machine Guns A general purpose machine gun is a machine gun normally used as a vehicle mounted fire suppression gun, used for fire suppression through armor and cover, though they can be used as a stand alone weapon. General Purpose Machine Guns require the General Purpose Machine Gunner in order to be used without a -4 attack penalty. Bipods, and tactical slings or patrol slings are often used with General Purpose Machine Guns.

Table: General Purpose Machine Guns Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type MG3 7.62x51mm Linked Frame 125 ft. Auto L 370 oz. 100 5% Military and Empty .308 Win Barrel Police Firearm with a Bipod and a fixed stock M60E4 7.62x51mm Linked Frame 120 ft. Auto L 370 oz. 90 10% Military and Empty .308 Win Barrel Police Firearm with Optics a fixed stock M240B 7.62x51mm Linked Frame 120 ft, Auto L 441 oz. 115 10% Military and Empty .308 Win Barrel Police Firearm with Optics 100 round ammo box, a fixed stock, and a bipod PKM 7.62x54mmR Linked Frame 100 ft. Auto L 264 oz. 65 15% Military and Empty Barrel Police Firearm with one 100 round ammo box, a fixed stock, and a bipod All Firearms and magazines are unloaded and empty when purchased Under-barrel Grenade Launchers An under-barrel grenade launcher is a grenade launcher that attaches to a tactical rail under a rifle. It can not be used without being attached. Under- barrel grenade launchers require the Explosive Weapons Proficiency feat in order to be used without a -4 attack penalty.

Table: Under-barrel Grenade Launchers Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type FN40GL 40x46mm SR Int:1 N/a 70 ft. Single S 48 oz. 35 0% Military and Empty Attaches Police Firearm to SCAR L/N rifles GP-30 40mm Int:1 N/a 80 ft. Single S 46 oz. 12 0% Military and Empty Caseless Attaches Police Firearm to AK47/74 rifles H&K AG36 40x46mm SR Int:1 N/a 70 ft. Single S 52 oz. 18 0% Military and Empty Attaches Police Firearm to G36 rifles H&K HK79 40x46mm SR Int:1 N/a 70 ft. Single S 40 oz. 20 0% Military and Empty Attaches Police Firearm to G3/HK33 rifles

Colt M2031 40x46mm SR Int:1 N/a 70 ft. Single S 48 oz. 15 0% Military and Empty Attaches Police Firearm to M4/16 rifles

1 This Grenade launcher may be attached to any rifle that can accept M4/M16 magazines. All Firearms and magazines are unloaded and empty when purchased Stand Alone Grenade Launchers A stand alone grenade launcher is a grenade launcher that may be used without being attached to any rifle, serving as as stand alone weapon. Stand alone grenade launchers require the Explosive Weapons Proficiency in order to be used without a -4 attack penalty.

Table: Stand Alone Grenade Launchers Weapon Caliber Magazine Upgrade Range Rate Size Wt. WP Error Restriction Standard Size, Cost Points of Fire Cost Range Equipment and Type M79 40x46mm SR Int:1 Frame 70 ft. Single L 103 oz. 30 0% Military and Empty Barrel Police Firearm with a fixed stock M32 MGL 40x46mm SR Int:6 Frame 80 ft. Semi L 186 oz. 50 0% Military and Empty Barrel Police Firearm with Optics a folding stock RG-6 40mm Int:6 Frame 60 ft. Semi L 218 oz. 40 0% Military and Empty Caseless Police firearm with a folding stock

H&K XM251 25×40mm 6:12 WP Frame 90 ft. Semi L 224 oz. 1000 0% Military and Empty Box 1 Tactical Police Firearm with two 6 round magazines, a x4 Thermal Sight, and a permanent fixed stock, 1 This Grenade Launcher can not use use Buckshot, Tear Gas, Flare or Fragmentation grenades All Firearms and magazines are unloaded and empty when purchased Rocket Launchers A rocket launcher is a weapon that launches a high explosive rocket to destroy hard targets, such as vehicles, buildings, and equipment. Rocket launchers require the Explosive Weapons Proficiency feat in order to be used without a -4 attack penalty. Rocket Launchers cause Fire and Concussive damage.

Table: Rocket Launchers Weapon Damage Magazine Upgrade Range Rate Size Wt. WP Error Restriction Standard Size, Cost and Points of Fire Cost Range Equipment Type

AT41 30d12 Int:1 None 250 ft. Single L 236 oz. 74 0% Military and Firearm Unreloadable Police loaded with one missile

M72 LAW1 26d12 Int:1 None 200 ft. Single L 80 oz. 52 0% Military and Firearm Unreloadable Police loaded with one missile

RPG-71 12d12 Int:1 None 150 ft. Single L 240 oz. 150 0% Military and Empty 20 WP Per Police firearm with Rocket one rocket

RPG-221 28d12 Int:1 None 200 ft. Single L 96 oz. 40 0% Military and Firearm Unreloadable Police loaded with one missile 1 This weapon has a splash damage of 30 ft. Mortar A mortar is an indirect fire weapon that fires shells at low velocities, short ranges, and high-arcing ballistic trajectories. It is typically muzzle-loading and has a barrel length less than 15 times its caliber. Mortars require the Exotic Firearms proficiency(Cannons) feat in order to be used without a -4 attack penalty. Mortars have a maximum range increment of 5, and must be set up and stationary to use.

Table: Mortars Weapon Caliber Magazine Upgrade Range Rate of Size Wt. WP Error Restriction Standard Size, Cost Points Fire Cost Range Equipment and Type M224 60mm Int:1 None 150 ft Single L 12 lb. 30 0% Military Empty and Police launching tube with mounting equipment L9A1 51 51mm Int:1 None 140 ft. Single H 13 lb. 28 0% Military Empty and Police launching tube with mounting equipment All Firearms and magazines are unloaded and empty when purchased Non-ballistic Ranged Weapons. Ranged weapons that are not firearms include such diverse objects as crossbows, tasers, and pepper spray. The feat that provides proficiency with these weapons varies from weapon to weapon.

Bows and Crossbows Bows are split into two categories: Recurve Bows and Compound Bows. Both Bows and Crossbows do piercing damage. Bows and Crossbows require the Archaic Weapon Proficiency in order to be used without a -4 attack penalty. Bows are also classified by the amount of strength it takes to pull one back.

Bow Pulls A bow can be pulled back and readied in three different strengths: Light, Medium, and Heavy. The Light pull allows a character to fire their bow for less combat points, but at a -1 damage dice and at a range penalty. The Medium pull is standard, allowing a character to fire as normal. A Heavy pull takes more Combat points, but provides +1 Damage Die bonus and a range bonus.

Recurve Bow: A recurve bow is a bow that has tips that curve away from the archer when the bow is strung. By definition, the difference between recurve and other bows is that the string touches a section of the limb when the bow is strung. A recurve bow stores more energy and delivers energy more efficiently than an equivalent straight-limbed bow, giving a greater amount of energy and hence speed, to the arrow.

Compound Bow: A compound bow is a bow that uses a levering system of cables and pulleys to bend the limbs Compound bows are used for hunting, Olympic shooting, and general target practice.

Table: Recurve and Compound Bows Weapon Damage Critical Range Rate of Size Weight Wealth Strength Mod Restriction Fire Point Requirements Cost Recurve bows Light 1d4+2 16-18 25 ft. Single Large 48 oz. 4 -1 None Medium 2d4+2 16-18 30 ft. Single Large 48 oz. 6 +0 None Heavy 3d4+2 16-18 35 ft. Single Large 48 oz. 8 +1 None Super Heavy 4d4+3 16-18 40 ft. Single Large 48 oz. 10 +2 None Dreadnought 5d4+4 16-18 45 ft. Single Large 64 oz. 12 +4 None Juggernaut 6d4+4 16-18 50 ft. Single Large 80 oz. 15 +6 None Compound Bows Light 1d4+2 16-18 55 ft. Single Large 48 oz. 9 -1 None Medium 2d4+2 16-18 60 ft. Single Large 48 oz. 13 +0 None Heavy 3d4+2 16-18 70 ft. Single Large 48 oz. 16 +1 None Super Heavy 4d4+3 16-18 80 ft. Single Large 48 oz. 25 +2 None Dreadnought 5d4+4 16-18 90 ft. Single Large 64 oz. 30 +4 None Juggernaut 6d4+4 16-18 100 ft. Single Large 80 oz. 40 +6 Non Crossbows: Still used by hunters for silent kills, nothing much has changed in hundreds of years. A crossbow has an an internal magazine of 1, and loading a crossbow cost 4 Combat Points that provokes attacks of opportunity.

Table: Crossbow Weapon Damage Critical Range Rate Upgrade Size Weight Wealth Restriction of Fire Points Point Cost Crossbows Light 2d3 14-18 25 ft. Single Frame Med 64 oz. 10 None Optics Medium 3d3 15-18 35 ft. Single Frame Large 80 oz. 14 None Optics Heavy 5d3 15-18 50 ft. Single Frame Large 112 oz. 16 None Optics Super-Heavy 6d3 16-18 60 ft. Single Frame Large 128 oz. 20 None Optics

Flamethrower A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary. This weapon is special, in that the Exotic weapon proficiency feat is required to use this weapon. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save. A flamethrower’s backpack has hardness 5 and 5 hit points. When worn, the backpack has a Defense equal to 9 + the wearer’s Dexterity Agility modifier. A backpack reduced to 0 hit points ruptures and explodes, dealing 8d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage). Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered for 12 Combat Points. A flamethrower can shoot 8 times before the fuel supply is depleted. A Flamethrower cannot double-tap, double fire, or perform any other special firing modes.

Table: Flamethrower Weapon Damage Critical Range Rate of Magazine Size Weight Wealth Restriction Fire size Point Cost Flamethrower 3d6 N/a 30 ft. Max Semi Int: 8 Large 50 lb. 35 Restricted

Chemical Irritants A chemical irritant is a spray or fog that can temporarily blind and incapacitate target. It comes in various forms, such as pepper spray and bear fogger. To use pepper spray, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. Pepper spray is limited to 5 range increments. To use bear fogger, the user selects a 10 ft. by 10 ft. area within the range increments, that last for 1d4 rounds. Any targets caught in the fog must make a Fortitude saving throw (DC 19), or be blinded for 2d4 rounds. Bear fogger is limited to 1 range increment. A gas mask renders the target immune to the effects, and a wet cloth held over the eyes, nose ,and mouth provides a +2 to the fortitude saving throw. Table: Chemical Irritants Weapon Damage Damage Type Range Rate of Magazine Size Weight Wealth Restriction Fire size Point Cost Pepper spray Special Special 5 ft. Single Int: 1 Tiny 8 oz. 1 None Bear Fogger Special Special 5 ft. Single Int: 1 Small 12 oz. 4 None

Spear gun A spear gun is a gun that uses rubber tubing to fire a thin metal spear at a target. When used underwater, the spear gun's range triples. Spear guns do piercing damage. Spear guns require the Archaic Weapons Proficiency feat(Bows) in order to be used without a -4 attack penalty.

Table: Spear gun Weapon Damage Critical Range Rate of Magazine Size Weight Wealth Restriction Fire size Point Cost Spear Gun 1d10 16-18 25 ft. Single Int: 1 Large 80 oz. 4 None

Taser A taser is a weapon that uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser cost 3 Combat Points that provokes attacks of opportunity. All tasers come with 3 extra cartridges. Tasers cannot provoke a critical strike.

Table: Taser Weapon Damage Critical Damage Range Rate of Magazine Size Weight Wealth Restriction Type Fire size Point Cost C2 Taser 1d4 — Electricity 5 ft. Single Int: 1 Small 18 oz. 20 None X26 Taser 1d6 — Electricity 10 ft. Single Int: 1 Small 18 oz. 18 Licensed

Tranquilizer Gun A Tranquilizer gun is an airgun that fires a hypodermic needle-like dart, that injects a target with one dose of tranquilizer agent. Tranquilizer guns do no damage on their own, but rather the damage is derived from the poison in the dart. A tranquilizer dart can house one dose of any ingested or injected poison. A Tranquilizer gun comes with 10 empty darts. Tranquilizer guns can not provoke critical. Reloading a Tranquilizer gun cost 9 Combat Points that provokes attacks of opportunity. Table: Tranquilizer Gun Weapon Damage Critical Damage Range Rate Magazine Size Weight Wealth Restriction Type of Fire size Point Cost Tranquilizer — — Special 25 ft. Single Int: 1 Small 32 oz. 12 None Gun

Paintball Marker A paintball marker is a marker that's used to mark targets from a long range. It's original use was to mark wandering cattle, or to mark trees by forestry personnel. They are also used for paintball games, and by law enforcement for non-lethal long range engagement. Paintball Markers require CO2 or NO2 tanks to fire, which is equated into the price of the paintball ammunition. Paintball markers damage is determined by the ammunition it is firing. A paintball marker is a simple weapon, and requires no proficiencies to use without penalty, and paintball markers cannot provoke a critical strike. Reloading a paintball marker cost 4 Combat points that provokes attacks of opportunity. Unlike most non-ballistic weapons, a Paintball marker can be used to make double-tap attacks, at the normal Combat Point cost for a firearm.

Table: Paintball Marker Weapon Caliber Critical Damage Range Rate of Magazine Size Weight Wealth Restriction Type Fire size Point Cost Tippman .68 PB — Special 40 ft. Semi Int: 200 Large 48 oz. 20 None 98 Custom Tippman .68 PB — Special 20 ft. Semi 7: 1 WP Small 18 oz. 15 None TPX Box

Ballistic Knife A ballistic knife is a specialized combat knife with a detachable blade that can be expelled from the handle/frame as a projectile by means of a spring-operated mechanism. All Ballistic Knives come with two blades, and require 4 Combat Points to reload and provokes attacks of opportunity. When it isn't fired, it functions like a combat knife, and can be used as one. The damage listed is for when it is launched. It is limited to 2 range increments. A ballistic knife requires the Exotic Melee Weapons Proficiency feat in order to be used without a -4 attack penalty.

Table: Ballistic Knife Weapon Damage Critical Damage Range Rate of Magazine Size Weight Wealth Restriction Type Fire size Point Cost Ballistic 3d4 16-18 Piercing 20 ft. Single Int:1 Small 32 oz. 20 None Knife Slingshot A slingshot is a small handpowered weapon that uses rubber bands or tubing to fling a small projectile. The classic form consists of a Y-shaped frame held in the off hand, with two rubber strips attached to the uprights. The other ends of the strips lead back to a pocket which holds the projectile. The pocket is grasped by the off- hand and drawn back to the desired extent to provide power for the projectile. Slingshots are simple weapons, and require no feats to use, and are limited to three range increments. Ammunition for slings usually encompasses rocks, small marbles, lead and steel balls and any generally any Fine sized object. Slingshots can fire lead ball ammunition, as well as all paintball ammunition. The damage listed is for lead balls and rocks. When calculating damage, a character adds 1.5 times their power modifier. Slingshots must be used with two hands.

Table: Slingshot Weapon Damage Critical Damage Range Rate Magazine Size Weight Wealth Restriction Type of size Point Fire Cost Slingshot 1d2 16-18 Bludgeoning 25 ft. Single Int:1 Small 16 oz. 1 None

Whip Although a character doesn't fire the weapon, treat a whip as a ranged weapon with a maximum range of 15 feet and no range penalties. Because a whip can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by succeeding at a ranged touch attack. The character does not provoke an attack of opportunity when using a whip in this way. If the character is tripped during their own trip attempt, the character can drop the whip to avoid being tripped. When using a whip, a character receives a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent).

Table: Whip Weapon Damage Critical Damage Type Range Size Weight Wealth Restriction Point Cost Whip 1d2 16-18 Slashing 15 ft. Small 32 oz. 4 None

Thrown Weapons These weapons are thrown by the user, dealing damage without the use of an outside power source to use.

Throwing Knives/Stars These sleek and fast throwing stars and knives are omnipresent in classic martial arts movies and nearly synonymous with ninja. Throwing Stars and Throwing Knives require the Exotic Melee Weapons Proficiency feat in order to be used without a -4 attack penalty.

Throwing Axe A Throwing Axe is an axe that has been balanced to be hurled through the air to be thrown at a target. Classic examples of these include the Tomahawk. Throwing Axes require the Exotic Melee Weapons Proficiency feat in order to be used without a -4 attack penalty. Brick A brick weapon is any blunt improvised weapon that is fist sized and primarily thrown. These weapons are special, in the fact that they don't incur the improvised weapon penalty when thrown. Examples of this weapon are numerous, including rocks, paperweights, actual bricks, staplers, thrown bottles, and anything else that would fall under the brick definition.

Bolas Bolas are throwing weapons made of weights on the ends of interconnected cords, designed to capture animals by entangling their legs. Improvised versions of this weapon would include extension cord tied up with weights at the end. Bolas can be used to make a ranged trip attempt, and you cannot be tripped during your own trip attempt when using them. A bola is an Exotic Weapon, and requires the Exotic Melee Weapons Proficiency to used without a -4 attack penalty.

Javelin This is a light, flexible spear built for throwing, but can also be used in melee. Since it’s not designed for it, characters using it in this manner are always considered nonproficient and take a -4 penalty on their melee attack rolls.

Table: Thrown Weapons Weapon Damage Critical Damage Range Rate of Size Weight Wealth Restriction Type Fire Point Cost Brick(4) 1d4 16-18 Bludgeoning 10 ft. Single Small 16 oz. 1 None Throwing 1d3 16-18 Piercing 10 ft. Single Tiny 8 oz. 1 None Knives/Stars Throwing 1d6 16-18 Slashing 10 ft. Single Small 10 oz. 2 None Axe Bolas 1d4 16-18 Bludgeoning 10 ft. Single Medium 24 oz. 6 None Javelin 1d6 16-18 Piercing 30 ft. Single Medium 36 oz. 3 None

Ammunition Ammunition is the munitions used by ranged weapons to accomplish the ranged attack. Ranged weapons cannot function without ammunition.

Table: Misc Ammunition Type of Ammunition Wealth Point Cost Speargun spears(5) 1 CO2 Cartridges(40) 1 Taser Cartridge 2

.68 paintball Ammunition Paintball ammunition is used in paintball markers. Ammunition cost includes the propellant that paintball markers use. Pepperball Ammunition: This ammunition is paintball capsules filled with OC chemical irritant. When hit, the target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. A gas mask renders the target immune to the effects, and a wet cloth held over the eyes, nose, and mouth provides a +2 to the fortitude saving throw.

Pava Ammunition: This ammunition is paintball capsules filled with Extra strength Pava chemical irritant. When hit, the target must make a Fortitude saving throw (DC 20) or be blinded for 2d3 rounds.

Marker Ammunition: This ammunition is paintball capsules filled with a high visible, non-toxic food grade coloring. It leaves a splotch of paint on whatever it it fires at. Marker ammunition is available in various colors.

Glass Breaker Ammunition: This ammunition is a hollow ball of nylon, used to break glass at a safe distance. It deals no damage against creatures(But it does hurt and will get their attention), but will break glass easily.

Self Defense Ammunition: This ammunition is a hard rubber ball, used primarily as a self defense weapon. It does 1d3 non-lethal damage. The rounds are reusable, if collected.

Practice Ammunition: This ammunition is a soft rubber ball, and is used to practice by both paintball players and Law enforcement as well. It does no damage, but the rounds are reusable if collected. Practice ammunition is available in various colors.

Table: Paintball Ammunition Type of Wealth Rounds Restriction Ammunition Point Per box Cost Pepperball 1 20 None Pava Round 1 10 Restricted Marker 1 500 None Glass Breaker 1 100 None Self Defense 1 50 None Practice 1 100 None

Crossbow bolt heads and Arrowheads Crossbow Bolts and Arrowheads are used with bows and crossbows.

Fieldpoint head: These heads are the standard heads for arrows and crossbow bolts. They have no special rules.

Blunt head: These heads are made of plastic, and rounded. They do non-lethal damage.

Bodkin head: These heads are hardened and tapered for maximum penetration, giving a +1 to attack bonus to any armored target.

Broadhead head: These heads are wide and sharpened, for maximum damage upon impact. They do +1 damage dice of damage. Table: Bolt heads and arrowheads Type of Head Wealth point cost per 20 arrows or bolts Fieldpoint 2 Blunt 2 Bodkin 4 Broadhead 5

Lead Ball Ammunition Lead Ball Ammunition is the ammunition used in black powder firearms. It consist of a large round lead ball. They come in 200 round packs.

Table: Ball Ammunition Caliber WP Cost per 200 balls .31 Ball 1 .36 Ball 1 .44 Ball 1 .52 Ball 1 .58 Minne ball 2

Cased Ammunition Types Cased ammunition is ammunition that uses a metal case to hold all of the components of the ammunition together, normally made of brass, steel, or aluminum. A box of Cased ammunition weighs 18 oz per 50 rounds.

Full Metal Jacket (FMJ) and Lead Ammunition: This ammunition consist of either plain lead bullets, or lead bullets encased in a metal casing. This is the standard ammunition for all firearms. It has no special rules.

Jacketed Hollow-Point (JHP) and Jacketed Soft Point (JSP) Ammunition: This ammunition contains a conical cavity in the nose that “mushrooms” in a target, transferring greater kinetic energy. It provides a +2 damage bonus to unarmored targets.

Armor Piercing Ammunition: This ammunition is specifically constructed to pierce armor. It provides -1 damage dice and a +10% error range. When attacking targets that are armored or have natural armor to ballistic damage, it provides +2 Damage dice of piercing damage.

Incendiary Ammunition: This ammunition contains a compound that burns rapidly and causes fires. It provides +1 Damage dice of fire damage, and a +10% error range.

Frangible Ammunition: This ammunition is designed not to pierce solid surfaces, such as schoolhouse walls or aircraft bulkheads. It provides a -4 Damage penalty for armored targets, a +3 damage bonus to unarmored targets, and a +15% error range. Any object with a hardness of 2 or greater immediately defeats this ammunition.

Non-Lethal Ammunition: This ammunition consists of powdered chalk compacted into a bullet. It deals Non- lethal damage only. Match Grade Ammunition: This ammunition is of high quality, used for competition targeting and precision sniping. It provides a +3 attack bonus , but only when used with a match barrel.

Tracer Ammunition: This ammunition leaves a string of light when it's fired, allowing for correcting when firing multiple shots. It provides a +1 attack bonus for all multi-shot attack rolls.

Blank Ammunition: This ammunition lacks any projectile, simply creating a loud bang and a muzzle flash. It does no damage, and provides a 50% error range.

Shell Ammunition Types Shell ammunition is ammunition that uses a plastic, brass or paper shell to hold all of the components of the ammunition together. A Box of shell ammunition weights 32 oz per 25 shells.

00 Buckshot Ammunition: This ammunition consists of .33 inch caliber heavy lead balls fired simultaneously from a single shell. It has no special rules.

Birdshot Ammunition: This ammunition is similar in design to buckshot, except that the pellets are much smaller and more numerous. Different sizes of shot provide different bonuses and penalties.

#9 Birdshot shot: This shot provides a +3 attack bonus and -3 Damage dice.

#6 Birdshot shot: This shot provides a +2 attack bonus and -2 Damage dice.

#3 Birdshot shot: This shot provides a +1 attack bonus and -1 Damage dice.

Non-Lethal Ammunition: This ammunition consists of eight rubber balls, a single large “beanbag,” or rock salt. It deals Non-lethal damage only, and provides a 25% error range, regardless of the type of shot.

Rubber ball shot: This shot provides no special rules

Beanbag shot: This shot provides a -2 attack penalty and +2 damage dice.

Rock salt shot: This shot provides a +1 attack bonus and -3 damage dice.

Slug Ammunition: This ammunition consists of a single massive cylinder of lead. It provides a -2 attack penalty, and +2 damage dice.

Saboted Slug Ammunition: This ammunition increases a shotgun’s range. This ammunition multiples a shotgun’s range increment by 1.5 rounded up to the nearest 5 ft, and provides a +1 damage die.

Frangible Ammunition: This ammunition is designed not to pierce solid surfaces, such as schoolhouse walls or aircraft bulkheads. It provides a +20% error range, regardless of the type of shot. Any object with a hardness of 2 or greater immediately defeats this ammunition. It comes in Various Shot Configurations, including 00 Buckshot, #3 Birdshot, and #6 Birdshot

#6 Birdshot shot: This shot provides a +2 attack bonus, a -12 Damage Penalty to armored targets, and a +1 damage bonus to unarmored targets.

#3 Birdshot shot: This shot provides a +1 attack bonus, a -9 Damage Penalty to armored targets, and a +3 damage bonus to unarmored targets. 00 Buckshot shot: This shot provides a -6 Damage Penalty to armored targets, and a +6 damage bonus to unarmored targets. Blank Shell Ammunition: This ammunition lacks any projectile, simply creating a loud bang and a muzzle flash. It does no damage, and provides a 40% error range.

Breaching Ammunition: This ammunition is specially made for the purposes of door breaching. These shells contain a metallic powder that disperses on contact. When fired at an object, it ignores 10 points of hardness, and provides -2 damage dice. They also have a max range of 20 feet. It provides a +30% error range.

Flechette Ammunition: This ammunition is a bundle of flechette darts packed into a shell. When fired, the fletchettes rip and shred their target. It does piercing damage, instead of ballistic, and provides a +30% error range.

Tracer Ammunition: This ammunition leaves a string of light when it's fired, allowing for correcting when firing multiple shots. It provides a +1 attack bonus for all multi-shot attack rolls.

Marker Ammunition: This ammunition is a homemade round, replacing the shot with a highly visible, non- toxic, light refracting powder, that allows targets to be marked for future identification. It does no damage, and is limited to 1 range increment. It provides a +60% error range. Explosive Ammunition: This ammunition is a small shotgun grenade, working like a smaller grenade launcher grenade. When fired at an object, it ignores 6 points of hardness. It provides a -1 attack penalty, and -1 damage dice, but all damage dealt is concussion and fire damage, with a burst radius of 5 ft. from the target, and provides a +45% error range.

OC Shell: A OC gas shell is a shell that consists of tightly packed irritant powder in a shell. It shoots a 5-foot- wide, 20-foot-long line of OC powder that causes all those caught in the blast to make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds No attack roll is necessary. A gas mask renders the target immune to the effects, and a wet cloth held over the eyes, nose ,and mouth provides a +2 to the fortitude saving throw. It provides a +50% error range.

Flamethrower Ammunition: This ammunition consist of tightly packed magnesium powder in a shell. It shoots a 5-foot-wide, 20-foot-long line of flame that deals 2d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. It provides a +50% error range.

Flare Ammunition: This ammunition is a flare that illuminates a 30 foot radius as if lit by daylight for 7 rounds. When used as a signal, a flare round may be spotted at a distance of 3 miles with a successful Perception check, whichever appropriate (DC 20 during the day, or 15 at night). A flare may also be used as a weapon, having a range of 30 feet maximum, and doing 2d4 fire damage. Anyone shot with a flare round must make a Reflex save (DC18) or be caught on fire. A flare shell can also ignite flammable material and fluids. This weapon provides a +45% error range.

Taser Ammunition: This ammunition is a miniaturized taser unit, packed into a shell. On impact, the shell release a powerful electrical current. On a successful hit, the shell deals 1d3 electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. The Target also is dealt 1 dice damage of non-lethal damage.

Strung Buck Ammunition: This ammunition consist of two heavy lead balls with a steel cable in between the two. It Provides a +4 damage bonus, a -2 attack penalty, and +25% error range. Table: Cased Ammunition Prices Caliber Type Wealth Rounds Restrictions Point Per box Cost .25 ACP FMJ/Lead 1 50 None JHP/JSP 1 50 None Frangible 1 10 None Match Grade 1 25 None Blank 1 100 None .22 LR FMJ/Lead 1 500 None JHP/JSP 1 400 None Match Grade 1 50 None Tracer 1 60 None Blank 1 200 None .17 HMR FMJ/Lead 1 100 None JHP/JSP 1 100 None Blank 1 200 None .32 ACP FMJ/Lead 1 50 None JHP/JSP 1 50 None Frangible 1 10 None Match Grade 1 25 None Tracer 1 15 None Blank 1 100 None .380 ACP/9x17mm Kurz FMJ/Lead 1 50 None JHP/JSP 1 25 None Armor 1 4 Military and Police Piercing Frangible 1 10 None Match Grade 1 20 None Tracer 1 10 None Blank 1 100 None 9x18mm PM FMJ/Lead 1 50 None JHP/JSP 1 25 None Armor 1 4 Military and Police Piercing Frangible 1 10 None Match Grade 1 15 None Tracer 1 10 None Blank 1 100 None .22 WMR FMJ/Lead 1 100 None JHP/JSP 1 100 None Match Grade 1 50 None Blank 1 100 None 5.7x28mm FN FMJ/Lead 1 50 None JHP/JSP 1 50 None Armor 1 5 Military and Police Piercing Match Grade 1 5 None Tracer 1 5 None Blank 1 50 None 4.6x30mm HK FMJ/Lead 1 20 Restricted JHP/JSP 1 20 Restricted .38 Super FMJ/Lead 1 25 None JHP/JSP 1 25 None .38 Special FMJ/Lead 1 50 None JHP/JSP 1 25 None Frangible 1 10 None Tracer 1 10 None Blank 1 100 None .40 S&W FMJ/Lead 1 50 None JHP/JSP 1 50 None Non-Lethal 1 6 None Frangible 1 12 None Incendiary 1 5 Military and Police Match Grade 1 15 None Tracer 1 20 None Blank 1 100 None 9x19mm FMJ/Lead 1 100 None JHP/JSP 1 50 None Frangible 1 12 None Incendiary 1 10 Military and Police Non-Lethal 1 6 None Match Grade 1 25 None Tracer 1 10 None Blank 1 200 None .17 Remington FMJ/Lead 1 20 None JHP/JSP 1 20 None Blank 1 50 None .45 ACP FMJ/Lead 1 50 None JHP/JSP 1 50 None Frangible 1 50 None Non-Lethal 1 6 None Match Grade 1 25 None Tracer 1 20 None Blank 1 100 None .45 Long Colt FMJ/Lead 1 25 None JHP/JSP 1 25 None Frangible 1 6 None Non-Lethal 1 12 None Blank 1 50 None .45 GAP FMJ/Lead 1 50 None JHP/JSP 1 25 None Frangible 1 8 None Blank 1 100 None 10mm Auto FMJ/Lead 1 50 None JHP/JSP 1 20 None Frangible 1 12 None Match Grade 1 10 None Blank 1 100 None .357 SIG FMJ/Lead 1 50 None JHP/JSP 1 40 None Tracer 1 20 None Match Grade 1 10 None Blank 1 100 None .357 Magnum FMJ/Lead 1 50 None JHP/JSP 1 20 None Frangible 1 12 None Match Grade 1 10 None Tracer 1 10 None Blank 1 100 None .44 Magnum FMJ/Lead 1 50 None JHP/JSP 1 50 None Frangible 1 12 None Tracer 1 6 None Blank 1 100 None .454 Casull FMJ/Lead 1 20 None JHP/JSP 1 20 None Blank 1 50 None .50 Action Express FMJ/Lead 1 10 None JHP/JSP 1 10 None Frangible 1 5 None Tracer 1 5 None Blank 1 50 None 5.45x39mm/.21 Russian FMJ/Lead 1 50 None JHP/JSP 1 50 None Tracer 1 40 None Blank 1 100 None 9x39mm FMJ/Lead 1 40 None Armor 1 25 Military and Police Piercing 5.8x42mm Chinese FMJ/Lead 1 25 Restricted JHP/JSP 1 25 Restricted .223 Remington/5.56x45mm NATO FMJ/Lead 1 50 None JHP/JSP 1 50 None Frangible 1 20 None Incendiary 1 5 Military and Police Armor 1 50 Military and Police Piercing Match Grade 1 15 None Tracer 1 40 None Blank 1 100 None 7.62x39mm M43/.30 Russian FMJ/Lead 1 100 None JHP/JSP 1 100 None Frangible 1 3 None Incendiary 1 50 Military and Police Armor 1 50 Military and Police Piercing Tracer 1 30 None Blank 1 150 None 7.62x54mmR FMJ/Lead 1 60 None JHP/JSP 1 40 None Incendiary 1 5 Military and Police Armor 1 20 Military and Police Piercing Tracer 1 30 None Blank 1 100 None .243 Winchester FMJ/Lead 1 10 None .308 Winchester/7.62x51mm NATO FMJ/Lead 1 20 None JHP/JSP 1 20 None Frangible 1 6 None Match Grade 1 20 None Tracer 1 30 None Blank 1 40 None .30-06 Springfield FMJ/Lead 1 20 None JHP/JSP 1 20 None Frangible 1 6 None Incendiary 1 5 Military and Police Match Grade 1 10 None Tracer 1 15 None Blank 1 30 None .300 Winchester Magnum FMJ/Lead 1 20 None JHP/JSP 1 15 None Frangible 1 6 None Match Grade 1 15 None Blank 1 40 None .338 Lapua Magnum FMJ/Lead 1 5 None JHP/JSP 1 5 None .50 BMG/12.7x99mm FMJ/Lead 1 3 None JHP/JSP 1 3 None Incendiary 1 2 Military and Police Frangible 1 6 None Armor 1 2 None Piercing Match Grade 1 1 None

Table: Shell Ammunition Prices Caliber Type Wealth Rounds Restrictions Point Per box Cost .410 Gauge 00 Buckshot 1 25 None #6 Birdshot 1 40 None #3 Birdshot 1 20 None Non Lethal Rock Salt 1 50 None Slug 1 10 None Marker 1 25 None Frangible 00 Buckshot 1 10 None Frangible #3 Birdshot 1 20 None Saboted Slug 1 25 None Blank Shell 1 20 None 20 Gauge 00 Buckshot 1 30 None #9 Birdshot 1 100 None #6 Birdshot 1 100 None #3 Birdshot 1 100 None Non Lethal Rock Salt 1 150 None Slug 1 20 None Marker 1 25 None Saboted Slug 1 10 None Blank Shell 1 20 None 12 Gauge 00 Buckshot 1 25 None #9 Birdshot 1 100 None #6 Birdshot 1 100 None #3 Birdshot 1 100 None Non-Lethal Beanbag 1 5 None Non-Lethal Rubber 1 20 None Ball Non-Lethal Rock Salt 1 200 None Slug 1 20 None OC Shell 1 10 Restricted Saboted Slug 1 10 None Blank Shell 1 20 None Tracer 1 10 None Taser 1 5 Restricted Frangible 00 Buckshot 1 5 None Frangible #3 Birdshot 1 10 None Frangible #6 Birdshot 1 10 None Breaching 1 5 None Marker 1 25 None Explosive 4 1 Military and Police Flamethrower 2 3 None Flare 1 3 None Strung Buck 1 4 None 10 Gauge 00 Buckshot 1 12 None #9 Birdshot 1 20 None #6 Birdshot 1 20 None #3 Birdshot 1 20 None Slug 1 10 None

Stripper Clips Stripper clips are used to keep ammunition together, in order to facilitate faster reloading for magazines, or for firearms with internal magazines.

Table: Stripper Clips Caliber Capacity Clips per 1 Restrictions Wealth Point .223 Rem 10 40 None 5x56x45mm .308 Win 5 20 None 7.62x51mm .308 Win 10 40 None 7.62x51mm .30-06 Springfield 5 10 None .30-06 Springfield 8 5 None (M1 Garand) 7.62x39mm 10 40 None 7.62x54mmR 5 20 None .303 British 5 15 None 7.63x25mm 8 20 None Mauser/7.62x25mm Tokarev 8x57mm Mauser 5 20 None 7.63mm Mannlicher 8 10 None 7.7x58mm Arisaka 5 20 None 6.5x50mm Arisaka 5 15 None

Grenade Ammunition Types

Fragmentation Grenade: This is the most common type of launched grenade. It uses a small explosive charge to fling shards of metal in all directions.

High Explosive(HE) Grenade: These grenades are packed with a shaped charge, that when impacted, destroy armored targets and buildings. A HE grenade ignores 15 points of hardness.

High Explosive Dual Purpose(HEDP) Grenade: These grenades are a combination of the High Explosive, and the Fragmentation Grenade, allowing for use on armored targets, or soft targets. A HEDP ignores 10 points of Hardness.

Tear Gas Grenade: These grenades are used to disperse crowds and smoke out hostage takers. When the grenade is shot, a tear gas grenade fills the four squares around it with tear gas. On the following round, it fills all squares within 10 feet, and on the third round it fills all squares within 15 feet. Any target caught in the cloud of tear gas must make a fortitude saving throw(DC15) or be blinded and stunned for 2d4 rounds. A gas mask renders the target immune to the effects, and a wet cloth held over the eyes, nose ,and mouth provides a +2 to the fortitude saving throw.

Smoke Grenade: These grenades create smoke to signal or to conceal. When the grenade strikes a hard surface, it first burst and fills all squares within 10 feet with smoke. On the following round, it fills all squares within 15 feet, and on the third round it fills all squares within 20 feet. The smoke obscures all sight, including the dark- vision ability granted by night vision goggles. Anyone within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can’t use sight to locate the target). It disperses after 10 rounds. Smoke grenades are available in several colors, including white, red, yellow, green, blue, orange and purple. Beehive Grenade: These grenades fire a bundle of fletchette darts that rip and shred their target. It does 8d6 with a range increment of 20 feet, and has the same reductions as shotguns. This grenade must be used against a specific target, and does not incur the bludgeoning damage or the attack penalty when firing a grenade at a target.

Foam Slug Grenade: These grenades consists of a large foam slug, used when non-lethal force is necessary. It deals 4d6 non-lethal damage. This grenade must be used against a specific target, and does not incur the bludgeoning damage or the attack penalty when firing a grenade at a target.

Buckshot Grenade: These grenades fire a bundle of buckshot rounds, that penetrate the target, turning the grenade launcher into a large shotgun. It deals 3d10 damage with a range of 25 feet, and has the same reductions as shotguns. This grenade must be used against a specific target, and does not incur the bludgeoning damage or the attack penalty when firing a grenade at a target.

Flare Grenade: These grenades illuminates a 60 foot radius as if lit by daylight for 10 rounds. When used as a signal, a flare round may be spotted at a distance of 5 miles with a successful Perception check, whichever appropriate (DC 20 during the day, or 15 at night). A flare round may also be used as a weapon, having a range of 60 feet maximum, and doing 2d4 fire damage. Anyone shot with a flare round must make a Reflex save (DC18) or be caught on fire. A flare round can also ignite flammable material and fluids. This grenade does not incur the bludgeoning damage or the attack penalty when firing a grenade at a target.

Table: Grenade Ammunition Grenade Type Damage Damage Type Blast Range Size Weight WP Restriction Radius Increments Cost Fragmentation 5d6 Slashing 15 ft. N/a Tiny 16 oz. 6 Military and Police High 10d6 Concussion/Fire 10 ft. N/a Tiny 16 oz. 10 Military Explosive and Police

High 7d6 Slashing/Fire 15 ft. N/a Tiny 16 oz. 8 Military Explosive Dual and Police Purpose Tear Gas Special Special Special N/a Tiny 16 oz. 5 Military and Police Smoke N/a N/a Special N/a Tiny 12 oz. 2 Licensed Beehive 8d6 Slashing N/a 20 ft. Tiny 16 oz. 8 Military and Police Foam Slug 4d4 Bludgeoning N/a N/a Tiny 8 oz. 9 Military Nonlethal and Police Buckshot 3d10 Ballistic N/a 25 ft. Tiny 15 oz. 4 Military and Police Flare 2d4 Fire N/a 60 ft. Max Tiny 16 oz. 1 Licensed Mortar Ammunition Types

High Explosive(HE) Mortar: These mortars are packed with a shaped charge, that when impacted, destroy armored targets and buildings. A HE shell ignores 35 points of hardness.

Smoke Mortar: These Mortars create smoke to signal or to conceal. When the mortar strikes a hard surface, it first burst and fills all squares within 20 feet with smoke. On the following round, it fills all squares within 25 feet, and on the third round it fills all squares within 30 feet. The smoke obscures all sight, including the dark- vision ability granted by night vision goggles. Anyone within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can’t use sight to locate the target). It disperses after 10 rounds. Smoke mortars are available in several colors, including white, red, yellow, green, blue, orange and purple.

Table: Mortar Ammunition Mortar Type Damage Damage Type Blast Range Size Weight WP Restriction Radius Increments Cost High 20d6 Concussion/Fire 30 ft. N/a Small 32 oz. 100 Military Explosive and Police

Smoke N/a N/a Special N/a Small 32 oz. 80 Military and Police

Ranged Weapon Upgrades

Ranged weapons can be customized with plenty of upgrades, weather for form, or fashion. There are 4 locations where an upgrade may be placed. The Optic mount, the Tactical mount, the Barrel, and the Frame. Each ranged weapon listed has a certain amount of mounts, and some upgrades can only be performed on certain types of weapons. A character can only benefit from ranged weapon upgrades, if they are proficient in the ranged weapon the upgrade is performed on.

The Optic mount: The optic mount is a mount that can accept lasers, flashlights, and Optics. A ranged weapon can have no more than one upgrade per optic point.

The Tactical Mount: The tactical mount is a system of rails that can accept lasers, flashlights, bipods, and secondary weapons such as under-barrel shotguns or grenade launchers. A ranged weapon can have no more than one upgrade per tactical point.

The Barrel: The barrel can be modified to accept suppressors, muzzle brakes, bayonet lugs or be upgraded itself. A ranged weapon can have no more than three upgrades per barrel at one time.

The Frame: The frame is the large part of the ranged weapon, which holds and can accept extra rails, different grips and stocks, slings, holds the modified internal workings, and customize the styling of the weapon. A ranged weapon can have no more than four upgrades on it's frame at one time. Barrel Upgrades

Extended Barrel(Barrel): This longer replacement barrel increases accuracy but adds weight and makes the weapon more noticeable. The firearm’s range increment increases by 10 ft. but the Perception DCs to detect it decrease by 2. This upgrade also increases the weapon's weight by 5% (Multiply by 1.05, rounded up to the nearest 2 oz.. )

Heavy Barrel(Barrel): This replacement barrel increases a rifle’s range increment by 20% (Multiply by 1.20, rounded to the nearest 5 ft.), and increases its weight by 15% (Multiply by 1.15, rounded up to the nearest 1 oz ). Only Rifles and Machine Guns may use this upgrade.

Ported Barrel(Barrel): This replacement barrel has large grooves or holes in the upper side of its tip, through which muzzle blast is vented. A ported barrel provides a +1 equipment bonus on all multi-shot attack rolls. If a barrel is threaded, it cannot be ported.

Threaded Barrel(Barrel): This replacement barrel is machined with screw threads on its tip, granting the firearm a threaded barrel. A Threaded barrel may accept only one accessory on the barrel at a time. If a barrel is ported, it cannot be threaded. Only Rifles, Handguns, and SMGs may use this upgrade

Match Barrel(Barrel): This replacement barrel is machined to tight specifications and tolerance for the tightest shots and accuracy. A Match barrel provides a +3 to attack rolls, but only when used with match grade ammunition. Only Rifles, Handguns, SMGs, and Machine Guns may use this upgrade

Straight Barrel(Barrel): This replacement barrel is the standard smooth barrel for a shotgun. When using the Straight barrel, a shotgun's range penalty applies to both it's attack and damage, but it does not take the ranged attack penalty when attacking an adjacent opponent. Only Shotguns may use this upgrade.

Slug Barrel(Barrel): This replacement barrel is machined with rifling, made specifically for slug ammunition in shotguns. The firearm gains a +2 attack bonus when using slugs or saboted slugs, but takes a -4 penalty to attack rolls when using any other type of ammunition. Also, when using the slug barrel with slug or saboted slug ammunition, the range increments for the shotgun only affect the attack roll, not the damage roll. Only Shotguns may use this upgrade.

Choked Barrel(Barrel):This replacement barrel is choked, allowing for better spread patterns when using birdshot. The firearm gains a +2 to attack rolls when using birdshot ammunition, but can not use any other type of shell. If any other type of shell is used in the shotgun, the barrel is completely destroyed, and the user takes 2d8 slashing damage. Only Shotguns may use this upgrade.

Shortened Barrel(Barrel): This replacement barrel is a shortened version of the original barrel, made for a handgun. The firearm gains a +2 to conceal, but but decreases the handgun's range increment by 40%(Multiply by .60, rounded to the nearest 5 ft.). The weapon is also unable to take any other barrel upgrades, and all other barrel upgrades are removed. Only Handguns may use this upgrade.

Bayonet Lug(Barrel): This upgrade installs a bayonet mount, which can be used to attach a bayonet to fight. Attaching or removing the bayonet requires 10 Combat Points. Only Rifles and Shotguns may use this upgrade.

Muzzle Brake(Barrel): This accessory attaches to the tip of a firearm’s barrel, providing a +3 to attack on all multi-shot attack rolls. The barrel must be threaded in order to use the Muzzle Brake. It may be removed for 10 Combat Points. Suppressor(Barrel):A suppressor is a device attached to or part of the barrel of a firearm to reduce the amount of noise and flash generated by firing the weapon. When the suppressor is attached, each perception check made to hear this weapon firing suffers a -10 penalty. This penalty increases to -15 if subsonic ammunition is used. Suppressors are rated by how many damage dice a caliber has, and by any modifications that the ammunition makes to those dice damage. A suppressor's level must meet or exceed the amount of damage dice it is rated for in order to suppress the firearm successfully. (For example, a level 2 suppressor can suppress 9x19mm, which uses 2d6, and .22 LR, which uses 1d4.)

Optics and Sights Upgrades

Optic Mount(Frame): The firearm gains an optic upgrade location if it does not have one. A firearm can have no more than one Optic Mount.

Advanced Combat Sight(Optics): This accessory combines the benefits of a red dot sight and a 3× telescopic sight. When using this sight, a character does not suffer the -4 penalty for the first range increment, as would be on the normal 3x telescopic sight, and they only must spend 3 combat points to acquire their target.

Adjustable Telescopic Sight(Optics): This accessory is an adjustable telescopic sight, allowing for multiple magnification levels in a single sight. It is purchasable in a variety of different magnifications. Switching between magnification levels cost 12 Combat Points.

Day/Night Sight(Optics): This accessory combines the benefits of a night vision sight and a telescopic sight. Switching between night vision and daytime modes cost 12 Combat Points.

Red Dot Sight(Optics): This accessory projects an illuminated red dot onto a piece of glass or plastic, superimposing it over the shooter’s field of vision as he looks through the sight. It visually resembles a laser sight to the shooter, but no actual dot is projected downrange. A red dot sight grants a +1 to all attack rolls made within the weapon's first 5 range increments.

Telescopic Sight(Optics): A telescopic sight is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use at close range. The Telescopic sight increases the range increment for a ranged weapon. However, to use a scope a character must spend 6 Combat Points acquiring their target. If the character changes targets or otherwise lose sight of the target, they must reacquire the target to gain the benefit of the scope. Also, any character attempting to attack a target within the weapon's first range increment suffers a -4 penalty to their attack roll, but the second range increment at a +0 bonus. Shotguns, machine-pistols, bows, crossbows, and handguns do not gain the benefit of using any telescopic sight stronger than 3x, SMG's do not gain the benefit of using any telescopic sight stronger than 6x, and carbine rifles do not gain the benefit from using any telescopic sight stronger than 9x.

• 1.5x-3x: Multiply range increment by 1.25 (Rounded up to the nearest 5ft) • 3.1x-6x: Multiply range increment by 1.5 (Rounded up to the nearest 5ft) • 6.1x-9x: Multiply range increment by 1.75 (Rounded up to the nearest 5ft) • 9.1x-12x: Multiply range increment by 2 (Rounded up to the nearest 5ft) • 12.1x-15x: Multiply range increment by 2.25 (Rounded up to the nearest 5ft) • 15.1x-18x: Multiply range increment by 2.5 (Rounded up to the nearest 5ft) • 18.1x-21x: Multiply range increment by 2.75 (Rounded up to the nearest 5ft) • 21.1x+: Multiply range increment by 3 (Rounded up to the nearest 5ft) Thermal Sight(Optics): This accessory literally “sees heat.” It negates all vision penalties for darkness and smoke with regard to people, creatures, and objects warmer than the surrounding scenery , but only when looking at sources of heat — ambient or otherwise — between 60°F and 120°F(outside this range, everything appears cold blue or white hot). Further, a thermal sight cannot register warmth through heat-shielded scenery or through any scenery over 2 inches thick. Finally, if the accessory is purchased with magnification, it operates like an equivalent telescopic sight.

Night Vision Sight(Optics): Night vision optics amplify existing low levels of visible and near-infrared light and convert them to a monochrome visual image. In twilight or brighter lighting conditions, a night vision sight is useless as the electronics shut down to prevent damage. So long as at least Dim light is available, this accessory negates the vision penalties applied by low ambient light except ’None‘. The accessory can be purchased with magnification, operating like an equivalent telescopic sight.

Standard Laser Sight(Optics/Tactical) : This accessory projects a visible-frequency laser beam, usually red, parallel to the weapon’s barrel. It grants a +1 to all single shot attack rolls and a +2 to all potshot attack rolls made against any target within 40 ft. A laser sight can also be purchased in blue, green, or purple, but these cost the original wealth point cost + 3.

Infrared Laser Sight(Optics/Tactical): This accessory operates like a standard laser sight but projects an infrared dot that cannot be seen by the naked eye, visible only with night-vision equipment. It grants a +1 to all single shot and potshot attack rolls made against any target within 120 ft.

Multi-Mode Laser Sight(Optics/Tactical): This accessory combines a standard laser sight and an IR laser sight in one housing. Switching between modes requires 2 Combat Points.

Ghost Ring Sight(Optics): This accessory is a tube ranging from 3–6 cm long, with the post mounted at the inside end of the tube, or a ring on the optics mount still utilizing the standard end sight. It reduces the range increment of the weapon by 25%(Multiply by .75, rounded to the nearest 5ft), but grants a +2 to all attack rolls made within the weapon's first 4 range increments.

Ergonomics and Aesthetic Upgrades

Custom Grip(Frame): The weapon’s grip is fitted to a mold of the wielder’s hand, granting him a +1 to all attack rolls made with the weapon. Anyone else who tries to use the weapon suffers a -2 attack penalty to their attack rolls. Only Handguns may use this upgrade Grip Sight(Frame): This upgrade is a laser sight built into the grip of the weapon, forgoing the extra bulk of a normal laser sight, but at a higher cost. It grants a +1 to all single shot attack rolls made against any target within 40 ft. A grip sight can also be purchased in blue, green, or purple, but these cost the original wealth point cost + 6. Only Handguns may use this upgrade

Detailing(Frame): This upgrade gives the weapon an engraved or a precious metal inlay, granting its wielder a +1 bonus to all Presence checks while the target has line of sight to it. This upgrade also increases the weapon's worth by 75%(Multiply the weapon's wealth point cost by 1.75, rounded up to the nearest full point) The weapon loses this quality if it suffers any damage. (though it may be restored by repairing it with a successful Craft(Mechanical) check). Finish(Frame): This upgrade changes the finish to either blued(A dark finish), chrome(A shiny, light finish), Camouflage(Woodland, Desert, or Winter), or Rainbow(Any color not black, chrome or camo pattern). To change the finish of the gun to a Camouflage color, it cost the original wealth point cost of the upgrade + 6. When used in the appropriate setting, Camouflage gives a +1 to all stealth checks for all large and larger firearms. Changing the finish does not use any upgrade points.

Bipod(Tactical/Frame) : A bipod gives a weapon additional stability and, under the right circumstances, improves aim. To use a bipod, a character must be able to place it on a solid surface at roughly shoulder height. The most common method of using a bipod is to fire from the prone position, so that the user's shoulder, like the weapon and the bipod, is close to the ground. However, a weapon with a bipod can be used from a crouched or even standing position if the bipod is set on a wall or table. Only Large or larger weapons can benefit from a bipod. A bipod used with a Large weapon grants the user a +1 bonus on all attack rolls. Any Huge or larger weapon must be used with a bipod or other type of mount. Because the bipod or mount is a necessary and standard part of such a weapon’s support, it does not grant the +1 bonus on attack rolls that a bipod provides when it is used with a Large weapon. Most bipods can be folded up for ease of transport. Deploying a folded bipod cost 1 Combat Point.

Ergonomic Stock(Frame): This upgrade is usually seen on sniper rifles and competition shotguns. It requires precise measurements of the intended wielder’s upper body(Which takes 1d4 days to acquire) to ensure that the gun perfectly matches his shooting posture. It grants the intended wielder a +3 bonus with all single shot attack rolls made using the firearm, as well as decreases the Combat Point cost to perform a single shot attack by 1. Anyone else who tries to use the weapon suffers a -4 equipment penalty with his attack checks. When a medium or smaller weapon is upgraded with a stock, it's size rating increases to large. A weapon can only have one stock upgrade at one time. Only Rifles, SMGs, Machine Pistols, Shotguns, and Machine Guns may use this upgrade.

Fixed Stock(Frame): This upgrade gives the weapon a fixed stock that increases accuracy and while allowing the stock to be used as a secondary weapon. It grants a +1 to all multi-shot attacks and decreases the Combat Point cost to perform a single shot attack by 1. When a medium or smaller weapon is upgraded with a stock, it's size rating increases to large. A weapon can only have one stock upgrade at one time. Only Rifles, SMGs, Machine Pistols, Shotguns, and Machine Guns may use this upgrade.

Pistol Grip(Frame):This upgrade removes the stock and gives the weapon a pistol like grip that allows the weapon to be more concealable, but at a loss of accuracy. It grants a +3 to Stealth Checks to hide it and imparts a -3 penalty to attack rolls, but takes no penalties when fighting an adjacent enemy. A pistol grip may not be used to rifle butt. This upgrade is considered a stock upgrade, and a weapon can only have one stock upgrade at one time. Only Rifles, SMGs, Shotguns, and Machine Guns may use this upgrade.

Folding Stock(Frame): This upgrade gives the weapon a collapsible stock that increases accuracy while allowing the stock to be folded up for quick carry. When the stock is extended, it gives a +1 to all multi-shot attacks and decreases the Combat Point cost to perform a single shot attack by 1. A folding stock may not be used to rifle butt. When it is folded, it grants a +1 to Stealth checks to hide it, and the weapon's size rating goes back to it's normal size rating. When a medium or smaller weapon is upgraded with a stock, it's size rating increases to large. A weapon can only have one stock upgrade at one time. Only Rifles, SMGs, Machine Pistols, Shotguns, and Machine Guns may use this upgrade. Synthetic Stock(Frame): This upgrade gives the weapon a synthetic stock that increases accuracy while saving on weight. It grants a +1 attack bonus to all multi-shot attacks, decreases the Combat Point cost to perform a single shot attack by 2, and it's weight decreases by 30%(multiply by .70). A synthetic stock may not be used to rifle butt. When a medium or smaller weapon is upgraded with a stock, it's size rating increases to large. A weapon can only have one stock upgrade at one time. Only Rifles, SMGs, Machine Pistols, Shotguns, and Machine Guns may use this upgrade.

Buffer Stock(Frame): This upgrade gives the weapon a stock with a recoil tube spring, which allows for severely reduced recoil, when firing multiple rounds. It grants a +3 attack bonus to all multi-shot attacks. A buffer stock may not be used to rifle butt. When a medium or smaller weapon is upgraded with a stock, it's size rating increases to large. A weapon can only have one stock upgrade at one time. Only Rifles, SMGs, Machine Pistols, Shotguns, and Machine Guns may use this upgrade. Bumpfire Stock(Frame): This upgrade gives the weapon a stock that recesses back as the user fires, which allows for more control while bumpfiring. It grants a +4 to all bumpfire attack rolls, but a -2 penalty to all single shot and double tap attack rolls. A bumpfire stock may not be used to rifle butt. When a medium or smaller weapon is upgraded with a stock, it's size rating increases to large. A weapon can only have one stock upgrade at one time. Only Rifles, Machine pistols, and Shotguns may use this upgrade.

Detachable Stock(Frame):This upgrade gives the weapon a stock that may be removed from weapon. When attached, it gives a +1 to all multi-shot attacks and decreases the Combat Point cost to perform a single shot attack by 1. A detachable stock may only be attached to the weapon it was designed for. When attached to a weapon, it always increases the size rating of the weapon by one size category. A detachable stock may not be used to rifle butt. Attaching or removing a detachable stock cost 6 Combat Points. When a medium or smaller weapon is upgraded with a stock, it's size rating increases to large. A weapon can only have one stock upgrade at one time. Only handguns and machine pistols may use this upgrade.

Buttpad: This upgrade adds a soft padding to the butt of a stock of a weapon, to give increased recoil control. This upgrade gives a +1 attack bonus when Double-tapping, Slamfiring, or Burst-firing. A buttpad can only be attached to a stock, and if the stock is removed, the buttpad is as well.

Firing Mode Upgrades

Full Auto Modification(Frame): This upgrade allows the weapon to fire in Full Auto mode, but because the weapon was not originally engineered to take the stress of automatic fire, the weapon's error range increases by 20%, and the weapon loses the ability to fire in single shot mode. This upgrade is also highly illegal without proper licenses, and may cause an investigation if the police hear of the weapon’s conversion.

Full Auto Upgrade(Frame):This upgrade allows the weapon to fire in Full Auto mode, fitting it with parts designed to take the stress of automatic fire, as well as retaining the ability to fire in single shot mode or burst fire mode. This upgrade is also highly illegal without proper licenses, and may cause an investigation if the police hear of the weapon’s conversion.

Burst Fire Upgrade(Frame):This upgrade allows the weapon to fire in three or two round burst fire mode, fitting it with parts designed to take the stress of automatic fire, as well as retaining the ability to fire in single shot mode or full auto mode. This upgrade is also highly illegal without proper licenses, and may cause an investigation if the police hear of the weapon’s conversion.

Slam Fire Modification(Frame):This upgrade removes the trigger disconnect of a pump action firearm, allowing the weapon to fire in slam fire mode, as well as increasing the weapon's error range by 15%. Single Action Modification(Frame): This upgrade turns a Semi-automatic revolver into a single action only revolver, granting a +1 to all fanning attacks, but removing the ability to perform double tap attacks. Only Revolvers may use this upgrade.

Internal Upgrades

Precision Upgrade(Frame): These upgrades improve the weapon's accuracy by competitive degrees. Each upgrade has the following effects.

• If the weapon has an error range from manufacturing or modification, it becomes mastercraft +1 firearm • If the weapon doesn't have an error range from manufacturing or modification , it becomes a mastercraft +2 firearm • If the weapon is considered mastercraft +1 or +2 , it becomes a grandmastercraft +3 firearm

Clockwork Action(Frame): This upgrade completely tears down and examines the gun’s inner workings, reconditioning and replacing any parts as necessary, and treating the weapon for durability and resilience. The weapon's error range is removed for the error range due to the manufacture or modification of the weapon.

Sawed-Off(Frame and Barrel): A shotgun may be cut down to one of the following 4 lengths. • Combat Cut (20-18.5 in.): The weapon’s range increment decreases by 5 ft. and it does not take the ranged penalty when fighting an adjacent opponent. • Coach Gun (6-12 in.): The weapon’s range increment decreases by 10 ft. and it gains a +2 to Stealth checks to hide it. • Down to the Nub (6 in. — standard minimum): The weapon’s range increment decreases by half(rounded down, minimum 10 ft.), its size becomes medium, its weight decreases by 40% (Multiply by .60, rounded down), and it gains a -2 penalty to attack rolls. If a shotgun is a semi-automatic or pump action with an internal magazine, it's capacity decreases by 50%(Multiply by .50, rounded down). Only Semi-Automatic, Pump action, Single or Doublefire shotguns may use this upgrade. • Nebraska (less than 6 in. of barrel and a pistol grip):The weapon's range increment decreases to 5 ft., its size becomes small, its weight decreases by 60% (Multiply by .40, rounded down), and it gains a -4 penalty to attack rolls. Only shotguns with single or doublefire may use this upgrade.

Tightened Drawstring(Frame): This upgrade makes the drawstring of a bow stronger, giving it more damaging power. When calculating damage for the upgraded bow, use the character's strength power modifier * 2. Only bows may accept this upgrade.

Tactical Upgrades

Extra Rail(Frame): The firearm gains 1 additional tactical rail upgrade location. No firearm may possess more than 4 tactical rail locations.

Taser Mount(Tactical): This accessory is M26 Taser that attaches to the bottom rail of a rifle's tactical rail, much like a grenade launcher, and is used similarly to one. It may be attached, or removed with 12 Combat Points. Only Rifles and SMGs may use this upgrade.

Master Key System(Tactical):This accessory is a shortened Remington 870 Express shotgun, that attaches to the bottom rail of a rifle's tactical rail, much like a grenade launcher. It may be attached, or removed with 12 Combat Points. The masterkey has an internal magazine of 3, a range increment of 20 ft, uses 12 Gauge shells and does not gain error range due to ammunition. Only Rifles and SMGs may use this upgrade. Patrol Sling(Frame): This item allows the wielder to hang a weapon from his shoulder, allowing him the use of his hands without setting it down. The weapon is considered holstered, when hanging off of the wielder's shoulder. Only Shotguns, Rifles, SMGs, and Machine Guns may use this upgrade.

Shotgun Sling(Frame): This item works just as a patrol sling does, but also holds 15 shotgun shells as well, which are considered ready. Only Shotguns may use this upgrade. Using a shotgun sling negates the necessity to reach into a pack to retrieve ammunition. Tactical Sling(Frame): This item holds a firearm across the wearer’s body, keeping its grip within a foot of his normal hand position. The wielder is always considered armed with the weapon, but it cannot be concealed. Only Shotguns, Rifles, SMGs, and Machine Guns may use this upgrade.

Shotshell Holder(Frame/Tactical): This accessory mounts on the frame or tactical mount of a shotgun, to hold shells for quick use. It can hold up to 6 shells of it's caliber.

Secure-Clip(Frame): A Secure-Clip is a metal clip mounted on the frame of a handgun, allowing for Mexican carry without worrying about the firearm falling out from rough movement. While using a Secure-Clip, a character does not have to roll a reflex save to catch their firearm while Mexican carrying it. Only Small or smaller firearms may use this upgrade.

Cartridge Holder(Frame/Tactical): This accessory mounts on the frame or tactical mount of a Rifle, Carbine, or SMG, to hold cartridges for quick use. It can hold up to 10 cartridges of it's caliber.

Tactical Flashlight(Tactical/Optics): This accessory projects light out to 20 ft. in front of the firearm. Switching the light on or off cost 1 Combat Point. It can also be purchased with infrared, or ultraviolet modes, at +5 to the Wealth Point cost per extra mode.

Vertical Foregrip(Frame/Tactical): This accessory offers a shooter more leverage than a standard rifle or SMG foregrip. It grants a +1 to all multi-shot attacks. Only Rifles, Shotguns, SMGs, Machine Pistols, and Machine guns may use this upgrade.

Ammunition Upgrades

Overpressure : This ammunition upgrade loads the ammunition to a higher internal pressure than standard for the ammunition of it's caliber. It provides a +6 damage bonus and a +20% error range, but if a firearm jams from the error range, it explodes, causing 1d6 slashing damage, and completely destroys the firearm. This affects all firearms, including revolvers, unless otherwise noted. Any cased ammunition may be over-pressured.

Subsonic : This ammunition upgrade loads the ammunition with a reduced propellant charge so that the bullets do not exceed the speed of sound. It provides -5 damage penalty , a -15 penalty to the Perception check to hear this weapon when used with a suppressor, and a +25% error range. Any cased ammunition may be Subsonic.

Linked: This ammunition upgrade links ammunition to be fired by weapons that used linked ammunition. Any Cased ammo may be linked. The price listed is for 100 rounds of any ammunition.

Silver: This ammunition upgrade recast the bullet or coats the arrowhead with a layer of alchemical silver, or replaces the shot with silver pellets or a silver slug, which may affect certain creatures, and provoke folklore. Table: Firearms Upgrades Upgrade Available for Location Wealth Point Time Weight Restrictions Cost Barrel Upgrades Extended Any Firearm Barrel 15 1 hour See Text None Barrel Heavy Barrel Any Rifle or Barrel 8 1 hour See Text None Machine Gun Ported Barrel Any Firearm Barrel 3 2 hours N/a None Threaded Any Rifle, Barrel 10 1 hour N/a Restricted Barrel Handgun, Machine Pistol, or SMG Match Barrel Any Handgun Barrel 20 1 day N/a None Rifle, SMG or Machine Gun Straight Any Shotgun Barrel 4 30 minutes N/a None Barrel Slug Barrel Any Shotgun Barrel 5 30 minutes N/a None Choked Any Shotgun Barrel 5 30 minutes N/a None Barrel Shortened Any Handgun Barrel 3 15 minutes N/a None Barrel or Machine Pistol Bayonet Lug Any Rifle or Barrel 1 2 hours N/a None Shotgun Muzzle Brake Any Firearm Barrel 12 12 Combat 16 oz. None Points Suppressor Any Rifle, Barrel 7 per level 12 Combat 16 oz. Restricted SMG, Machine Points Pistol, Machine Gun, Shotgun, or non-cylinder handgun. Optics and Sight Upgrades Optic Mount Any Firearm Frame 2 30 minutes N/a None Advanced Any Ranged Optics 50 30 minutes 24 oz. None Combat Sight Weapon Adjustable Any Ranged Optics 10 per 30 minutes 32 oz None Telescopic Weapon magnification Sight category Day/Night Any Ranged Optics 30 minutes Sight Weapon 1.5x-3x 150 32 oz. None 3.1x-6x 200 32 oz. None 6.1x-9x 250 32 oz. None Red Dot Any Ranged Optics 12 30 minutes 14 oz. None Sight Weapon Telescopic Any Ranged Optics 30 minutes Sight Weapon 1.5x-3x 4 14 oz. None 3.1x-6x 8 16 oz. None 6.1x-9x 12 18 oz. None 9.1x-12x 16 20 oz. None 12.1x-15x 20 22 oz. None 15.5x-18x 24 24 oz. None 18.5x-21x 28 26 oz. None 21.1x+ 32 28 oz. None Thermal Any Ranged Optics 30 Minutes Sight Weapon None 240 48 oz. None 1.5x-3x 320 64 oz. None Night Vision Any Ranged Optics 30 minutes Sight Weapon None 100 32 oz. None 1.5x-3x 150 34 oz. None 3.1x-6x 200 36 oz. None Standard Any Ranged Optics 3 30 minutes 2 oz. None Laser Sight Weapon Tactical

Infrared Any Ranged Optics 28 30 minutes 8 oz. None Laser Sight Weapon Tactical Multi-Mode Any Ranged Optics 32 30 minutes 10 oz. None Laser Sight Weapon Tactical

Ghost Ring Any Ranged Optics 4 20 minutes 3 oz. None Sight Weapon Ergonomics and Aesthetic Upgrades Custom Grip Any Handgun Frame 12 8 hours N/a None Grip Sight Any Handgun Frame 10 20 Minutes N/a None Detailing Any Ranged Frame 70% of the 1 week N/a None Weapon weapon's cost Finish Any Ranged Frame 5 4 hours N/a None Weapon Bipod Any Medium Frame 6 25 minutes 32 oz. None or larger Tactical 2 5 minutes ranged weapon Ergonomic Any Rifle, Frame 50 3 days N/a None Stock Shotgun, Machine Pistol, or SMG Fixed Stock Any Rifle, Frame 3 30 minutes 32 oz. None Shotgun, SMG, Machine Pistol, or Machine Gun Pistol Grip Any Rifle, Frame 1 30 minutes 8 oz. None Shotgun, SMG , or Machine Gun Folding Stock Any Rifle, Frame 6 30 minutes 32 oz. None Shotgun, SMG, Machine Pistol, or Machine Gun Synthetic Any Rifle, Frame 13 30 minutes 16 oz. None Stock Shotgun, SMG, Machine Pistol, or Machine Gun Buffer Stock Any Rifle, Frame 20 30 minutes 32 oz. None Shotgun, SMG, Machine Pistol, or Machine Gun

Bumpfire Any Rifle, Frame 17 30 Minutes 32 oz. None Stock Shotgun, or Machine Pistol Detachable Any Handgun Frame 5 1 day 18 oz. Restricted Stock or Machine Pistol Buttpad Any Weapon Frame 6 5 minutes N/a None with a stock Firing Mode Upgrades Full Auto Any Semi- Frame 30 2 days N/a Illegal Modification Full Auto Any Semi- Frame 60 4 days N/a Military and Upgrade automatic Police Firearm

Burst Fire Any Semi- Frame 55 4 days N/a Military and Upgrade Automatic or Police Fully Automatic Firearm Slamfire Any Pump Frame 35 3 days N/a None Upgrade Action Firearm Single Action Any semi- Frame 45 4 days N/a None Modification Automatic Cylinder Firearm Internal Upgrades Precision Any Ranged Frame 25 2 weeks N/a None Upgrade Weapon Clockwork Any Firearm Frame 17 2 days N/a None Action Sawed-off Shotguns Frame None 5 minutes N/a Restricted (See text) Tightened Bows Frame 4 5 minutes N/a None Drawstring Tactical Upgrades Extra Rail Any Firearm Frame 2 2 hours N/a None

Taser Mount Any Rifle or Tactical 18 12 Combat 14 oz. Restricted SMG Points Masterkey Any Rifle or Tactical 15 12 Combat 50 oz. Restricted System SMG Points Patrol Sling Any Rifle, Frame 1 5 minutes 5 oz. None Shotgun, SMG/Carbine or Machine Gun Shotgun Any Shotgun Frame 3 5 minutes 10 oz. None Sling

Secure-Clip Any Small or Frame 2 25 minutes 1 oz. None Smaller Firearm

Tactical Sling Any Rifle, Frame 4 5 minutes 8 oz. None Shotgun, SMG/Carbine or Machine Gun Shotshell Any Shotgun Frame 4 10 minutes 3 oz. None Holder Tactical 1 Cartridge Any Rifle Frame 4 10 minutes 3 oz. None Holder Tactical 1 Tactical Any Ranged Optics 1 5 minutes 9 oz. None Flashlight Weapon Tactical Vertical Any Medium Frame 5 5 minutes 8 oz. None Foregrip or larger Tactical 2 10 minutes Firearm. Table: Ammunition Upgrade Type Available for Wealth Point Time Restrictions Cost Overpressure Any Cased Ammunition 1 per 4 bullets 10 Minutes None per bullet Subsonic Any Cased Ammunition 1 per 10 10 Minutes None bullets per bullet Linked Any Cased Ammunition 2 per 100 30 Minutes None bullets

Silver Any Ammunition 1 per 6 bullets 20 Minutes None 1 per 2 shells per bullet or 1 per 10 shell arrows or 5 minutes per crossbow bolts arrow or crossbow bolt Thrown Weapons

Explosives and Splash Weapons These weapons explode or burst, dealing damage to creatures or objects within an area.

Blast Radius The Blast Radius shows the range of squares that an explosive destroys. A 5 foot blast radius affects a single 5 foot square, while a 10 foot blast radius affects every adjacent square to where the explosives were planted or detonated.

Wounding Radius for Explosives Explosives often reach out past their original blast radius, and still are effective. This is called the wounding radius. The wound radius of any explosive is is one square outside of the blast radius per 10 feet. Any target caught in the wounding radius, must make a Fortitude saving throw(DC16 + 1 per 10 feet of blast radius) or be knocked prone, and a Reflex saving throw(DC15 + 1 per 10 feet of blast radius), or take full damage. If the character passes the Reflex saving throw, they take half of the damage of explosive. Only explosives that cause damage can have a wounding radius.

Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons. All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade cost no Combat Points) Others require timers or other devices to set them off.

Grenades Grenades come in all different types , usually triggered by pulling the pin and releasing the spoon, which starts the fuse. All Grenades take a full combat round in order to detonate, unless noted otherwise.

Concussion Grenade: These grenades rely on their explosive power to inflict injury. Any target caught in the blast must make a Fortitude saving throw(DC17) or be knocked prone.

Fragmentation Grenade: This is the most common style of hand grenade. It uses a small explosive charge to fling shards of metal in all directions. Any target caught in the blast must make a Fortitude saving throw(DC15) or be knocked prone.

Defensive Grenade: These grenades are used for defensive purposes, as they have rather large blast radius for grenades, barely as far as one can accurately throw them. They are more suited to making traps, than being thrown. Any target caught in the blast must make a Fortitude saving throw(DC15) or be knocked prone.

Smoke Grenade: These hand grenades create smoke to signal or to conceal. When the grenade is thrown, a smoke grenade first has a burst radius of 10 feet. On the following round, it fills all squares within 15 feet, and on the third round it fills all squares within 20 feet. The smoke obscures all sight, including the dark-vision ability granted by night vision goggles. Anyone within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can’t use sight to locate the target). It disperses after 10 rounds. Smoke grenades are available in several colors, including white, red, yellow, green, blue, orange and purple.

Stun Grenade: Also known as flash bangs, these grenades create a loud flash and bang when they are released. Any target caught in the blast must make a Will saving throw(DC16) or be blinded for 1d6 rounds, and a fortitude saving throw(DC16) to avoid being deafened for 1d6 rounds. Sting Grenade: These hand grenades are based on the design of the fragmentation grenade but instead of using a metal casing to produce shrapnel, they use small rubber balls.

Tear gas Grenade: These hand grenades are used to disperse crowds and smoke out hostage takers. When the grenade is thrown, a tear gas grenade fills the four squares around it with tear gas. On the following round, it fills all squares within 10 feet, and on the third round it fills all squares within 15 feet. Any target caught in the cloud of tear gas must make a fortitude saving throw every round they spend in the tear gas(DC15 + 1 per round staying in the gas) or be blinded and stunned for 2d4 rounds. A gas mask renders the target immune to the effects, and a wet cloth held over the eyes, nose, and mouth provides a +2 to the fortitude saving throw.

Thermite Grenade: This grenade has no blasting charge or explosive capability. It is used to destroy rugged equipment, often reducing it to useless slag with it's intensive heat. It burns in a single 5ft square.

White Phosphorous Grenade: This grenade employs a small explosive charge to disperse burning phosphorus particles in all directions. It can be devastatingly effective against people, having a gruesome tendency to cling to human flesh. Any target that takes damage from a White Phosphorus grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.

Anti-Armor Grenade: This Grenade employs a shaped charge in order to defeat armor. It detonates on contact with any hard surface, and ignores up to 10 points of hardness.

Pipe Bomb: This homemade device is usually assembled with a quantity of black powder and metal fragments inside a metal pipe. Pipe bombs can be extremely dangerous to build.

Propane Bomb: This is a homemade explosive device consisting of a widely available propane fuel bottle duct- taped to a highway flare.

Molotov Cocktail: This homemade explosive device is common on the street, consisting of a glass bottle filled with a flammable liquid(Usually Gasoline), and an oily rag for a wick. It shatters when it hits a hard surface, spraying flaming gasoline over the immediate area. Anyone hit with a Molotov cocktail takes 1d6 slashing damage, as well as any applicable fire damage.

Breakable Beaker: A breakable beaker is a breakable glass beaker and capped off with a rubber stopper or wood cork, that can be filled with any volatile liquid. The damage is based on what kind of liquid is put into the beaker. It shatters when it hits a hard surface, spraying volatile chemicals over the immediate area.

Table: Grenades Name Damage Demolitions Damage Burst Range Size Weight WP Restriction DC type Radius Cost Concussion 4d6 N/a Concussion 15 ft. 10 ft. Tiny 16 oz. 3 Military Grenade and Police

Fragmentation 5d6 N/a Slashing 10 ft. 10 ft. Tiny 16 oz. 2 Military Grenade and Police Defensive 3d4 N/a Slashing 15 ft. 10 ft. Tiny 16 oz. 1 Military Grenade and Police Smoke N/a N/a N/a Special 10 ft. Tiny 16 oz. 1 None Grenade(2) Stun Grenade N/a N/a Special 20 ft. 10 ft. Tiny 16 oz. 4 Military and Police Sting Grenade 4d6 N/a Bludgeoning 10 ft. 10 ft. Tiny 16 oz. 3 Restricted Tear Gas Special N/a Special Special 10 ft. Tiny 16 oz. 3 Military Grenade and Police

Thermite 8d6 N/a Fire N/a 10 ft. Tiny 16 oz. 6 Military Grenade and Police White 4d6 N/a Fire 10 ft. 10 ft. Tiny 16 oz. 12 Military Phosphorous and Police Grenade Anti-Armor 6d6 N/a Concussion/ 5 ft. 10 ft. Tiny 24 oz. 16 Military Grenade Fire and Police Pipe Bomb 4d8 15 Slashing 10 ft. 10 ft. Small 32 oz. 2 Illegal Propane Bomb 5d4 12 Fire 10 ft. 10 ft. Small 40 oz. 1 Illegal Molotov 1d6 10 Fire 10 ft. 10 ft. Small 16 oz. 1 Illegal Cocktail(4) Breakable See Text N/a See Text 10 ft. 10 ft. Small 8 oz. 1 None Beaker(6)

Pre-made Charges Pre-made charges are complete products with a detonator and explosive material, ready to be used.

Breaching Charge: This is a shaped charge consisting of 8 oz. of plastic explosive and an electrical detonator in an adhesive frame. It can ignore hardness up to 10

Satchel Charge: This is a canvas bag containing 1 lbs. of plastic explosive and a time detonator.

Anti-Tank Mine: This is a shaped charge with a pressure detonator set by default to 400 lbs. It is designed to disable armored vehicles by wrecking their treads. Anti-tank mines can ignore hardness up to 20

Bouncing Betty Mine: This is an anti-personnel mine that includes a tripwire detonator. When triggered, this mine springs 4 ft. in the air before exploding, spraying its fragmented contents over the unfortunates who stumbled over it.

Directional Mine: This is commonly called a “claymore” mine (after the name of the American version). It consists of a curved steel backing plate, a layer of plastic explosive, and several hundred ball bearings. Its folding “feet” are dug into the ground, or it can be stood up anywhere, and when it goes off — either by remote using its electric blasting cap or by the included tripwire detonator — it sprays the ball bearings in one direction, leaving the anyone to its sides or rear unscathed. It fires in a 30 foot cone.

Fire Jar: A fire jar is essentially the mine version of a Molotov Cocktail. It is set behind doors, or set with trip wires so when it is tipped on it's side, it burst into flames and ignites a large area with burning gasoline. Table: Premade Charges Name Damage Demolition Damage Blast Range Size Weight WP Restriction s DC Type Radius Cost Breaching 3d10 N/a Concussion 5 ft. 10 ft. Small 32 oz. 4 Military Charge and Police Satchel 7d10 N/a Concussion 5 ft. 10 ft. Mediu 80 oz. 15 Military Charge m and Police Anti-Tank 6d10 N/a Concussion 5 ft. N/a Large 20 lb 20 Military Mine and Police

Bouncing 5d4 N/a Slashing 5 ft. N/a Small 128 oz. 6 Military Betty Mine and Police Directional 3d12 N/a Slashing 30 ft. N/a Small 32 oz. 6 Military Mine Cone and Police Fire Jar 1d6 N/a Fire 10 ft. N/a Small 16 oz. 1 Illegal

Raw Explosive Materials Raw Explosives may be used to create a bomb. In order to make a bomb, a detonator and a unit of the raw explosive materials are required. Constructing a bomb requires a demolitions check. The weight listed is the smallest unit available to be effective. When calculating the increase in burst radius and damage for multiple units, the new larger burst radius takes twice as much material as the old smaller burst radius, and the damage increases per unit used. (For example, to increase the burst radius of thermite from 5 feet to 10 feet, it requires an additional 16 oz. of thermite, but to increase it from 10 feet to 15 feet, it would require an additional 32 oz. Of thermite, for a total of 64 oz., and the damage for 64 oz. of thermite would be 32d6.)

ANFO: ANFO is short for “Ammonium Nitrate and Fuel Oil,” the most common commercial explosive in use today for large-scale demolitions work (such as mining). This is the explosive of choice for rural terrorists due to the widespread availability of ammonium nitrate in farm fertilizer. ANFO may be mixed in solid or liquid (“ANFO slurry”) form.

Black Powder/Gunpowder: This was the first commercial explosive. It consists of sulfur, charcoal, and saltpeter in a roughly 12/13/75 mixture.

Dynamite: Dynamite is nitroglycerin absorbed into porous clay.

Semtex/C4:Plastic explosive is stable and flexible, with the consistency of modeling clay. It is created by mixing a high-yield TNT derivative with wax or other plasticizes, and most commonly packaged in 4, 8 and 16 oz. blocks

Nitroglycerin: This is a highly unstable combination of glycol with nitric and sulfuric acids. Even the slightest bump can set it off while in liquid form.

Thermite: This powdered mixture of iron oxide and aluminum is technically an incendiary rather than an explosive, burning at over 5,400° F.

TNT: This is one of the first stable military explosives ever made. It is commonly packaged in 4, 8, and 16 oz. blocks. Table: Raw Explosive Material Name Damage Demolitions Damage type Burst Size Weight WP Restriction DC Radius Cost ANFO 5d6 18 Concussion 20 ft. Huge 50 lb. 2 Illegal Black Powder 1d8 12 Concussion 5 ft. Small 8 oz. 1 None /Gunpowder Semtex/C4 3d10 15 Concussion 10 ft. Small 4 oz. 1 Military and Police Dynamite 2d12 10 Concussion 10 ft. Small 8 oz. 3 Restricted Nitroglycerin 6d6 10 Concussion 5 ft. Small 4 oz. 3 Illegal

Thermite 8d6 13 Fire 5 ft. Small 16 oz. 12 Military and Police TNT 3d6 15 Concussion 5 ft. Small 4 oz. 3 Restricted

Detonators Detonators are used to trigger an explosive device, either through chemical, mechanical, or electrical means.

Dual Mode Detonator: This detonator functions as a pressure and tripwire detonator.

Fuse Detonator: Fuses burn at 1 turn per two inches and are marked every two inches for hasty measuring. This is a waterproof fuse, which will burn in water. The entry listed is for 5 feet of fuse.

Pressure Detonator: This detonator is typically used in land mines. It is pre-set to detonate a non-electric blasting cap when subjected to a specific weight. This detonator can also be set to detonate when the set weight is removed.

Radio Detonator: This detonator is triggered by a coded radio signal on a set frequency.

Timer Detonator: This detonator may be set for up to 60 hours in 1-second increments.

Tripwire Detonator: This detonator may be attached to up to 3 taut hair-thin wires, each up to 50 ft. long. It is triggered by any pressure over 2 lbs. This detonator can also be set to detonate when the set weight is remove.

Detonating ("Det") Cord: This flexible explosive consists of PETN (pentaerythritol tetranitrate) encased in flexible 1/4-inch plastic cord. It is commonly used to trigger other explosives and may be woven like rope, supporting up to 175 lbs. The entry listed is for 25 feet. Table: Detonators Name Size Weight WP cost Restriction

Dual Mode Small 8 oz. 5 Military and Police Fuse Tiny 4 oz. 1 Military and Police

Pressure Small 8 oz. 2 Military and Police Radio Tiny 16 oz. 4 Military and Police Timer Tiny 8 oz. 2 Military and Police Tripwire Small 16 oz. 1 Military and Police Detonating Small 32 oz. 6 Military and Police Cord Armor

Armor comes in three different types: Impromptu, Concealable, and Tactical

Impromptu armor includes items that provide protection even though they were not designed for that purpose, such as leather biker’s jackets and football pads.

Concealable armor is modern body armor designed to fit underneath regular clothing. It can be worn for extended periods of time without fatiguing the wearer. Concealable armor can also be worn under Impromptu or Tactical armor.

Tactical armor is modern body armor that fits over clothing and can’t be easily concealed. Its weight and bulk make it impractical to wear all the time, and it’s generally only donned when a specific dangerous confrontation is likely. Because it’s worn over clothing in tactical situations, tactical armor often has pockets, clips, and MOLLE attachment points for carrying weapons, grenades, ammunition, flashlights, first aid kits, and other items.

Equipment Bonus The Equipment bonus is the bonus to Defense a character gets if they are proficient in the armor.

Maximum Agility Bonus The maximum Agility Bonus you can apply toward your defense, when wearing the armor.

Armor Penalty This penalty applies to the following skills if the character isn't proficient in the worn armor: Acrobatics, Athletics, Craft(All), Demolitions, Disable Device, Drive, Perform, Pilot, Ride and Stealth . If a character is proficient in the armor, the penalty only applies to Athletics, Acrobatics, and Stealth

Combat Point Loss How much the armor slows a character down, when wearing it. The character has to spend this amount of Combat Points from their Combat Point pool before they can move.

Wealth Point Cost How much the armor cost.

Damage Reduction This is represented on how much damage the armor negates, and what type of damage is compatible

Armor Points and Protection

Armor points are a representation of how much damage armor can take. When armor protects a character from damage using it's damage reduction, it subtracts the damage done from its AP score. Armor points are only subtracted to applicable damage.(Example: Only Slashing damage will affect the Armor Score of a Motorcycle Jacket ) Armor can be repaired at 1 WP per Armor point.

Armor only protects against certain types of damage. If a character is attacked and his armor does not cover the certain type of damage, the Damage Reduction for the armor does not apply, and they take damage to their hit points. Light Armor

Light Football pads: This suit of armor is worn by professional and amateur players alike, and includes shoulder, leg, and arm pads. This armor protects against bludgeoning damage. This type is normally worn by Running backs and Quarterbacks, sacrificing extra armor for range of motion.

Motorcycle Jacket: This is the bare minimum for the modern motorcyclist, consisting of leather gloves and a leather motorcycle jacket. This armor protects against slashing damage.

Light Undercover Shirt: Designed for deep undercover work where the user must not appear to be armed or armored, this garment consist of a t-shirt with a band of Kevlar sewn in around the torso. This armor protects against ballistic damage.

Flak Vest: A Flak vest is a light vest worn by aircraft personnel to protect against flak cannons, but can also be used to protect against grenades. It protects against slashing damage.

Low-Profile Armor: This set of body armor is visually indistinguishable from a common vest, sweater, pullover, suit coat, or jacket. It is often used by employees of corporations, particularly those employed as security or bodyguard personnel. This armor protects against ballistic damage.

Under Cover Vest: Covering a larger area of the torso, this vest provides better protection than the light undercover shirt and Low-Profile Armor but it’s also more easily noticed. It’s best used when the armor should remain unseen but the wearer doesn’t expect to face much scrutiny, granting a +2 bonus to stealth checks to hide the armor.

Turnout Coat: This fireman's coat is made of a thick, flame resistant and waterproof material. Protects against piercing, slashing, and fire damage.

Special Notes: This clothing cannot catch fire.

Corrections Vest: This armor is designed for use in prisons, where firearms are less of a threat than improvised melee weapons. This armor protects against slashing and piercing damage.

MOLLE vest: This tactical gear is covered in MOLLE, which allows different accessories to be mounted on to the user's specifications. It does not protect against any type of damage. This Armor has 12 MOLLE slots.

Plastron: Fencers wear this quilted canvas armor, which protects the torso, arms, and groin against parries, thrust, and swipes from foils, epee's and sabers. This armor protects against piercing and slashing damage.

Medium Armor

Concealable Vest: This standard Kevlar vest is worn by most law enforcement officers under their uniform shirts. It grants a +4 to stealth checks against noticing the armor. This armor protects against ballistic and slashing damage.

Motorcycle Armor: This suit of modern armor is worn by motorcyclist to protect from falls. It includes the gloves and a motorcycle jacket. This armor protects against bludgeoning and slashing damage. Light Duty Vest: A lightweight tactical vest with Kevlar designed for extend use by riot police and forces on alert for potential attack. This tactical gear is covered in MOLLE, which allows different accessories to be mounted on to the user's specifications. This armor protects against ballistic, slashing and bludgeoning damage. This armor has 5 MOLLE slots.

Tactical Vest: The standard body armor for police tactical units, this vest provides full torso protection in the toughest flexible protective materials available. This tactical gear is covered in MOLLE, which allows different accessories to be mounted on to the user's specifications. This armor protects against ballistic and slashing damage. This Armor has 6 MOLLE slots.

Heavy Football pads: This suit of armor is worn by professional and amateur players alike, and includes shoulder, leg, and arm pads. This armor protects against bludgeoning damage. This type is normally worn by linebackers, and “heavy hitter” positions, sacrificing Movement for extra padding and armor.

Heavy Armor

Red Man Suit: This heavily padded suit is used primarily for unarmed and blunt-weapon melee combat training, allowing opponents to throw full-force blows without injuring their training partners. This armor protects against bludgeoning damage.

Special Response vest: Built like the tactical vest, but incorporating groin and neck protection as well as a trauma plates over the chest and back. This tactical gear is covered in MOLLE, which allows different accessories to be mounted on to the user's specifications. This armor protects against ballistic, slashing and piercing damage. This Armor has 7 MOLLE slots.

Forced Entry Unit: This armor consist of heavy torso jacket, with trauma plates over the chest and back, neck and groin guards, arm protection, and a helmet. This tactical gear is covered in MOLLE, which allows different accessories to be mounted on to the user's specifications. This armor protects against ballistic, slashing, and piercing damage. This Armor has 8 MOLLE slots.

Crash Rescue Suit: This reflective, full-body suit is exclusive to fire departments expecting to deal with high radiant heat or savage burning liquids. It’s rated to protect against temperatures of 1500° F, with short exposure to 2000° F, and includes a hood with a reflective faceplate, mittens, and boots. A crash rescue suit contains a 30 minute air supply. This armor protects against fire damage.

Special Notes: This clothing cannot catch fire, and provides DR 25/Fire.

EOD Suit: This Armor consist of a complete anti-explosive armor setup, used by bomb disposal technicians to diffuse live bombs. It includes heavy, thick ballistic armor, as well as a see-through ballistic visor and helmet. This armor protects against concussion, piercing, and slashing damage.

Armor Plates These trauma plates can be placed in armor, by either built in, or a MOLLE attachment, to increase it's effectiveness against bullets and shells. Trauma plates are unrepairable, and must be replaced after they are used up. The price and listing are for a set of plates, that protect the center mass area, which is the back and torso. Only one set of plates may be used at a time.

Titanium Plates: These plates are made from high grade titanium, providing decent protection with the added comfort of light weight. They grant DR 4/Ballistic, Piercing, have 12 AP, weigh 48 oz., and cost 8 WP for a set. Steel Plates: These are heavy steel inserts, used for multiple rifle round hits, at the cost of weight. They grants DR 9/Ballistic, Piercing, a combat point reduction of 2, have 30 AP, weigh 88 oz., and cost 10 WP for a set.

Ceramic Plates: These are ballistic ceramic plates, built for a compromise between strength and weight. They grants DR 7/Ballistic, Piercing, a combat point reduction of 1, have 21 AP, weigh 64 oz., and cost 15 WP for a set.

Armor Upgrades

Armor can be customized to grant additional bonuses toward armor, or increase the armor rating of normal clothing.

Camouflage Patterning: This upgrade covers a piece of armor or clothing in camouflage paint or cloth, which gives a +2 to stealth when worn in the applicable setting. This upgrade cost 2 WP.

MOLLE Fitting: This upgrade fits armor or clothing with MOLLE, which allows different accessories to be mounted on to the user's specifications. It gives 2 MOLLE slots per upgrade, and cost 1 WP. Armor or clothing can have no more than 20 MOLLE slots.

Hidden Compartment Fitting: This upgrade fits armor or clothing with a hidden compartment that gives a +4 to Stealth to hide an object. An object of tiny or smaller size may be hidden in the compartment. This upgrade cost 3 WP.

Custom Fitting: This upgrade fits the armor to a specific wearer, granting the wearer +1 Maximum Agility bonus, a 50% increase in Armor Points(multiply the AP by 1.5, rounded up to the nearest armor point), and a +1 equipment bonus to Defense. This upgrade cost 100% of the armor's cost.

Table: Armor Type Equipment Damage Max Armor CP Wt. WP Armor Bonus Reduction Agi Penalty Loss Cost points Bonus Light armor MOLLE vest Tactical +0 0/None +6 -0 0 48 oz. 8 N/a Motorcycle Jacket Impromptu +0 2/Slashing +6 -0 0 32 oz. 6 10 Flak Vest Tactical +0 3/Slashing +5 -0 0 32 oz. 3 12 Light Football Impromptu +1 3/Bludgeoning +6 -0 0 80 oz. 5 15 pads Turnout Coat Impromptu +1 1/Piercing, +5 -0 0 160 oz. 10 10 Slashing 2/Fire Light Undercover Concealable +1 4/Ballistic +4 -1 0 32 oz. 13 8 shirt Under Cover Vest Concealable +1 7/Ballistic +4 -1 0 48 oz. 16 21 Low-Profile Concealable +2 6/Ballistic +4 -1 0 32 oz 18 15 Armor Corrections Vest Concealable +2 6/Slashing, +3 -2 1 64 oz. 17 18 Piercing Plastron Impromptu +2 4/Slashing, +4 -1 0 48 oz. 10 16 Piercing Medium Armor Motorcycle Impromptu +2 4/Bludgeoning, +5 -1 1 80 oz. 11 20 Armor Slashing Concealable Vest Concealable +2 8/Ballistic +3 -2 2 64 oz. 20 24 2/Slashing Light Duty Vest Tactical +3 8/Ballistic, +2 -3 2 112 oz. 30 30 Bludgeoning 3/Slashing Tactical Vest Tactical +4 9/Ballistic +2 -3 2 144 oz. 32 28 4/Slashing Heavy Football Impromptu +1 5/Bludgeoning +4 -0 1 128 oz. 5 25 pads Heavy Armor Red Man Suit Tactical +3 10/Bludgeoning +1 -5 3 192 oz. 24 50 Crash Rescue Tactical +4 25/Fire +2 -4 3 400 oz. 40 32 Suit

Special Response Tactical +5 15/Ballistic, +1 -5 3 240 oz. 45 35 Vest Piercing 6/Slashing Forced Entry Tactical +6 18/Ballistic, +0 -5 4 272 oz. 50 45 Unit Piercing, Slashing EOD Armor Tactical +4 40/Concussion, +0 -7 4 560 oz. 95 50 Piercing and Slashing

Helmets Helmets keep the most important part of most creature’s body safe: The head. When calculating the damage for a called shot to the head, use the damage reduction(If any) for the hat or helmet.

Sports Helmet: This helmet is used in various sporting events to protect the wearer's head.

Motorcycle Helmet: These helmets come in various sizes and colors, and protect the wearer from wind and small objects when moving at a fast pace, as well as when falling. Steel Combat Helmet: This helmet is a surplus helmet from wars gone by, fallen out of favor in light of new lighter, sturdier options. They can be found in thrift stores and army-navy stores alike. Ballistic Combat Helmet: This helmet is the standard helmet usually issued to combat forces in the military, that protects against shrapnel and glancing bullets.

Riot Helmet: This helmet is used by police forces when containing a disturbance or riot. It has a clear Plexiglas shield on the front that protects against thrown objects and chemical weapons.

Table: Helmets Helmet Type Type Damage Reduction Weight Wealth Armor Point Cost points Sports Helmet Impromptu 4/Bludgeoning 24 oz. 2 15 Motorcycle Impromptu 6/Bludgeoning, 30 oz. 5 12 Helmet Slashing Steel Combat Tactical 2/Ballistic, 48 oz. 2 25 Helmet Bludgeoning Ballistic Combat Tactical 5/Ballistic, 32 oz 10 20 Helmet Bludgeoning Riot Helmet Tactical 8/Bludgeoning 30 oz. 3 18

Lifestyle and Services

Housing A number of types of homes are mentioned on Table:Lifestyle and Services. The Wealth Point cost covers the down payment and financing, not the total cost of the home. (A character buying a home does not have to worry about mortgage payments)

The Small apartment is a one- or two bedroom apartment, complete with a small kitchen, and out-front parking. The large apartments are three to four bedrooms, and generally include a parking lot. The small house and condo are one- or two-bedroom homes, probably with curbside parking. The large condo and medium house are three-bedroom homes with garage or carport parking for one or two cars. The large house is a four-bedroom home with a two-car garage, while the mansion is a five- or six-bedroom home with an extra den, spacious rooms throughout, and a three-car garage. All of these homes are of typical construction; luxury appointments or avant garde design is available with a 25% increase to the Wealth point cost, rounded up.

A house grants certain luxuries, like the ability to store deluxe-sized kits and have them on call for use, as well as give the character a place to rest without paying for temporary lodging.

Location dramatically affects a home’s value. The given Wealth Point cost assumes a typical suburban location. An undesirable location, such as a bad neighborhood or a remote rural site, reduces the Wealth point cost by 10%, rounded up. A particularly good location in an upscale neighborhood or city center increases the wealth point cost by 15%, rounded up.

Renting A character(Or group of characters), can always decide to rent instead of purchase their own house, albeit at a monthly, reoccurring cost. It cost 10% of the price of the domicile a month to rent. Entertainment Wealth point cost are given for several entertainment options. They represent the purchase of a single ticket or a single session.

Transportation Airfare tickets are for a single passenger round trip. One-way tickets are available, but only reduce Wealth Point Cost by 30%, rounded up. Car rentals and lodging rates are per day.

Table : Lifestyle Items Housing Wealth Point Cost Small apartment 150 Large apartment 250 Small condo 560 Large condo 650 Small house 620 Medium house 740 Large house 800 Mansion 1000

Entertainment Wealth Point Cost Movie ticket 1 Theater ticket 2 Sporting event ticket 2 Target Practice 2 Meals Wealth Point Cost Fast food 1 Family restaurant 2 Upscale restaurant 4 Fancy restaurant 6

Transportation Wealth Point Cost Airfare Domestic, coach 6 Domestic, first class 12 International, coach 15 International, first 30 class Car rental Economy car 4 Mid-size or truck 6 Luxury 10

Lodging Wealth Point Cost Budget motel 2 Average hotel 4 Upscale hotel 10

Auto Repair Having a car repaired can be expensive; how expensive depends on the amount of damage the vehicle has suffered. The Wealth Point cost for damage repair assume the vehicle has not actually been disabled; if it has, increase the Wealth Point cost by 50%, rounded up. Repair generally takes 1 day for every 10 hit points of damage dealt, and results in the vehicle being returned to full hit points.

Vehicle Upgrades A vehicle can be upgraded with various upgrades to make them faster, more resilient to attacks, or mount weapons.

Vehicles can be upgraded in a number of slots: The Body, the Wheels, The Powertrain, and the Drivetrain.

The Body: The body of a car includes the frame, the plating, and any other superficial equipment such as the lighting, windshields, paint job, and interior. Unless otherwise noted, a vehicle can have as many body upgrades as the owner can afford.

The Wheels: The Wheels include the tires, rims and the brakes of a vehicle. Unless otherwise noted, a vehicle can have as many wheel upgrades as the owner can afford.

The Powertrain: This includes the Engine, and any auxiliary equipment hooked up to it, such as a turbocharger. Unless otherwise noted, a vehicle can have as many powertrain upgrades as the owner can afford.

The Drivetrain: This includes the transmission and the suspension. Unless otherwise noted, a vehicle can have as many drivetrain upgrades as the owner can afford.

Body Upgrades

Paint Job(Body): This upgrade gives the vehicle a brand new color, tint and hue. The car can be painted any color the character wishes.

Convertible(Body): This upgrade gives the vehicle either a hard-top or soft top convertible, allowing the top to retract or extend at the push of a button. It takes 1 round for the top to retract or extend. When the top is retracted, all characters in the vehicle have one-half cover. Only Cars, Trucks, SUVs and Vans may take this upgrade.

Service Kit(Body): This upgrade is used for Fire, EMS, and Auxiliary vehicles to change their looks to be more visible. This upgrade gives the vehicle lights and sirens, markings for the selected use. Cars receive space for a Standard Kit, and Trucks, Vans and SUVs receive space for a Deluxe Kit.

Police Kit(Body): This upgrade gives the vehicle lights and sirens, Markings(if a Marked unit), a professional radio and a spotlight. Cars, Trucks, SUVs, and Vans also receive two Long-gun mounts, capable of securely storing two large firearms in a lock(Handcuff Lock). APCs, IFVs and MBTs that take this kit have all of their weapons removed. Racing Kit(Body): This upgrade adds a spoiler, and removes all non-essential parts in the car for racing, such as the rear seats, radio and CD player, and the AC and heat. This upgrade reduces the passenger rating to 1, and reduces the weight of the vehicle by 20%.

Light Armor Kit(Body): This upgrade fits the car with bullet resistant windows, and plating under the doors. Visibly, it looks identical to an unmodified vehicle. It increases the HP of the vehicle by 10%, and the hardness by 2 points. Only Cars, Trucks, SUVs, Vans and Military and Police Vehicles may take this upgrade.

Heavy Armor Kit(Body): This upgrade fits the vehicle with heavy plating and thick, reinforced bullet resistant windows. It increases the HP of the Vehicle by 30%, the hardness by 10 points, but reduces the max speed category by 1. Only Cars, Trucks, SUVs, Vans and Military and Police Vehicles may take this upgrade.

Weapon Pintle Upgrade(Body): This upgrade fits the vehicle with a mount, that allows for a large, or larger weapon to mount onto a vehicle. When mounted, the weapon gets a +6 to all multifire attacks. Only Trucks and Vans can use this upgrade. When used on Trucks this upgrade puts the mount in the bed of the truck, and the pintle has full range of motion. When used on vans, the mount is put either at the rear doors or on the side doors, if the vehicle has one, and gains only the firing arc of the opening doors. A Vehicle can only have one Weapon Pintle Mount.

Internal Hardpoint Upgrade(Body): This upgrade fits the vehicle with an internal hardpoint that can accept a single missile, a rocket pod bay, or a large or larger weapon. These can be fired by the driver, or wired to a gunner position. If it is wired to a gunner position, remove one passenger location and add one crew location to the vehicle, and increase the cost by 25 WP. Only Cars, Trucks, Vans, SUVs, and Military and Police Vehicles May take this upgrade, and this upgrade may be taken a maximum of six times. Because of it's internal nature, it is impossible to detect when it is not in use. When taking this upgrade, a firing arc must be selected.

External Hardpoint Upgrade(Body): This upgrade fits the vehicle with external hardpoints, that can accept a single missle, a rocket pod bay, or a large or larger weapon. These can be fired by the driver, or wired to a gunner position. If it is wired to a gunner position, remove one passenger location and add one crew location to the vehicle, and increase the cost by 20 WP. This upgrade may be taken a maximum of six times. When taking this upgrade, a firing arc must be selected.

Wheel Upgrades

Standard Tires(Wheels): This upgrade is the standard, general use tires. They grant no bonuses or penalties.

Racing Tires(Wheels): This upgrade changes the standard tires for high performance racing tires, that grant a +4 Bonus to Maneuvering while on any paved roads, but grants a -3 Penalty when driving on any other kind of surface, and when driving on wilderness, the car becomes stuck immediately and can not move.

Snow and Ice Tires(Wheels): This upgrade changes the standard tires for knobby snow tires, that have metal studs in the rubber. They grant a +5 bonus to Maneuvering while on any ice or snow terrain, but grant a -5 Penalty when driving on paved roads, and a -3 Penalty when driving on any other kind of surface.

All Terrain Tires(Wheels): This upgrade changes the standard tires for off-roading tires, fitted with knobby rubber studs that dig into soft ground. When driving on wilderness, or semi-paved roads, the vehicle's speed loss due to terrain is reduced by 2 categories. Run-flat Upgrade(Wheels): This upgrade will upgrade any set of tires to their run-flat variant. Any attack or action that would cause the tires to be destroyed, and the penalties incurred from that is negated for 45 minutes. After 45 minutes, the tires are damaged as normal, and any skill checks or saving throws are then completed, if necessary.

Racing Brakes(Wheels): This upgrade replaces the standard brakes with a set of high performance racing brakes. The vehicle can reduce it's speed by two levels every round.

Powertrain Upgrades

Turbocharger Kit(Powertrain): This upgrade fits the vehicle with a turbocharger and an intercooler, which work together to increase the overall output of a vehicle's engine It increases the maximum speed category of a vehicle by 1.

Nitrous Oxide Kit(Powertrain): This upgrade fits the vehicle with a single Nitrous Oxide tank, used by racers to gain a sudden boost of speed. A driver activates the tank for 2 Combat Points, and the vehicle immediately gains two speed categories. Each tank can be activated only once before it must be refilled, spare nitrous costing 4 WP per refill. The vehicle must not be stationary in order to gain this benefit. This upgrade can be taken up to three times, each time giving an additional tank.

Drivetrain Upgrades

Standard Transmission(Drivetrain): This Transmission is the standard transmission installed in vehicles. It grants no bonuses or penalties.

Sprint Transmission(Drivetrain): This Transmission reduces the overall speed of a vehicle, but helps it get off the line faster. When using this upgrade, a vehicle can immediately go from stationary to avenue speed, but has a maximum speed of Street Speed.

Long Distance Transmission(Drivetrain): This transmission reduces the acceleration of a vehicle, but increases it's gear ratio to help increase it’s overall speed. When using this upgrade, it takes two rounds to increase to the next speed, but the maximum speed is increased by 3.

Racing Transmission(Drivetrain): This transmission is a customizable transmission, allowing for variable gear ratios. It can be set to either Sprint, Standard or Long Distance, and uses the same rules as the selected transmission.

All Wheel Drive Transmission(Drivetrain): This transmission ties all of the wheels together to increase it's traction and reduce it's loss of speed on loose and rough terrain. When driving on wilderness or semi-paved roads, the vehicle's speed loss due to terrain is reduced by 1 category.

Improved Suspension(Drivetrain): This upgrade increases the effectiveness of the suspension, making the vehicle easier to handle. It grants a +2 to Maneuver. Table: Vehicle Upgrades Upgrade Time WP Cost Body Paint Job 2 Hours 20 Convertible 4 Hours 50 Service Kit 4 Hours 20 Police Kit 3 Hours 25 Racing Kit 4 Hours 30 Light Armor Kit 6 Hours 45 Heavy Armor Kit 8 Hours 65 Weapon Pintle Upgrade 2 Hours 10 Internal Hardpoint 8 Hours 22 Upgrade External Hardpoint 3 Hours 10 Upgrade Wheels Standard Tires 20 Minutes 10 Racing Tires 20 Minutes 30 Snow and Ice Tires 20 Minutes 12 All Terrain Tires 20 Minutes 15 Run-flat Upgrade 20 Minutes 5 Racing Brakes 10 Minutes 15 Drivetrain Nitrous Oxide Kit 1 Hour 8 Turbocharger Kit 2 Hours 18 Powertrain Standard Transmission 1 Day 100 Sprint Transmission 1 Day 150 Long Distance 1 Day 150 Transmission Racing Transmission 1 Day 300 All Wheel Drive 1 Day 180 Transmission Improved Suspension 1 Day 50

Bail Bonds and Legal Services Characters jailed for crimes can seek bail. Bail is a monetary guarantee that the suspect will show up for his trial. The bail amount is set by a judge or magistrate, sometimes immediately following arrest (for minor crimes) and sometimes days later (for serious crimes). If bail is granted, a character can arrange for a bail bond, a loan that covers bail. The Wealth Point costs represent the fees associated with the loan; the bond itself is paid back to the bond agency when the hero shows up for trial. If the hero fails to show up, the agency loses the bail loan, and may send bounty hunters or other thugs after the character.

Bail amounts vary dramatically, depending on the seriousness of the crime, the suspect’s criminal history, their role in society, their family life, and other factors the judge believes indicate that the character will or will not flee (or commit other crimes) before the trial. An upstanding citizen with a good job and a family who has never before been charged with a crime gets minimal bail; a career criminal with nothing to lose receives maximum bail or may not be granted bail at all. The Wealth Point cost shown assume the suspect is viewed positively by the court. If not, increase the Wealth Point cost by as much as 25%, rounded up. Whatever the base wealth Point cost, a successful Presence check (DC 15) by the suspect reduces the purchase 10%, rounded up. Civil Crime: This crime involved civil matters, no one was threatened or hurt physically as a part of the crime.

Property Crime: The crime involved only the destruction of property; no one was attacked or seriously hurt as part of the crime.

Assault Crime: The crime involved an attack intended to capture, kill, or seriously injure the victim.

Death Crime: Someone died as a result of the crime.

Medical Services A character’s medical insurance is built into their Salary; the Wealth Point cost represent the ancillary expenses not covered, or only partly covered, by insurance. Medical services must be paid for in full regardless of whether they are successful. See the Treat Injury skill for more information on the medical services described below. In a hospital setting, the necessary treat Injury checks are always successful. The Wealth Point cost is per check.

Long-Term Care: The Wealth Point cost represents treatment for regaining hit points or ability score points more quickly than normal on a given day.

Restore Hit Points: The Wealth Point cost represents treatment for hit point damage from wounds or injuries on a given day.

Surgery: The Wealth Point cost represents the cost of a single surgical procedure.

Poison/Disease: The Wealth Point cost represents one application of treatment for a poison or disease. Table: Services Item Wealth Point Cost Auto repair 1 to 10 hp damage 10 11 to 20 hp damage 15 21 to 30 hp damage 20 30+ hp damage 35 Towing 5 Bail bonds Civil crime 15 Property crime 25 Assault crime 120 Death crime 250 Bribery Bouncer 2 Bureaucrat 25 Informant 5 Police officer 10 Legal services 15 + lawyer’s Knowledge (civics) ranks Medical services Long-term care 10 Restore hit points 12 Surgery 15 Treat poison/disease 10 + cost of antidote Vehicles Vehicles are described by a number of statistics, as shown on Table: Vehicles.

Crew: The standard number of crew. In most cases, only one person is needed to drive the vehicle; other crew members serve as gunners or copilots.

Passengers: The number of passengers (in addition to the crew) the vehicle is designed to carry. Vehicles that carry passengers can use that space to carry additional cargo when passengers aren’t present. Each unused passenger slot allows the vehicle to carry an additional 100 pounds of cargo.

Cargo Capacity: The amount of cargo the vehicle is designed to carry. Many vehicles can carry extra passengers instead of cargo, but doing so is usually a cramped, uncomfortable, and often unsafe experience for those passengers. As a rule of thumb, one additional passenger can be carried for each 200 pounds of unused cargo capacity.

Initiative: The modifier added to the driver’s or pilot’s initiative check when operating the vehicle.

Maneuver: The modifier added to any Drive or Pilot checks attempted with the vehicle.

Top Speed: The highest speed category the vehicle can reach.

Defense: The vehicle’s Defense.

Hardness: The vehicle’s hardness. Subtract this number from any damage dealt to the vehicle.

Hit Points: The vehicle’s full normal hit points.

Size: Vehicle size categories are defined differently from the size categories for weapons and other objects.

Wealth Point Cost: This is the Wealth point cost to acquire the vehicle. This number reflects the base price and doesn’t include any modifiers for purchasing the vehicle on the black market.

Restriction: The restriction rating for the vehicle, if any.

Standard Car Classifications Most new standard cars include such standard features as air conditioning, air bags, anti-lock brakes, cruise control, keyless entry, and an AM/FM radio with CD player. Luxury vehicles often also include extras such as heated side mirrors, power seats, leather upholstery, and sunroofs. In general, these luxury amenities can be added to a non-luxury car with an increase of 10% to the Wealth Point cost. It takes 4 Combat Points to Enter or Exit a car.

Unless otherwise noted, civilian cars provide three-quarters cover for their occupants (although passengers who lean out of windows or sunroofs, perhaps to fire weapons, may be reduced to one-half or even one-quarter cover). Toy Car A toy car is any kind of single passeger recreational vehicle, meant for private roads such as road tracks. It lacks any covering at all, and does not provide cover of any type for it's occupant. Includes go-karts and 4-weelers. Toy cars are a single 5ft square.

Microcar A Micro car is a tiny car, built to hold two passengers, used mostly in crowded cities. They have very little cargo space, but can fit in spaces that would be otherwise impossible for other cars. Examples include the Ford Fiesta and the Smart TwoFor. Microcars are 10 ft long and 10 ft wide.

Compact Car A compact car is a car that is not as small as a microcar, but not as big as a mid-sized car. These cars make up a large majority of vehicles on the road, hailed for their adequate passenger space, cargo room, and fuel efficency. Examples include the Ford Focus, Honda Civic, and the Toyota Carola. Compact cars are 15 ft long, and 10 ft wide.

Mid-sized Car Midsized cars are larger than compact cars, usually boasting roomy interior, advanced features such as moonrooves, and enlarged cargo space over a compact car. Examples include the Chevrolet Malibu, and the Ford Fusion. Midsized cars are 15ft long and 10 ft wide.

Entry Level Luxury Car Entry level luxury cars are cars that are the size of a mid-sized car, but have luxurious additions, such as heated seats and power seating. They also tend to have a slightly more powerful engine. Examples include the BMW 3, the Audi A4, and the Mercedes-Benz C-Class. Entry level Luxury cars are 15 ft long and 10 ft wide.

Full Size Car Full size cars are cars with a wide body, a very large, comfortable interior, with lots of cargo space. For this purpose, they are often used as police cars. Examples include the Chevrolet Impala, Ford Taurus, and the Ford Crown Victoria. Full sized cars are 20 ft long and 10 ft wide.

Full Size Luxury Car: These are roomy, comfortable towncars, often driven by car services and people wanting to make a statement. Examples of these cars include the Audi A8, BMW 7 Series, Lexus LS, and the Mercedes- Benz S Class. Full Size Luxury Cars are 20 ft long and 10 ft. wide.

Sports Car Classifications Sports cars are cars made for the sole purpose of racing; they are fast, adgile, and powerful. They also have the same ammonites as luxury cars such as heated side mirrors, power seats, and leather upholstery.

Grand Tourer Car A Grand Tourer is a luxury vehicle, capable of both long distance and high speed driving. They are usually expensive, finely tuned machines that can be driven as a normal car, or driven on a racetrack. Examples include the Maserati GranTurismo, The Porche 911 GT, the Nissan Skyline and GT-R, and the Ford GT. Grand Tourer Cars are 20 ft. long and 10 ft wide.

Supercar Supercars are even more expensive versions of Grand Tourers. They are usually marketed as limited production, elite vehicles, or are vehicles that are custom built for power and performance. Examples include the Bugatti Veyron and the Lamborghini Reventon. Supercars are 20ft long and 10 ft wide. Muscle Cars Muscle cars are the American version of a Grand Tourer, but instead of being built for performance and long distance, these cars are built for torque and drag racing, with high horsepower engines. Examples include the Dodge Challenger and Charger, the Pontiac GTO, and the Chevrolet Camaro. Muscle cars are 20 ft long and 10 ft wide.

Standard Van Classification Vans include transport and cargo vans of all types. They are encapsulated all around, and unlike pickup trucks, give cover to their cargo as well. They also have the same standard features that cars have, such as anti-lock brakes, air bags, and AM/FM radio with CD player. Unless otherwise noted, vans provide three-quarters cover to their occupants.

Multi Purpose Vehicle A Multi-purpose vehicle is a van designed for personal use, usually transporting passengers. Examples include the Ford C-Max, Chevrolet Orlando, Chrysler Town and Country, the Ford Galaxy, and the Volkswagen Touran. Multi-purpose Vehicles are 20 ft long and 10 ft wide.

Cargo Van Cargo Vans are large vans that have a large opening in the rear for tranporting cargo. In addtion to the single side door, they usually have two rear doors that can be opened. Any cargo or passengers that are in the cargo area have full cover. Examples include the Chevrolet Express 150, Ford e350 van, and the GMC Vandura. Cargo Vans are 20 ft long and 10 ft wide.

Passenger Van Passenger vans are vans used to transport large ammounts of people, usually upwards of 12 to 15, with little room for cargo. Examples include Chevrolet Express 1500 and the Ford e350 Wagon. Passenger vans are 25 ft long and 10 ft wide.

Standard Truck Classification Trucks include pickups of all types. They generally have the same features as cars. Like cars, trucks generally provide three-quarters cover to their occupants. The rear bed of a pickup truck, however, provides only one-half cover.

Mini Pickup Truck: A Mini Pickup truck is a compact pickup truck, usually used for light duty. Examples include the Toyota Hilux, the Chevrolet Montana and the Volkswagen Saveiro. Mini pickup trucks are 15 ft long and 10 ft wide.

Midsized Pickup Truck A Mid-sized Pickup Truck is a pickup truck with a larger cab than a mini pickup truck, but still has the same bed. Examples include the Ford Ranger, the Chevrolet Colorado, and the Nissan Navara. Midsized pickup trucks are 15 ft long and 10 ft wide.

Full Sized Pickup Truck Full sized pickup trucks are trucks that have a large bed and a roomy cabin, most often used for hauling large amounts of material. Examples include the Dodge Ram, the Ford F150, and the Toyota Tundra. Full Sized Pickup trucks are 20 ft long and 10 ft wide. Heavy Duty Pickup Truck Heavy Duty Trucks are large trucks made for hauling the heaviest of cargo. Examples include the Chevrolet Silverado, the Dodge Ram Heavy Duty, and the Ford Superduty. Heavy Duty Pickup Trucks are 20 ft long and 10 ft wide.

Standard SUV Classification Sport Utility vehicles are vehicles that are made for both on road and off-road work, usually possessing 4x4 Drive to tackle tough terrain. Like Trucks, they usually have the same ammenties as cars. Unless otherwise noted, they priovide their passengers with three-forths cover.

Mini SUV A Mini SUV is a small, but powerful SUV, built for compactness. It sacrifices cargo space for comfort. Examples include the Jeep Wrangler, and the ford EcoSport. Mini SUVs are 15 ft long and 10 ft wide.

Compact SUV A compact SUV is a small SUV, larger than a Mini-suv that incorporates some cargo space. Examples include the Ford Escape, the Jeep Compass, and the Chevrolet Equinox. Compact SUVs are 15 ft. long and 10 ft wide.

Mid-Sized SUV A Midsized SUV is a large SUV, complete with good cargo space and ample room for passengers. Examples include the Ford Edge, the Jeep Grand Cherokee, and the Volkswagen Touareg. Midsized SUVs are 15 ft long and 10 ft wide.

Full Sized SUV A Full sized SUV is the largest of SUVs, usually including a large amount of cargo room and passenger space. Examples include the Cadillac Escalade, Chevrolet Suburban and the Ford Explorer: Full Sized SUVs are 20 ft long and 10 ft wide.

Standard Motorcycle Classifications Unlike getting into a vehicle, mounting a motorcycle cost 1 Combat Point. Motorcycles tend to perform better than automobiles in the terms of acceleration and maneuverability, but they provide no cover to their occupants. All motorcycles are 10 ft long and 5ft wide.

Standard Motorcycle A standard bike is a general use motorcycle, with a natural posture and are often used as general purpose street bikes. They have good speed and good handling. Examples include the Suzuki GS500E and a Honda Hornet 599.

Cruiser Motorcycle These bikes are styled after American Machines from the 1930s to the 1960s, with a relaxed posture, extended handle bars, and lots of torque and power. Examples include various Harley-Davidsons, Indians and Excelsior- Hendersons.

Sport Bikes: These bikes emphasize speed, acceleration, braking and cornering on paved roads, made for racing and flash. Examples include the Kawaski Ninja and the Suzuki GSX.

Touring Bikes Touring bikes arebBikes designed for long distance riding, offer good weather and wind protecton, as well as large capacity fuel tanks and expansive luggage. Examples include the BMW R1200RT and K1600GL, and the Honda Gold Wing. Dual Sport Dual sport bikes are dirtbikes that have street legal tires, mirrors, lights and signals, horn, muffler, and fairings. These bikes are built for dual purpose and have the ability to drive off road, as well as on road with no issues. Examples include the Honda XRV series, the Yamaha XT series and the Kawasaki KLR series.

Dirtbikes Dirtbikes are off-road motorcycles used primarily for recreation, and not usually ridden on roads. They lack the necissary fairings, mirrors, or lights to be driven safely on roads, and the tires are usually knobby and built for dirt. Examples include the Yamaha YZ250F and Suzuki DRZ70

Standard Rotary Aircraft A rotary-wing aircraft is a heavier-than-air flying machine that uses lift generated by wings, called rotary wings or rotor blades, that revolve around a mast, also called helicopters.

Utility Helicopter This is a general all purpose helicopter, that has an average range, decent maneuverability, which can fulfill a various set of roles. Examples include the Bell JetRanger. It is 40 ft long and 15 ft wide.

Gunship Helicopter This is a helicopter that has a primary role of engaging ground targets. It is equipped with a 30mm autocannon, and has 4 external hardpoints that can mount rockets, missiles or guns. It is 60 ft long and 15 ft wide.

Transport Helicopter This is a large helicopter who's sole purpose is to transport a large amount of troops, cargo, or supplies from one area to another. It is 65 ft long and 15 ft wide.

Standard Fixed Wing Aircraft A fixed-wing aircraft is an aircraft capable of flight using wings that generate lift caused by the vehicle's forward airspeed and the shape of the wings.

Standard Prop Aircraft This is a standard aircraft that is powered by a single propeller. It makes up the bulk of all civilian aircraft. Examples include the Cessna 172.

Military Prop Aircraft This is an aircraft built for military specifications. It is equipped with two .50 bmg machine guns and has 5 external hardpoints that can accept, rockets, missiles or guns. Examples include the A-29 Super Tucano and the P51 Mustang

Standard Jet Aircraft: These aircraft are similar in size to prop aircraft, but instead have a jet engine, allowing them increased speed, often used for transportation.

Military Jet Aircraft: These aircraft are jet aircraft built for military specifications. They are equipped with a single heavy machine gun and have 6 external and 2 internal hardpoints for rockets, missiles or guns. Examples include the F/A-18, the F16, and the F-15. Other Vehicles A few types of vehicles don’t fit neatly into the categories covered above. Many of these (such as the armored truck and the limousine) are usually custom built, so the model name isn’t specified as it is with most other vehicles in this section. The description and stats reflect a typical model.

Moving Truck: This is a large cargo truck used to move furniture or deliver freight. Trucks of this sort are often available as rentals. It provides three-quarters cover for occupants in the cab and full cover for any in the back. It Is 25 ft long and 10 ft wide.

Bus: This is a large vehicle for transporting large amounts of people. It has a door at the front and a second door about halfway down the right-hand side or a door at the rear. This vehicle is two squares wide and eight squares long. It provides three-quarters cover for crew and passengers. It is 40 ft long and 10 ft wide.

Armored Truck: Used to transport money between businesses and financial institutions, armored trucks are designed to deter would-be thieves. The truck has three doors and firing ports that allow the crew to use their firearms without leaving the vehicle. The armored truck is two squares wide and four squares long. It provides nine-tenths cover for its occupants. It is equipped with Run-flats. It Is 20 ft long and 10 ft wide.

Military and Police Vehicles Several military and police vehicles are covered here. In addition, a number of the standard vehicles covered above are commonly seen in military and police service.

Armored Personnel Carriers Armored Personnel carriers are vehicles designed to carry troops into various conflicts and protect them from small arms fire. Some are equipped with a full turret mounted General Purpose Machinegun, while others are unarmed, usually those in police roles. APCs provide full cover for all of the occupants and the driver, and three-quarters cover for the gunner, if applicable. It takes 12 Combat Rounds to enter the driver or gunner seat of an APC and another 12 Combat Points to start it moving. It takes 4 Combat Points to Enter the passenger seat of an APC. Examples include the M113,the BMP-2 the Lenco Bearcat and the Cougar. APCs are 20 ft long and 10 ft wide.

Infantry Fighting Vehicle. Infantry Fighting vehicles are vehicles designed to carry troops into battle and support them. They differ themselves from APCs by the weaponry they carry, built for more heavy fighting. They have a 30mm cannon and a secondary machinegun, mounted on the same axis as the 30mm cannon. IFVs provide full cover for all of the occupants, the driver and the gunner. It takes 12 Combat Rounds to enter the driver or gunner seat of an IFV and another 12 Combat Points to start it moving. It takes 4 Combat Points to Enter the passenger seat of an IFV. Examples include the BMP-3 and the M1126 ICV Stryker. APCs are 20 ft long and 10 ft wide. IFVs are 25 ft long and 15 ft wide.

Main battle tank A Main battle tank is a tank that fills the heavy direct fire role and the secondary infantry and IFV support. Examples include the M1 Abrams and the T90. Main battle tanks have a Tank Gun, a General Purpose machine gun mounted on the same axis as the Tank Gun, and a secondary Machine gun of it's choice. MBTs are 40 ft long and 15 ft wide. Multi-use Vehicle A Mult-use vehicle is a vehicle that is used when armored transport is not necessary, or would cause too much attraction. This version can be configured in a variety of ways, including a two-door pickup, a four-door pickup with a short bed, and a completely enclosed, SUV-like body with a hatchback and four doors, and a Heavy Machine Gun mount on the top. This position proved one-half cover. When the MUV is configured with the machine gun, it has one less passenger, and one more additional crew. It is equipped with Run flat tires. A MUV is 20 ft long and 10 ft wide.

Other Transportation Horses A horse is a single hooved, quadrupedal mammal that has been domesticated for work and riding. There are many different breeds of horses, the one listed representing the average work horse. The cost listed includes two saddle bags, and a saddle. Unlike other vehicles, horses die if their hit points reach zero, and they can be healed using the first aid skill. Mounting a horse cost 3 Combat Points Table: Vehicles Wealth Name Crew Pass Cargo Init Maneuver Top Speed Defense Hardness Hit Points Size Point Cost Standard Car Categories Toy Car 1 0 0 lb. -3 0 Alley 12 0 25 M 12 Microcar 1 1 50 lb. -2 -1 Street 9 3 40 L 180 Compact Car 1 3 125 lb. -2 -2 Highway 8 5 45 H 200 Mid-sized Car 1 4 145 lb. -2 -2 Highway 8 5 45 H 450 Entry Level Luxury Car 1 4 190 b. -1 -2 Highway 8 5 48 H 1100 Full Size Car 1 4 225 lb. -1 -3 Highway 7 5 50 H 750 Full Size Luxury Car 1 4 235 lb. -1 -3 Highway 7 5 55 H 2000 Sports Car Categories Grand Tourer Car 1 1 50 lb. +2 0 All Out 7 3 40 H 5000 Supercar 1 1 75 lb. +1 0 All Out 7 3 55 H 8000 Muscle Car 1 1 250 lb. +1 -2 All Out 7 5 62 H 1800 Standard Van Categories Multi-purpose Van 1 7 280 lb. -1 -2 Highway 7 6 55 H 400 Cargo Van 1 1 2,800 lb. 0 -2 Highway 6 6 48 H 500 Passenger Van 1 12 250 lb. -2 -2 Street 6 6 46 G 650 Standard Truck Categories Mini Pickup Truck 1 1 1,200 lb. -1 -1 Highway 8 5 38 L 220 Mid-sized Pickup Truck 1 2 1,600 lb. -1 -2 Highway 8 5 45 H 310 Full Sized Pickup Truck 1 3 2,000 lb. -1 -2 Highway 7 5 60 H 380 Heavy Duty Pickup Truck 1 4 2,500 lb. -2 -3 Highway 7 5 70 G 420 Standard SUV Categories Mini SUV 1 3 280 lb. -1 -1 Highway 7 5 50 L 220 Compact SUV 1 4 320 lb. -1 -2 Highway 7 5 60 H 310 Mid-sized SUV 1 4 430 lb. -1 -2 Highway 6 5 70 H 380 Full Sized SUV 1 5 650 lb. -2 -3 Highway 6 5 80 G 420 Standard Motorcycle Categories Standard Bike 1 1 100 lb. +2 +2 Highway 10 2 25 M 500 Cruiser Bike 1 1 150 lb. +1 +1 Highway 9 2 45 M 700 Sport Bike 1 1 0 lb. +3 +3 All Out 10 2 26 M 725 Touring Bike 1 1 300 lb. +1 +2 Highway 8 2 28 M 800 Dual Sport 1 1 50 lb. +1 +2 Highway 10 2 25 M 650 Dirt Bike 1 0 0 lb. 0 +4 Street 11 0 19 M 250 Standard Rotary Aircraft Categories Utility Helicopter 2 3 250 lb. -3 -4 All Out 4 5 45 G 8750 Gunship Helicopter 2 0 50 lb. -2 -3 All Out 5 15 60 G 12000 Transport Helicopter 2 5 3,000 lb. -4 -4 All Out 4 5 50 G 9000 Standard Fixed Wing Aircraft Standard Prop Aircraft 2 2 150 lb. -6 0 All Out 3 5 23 C 7000 Military Prop Aircraft 1 0 0 lb. -6 0 All Out 3 12 40 C 11000 Standard Jet Aircraft 2 8 500 lb. -5 -2 All Out 2 5 25 C 150000 Military Jet Aircraft 2 0 0 lb. -5 -2 All Out 2 18 60 C 300000 Other Vehicles Moving truck 1 2 33,000 lb. -4 -4 Avenue 6 5 44 G 400 Bus 1 39 50,000 lb. -4 -4 Avenue 6 5 48 G 5000 Armored truck 2 0 3,600 lb. -2 -2 Street 8 10 36 H 520 Military and Police Vehicles Armored Personnel Carrier 2 8 250 lb. -3 -3 Street 6 20 60 H 6000 Infantry fighting Vehicle 2 8 280 lb. -4 -3 Street 6 25 65 H 12000 Main Battle Tank 4 0 50 lb. -6 -4 Avenue 2 45 80 G 100000 Multi-Use Vehicle MUV 2-Door Pickup 1 1 1,800 lb. -2 -2 Street 7 10 55 H 5000 MUV 4-Door Pickup 1 3 1000 lb. -2 -2 Street 7 10 55 H 5000 MUV SUV without Gun 1 4 250 lb. -2 -2 Street 7 10 55 H 5000 MUV SUV with Gun 2 3 100 lb. -2 -2 Street 7 10 55 H 5000 Other Transportation Horse(Animal) 1 1 100 lb. +1 +2 Cruising 12 0 25 L 250 Table: Vehicle Weapons Weapon Damage Critical Damage Range Rate of Magazine Size Weight Wealth Restriction Type Increment Fire Point Cost Cannons (require the Exotic Firearms Proficiency [cannons] feat to use) 30mm Cannon 16d12 16-18 Ballistic 300 ft. Auto Linked Huge * * Military and Police Tank Cannon 45d12 16-18 Ballistic 350 ft. Single 1 Huge * * Military and Police Machine Guns(Heavy and General Purpose Machine guns require the General Purpose Machine Gunner feat to use without penalty) Heavy Machine Gun 10d8 16-18 Ballistic 180 ft. Auto Linked Huge * 190 Military and Police General Purpose 5d6 16-18 Ballistic 120 ft. Auto Linked Huge * 100 Military and Machine Gun Police Light Machine Gun 5d4 16-18 Ballistic 100 ft. Semi/ Linked Large * 75 Military and Auto Police Rockets and Missiles (Require the Explosive Weapons Proficiency feat to use without penalty)

Rocket Pod1 8d12 16-18 Concussion 130 ft. Semi 12 Huge * 220 Military and Police

Missile2 26d6 16-18 Concussion 250 ft. Single 1 Huge * 400 Military and Police Grenade Launcher (Require the Explosive Weapons Proficiency feat to use without penalty)

Grenade Launcher3 10d6 16-18 Concussion 90 ft. Semi Linked Large * 90 Military and /Fire Police * These rating do not apply. These weapons are part of the vehicles on which they are mounted. 1 This weapon has a splash damage of 15 feet, and ignores 10 points of Hardness 2 This Weapon has a splash damage of 30 feet, and ignores 25 points of Hardness 3 This Weapon has a splash damage of 10 feet, and ignores 15 points of Hardness COMBAT

Combat is played out in rounds, and in each round everybody acts in turn in a regular cycle. Combat usually runs in the following way.

1. The GM determines which characters are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. The combatants who are aware of their opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each spend half of their Combat Points. Combatants who were unaware don’t get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round. 2. Combatants who have not yet rolled initiative do so. All combatants are now ready to begin their first regular round. 3. Combatants act in initiative order. 4. When everyone has had a turn, the combatant with the highest initiative acts again, and steps 2 and 3 repeats until combat ends.

Combat Statistics This section summarizes the fundamental combat statistics.

Attack Roll An attack roll represents a character’s attempts to strike an opponent on the character’s turn in a round. When a character makes an attack roll, they roll 3d6 and adds their attack bonus. If the result beats the target’s Defense, the character hits and deals damage. Many modifiers can affect the attack roll.

Scaling Damage and the Attack Roll The attack roll represents how well, or accurate, the strike was against a target. When a character does exceptionally well, the character can impart more damage on the target. For every 4 points the attacking character beats the target's defense, the character gains a +1 to damage. The damage applied is the same type as the original damage, or in the case of two damages, the highest damage.

A natural 3 (the 3d6 comes up 3) on the attack roll is always a miss. A natural 18 (the 3d6 comes up 18) is always a hit. A natural 18 is also always a possible critical strike, unless stated otherwise. If the character is not proficient in the weapon they are attacking with (the character doesn’t have the appropriate Weapon Proficiency feat), that character takes a -4 penalty on the attack roll.

Attack Bonus A character’s attack bonus with a melee weapon is: Base attack bonus + Strength Focus modifier + size modifier

With a ranged weapon, a character’s attack bonus is: Base attack bonus + Dexterity Marksmanship modifier + range penalty + size modifier

Strength Modifier Focus in Strength helps a character swing a weapon harder and faster, so a character’s Focus modifier applies to melee attack rolls. Size Modifier Creature size categories are defined differently from the size categories for weapons and other objects. Since this size modifier applies to Defense against a melee weapon attack or a ranged weapon attack, two creatures of the same size strike each other normally, regardless of what size they actually are. Creature sizes are compatible with vehicle sizes.

Dexterity Modifier Marksmanship in Dexterity measures coordination and steadiness, so a character’s Dexterity Marksmanship modifier applies when the character attacks with a ranged weapon.

Range Increment and the Range Penalty The range penalty for a ranged weapon depends on what weapon the character is using and how far away the target is. All ranged weapons and thrown weapons have a range increment (see various firearms tables, Table:Ranged and Thrown Weapons, Table: Simple Weapons, Table: Explosives and Table:Exotic Weapons ). Any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll. When a weapon uses shotgun shells, the range increment affects both it's attack roll and it's damage roll, providing a cumulative-2 penalty for each. A thrown weapon has a maximum range of five range increments. Ranged weapons that fire projectiles can shoot up to ten increments.

Damage When a character hits with a weapon, they deal damage according to the type of weapon. Effects that modify weapon damage also apply to unarmed strikes and the natural physical attack forms of creatures. Damage is deducted from the target’s current hit points.

Weapons with multiple damages that appear with a slash provide the listed damages at the same time. Weapons with multiple damage without the slash can apply one of the damages, at the discretion of the attacker. The type of damage must be declared before the attack.

Minimum Weapon Damage If penalties to damage bring the damage result below 1, a hit still deals 1 point of damage.

Strength Bonus When a character hits with a melee weapon or thrown weapon, add their Strength Power modifier to the damage.

Off-Hand Weapon: When a character deals damage with a weapon in their off hand, add only half of the character’s Strength Power bonus.

Wielding a Weapon Two-Handed: When a character deals damage with a weapon that they are wielding two- handed, add 1.5 times the character’s Strength Power bonus. However, the character doesn’t get this higher Strength Power bonus when using a light weapon two-handed; in such a case, only the character’s normal Strength Power bonus applies to the damage roll.

Multiplying Damage Sometimes damage is multiplied by some factor. Roll the damage (with all modifiers) multiple times and total the results. Critical Strike When a character makes an attack roll and receives a natural 18 (the 3d6 shows 18), the character hits regardless of the target’s Defense, and the character has scored a threat of a critical strike. To find out if it is actually a critical strike, the character immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the attack is a critical strike. (The second roll just needs to hit to confirm a critical strike; the character doesn’t need to roll a second 18.) If the second roll is a miss, then the attack just deals the damage of a regular hit.

A critical strike immediately targets a character's Core hit points, regardless of if they have any Extended Hit points remaining. If a character has no extended Hit points remaining, then the damage done by the attack is multiplied by 1.5, rounded up. Some weapons have expanded threat ranges, making a critical strike more likely. However, even with these weapons, only an 18 is an automatic hit. The Critical column indicates the threat range for each weapon on the tables. Objects (including vehicles) and some types of creatures are immune to critical strikes. An 18 is always a successful hit, but it does not affect the Core Hit points. All firearms have a critical range of 16-18.

Defense A character’s Defense represents how hard it is for opponents to land a solid, damaging blow on the character. It’s the attack roll result that an opponent needs to achieve to hit the character. The average, unarmored civilian has a Defense of 10. A character’s Defense is equal to: 10 +Dexterity Agility modifier + Equipment bonus + Size modifier + Movement Modifier + Misc modifiers

Agility Modifier If a character’s agility is high, they are particularly adept at dodging blows or gunfire. If a character’s agility is low, they are particularly inept at it. Characters apply their Dexterity Agility modifier to Defense. Sometimes a character can’t use their Dexterity bonus. If a character can’t react to a blow, that character can’t use their Dexterity Agility bonus to Defense.

Equipment Bonus If a character wears armor, and is proficient in wearing armor, it provides a bonus to their Defense. This bonus represents the armor’s ability to protect the character from blows. Armor provides Damage Reduction to anyone who wears it, but a character who is proficient in the use of a certain type of armor receives the bonus to Defense. Sometimes a character can’t use their equipment bonus to Defense. If an attack will damage the character just by touching him or her, that character can’t add their equipment bonus (see Touch Attacks, below).

Size Modifier The bigger an opponent is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Since this same modifier applies to attack rolls a creature doesn’t have a hard time attacking another creature of the same size. Size modifiers are shown on Table: Size Modifiers.

Table: Size Modifiers Size Size Modifier Colossal -8 Gargantuan -4 Huge -2 Large -1 Medium +0 Small +1 Tiny +2 Diminutive +4 Fine +8

Movement Modifier When a combatant moves during combat, they become harder to hit. For every 10 feet beyond the first 30 feet a character moves, they gain a +1 to their Defense until their next turn.

Other Modifiers

Other factors can add to a character’s Defense.

Feats: Some feats give a bonus to a character’s Defense.

Natural Armor: Some creatures have natural armor, which usually consists of scales, fur, or layers of thick muscle.

Dodge Bonuses: Some other Defense bonuses represent actively avoiding blows. These bonuses are called dodge bonuses. Any situation that denies a character their Dexterity bonus also denies their dodge bonuses. Unlike most sorts of bonuses, dodge bonuses stack with each other.

Touch Attacks Some attacks disregard armor. In these cases, the attacker makes a touch attack roll (either a ranged touch attack roll or a melee touch attack roll). The attacker makes their attack roll as normal, but a character’s Defense does not include any equipment bonus or armor bonus. All other modifiers, such as Agility modifier, Size modifier and Movement Modifier, apply normally.

Injury and Death

There are two types of Hit points, Core and Extended. Core hit points measure how much true physical damage a character can take, and Extended hit points measure a character's ability to turn a more serious hit into a graze or glancing blow. A Character's Extended hit points are always deducted first, unless a character takes a critical strike.

Effects of Hit Point Damage At 0 Extended hit points from non-lethal damage, a character is knocked unconscious. At 0 Core hit points, a character is disabled. At from -1 to -9 Core hit points, a character is dying. At -10 or lower Core hit points, a character is dead.

Nonlethal Damage Nonlethal damage is dealt by unarmed attackers and some weapons. Melee 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 affects the target’s Extended Hit Points only. If the nonlethal damage equals or exceeds the Extended hit point score, the target must make a Fortitude save (DC 15). If the target succeeds on the save, the target is dazed for 1 round, and they fall to 1 Extended hit point. If the target fails, they are knocked unconscious for 1d4+1 rounds. If the non-lethal damage equals or exceeds half or more of the target's current Core hit points, the target must make a Fortitude save(DC18). If the target fails the save, they are stunned for 1d4 rounds.

Bleeding When a character takes more than 3 points of slashing, piercing, bludgeoning or ballistic damage to their Core HP the character is now bleeding. When a character is bleeding, they lose health at the rate of 1d3 per 3 points of damage taken, per round. This damage stacks for every wound hit.(For example, if a character already has 1d3 bleed damage on them, and they take 5 damage, they now bleed at 2d3 per round.) Bleed damage is accounted for after the player has finished their turn. In order to stop bleeding, they must receive first aid (Treat Injury DC10) This is a temporary fix, and last 5d4 minutes. In order to fully cure bleeding, a character must undergo Surgery(Treat Injury DC25). A character also takes a penalty to attack, based on how many bleed damage dice they have(A character with 1d3 bleed damage would take a -1 attack penalty, while a character with 3d3 bleed damage would take a -3 attack penalty).

Extremity Damage If a character is hit anywhere during a called shot attack with a piercing, bludgeoning, slashing or ballistic weapon, and that weapon does more than 3 points of damage to that extremity, then the character takes Extremity damage. A character can both bleed and take extremity damage.

If the character is hit in the arm, they take a -6 penalty to any skill or ability check, using that arm. If the character is hit in the hand, they take a -12 penalty to any skill or ability check using that hand, and cannot use weapons in that hand. If the Character is hit in the leg, the Combat Point cost to move is doubled. If both legs are hit, they drop prone, can only spend enough Combat Points to move 5 ft every round, and cannot pick themselves up. If the character is hit in the foot, they Combat Point Cost to Move is Tripled . If both feet are hit, they drop prone, can only spend enough Combat Points to move 5 ft every round, and cannot pick themselves up. If a character is hit in the head, they are stunned for 1d3 rounds. This damage does not heal as normal, and requires surgery and a good term of rest.

Disabled (0 Hit Points) When a character’s current Core hit points drop to exactly 0, the character is disabled. The character is not unconscious, but they are close to it. The character can only spend 4 Combat Points. If the character attacks or perform any other action the GM deems as strenuous, the character takes 1 point of Core damage after completing the act. Unless the activity increased the character’s hit points, the character is now at -1 hit points, and is dying. Healing that raises the character above 0 hit points makes him or her fully functional again, just as if the character had never been reduced to 0 or lower. A character can also become disabled when recovering from dying. In this case, it’s a step up along the road to recovery, and the character can have fewer than 0 hit points (see Stable Characters and Recovery).

Dying (-1 to -9 Hit Points) When a character’s current Core hit points drop below 0, the character is dying. A dying character has a current hit point total between -1 and -9 inclusive. A dying character immediately falls unconscious and can take no actions. A dying character loses 1 hit point every round. This continues until the character dies or becomes stable naturally or with help (see below).

Dead (-10 hit points or lower) When a character’s current hit points drop to -10 or lower, they are dead. A character can also die if their Constitution is reduced to 0. Stable Characters and Recovery A dying character (one with -1 to -9 hit points) is unconscious and loses 1 hit point every round until they become stable or dies.

Recovering without Help Each round, a dying character makes a Fortitude saving throw (DC 20). If the save fails, the character loses 1 hit point and must make another save on their turn the next round. If the save succeeds, the character becomes stable. A stable character stops losing hit points every round, but remains unconscious. If no one tends to the stable character (see below), they remain unconscious for 1 hour, at which point they make a Fortitude save (DC 20). If the save succeeds, the stable character regains consciousness, becoming disabled (see above). The character’s current hit point total remains where it is, however, even though it’s negative. If the save fails, the character remains unconscious. An unaided stable, conscious character who has negative hit points (and is disabled) doesn’t heal naturally. Instead, each day the character makes a Fortitude save (DC 20) to start recovering hit points naturally that day; if the save fails, they lose 1 hit point. Once an unaided character starts recovering hit points naturally, the character is no longer in danger of losing additional hit points (even if their current hit point total is still negative).

Recovering with Help A dying character can be made stable by the use of the Treat Injury skill (DC 15). One hour after a tended, dying character becomes stable, they make a Fortitude save (DC 20) to regain consciousness. If successful, the character becomes disabled (see above). If the character remains unconscious, they make the same Fortitude save every hour until they become conscious. Even while unconscious, the character recovers hit points naturally, and they can return to normal activity when their hit points rise to 1 or higher.

Healing After taking damage, a character can recover hit points through natural healing (over the course of days) or through medical technology (somewhat faster). In any case, a character can’t regain hit points past their full normal total. A character's Core Hit points heal first, and then their extended hit points.

Natural Healing A character recovers 1 hit point per level per evening of rest (8 hours of sleep). A character undergoing complete bed rest (doing nothing for an entire day) recovers 2 hit points per character level.

Healing Ability Damage Ability damage returns at the rate of 1 point per evening of rest (8 hours of sleep). Complete bed rest (24 hours) restores 2 points per day.

Extremity Wounds If the character is hit in the arm, they take a -6 penalty to any skill or ability check, using that arm. If the character is hit in the hand, they take a -12 penalty to any skill or ability check using that hand, and cannot use weapons in that hand. If the Character is hit in the leg, the Combat Point cost to move is doubled. If both legs are hit, they drop prone, can only spend enough Combat Points to move 5 ft every round, and cannot pick themselves up. If the character is hit in the foot, they Combat Point Cost to Move is Tripled . If both feet are hit, they drop prone, can only spend enough Combat Points to move 5 ft every round, and cannot pick themselves up. These penalties and the damage stay until the character undergoes successful surgery, and receives at least two weeks of long term care.

Recovering from Extremity Wounds. When a character is hit in the extremity, they lose all ability to use that extremity successfully. A character recovering from extremity damage needs at least two weeks of long term care to be partially functional. For every two weeks beyond the initial two weeks of rest, the character recovers two hit points that were lost by being hit in an extremity.

Temporary Hit Points Certain effects can give a character temporary hit points. When a character gains temporary hit points, make a note of their current hit points before adding the temporary hit points. When the temporary hit points go away, the character’s hit points drop to that score. If the character’s hit points are already below that score at that time, all the temporary hit points have already been lost, and the character’s hit point total does not drop. When temporary hit points are lost, they can’t be restored as real hit points can be, even with medical treatment.

Increases in Constitution Score and Current Hit Points An increase in a character’s Constitution score, even a temporary one, can give the character more Core and Extended hit points (an effective hit point increase), but these are not temporary hit points. They can be restored through normal healing. When a character’s Constitution drops back down to its previous score after a temporary increase, the character’s full normal hit points go down accordingly.

Combat Points A characters Combat Point score determines how many actions a character can perform during their turn. A character can perform as many actions as they have combat points. Any combat points left over do not cycle over between rounds. Every Character has 15 Combat Points to spend per round

Saving Throws Generally, when a character is subject to an unusual attack, they receive a saving throw to avoid or reduce the effect. A saving throw is a 3d6 roll plus a bonus based on the character’s archetype and level (the character’s base save bonus) and an ability modifier. A natural 3 (the 3d6 comes up 3) on a saving throw is always a failure. A natural 18 (the 3d6 comes up 18) is always a success.

A character’s saving throw bonus is: Base save bonus + ability modifier + misc modifiers The Difficulty Class for a save is determined by the attack itself.

Saving Throw Types The three different kinds of saving throws are:

Fortitude: These saves measure a character’s ability to stand up to massive physical punishment or attacks against their vitality and health such as poison and paralysis. Apply a character’s Constitution modifier to their Fortitude saving throws.

Reflex: These saves test a character’s ability to dodge massive attacks such as explosions or car wrecks. (Often, when damage is inevitable, a character receives a Reflex saving throw to take only half damage.) Apply the character’s Dexterity Agility modifier to their Reflex saving throws. Will: These saves reflect a character’s resistance to mental influence and domination effects. Apply the character’s Wisdom modifier to their Will saving throws.

Initiative Every round, each combatant can do something. The combatants’ initiative checks, from highest to lowest, determine the order in which they act, from first to last.

Initiative Checks At the start of a battle, each combatant makes a single initiative check. An initiative check is a Dexterity check. Each character applies their Agility modifier to the roll, plus any modifiers. The GM finds out what order characters are acting in, counting down from highest result to lowest, and each character acts in turn. On all following rounds, the characters act in the same order (unless a character takes an action that results in their initiative changing; see Special Initiative Actions). If two or more combatants have the same initiative check result, the combatants who are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative bonus, if applicable). If there is still a tie, the character with the highest Dexterity goes first. If there is still a tie, the characters who tie reroll for the position.

Joining a Battle If characters enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.

Surprise When a combat starts, if a character was not aware of their enemies and they were aware of the character, that character is surprised. Likewise, a character can surprise their enemies if the character knows about them before they’re aware of the character.

The Surprise Round If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each can spend half of their Combat Points during the surprise round . If no one or everyone is surprised, a surprise round does not occur.

Unaware Combatants Combatants who are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed. Because of this, they lose any Dexterity bonus to Defense.

Actions in Combat The fundamental actions of moving and attacking cover most of what a character wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Actions in Combat, and covered in Special Initiative Actions. The Combat Round Each round represents 6 seconds in the game world. A round is an opportunity for each character involved in a combat to take an action. Anything a person could reasonably do in 6 seconds, a character can do in 1 round. Each round’s activity begins with the character with the highest initiative result and then proceeds, in order, from there. Each round of a combat uses the same initiative order. When a character’s turn comes up in the initiative sequence, that character use their Combat Points to perform actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.) For almost all purposes, there is no relevance to the end of a round or the beginning of a round. A round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from a certain round to the same initiative number in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

Combat Points Combat points are a measurement of how much a character can do in a single round. A character may spend as many Combat Points as they possess, but once they spend all of their Combat Points, their turn is over.

Action Types The three types of actions are attack actions, move actions, and speak actions. In a normal round, a character can perform as many actions as they'd like, as long as they have enough Combat Points for all of their actions. In some situations (such as in the surprise round) a character may be limited to a certain amount of Combat Points they can spend.

Attack Action An attack action is an action where character attacks something. During a combat round, a character can make as many attacks as they have Combat Points to spend. A character can physically move some distance before or after performing an attack action.

Move Action A move action is an action where a character moves in some way. This includes running and walking, drawing or stowing a weapon or other object, standing up, sitting down,or picking up or manipulating an object,

Speak Action A speak action allows a character to convey information in the form of words, to those around him. A character can say 15 words during this action, and is usually spoken all the while he performs his actions.

Table: Actions in Combat Attack Actions Attack of Opportunity1 Attack (melee) Maybe7 Attack (ranged) Yes6 Attack (unarmed) Yes Attack (aid another) No Escape a grapple No Feint (see the Presence skill) No Ready (triggers an attack action) No Attack a weapon Yes Attack an object Maybe2 Call a Shot No Coup de grace Yes

Move Actions Attack of Opportunity1 Move actual distance Yes Use a piece of equipment No Retrieve a stored object from a MOLLE pouch Yes Climb (4 CP per 5 feet) No Climb, accelerated (3 CP per 5 feet) No Crawl No Draw a weapon from a holster or sheath3 No Holster a weapon Yes Move a heavy object Yes Open a door No Pick up an object Yes Reload Yes Stand up from prone, sitting, or kneeling Yes Swim No Use a skill that require movement Usually Make a dying character stable Yes Withdraw No Reaction No

Speak Action Attack of Opportunity1 Speak No

Action Type Varies Attack of Opportunity1 Disarm4 Yes Grapple4 Yes Trip an opponent4 No (Yes if unarmed) Use a feat5 Varies

No Action Attack of Opportunity1 Delay No Ready No 1 Regardless of the action, if a character moves out of a threatened square, the character usually provokes an attack of opportunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity. 2 If the object is being held, carried, or worn by a creature, yes. If not, no. 3 If the character has the Two-Weapon Melee Fighting or Two-Weapon Ranged Fighting feat, they can draw two light or one-handed weapons in the Combat Point cost it would normally take to draw one. 4 These attack forms substitute for a melee attack, not an action. As melee attacks they can be used in a normal melee attack, or even as an attack of opportunity. 5 The description of a feat defines its effect. 6 The Attack of Opportunity happens after the original attack has been complete

7 Attacks that do provoke Attacks of opportunity are noted in their description Table: Combat Point Cost per action Action Combat Point Cost Melee Attack Actions Standard Attack Diminutive to Small Weapons 3 Medium to Large Weapons 4 Huge and larger Weapons 5 Trip Attack 12 Knockout Blow 12 Disarm Attack 12 Coup de Grace 12 Feint 8 Melee Attack Modifiers Fighting Defensively +1 Light Attack -1 Heavy Attack +2 Full Attack +7 Aggressive Attack +2 Thrust Attack +1 Swipe Attack +1 Ranged Attack Actions Fire a Slingshot 6 Fire a Crossbow or Speargun 5 Fire a Bow Light Pull 5 Medium Pull 6 Heavy Pull 7 Fire a Flamethrower 8 Fire Chemical Irritants 4 Fire a Taser 6 Fire a Ballistic Knife 4 Fire a Whip 3 Fire a Mortar 12

Throw a Thrown Weapon, Splash Weapon, or 5 Grenade Single Shot Firearm Attacks Diminutive to Small Firearm 7 Medium to Huge Firearms 8 Gargantuan and Larger Firearms 9 No-miss Shot 12 Double Fire 6 Autofire 6 Potshot 5 Double Tap 6 Burst Fire 5 Bump Fire 5 Suppressive Fire 5 Sweepfire 4 Sprayfire 3 Fanning Two Round 5 Three Round 6 Slamfire Two Round 5 Three Round 6 Other Attack Actions Withdraw 4x normal movement Reaction 7 Extra Effort 0 Move Actions Movement Walking and Running 1 per 5 feet Moving while Crouched 2 per 5 feet Moving while Prone 3 per 5 feet Climbing 4 per 5 feet Swimming 3 per 5 feet Draw a weapon from a holster or sheath 3 Draw a weapon from mexican carry 6 Holster a Weapon 4 Retrieve or store an item in a pocket, bag, or pouch 4

Retrieve or store an item in a MOLLE vest or LBE 3 gear Pick up an object from the ground, or manipulate an 3 object Drop an item 0 Drop to a kneeling, sitting or prone posture 0 Cycle a weapon 1 Stand Up from kneeling, prone, or sitting 6 Clear a Jammed Firearm 12 Reloading Reload a Bow 1 Reload a Crossbow or Speargun 2 Reload a slingshot 3 Reload a Taser 3 Reload a Tranquilizer gun 9 Reload a paintball hopper 3 Reload a weapon by hand 3 per bullet or shell Reload a firearm using a new magazine, 4 speedloader or stripper clip Reload a link fed weapon with a new link 6 Refill a magazine, speedloader or stripper clip 3 per bullet or shell Refill a magazine using a stripper clip 3 per stripper clip Reload a black powder weapon 12 per barrel or chamber

Attack Actions Most common attack actions are described below. More specialized attack actions are mentioned in Table:Combat Actions, and covered in Special Attacks.

Melee Attacks With a normal melee weapon, a character can strike any enemy within 5 feet. (Enemies within 5 feet are considered adjacent to the character.) The Combat Point cost for a weapon is dependent on the size of the weapon.

Diminutive to Small Weapons: 3 Combat Points

Medium to Large Weapons: 4 Combat Points

Huge and larger: 5 Combat Points

Trip A character can try to trip an opponent, or otherwise knock him or her down, as an unarmed melee attack. A character can only trip an opponent who is one size category larger than the character, the same size, or smaller. Making a Trip Attack Make an unarmed melee touch attack against the target. Doing this provokes an attack of opportunity from the target as normal for unarmed attacks. If the attack succeeds, make a Strength check opposed by the target’s Dexterity check or Strength check (using whichever ability score has the higher modifier). If the character and the target are different sizes, the larger combatant receives a bonus on the Strength check of +4 per difference in size category. The target receives a +4 stability bonus on their check if they have more than two legs or is otherwise exceptionally stable. If the character wins, they trip the target. If the character loses, the target may immediately react and make a Strength check opposed by the character’s Dexterity check or Strength check to try to trip the character. Being Tripped (Prone) A tripped character is prone (see Table: Defense Modifiers). Standing up from a prone position cost 6 Combat Points.

Tripping with a Weapon Some weapons, such as the chain and the whip, can be used to make trip attacks. A character doesn’t incur an attack of opportunity when doing so. If the character is tripped during their own trip attempt, the character can drop the weapon to avoid being tripped.

Tripping Cost 12 Combat Points.

Disarm As a melee attack, a character may attempt to disarm their opponent. If the character does so with a weapon, they knock the opponent’s weapon out of their hands and to the ground. If the character attempt the disarm while unarmed, the character ends up with the weapon in their hand. If a character is attempting to disarm the wielder of a melee weapon, follow the steps outlined here. Disarming the wielder of a ranged weapon is slightly different; see below.

Step One: The character provokes an attack of opportunity from the target they are trying to disarm.

Step Two: The character and the target make opposed attack rolls with their respective weapons. If the weapons are different sizes, the combatant with the larger weapon receives a bonus on the attack roll of +4 per difference in size category. If the target is using a weapon in two hands, they get an additional +4 bonus. Also, if the combatants are different sizes, the larger combatant receives a bonus on the attack roll of +4 per difference in size category.

Step Three: If the character beats the target’s attack roll, the target is disarmed. If the character attempted the disarm action unarmed, they now have the weapon. If the character was armed, the target’s weapon is on the ground at the target’s feet. If the character fails the disarm attempt, the target may immediately react and attempt to disarm the character with the same sort of opposed melee attack roll. The opponent’s attempt does not provoke an attack of opportunity from the character. If the opponent fails to disarm, the character does not get a free disarm attempt against the opponent.

Ranged Weapons To disarm an opponent wielding a ranged weapon, the character makes a melee attack or unarmed attack to strike the weapon in the opponent’s hand (see Attack an Object). If the weapon is held in two hands, it receives a +2 bonus to its Defense. If the character’s attack succeeds, the ranged weapon falls to the ground or winds up in the character’s hands (if the character made the attack unarmed). This kind of disarm attempt provokes an attack of opportunity, but if the character fails, the target does not get to make a disarm attempt against him or her.

Grabbing Objects A character can also use disarm to snatch away an object worn by a target. Doing this works the same as a disarm attempt (see above), except for the following.

Attack of Opportunity: If the target’s attack of opportunity inflicts any damage, the attempt to grab the object automatically fails.

Modifiers: If the object is well secured or otherwise difficult to grab from the target, the target receives a +4 bonus. On the other hand, if the object is poorly secured or otherwise easy to snatch or cut away, the attacker gets a +4 bonus. Failed Attempts: Failing an attempt to grab an object doesn’t allow the target to attempt to disarm the character.

Disarming cost 12 Combat Points

Fighting Defensively A character can choose to fight defensively while making a melee attack. If the character does so, they take a -4 penalty on their attack in a round to gain a +2 dodge bonus to Defense against all melee attacks in the same round.

Fighting Defensively adds a +1 Combat Point Cost to the melee attack.

Light Attack A character can choose to attack lightly when making a melee attack sacrificing hitting power for speed. If the character does so, they reduce the Combat Point Cost by 1, and take a -3 Damage penalty on the attack.

Light attacking subtracts a -1 Combat Point Cost from the melee attack.

Heavy Attack A character can choose to attack heavily, throwing more of their weight behind an attack. If the character does so, they increase the Combat Point cost by +2, and grant a +3 Damage Bonus to the Attack.

Heavy attacking adds a +2 Combat Point Cost to the melee attack.

Full Attack A character can choose to full attack, throwing nearly all of their weight behind an attack. If the character does so, they increase the Combat Point cost by +7. This attack provokes an attack of opportunity aginst all enemies within range, and grants 2 additional damage dice and a +4 bonus to damage.

Full Attacking adds a +7 Combat Point Cost to the melee attack.

Aggressive Attack A character can choose to attack aggressively, where their primary goal is to force the character to move instead of cause damage. If the attack is successful, the struck character must move to any adjacent space of their choosing that is not adjacent to their attacker. Moving like this does not provoke any attacks of Opportunity. The attack also suffers a -2 Attack Penalty.

Aggressive Attacking adds a +2 Combat Point Cost to the melee attack

Thrust Attack A character can choose to make a thrusting attack with a slashing weapon. When a character thrust a weapon, the weapon deals piercing damage instead of slashing damage, but takes a -2 damage penalty to the attack. Only swords and knives may use this attack.

Thrust Attacking adds a +1 Combat Point Cost to the melee attack

Swipe Attack A character can choose to make a swiping attack with a piercing weapon. When a character swipes a weapon, the weapon deals slashing damage instead of piercing damage, but takes a -2 damage penalty to the attack. Only spears and knives may use this attack.

Swipe Attacking adds a +1 Combat Point Cost to the melee attack Reaction A reaction is an action where a character prepares for an oncoming melee attack. A character has the choice of Parrying, Bracing, or Predicting an enemy's melee attack. The character declares which reaction they will prepare, and by what enemy, then ends their turn. If they are attacked by the selected enemy's melee attack, they roll a saving throw that corresponds with the action. The formula for the DC is Opposing Attack Roll – 5.

Parry: Parrying is a reaction where where a character uses their weapons, or their body, to glance off a blow. On a successful Reflex saving throw, the character is grated a +1 to their Defense per Reflex Saving Throw Score/2, rounded down. The bonus last for all melee attacks until the character's next turn.

Brace: Bracing is a reaction where a character prepares for the oncoming strike. On a successful Fortitude saving throw, the character is granted a damage reduction to a single type of damage, of 1 per Fortitude Saving Throw Score/2, rounded down. Bracing also stops a character who is attacking the character with an aggressive attack from moving. The bonus last for all melee attacks until the character's next turn.

Predict: Predicting is a reaction where a character anticipates an attack and follows through by striking back quickly. On a successful Will saving throw, the character gains one attack of opportunity against the attacking opponent per two attacks the opponent attempts, immediately after the opponent is done attacking.

Reacting cost 7 Combat Points.

Unarmed Attacks Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except that an unarmed attack deals nonlethal damage, and unarmed strikes use touch attack, instead of normal defense. Unarmed strikes count as light melee weapons (for purposes of two-weapon attack penalties and so on). The following exceptions to normal melee rules apply to unarmed attacks. An unarmed attack is considered an attack made with a small weapon.

Helpless Defenders A helpless foe, one who is bound, sleeping, unconscious, or otherwise at the attacker’s mercy, is an easy target. A character can sometimes approach a target who is unaware of their presence, get adjacent to the target, and treat him or her as helpless. If the target is in combat or some other tense situation, and therefore in a state of acute awareness and readiness, or if the target can use their Dexterity bonus to Defense, then that target can’t be considered unaware. Further, any reasonable precaution taken by a target, including stationing bodyguards, placing their back to a wall, or being able to make Perception checks, also precludes catching that target unaware and helpless.

Regular Attack A helpless defender has an effective Defense of 5 + their size modifier. If a character is attacking with a ranged weapon and is not adjacent to the target, the character can attack as normal, and gain a +2 bonus on the attack roll. If the character is attacking with a melee weapon, or with a ranged weapon from an adjacent square, the character can attack as normal.

Coup de Grace As a full-round action, a character can use a melee weapon to deliver a coup de grace to a helpless foe. A character can also use a ranged weapon, provided the character is adjacent to the target. The character automatically hits and score a critical strike. If the defender survives the damage, they still must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity from threatening foes because it involves focused concentration and methodical action. A character can’t deliver a coup de grace against a creature that is immune to critical strikes. Delivering a Coup de Grace cost 12 Combat Points

Knockout Blow A character can make an unarmed attack or use a melee weapon that deals nonlethal damage to deliver a knockout blow to a helpless foe. A character can also use a melee weapon that deals lethal damage, but the character takes a -4 penalty on any attempt to deal nonlethal damage with the weapon. The target has an effective Defense of 5 + their size modifier. If the character hits, they automatically scores a critical strike (see Nonlethal Damage). Delivering a knockout blow provokes attacks of opportunity from threatening foes because it involves focused concentration and methodical action. A character can’t deliver a knockout blow against a creature that is immune to critical strikes.

Delivering a Knockout blow cost 12 Combat Points

Grapple Grappling means wrestling and struggling hand-to-hand. There are three stages to grappling: grabbing, holding, and pinning.

Grabbing Normally, a grab is just the first step to starting a grapple. If the character grabs an opponent, but fails to go on to hold him or her, the character doesn’t actually start a grapple. However, sometimes all a character wants to do is grab the target.

Holding Once a character has established a hold, they are involved in a grapple. From a hold, a character can attempt a number of actions, including damaging the opponent or pinning the opponent. A character can’t get a hold on any creature more than two size categories larger than the character. (However, such a creature can get a hold on the character, so while a character can’t initiate a grapple with a creature more than two size categories larger than, a character can still end up in one.)

Pinning Getting the opponent in a pin is often the goal of a grapple. A pinned character is held immobile.

Grapple Checks When a character is involved in a grapple, they will need to make opposed grapple checks against an opponent, often repeatedly. A grapple check is something like a melee attack roll. A character’s attack bonus on a grapple check :Base attack bonus + Focus modifier + Agility Modifier + grapple modifier

Grapple Modifier A creature’s size works in its favor when grappling, if that creature is Large or larger in size. Conversely, a creature of Small or smaller size is at a disadvantage because of its size when grappling. Instead of using a creature’s size modifier on a grapple check (as would be done for a melee or ranged attack roll), use the appropriate grapple modifier from Table: Grapple Modifiers. Table: Grapple Modifiers Size (Example) Grapple Modifier Colossal (blue whale [90 ft. long]) +16 Gargantuan (gray whale [40 ft. long]) +12 Huge (elephant) +8 Large (lion) +4 Medium-size (human) +0 Small (German shepherd) -4 Tiny (housecat) -8 Diminutive (rat) -12 Fine (horsefly) -16

Starting a Grapple To start a grapple, a character first needs to grab and hold their target. Attempting to start a grapple is the equivalent of making a melee attack. Follow these steps.

1. Attack of Opportunity: A character provokes an attack of opportunity from the target they are trying to grapple. If the attack of opportunity deals the character damage, the character fails to start the grapple. If the attack of opportunity misses or otherwise fails to deal damage, proceed to step 2.

2. Grab: The character makes a melee touch attack to grab the target. If the character fails to hit the target, the character fails to start the grapple. If the character succeeds, proceed to step 3.

3. Hold: Make an opposed grapple check. If the character succeeds, the character has started the grapple, and deals damage to the target as if with an unarmed strike. If the character loses, they fail to start the grapple. The character automatically loses an attempt to hold if the target is two or more size categories larger than the character is (but the character can still make an attempt to grab such a target, if that’s all they want to do).

4. Maintain the Grapple: To maintain the grapple for later rounds, the character must move into the target’s square. (This movement is free.) Moving, as normal, provokes attacks of opportunity from threatening enemies, but not from the target. The character and the target are now grappling. If the character can’t move into the target’s square, the character can’t maintain the grapple and must immediately let go of the target. To grapple again, the character must begin at step 1. Grappling Consequences While a character is grappling, their ability to attack others and defend him or herself is limited.

No Threatened Squares: A character doesn’t threaten any squares while grappling.

No Dexterity Bonus: A character loses their Dexterity bonus to Defense (if the character has one) against opponents the character isn’t grappling. (The character can still use it against opponents they are grappling.)

No Movement: A character cannot move while held in a grapple.

If the Character is Grappling When a character is grappling (regardless of who started the grapple), they can attempt any of several actions on their turn. Unless otherwise noted, each of these options is equivalent to an attack. The character is limited to these options only; they cannot take any other actions. Damage the Opponent: Make an opposed grapple check; if the character succeeds, they deal damage as with an unarmed strike.

Pin: Make an opposed grapple check; if the character succeeds, they hold the opponent immobile for 1 round. The opponent takes a -4 penalty to Defense against all attacks from other people (but not from the character); however, the opponent is not considered helpless. A character can’t use a weapon on a pinned character or attempt to damage or pin a second opponent while holding a pin on the first. A pinned character can’t take any action except to attempt to escape from the pin. Escape from Grapple: Make an opposed grapple check. If the character succeeds, they can escape the grapple. If more than one opponent is grappling the character, the grapple check result has to beat all their check results to escape. (Opponents don’t have to try to hold a character if they don’t want to.) Alternatively, the character can make an Athletics check opposed by the opponent’s grapple check to escape from the grapple. This is an attack action that the character may only attempt once per round, even if the character receives multiple attacks. If the character has not used their move action for the round, the character may do so after escaping the grapple.

Escape from Pin: Make an opposed grapple check. If the character succeeds, they can escape from being pinned. (Opponents don’t have to try to keep the character pinned if they don’t want to.) The character is still being grappled, however. Alternatively, a character can make an Athletics check opposed by the opponent’s grapple check to escape from the pin. This is an attack action that the character may only attempt once per round, even if the character receives multiple attacks.

Break Another’s Pin: Make an opposed grapple check; if the character succeeds, they can break the hold that an opponent has over an ally.

Draw a Light Weapon: A character can draw a light weapon for the normal Combat Point cost.

Attack with a Light Weapon: A character can attack with a light weapon while grappling (but not while pinned or pinning). A character can’t attack with two weapons while grappling.

If the Character is Pinned When an opponent has pinned the character, they are held immobile (but not helpless) for 1 round. (the character can’t attempt any other action.) On the character’s turn, they can attempt to escape from the pin. If the character succeeds, they are still grappling.

Joining a Grapple If the target is already grappling someone else, a character can use an attack to start a grapple, as above, except that the target doesn’t get an attack of opportunity against the character, and the character’s grab automatically succeeds. The character still has to make a successful opposed grapple check and move in to be part of the grapple. If multiple enemies are already involved in the grapple, the character picks one against whom to make the opposed grapple check.

Multiple Grapplers Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one size category smaller than the character count as one-half creature each; creatures that are one size category larger than the character count as two creatures; and creatures two or more size categories larger than the character count as four creatures. When involved in a grapple with multiple opponents, the character chooses one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to escape, a character’s grapple check must beat the check results of all opponents.

Attacks of Opportunity Making an unarmed attack against an armed opponent provokes an attack of opportunity from the character attacked. The attack of opportunity comes before the character’s attack. An unarmed attack does not provoke attacks of opportunity from other foes, nor does it provoke an attack of opportunity from an unarmed foe.

“”Armed Unarmed Attacks Sometimes a character or creature attacks unarmed but the attack still counts as armed. A creature with claws, fangs, and similar natural physical weapons, for example, counts as armed. Being armed counts for both offense and defense, not only does a creature not provoke an attack of opportunity when attacking an armed foe, but a character provokes an attack of opportunity from that creature if the character makes an unarmed attack against it. The Combat Martial Arts feat makes a character’s unarmed attacks count as armed. An “Armed” unarmed attack is considered an attack made with a small weapon.

Unarmed Strike Damage An unarmed strike from a Medium-size character deals 1d3 points (plus the character’s Power modifier, as normal) of nonlethal damage. A character can specify that their unarmed strike will deal lethal damage before the character makes their attack roll, but the character takes a -4 penalty on the attack roll because they have to strike a particularly vulnerable spot to deal lethal damage.

Ranged Attacks With a ranged weapon, a character can shoot or throw at any target that is within the ranged weapon’s maximum range and in line of sight. A target is in line of sight if there are no solid obstructions between the character and the target. The maximum range for a thrown weapon is five range increments. For weapons that fire projectiles, it is ten range increments.

Fire a Slingshot: 6 Combat Points

Fire a Crossbow or Speargun: 5 Combat Points

Fire a Flamethrower: 8 Combat Points

Fire Chemical Irritants: 4 Combat Points

Fire a Taser: 6 Combat Points

Fire a Ballistic Knife: 4 Combat Points

Firing a Whip: 3 Combat Points

Throwing a thrown weapon, splash weapon, or grenade: 5 Combat Points

Bows A bow can be pulled back and readied in three different strengths: Light, Medium, and Heavy. Light Pull The Light pull allows a character to fire their bow for 5 combat points, but at a -1 damage die, and the range of the bow is reduced by 5 ft.

Medium Pull The Medium pull allows a character to fire their bow for 6 Combat Points, with no bonuses or penalties to damage.

Heavy Pull A Heavy pull allows a character to fire their bow for 7 Combat Points, but provides a +1 damage die, and the bow's range is increased by 10 ft.

Firearms The most basic form of attack with a firearm is a single shot. One attack is one pull of the trigger and fires one bullet at one target. The Personal Firearms Proficiency feat allows a character to make this sort of attack without penalty. A Multi-shot attack is any attack that fires more than one bullet or shell. If a character isn’t proficient in personal firearms, they take a -4 penalty on attacks with that type of weapon. As with all forms of ranged weapons, attacking with a firearm while within a threatened square provokes an attack of opportunity. The cost for single firing a firearm based on the size of the firearm. Diminutive to Small Firearms: 7 Combat Points

Medium to Huge Firearms: 8 Combat Points

Gargantuan and larger Firearms: 9 Combat Points

Close Combat and Firearms Firearms are anything but close ranged weapons: they're designed with range in mind, and the benefits that come from it. Because of this, many firearms are unwieldy to use in close quarters.

When using a shotgun with a choked or slug barrel or a full stock or an extended folding stock against an adjacent opponent, the character takes a -3 penalty on all ranged attacks.

When using an assault rifle, battle rifle, or target rifle with any full stock or an extended folding stock against an adjacent opponent, the character takes a -4 penalty on all ranged attacks. When using a marksman rifle, sniper rifle, or anti-material rifle with any full stock or an extended folding stock against an adjacent opponent, the character takes a -6 penalty on all ranged attacks.

When using a machine gun, rocket launcher or grenade launcher against an adjacent opponent, the character takes a -8 penalty on all ranged attacks.

All firearms provide ballistic damage, and have a critical range of 16-18 unless otherwise noted.

Multiple Types of Ammunition It's often that a character will have two or more different types of ammunition in a single magazine, or gun, out of personal preference or necessity. The error range for the ammunition only applies when it's the ammunition you're firing. (Example: if a handgun is loaded with FMJ ammunition in the chamber, and the rest of the magazine is filled with JHP ammunition, the error range due to ammunition does not apply until the first JHP round is chambered.) As a General rule, the last round put into the magazine or firearm is the first out. No-Miss Shot A No-Miss shot is a shot is an attack where the character places the barrel of the firearm against the target, so that the muzzle is directly in front of the item to be shot, and then the trigger pulled. When performing a no- miss shot against a target, the defending character gets an attack of opportunity. If this attack of opportunity is successful, the no-miss shot is thwarted, and the attacker waste the combat points spent on the attack. If the attack of opportunity is unsuccessful, the character can roll damage. A character must be adjacent to the target in order to perform a no-miss shot. When a character wishes to use a called shot action in conjunction with the no-miss shot attack, the defending character gains an attack roll bonus equal to the penalty of the called shot, when they perform their attack of opportunity.

A no-miss shot cost 12 Combat points.

Double-fire If a ranged weapon has two barrels that can be fired simultaneously, the weapon can be used for double-fire. The character attacks with a -3 to their attack roll, and if the attack succeeds, the character rolls their weapon's damage for each shot hit, adds the total together, and does that amount of damage their target. Double-fire uses 2 rounds of ammunition, and can only be used if the weapon has 2 rounds of ammunition in it. Double fire can also be used for Under Barrel Grenade Launchers, Mounted Tasers and Masterkey Systems. When doublefiring using a Under Barrel Grenade Launcher, Mounted Taser or a Masterkey System, there is a -4 to the attack roll for each weapon, and each attack is rolled separately.

Double firing cost 6 Combat Points.

Autofire Autofiring is firing a loosely controlled burst of automatic fire at a specific area, from an automatic weapon. If a ranged weapon has an automatic rate of fire, a character may set it on Autofire. Autofire affects an area and everyone in it, not a specific creature. The character targets a 10-foot-by-10-foot area and makes an attack roll; the targeted area has an effective Defense of 10. (If the character does not have the Autofire Proficiency feat, they take a -4 penalty on the attack roll.) If the attack succeeds, every creature within the affected area must make a Reflex save (DC 15). If they succeed, they take half of the weapon's damage. Autofire shoots 10 rounds, and can only be used if the weapon has 10 rounds in it.

Autofiring cost 5 Combat Points.

Burst Fire Burst firing is firing a small burst of bullets at a specific target. If a ranged weapon has an automatic rate of fire, a character may use it to burst fire. The character targets a specific creature and makes an attack roll.(if the character does not have the Burst Fire Proficiency Feat, they take a -4 penalty on the attack roll) If the attack succeeds, the character may roll their damage with extra damage dice depending on how many damage they rolled originally and the type of burst fire. For 3 or 5 round burst fire: For damage with two or less dice, the character gains +2 dice. For three or more dice, the character gains +3 dice, plus +1 extra die for every three dice beyond the first three. For 2 round burst fire: For damage with two or less dice, the character gains +1 dice. For three or more dice, the character gains +2 dice, plus +1 extra die for every three dice beyond the first three. The dice are always the same type as used in the original damage. Burst fire shoots 5 rounds, and can only be used if the weapon has 5 rounds in it, however, if the firearm has a three-round or two round burst setting, firing a burst expends three or two bullets or shells instead of five and can be used if the weapon has only three or two bullets or shells in it.

Burst firing cost 5 Combat Points. Potshot A potshot is the firing of a weapon in the general direction of the intended target without careful aim. If a ranged weapon has a semi-automatic or single rate of fire, it may be used to potshot. The character targets a specific creature and makes an attack roll with a -6 penalty. If the attack is successful, the character may roll the standard damage. Using this attack fires a single bullet or shell, and can only be done if the weapon has at least one bullet or shell in it.

Potshotting cost 5 Combat Points

Double Tap Double tapping is quickly firing two bullets from a semi automatic weapon, at a specific target. If a ranged weapon has a semi-automatic rate of fire, it may be used to double tap. The character targets a specific creature and makes an attack roll.(.If the character does not have the Double Tap Proficiency Feat, The character receives a -2 penalty on the attack roll.) If the attack is successful, the character gains extra damage dice based on the amount of damage dice they roll originally. For damage with two or less dice, the character gains +1 dice. For three or more dice, the character gains +2 dice, plus +1 extra die for every three dice beyond the first three. The dice are always the same type as used in the original damage. Using this attack fires two bullets or shells and can only be done if the weapon has two bullets or shells in it.

Double tapping cost 6 Combat Points.

Bump Fire Bump firing a firearm is using the recoil of a semi-automatic firearm, in order to simulate automatic fire. If a ranged weapon has a semi-automatic rate of fire, holds 10 or more rounds, and has a stock, it can be used to bump fire. Bump fire affects an area and everyone in it, not a specific creature. The character targets a 10-foot-by- 10-foot area and makes an attack roll; the targeted area has an effective Defense of 10. (If the character does not have the Autofire feat, they take a -8 penalty on the attack roll, If they do, they take a -4.) If the attack succeeds, every creature within the affected area must make a Reflex save (DC 15) or take the firearm's damage. Bump fire shoots 10 rounds, and can only be used if the weapon has 10 rounds in it.

Bump firing cost 5 Combat Points.

Suppressive Fire Suppressive fire is firing a tight controlled burst of automatic fire at a specific area for an extended period of time, from an automatic weapon. If a ranged weapon has an automatic rate of fire, a character may use it to Suppressive fire. The character makes an autofire attack as normal. If the attack succeeds, they can elect to continue firing in that specific area. Any creature that enters the area immediately takes the weapon's damage, for every 5 foot square they step into that is currently being suppressed. Every creature that steps within the affected area must make a Will saving throw (DC 18). If they succeed, they take are Shaken for 1d3 rounds. If they fail, they are Rattled for 1d3 rounds. The character suppressing fire can shift the area suppressed, at 5 feet per 3 Combat Points, and it takes 12 Combat Points to either sustain the suppressive fire, or end it. Suppressive fire shoots 10 rounds, and can only be used if the weapon has 20 rounds(10 for the initial Autofire attack, and 10 to sustain it for at least one full round) When giving suppressive fire to an area, the character is considered flat footed.

Suppressive firing cost 5 Combat Points. Sweepfire Sweeping Fire is firing a loosely controlled burst of automatic fire at a 90 degree arc from an automatic weapon. If a ranged weapon has an automatic rate of fire, a character may use it to sweepfire. The character fires in a 15 foot cone at all creatures and makes an attack roll at a -12 penalty(if the character has the Autofire Proficiency Feat the penalty is reduced to -8, and a -4 if they have the Strafe feat.). If the attack succeeds against any targets caught in the arc, the character may roll their damage as normal on all characters hit. Sweepfire uses 15 rounds, and can only be used if the weapon has 15 rounds in it.

Sweepfiring cost 4 Combat Points.

Sprayfire Sprayfiring is firing a loosely controlled burst of automatic fire at a specific target, from an automatic weapon. If a ranged weapon has an automatic rate of fire, a character may use it to sprayfire. The character targets a specific creature and makes an attack roll at a -16 penalty(if the character has the Autofire Proficiency Feat, the penalty is reduced to -12). If the attack succeeds, the character rolls double the dice damage of a standard attack. Sprayfire shoots 10 rounds, and can only be used if the weapon has 10 rounds in it.

Sprayfiring cost 3 Combat Points.

Fanning Fanning is a revolver shooting technique in which one hand holds the trigger and the other hits the hammer repeatedly. This turns the cylinder and hits the firing pin, in that order, allowing for rapid fire of a single action weapon. If a weapon has a Single Action rate of fire, it can be used to perform a fanning attack. The character targets a specific creature, declares if they're going to use two or three bullets or shells, and makes an attack roll. (.If the character does not have the Fanning Proficiency Feat, The character receives a -4 penalty on the attack roll for two bullets or shells, and a -8 on the attack roll for three bullets or shells.)If the attack is successful the character may roll their damage with extra damage dice depending on how many damage they rolled originally and how many bullets they fired. For 3 round Fanning: For damage with two or less dice, the character gains +2 dice. For three or more dice, the character gains +3 dice, plus +1 extra die for every three dice beyond the first three. For 2 round Fanning: For damage with two or less dice, the character gains +1 dice. For three or more dice, the character gains +2 dice, plus +1 extra die for every three dice beyond the first three. The dice are always the same type as used in the original damage. Using this attack fires two or three bullets or shells and can only be done if the weapon has two or three bullets or shells in it.

Two round fanning cost 5 Combat Points, and three round fanning cost 6 Combat Points.

Slamfire A slamfire is a premature discharge of a firearm that occurs as a round is being loaded into the chamber. Any weapon that has the Slamfire rate of fire can perform a slamfire attack. The character targets a specific creature, declares if they're going to use two, or three bullets or shells, and makes an attack roll.(.If the character does not have the Slam Shot Proficiency Feat, The character receives a -3 penalty on the attack roll for two bullets or shells, and a -6 on the attack roll for three bullets or shells.)If the attack is successful, If the attack succeeds, the character may roll their damage with extra damage dice depending on how many damage they rolled originally and the type of burst fire. For 3 Slamfire: For damage with two or less dice, the character gains +2 dice. For three or more dice, the character gains +3 dice, plus +1 extra die for every three dice beyond the first three. For 2 round Slamfire For damage with two or less dice, the character gains +1 dice. For three or more dice, the character gains +2 dice, plus +1 extra die for every three dice beyond the first three. The dice are always the same type as used in the original damage. Using this attack fires two or three bullets or shells and can only be done if the weapon has two or three bullets or shells in it. Two round slamfire cost 5 Combat Points, and three round slamfire cost 6 Combat Points.

Aimed Grenade Launchers and Rocket Launchers Grenade launchers and rocket launchers can be used to attack a specific 5-foot square(just like thrown grenades), or they can be used to target a specific target. If a specific target is targeted, the defense of the target is to be used, and the attacker takes a -2 to their attack roll. If the target is hit, it takes 1d6 bludgeoning damage as well as any damage the grenade or rocket does. If the target is missed by a grenade, the grenade continues for 40 feet in the direction it was fired, until it either reaches the 40 feet, or collides with an object. If the target is missed with a rocket, the rocket continues for 600 feet in the direction it was fired, or until it collides with an object. When either of these happens, the grenade or rocket explodes as normal. All targets beyond the intended target get a Reflex Saving Throw(DC16) to dodge the grenade, and a Reflex Saving Throw(DC40) to dodge the rocket. If the target fails the reflex save, they are hit with the grenade or rocket.

Grenades and Explosives An explosive is a weapon that, when detonated, affects all creatures and objects within its burst radius by means of shrapnel, heat, or massive concussion. Its effect is broad enough that it can hurt characters just by going off close to them. Some explosives, such as grenades, can be thrown, and they explode when they land. Others are planted, with fuses or timers, and go off after a preset amount of time elapses.

Splash Weapons A splash weapon is a ranged weapon that breaks apart on impact, splashing or scattering its contents over its target and nearby creatures or objects. Most splash weapons consist of liquids in breakable containers. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no weapon proficiency, so characters don’t take the -4 nonproficient penalty. A hit deals direct hit damage to the target and splash damage to all other creatures within 5 feet of the target. A character can instead target a specific 5-foot square, including a square occupied by a creature. Use the rules for thrown explosives. However, if a character targets a square, creatures within 5 feet are dealt the splash damage, and the direct hit damage is not dealt to any creature. If the character misses the target (whether aiming at a creature or a square), check to see where the weapon lands, using the rules for thrown explosives. After determining where the object landed, it deals splash damage to all creatures within 5 feet.

Thrown Explosives An attack with a thrown explosive is a ranged attack made against a specific 5-foot square. (A character can target a square occupied by a creature.) Throwing the explosive is an attack action. If the square is within one range increment(Thrown weapons have a range increment of 10 feet), you do not need to make an attack roll. If the target square is more than one range increment away, make an attack roll. The square has an effective Defense of 10. Thrown explosives require no weapon proficiency, so a character doesn’t take the -4 nonproficient penalty. If the attack succeeds, the explosive lands in the targeted square. If the character misses the target, the explosive lands in a square nearby in a random direction. Roll a d12 and consult the tables below to determine where the explosive lands. Table: Thrown and Shot Explosives Deviation

1 6 2

11 Intended 5 12 10 7 Target 9 4 8 3

After determining where the explosive landed, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage, if they are within the wound radius of the explosive.

Wounding Radius for Explosives Explosives often reach out past their original blast radius, and still are effective. This is called the wounding radius. The wound radius of any explosive is is one square outside of the blast radius per 10 feet. Any target caught in the wounding radius, must make a Fortitude saving throw(DC16 + 1 per 10 feet of blast radius) or be knocked prone, and a Reflex saving throw(DC15 + 1 per 10 feet of blast radius), or take full damage. If the character passes the Reflex saving throw, they take half of the damage of explosive. Only explosives that cause damage can have a wounding radius.

Mortars An attack with a Mortar is a ranged attack made against a specific 5-foot square. (A character can target a square occupied by a creature.) Firing a mortar is an attack action that cost 12 Combat Points. If the square is within the first range increment the mortar takes 5 rounds to land. Every range increment after the first reduces the rounds it takes to land by 1. The square has an effective Defense of 10. Mortars require the Exotic Weapons proficiency(Cannon), so a character doesn’t take the -4 nonproficient penalty. If the attack succeeds, the explosive lands in the targeted square. If the character misses the target, the explosive lands in a square nearby in a random direction. Consult the Thrown and Shot Explosive Deviation chart. Mortars have a maximum range increment of 5.

Shooting or Throwing into a Melee If a character shoots or throws a ranged weapon at a target that is engaged in melee with an ally, the character takes a -4 penalty on their attack roll because the character has to aim carefully to avoid hitting the ally. Two characters are engaged in melee if they are enemies and they are adjacent to one another. (An unconscious or otherwise immobilized character is not considered engaged unless they are actually being attacked.) If the target is so big that part of it is 10 feet or farther from the nearest ally, the character can avoid the -4 penalty, even if it’s engaged in melee with an ally.

Called Shot When a character attacks, they are usually targeting center mass, which is the chest and torso region. If a character wishes to target a specific extremity, such as an arm or leg, they may do so. Using a Called shot invokes a -6 penalty for an arm or leg, a -7 for a hand or foot, and a -9 for the head. Calling a shot doesn't take any Combat Points.

If the character is hit anywhere during a called shot attack with a piercing, bludgeoning, slashing or ballistic weapon, and that weapon does more than 3 points of damage to that extremity, then the character takes Extremity damage. Called shot attacks ignore all Armor Damage reduction, unless the targeted area is armored.

Attacking with Two Weapons If the character wields a second weapon in their off hand, the character can attack with it like normal. Fighting in this way is very difficult, however the character takes a -6 penalty on the regular attack or attacks with their primary hand and a -10 penalty on the attack with their off hand. A character can reduce these penalties in two ways. A character fighting with two weapons, however, only has to spend the Combat Points as if attacking with one weapon.

Table: Two-Weapon Fighting Penalties Circumstances Primary Off Hand Hand Normal penalties -6 -10 Off-hand weapon is small or smaller -4 -8 Two-Weapon Melee Fighting feat -4 -4 Two-Weapon Ranged Fighting feat -5 -7 Improved Two-Weapon Melee Fighting feat -2 -4 Improved Two-Weapon Ranged Fighting feat -4 -4 Off-hand weapon is small or smaller and Two- -2 -2 Weapon Melee Fighting feat Off-hand weapon is small or smaller and Two- -3 -5 Weapon Ranged Fighting feat Off-hand weapon is small or smaller and 0 0 Improved Two-Weapon Melee Fighting feat Off-hand weapon is small or smaller and -2 -2 Improved Two-Weapon Ranged Fighting feat

If the off-hand weapon is small or smaller, the penalties are reduced by 2 each. (An unarmed strike is always considered light.) The Two-Weapon Melee Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6, and the Two Weapon Ranged Fighting feat lessens the primary hand penalty by 1, and the off-hand penalty by 3.

Move Actions Move Actions are actions that involve moving of some type.

Movement The simplest move action is moving . A character can move 5 feet per 1 Combat Point, move crouched at 5 feet per 2 Combat Points, and move prone at 5 feet per 3 combat points. Many nonstandard modes of movement are also covered under this category, including climbing and swimming (at 5 feet per 4 Combat Points), crawling (at 5 feet per 2 Combat Points), and entering a vehicle. For every 10 feet beyond the first 30 feet a character moves, they gain a +1 to their Defense until their next turn.

Manipulating Objects This move action includes drawing or holstering a weapon, retrieving a weapon or object out of a MOLLE pouch, pocket or bag, picking up an object, moving a heavy object, and opening a door. Draw a weapon from a holster or sheath: 3 Combat Points

Draw a weapon from mexican carry: 6 Combat Points

Holster a weapon: 4 Combat Points

Retrieve or store an item in a MOLLE vest, or load bearing vest: 3 Combat Points

Retrieve or store an item in a pocket, bag, or pouch: 4 Combat Points Pick up or manipulate an object: 3 Combat Points

Drop an item: 0 Combat Points

Drop to a kneel, sitting, or prone posture: 0 Combat Points

Cycle a weapon Cycling a weapon is the act of purposely cocking the weapon without firing it, ejecting a unused shell or cartridge, and reading the next one in the magazine, or letting the cylinder rotate without firing, often done for dramatic effect, or to ready alternate ammunition in a firearm. Only weapons with a capacity of three or more rounds may be cycled.

Cycling a weapon cost 1 Combat Point.

Standing Up Standing up from a prone or kneeling position cost 6 Combat Points. It provokes an attack of opportunity from opponents who threaten the character.

Reload a weapon. The cost to reload a weapon is dependent on how it is reloaded. Using magazines, speedloaders and stripper clips is much faster than reloading a weapon by hand. Reloading includes charging the weapon so that it's ready for use.

Reload a weapon with a magazine, speedloader or stripper clip: 4 Combat Points

Reload a link fed weapon with a new link: 6 Combat Points

Reload a bow: 1 Combat Point

Reload a crossbow or spear-gun: 2 Combat Points

Reload a slingshot: 3 Combat Points

Reload a taser: 3 Combat Points

Reload a Tranquilizer gun: 9 Combat Points

Reload a paintball hopper: 2 Combat Points

Reload a weapon by hand: 3 Combat Points per bullet or shell Refill a magazine, speedloader, or stripper clip: 3 Combat Points per bullet or shell

Refill a magazine using a stripper clip: 3 Combat Points per stripper clip

Reload a black powder weapon: 12 Combat Points per barrel or chamber

Withdraw Withdrawing from melee combat is when a character retreats from melee combat without incurring attack of opportunity penalties. When a character withdraws, the Combat Point cost to move is multiplied by 4. The square the character starts from is not considered threatened for purposes of withdrawing, and therefore enemies do not get attacks of opportunity against the character when they move from that square. Some forms of movement (such as climbing and swimming) require skill checks from most creatures. A character may not withdraw using a form of movement for which that character must make a skill check.

Clear a Jam Clearing a Jammed Weapon cost 12 Combat points.

Speak Actions With the exception of specific speaking-related abilities, speaking doesn't cost any Combat Points.

Speak Speaking allows the character convey 6 seconds of information, which is about 15 words. These words can be conveyed in any language the character can speak, or any noise the character wishes to produce. Miscellaneous Actions Some actions don’t fit neatly into the above categories. Some of the options described below are actions that take the place of or are variations on the actions described earlier. For actions not covered in any of this material, the GM determines how long such an action takes to perform and whether doing so provokes attacks of opportunity from threatening enemies.

Use Feat, Skill, or Talent Certain feats, let a character take special actions in combat. Other feats are not actions in themselves, but they give a character a bonus when attempting something they can already do. Some feats aren’t meant to be used within the framework of combat. The individual feat descriptions tell a character what they need to know about them. Most uses of skills or talents in a combat situation are attack actions, but some might be move actions or full- round actions. When appropriate, the description of a talent or a skill provides the time required to use it.

Attacks of Opportunity The melee combat rules assume that combatants are actively avoiding attacks. A player doesn’t have to declare anything special for their character to be on the defensive. Sometimes, however, a combatant in a melee lets their guard down, and doesn’t maintain a defensive posture as usual. In this case, combatants near him or her can take advantage of this lapse in defense to attack for free. These attacks are called attacks of opportunity.

Weapon Type A character can use a melee weapon to make attacks of opportunity whenever the conditions for such an attack are met (see Provoking an Attack of Opportunity, below). In addition, a character can make attacks of opportunity with unarmed attacks if the character’s unarmed attacks count as armed (see “Armed” Unarmed Attacks). Threatened Squares A character threatens the squares into which they can make a melee attack, even when it is not the character’s action. Generally, that’s all squares adjacent to the character’s position. An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from the character. A character can only make attacks of opportunity with melee weapons, never with ranged weapons. Facing and the penalty come with it, all apply with attacks of opportunity.

Provoking an Attack of Opportunity Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts from defending and lets the character’s guard down.

Moving out of a Threatened Square: When a character moves out of a threatened square, that character generally provokes an attack of opportunity. There are two important exceptions, however. A character doesn’t provoke an attack of opportunity if the character withdraws. If the character doesn’t start in a threatened square, but moves into one, the character has to stop there, or else they provoke an attack of opportunity as they leave that square.

Performing an Action that Distracts the Character: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make a character divert their attention from the fight at hand. Using a ranged weapon, in particular, provokes attacks of opportunity. Table: Actions in Combat notes many additional actions that provoke attacks off opportunity.

Making an Attack of Opportunity An attack of opportunity is a single melee attack, and a character can only make one per round. A character does not have to make an attack of opportunity if they don't want to. A character makes their attack of opportunity, however, at their normal attack bonus, even if the character has already attacked in this round. Making an Attack of Opportunity takes no Combat Points.

Extra Effort An Extra Effort action is an action where a character pushes themselves beyond their limits, using a burst of energy to get more accomplished in a single round. The character receives 5 extra combat points for the round(For a total of 20), and the following round, are considered Flat-footed, and can not perform any actions the following round(Including Attacks of Opportunity)

Movement and Position When using a grid to represent character’s movement, the standard scale equates 1 inch (or a 1 inch square) to 5 feet in the game world.

Standard Scale One inch (or one square) = 5 feet “Next to” or “adjacent” = 1 inch (5 feet) away (or in adjacent square) 30mm figure = A human-size creature A human-size creature occupies an area 1 inch (5 feet) across (or one square) One round = 6 seconds

Movement in Darkness: If a character moves when they can’t see, such as in total darkness, their Combat Point cost to move is doubled. The Blind Sense feat reduces this penalty. Diagonals When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.

You can’t move diagonally past a corner. You can move diagonally past a creature, even an opponent.

You can also move diagonally past other impassable obstacles, such as pits.

Passing Through Sometimes a character can pass through an area occupied by another character or creature.

Friendly Character: A character can move through a square occupied by a friendly character.

Unfriendly Character: There are two ways to move through a square occupied by a resisting enemy. The character can attempt to slip through a square occupied by an enemy (if the character has ranks in the Acrobatics skill; see the skill description).

A character can move through a square occupied by an unfriendly character who doesn’t resist as if the character was friendly. Square Occupied by Creature Three Sizes Larger or Smaller: Any creature can move through a square occupied by a creature three size categories larger or three categories smaller than it is.

Combat Modifiers This section covers offensive and defensive modifiers provided by position.

Favorable and Unfavorable Conditions Generally speaking, any situational modifier created by the attacker’s position or tactics applies to the attack roll, while any situational modifier created by the defender’s position, state, or tactics applies to the defender’s Defense. The GM judges what bonuses and penalties apply, using Table: Defense Modifiers and Table: Attack Roll Modifiers as guides.

Table: Defense Modifiers Circumstance Melee Ranged Defender sitting or kneeling -2 +21 Defender prone -4 +41 Defender stunned or cowering -22 -22 Defender climbing -22 -22 Defender flat-footed +02 +02 Defender grappling (attacker not) +02 +03 Defender pinned -44 +04 Defender helpless (such as paralyzed, sleeping, or +02 +02 bound) Defender has cover —— See Cover —— Defender concealed or invisible — See Concealment — 1 Does not apply if target is adjacent to attacker. This circumstance may instead improve bonus to Defense granted by cover. See Cover, below. 2 The defender loses any Dexterity bonus to Defense. 3 Roll randomly to see which grappling combatant the character strikes. That defender loses any Dexterity bonus to Defense. 4 Treat the defender’s Dexterity as 0 (-5 modifier). Table: Attack Roll Modifiers Circumstance Melee Ranged Attacker flanking defender1 +2 — Attacker on higher ground +1 +0 Attacker kneeling or sitting -2 +1 Attacker prone -4 +21 Attacker has not been seen yet. +22 +22 1 Some ranged weapons can’t be used while the attacker is prone. 2 The defender loses any Dexterity bonus to Defense.

Cover Cover provides a bonus to Defense. The more cover a character has, the bigger the bonus. In a melee, if a character has cover against an opponent, that opponent probably has cover against the character, too. With ranged weapons, however, it’s easy to have better cover than the opponent. The GM may impose other penalties or restrictions on attacks depending on the details of the cover.

Table: Cover Degree of Cover (Example) Cover Bonus Reflex to Defense Saves One-quarter (standing behind a 3-ft. high wall) +2 +1 One-half (fighting from around a corner or a tree; standing at an open window; +4 +2 behind a creature of same size) Three-quarters (peering around a corner or a big tree) +8 +3 Nine-tenths (standing at an arrow slit; behind a door that’s slightly ajar) +10 +4 1 Total (on the other side of a solid wall) — — 1 Half damage if save is failed; no damage if successful.

Degree of Cover Cover is assessed in subjective measurements of how much protection it offers. The GM determines the value of cover. This measure is not a strict mathematical calculation, because a character gains more value from covering the parts of their body that are more likely to be struck. If the bottom half of a character’s body is covered, that only gives one-quarter cover, because most vital areas are still fully exposed. If one side or the other of a character’s body is covered, the character receives one-half cover.

Cover Defense Bonus Table: Cover gives the Defense bonuses for different degrees of cover. Add the relevant number to the character’s Defense. This cover bonus overlaps (does not stack) with certain other bonuses. Cover Reflex Save Bonus Table: Cover gives the Reflex save bonuses for different degrees of cover. Add this bonus to Reflex saves against attacks that affect an area. This bonus only applies to attacks that originate or burst out from a point on the other side of the cover. Striking the Cover Instead of a Missed Target If it ever becomes important to know whether the cover was actually struck by an incoming attack that misses the intended target, the GM should determine if the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target with cover but high enough to strike the target if there had been no cover, the object used for cover was struck. This can be particularly important to know in cases when a character uses another character as cover. In such a case, if the cover is struck and the attack roll exceeds the Defense of the covering character, the covering character takes the damage intended for the target. If the covering character has a Dexterity bonus to Defense or a dodge bonus, and this bonus keeps the covering character from being hit, then the original target is hit instead. The covering character has dodged out of the way and didn’t provide cover after all. A covering character can choose not to apply their Dexterity bonus to Defense and/or their dodge bonus, if the character so desires.

Concealment Concealment includes all circumstances in which nothing physically blocks a blow or shot, but something interferes with an attacker’s accuracy.

Table: Concealment Concealment (Example) Miss Chance One-quarter (light fog; light 10% foliage) One-half (shadows; dense fog at 5 20% ft.) Three-quarters (dense foliage) 30% Nine-tenths (near total darkness) 40% Total (attacker blind; total 50% and must darkness; smoke grenade; dense guess target’s fog at 10 ft.) location

Degree of Concealment Concealment is subjectively measured as to how well concealed the defender is. Examples of what might qualify as concealment of various degrees are given in Table: Concealment. Concealment always depends on the point of view of the attacker.

Concealment Miss Chance Concealment gives the subject of a successful attack a chance that the attacker missed because of the concealment. If the attacker hits, the defender must make a miss chance percentile roll to avoid being struck. (Actually, it doesn’t matter who makes the roll or whether it’s rolled before or after the attack roll. When multiple concealment conditions apply to a defender, use the one that would produce the highest miss chance. Do not add the miss chances together.

Special Initiative Actions Usually a character acts as soon as they can in combat, but sometimes a character wants to act later, at a better time, or in response to the actions of someone else. Delay By choosing to delay, the character takes no action and then acts normally at whatever point in the initiative count the character decides to act. When a character delays, they voluntarily reduce their own initiative result for the rest of the combat. When the character’s new, lower initiative count comes up later in the same round, the character can act normally. The character can specify this new initiative result or just wait until some time later in the round and act then, thus fixing the character’s new initiative count at that point. A character cannot interrupt anyone’s action with a delayed action (as a character can with a readied action; see below).

Delaying Limits The longest a character can delay before taking an action is until after everyone else has acted in the round. At that point, the delaying character must act or else forfeit any action in that round. If multiple characters are delaying, the one with the highest initiative modifier (or highest Dexterity, in case of a tie) has the advantage. If two or more delaying characters both want to act on the same initiative count, the one with the highest initiative modifier can go first. If two or more delaying characters are trying to go after one another, the one with the highest initiative modifier can go last; the others must go first or lose their action for the round. If a character loses an action due to delaying, they may act on any count on the next turn. Again, the character cannot interrupt an action.

Ready The ready action lets a character prepare to take an action later, to interrupt another character. On the character’s turn, they prepare to take an action later, if a specific trigger is met. Then, later in the round, if the readied action is triggered, the character takes it, acting before the triggering action. Readying does not provoke an attack of opportunity.

Readying an Action A character can ready an attack action. To do so, the character specifies the action they will take and the conditions under which the character will take it. Then, any time before the character’s next action, the character may take the readied attack action in response to those conditions. The readied action occurs just before the event that triggers it. If the trigger is part of another character’s actions, the readied action interrupts the other character. The other character continues their actions once the readied action is completed. A character can move as normal, but only as long as the character doesn't spend the Combat Points needed to accomplish the readied action. If the character comes to their next action and has not yet performed the readied action, the character doesn’t get to take the readied action (though the character can ready the same action again). If the character takes their readied action in the next round, before their regular turn comes up, the character’s initiative count does not rise to that new point in the order of battle.

Special Attacks This section covers firearms, grappling, explosives, attacking objects, and an assortment of other special attacks.

Aid Another In combat, a character can help a friend attack or defend by distracting or interfering with an opponent. If the character is in position to attack an opponent with which a friend of the character is engaged in melee combat, the character can attempt to aid the friend. The character makes an attack roll against Defense 10. If the character succeeds, they don’t actually damage the opponent, but the character’s friend gains either a +2 circumstance bonus against that opponent or a +2 circumstance bonus to Defense against that opponent (aiding character’s choice) on the friend’s next turn.

Aiding another cost 8 Combat Points Planted Explosives A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off. When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon.

Attack an Object Sometimes a character needs to attack or break an object

Strike an Object Objects are easier to hit than characters because they usually don’t move, but many are tough enough to shrug off some damage from each blow. Object Defense and Bonuses to Attack: Objects are harder or easier to hit depending on their size and whether they are immobile or being held, carried, or worn by opponents. The base Defense of objects is shown on Table: Size and Defense of Objects.

Table: Size and Defense of Objects Size (Example) Defense Colossal (jetliner) -3 Gargantuan (army tank) 1 Huge (typical car) 3 Large (big door) 4 Medium-size (dirt bike) 5 Small (chair) 6 Tiny (College textbook) 7 Diminutive (paperback 9 book) Fine (pencil) 13

If a character spends 12 Combat Points to make an attack against an inanimate, immobile object, the character receives an automatic hit with a melee weapon, or a +5 bonus on their attack roll with a ranged weapon(All ranged weapons are firing single shot). An object being held, carried, or worn has a Defense equal to the above figure + 5 + the opponent’s Dexterity modifier. Striking a held, carried, or worn object provokes an attack of opportunity from the character who holds it. (If a character has the Sunder feat, they don't incur an attack of opportunity for making the attempt.) Hardness: Each object has hardness, a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object’s hit points (see Table: Substance Hardness and Hit Points and Table: Object Hardness and Hit Points).

Table: Substance Hardness and Hit Points Substance Hardness Hit Points Paper 0 2/inch of thickness Rope 0 2/inch of thickness Plastic, soft 0 3/inch of thickness Glass 1 1/inch of thickness Ceramic 1 2/inch of thickness Ice 0 3/inch of thickness Plastic, 2 5/inch of thickness hard Wood 5 10/inch of thickness Aluminum 6 10/inch of thickness Concrete 8 15/inch of thickness Steel 10 30/inch of thickness

Table: Object Hardness and Hit Points Object Hardness Hit Points Break DC Lock Cheap 0 1 10 Average 3 5 15 High quality 5 10 20 High security 10 120 35 Ultrahigh security 20 150 40 Manufactured objects1 Fine 0 1 10 Diminutive 0 1 10 Tiny 1 2 10 Small 3 3 12 Medium-size 5 5 15 Large 5 10 15 Huge 8 10 20 Gargantuan 8 20 30 Colossal 10 30 50 Firearm, Medium-size 5 7 17 Rope 0 2 23 Simple wooden door 5 10 13 Strong wooden door 5 20 23 Steel door 10 120 35 Cinderblock wall 8 90 35 Chain 10 5 26 Handcuffs 10 10 30 Metal bars 10 15 30 1Figures for manufactured objects are minimum values. The GM may adjust these upward to account for objects with more strength and durability.

Hit Points: An object’s hit point total depends on what it is made of or how big it is (see Table Substance Hardness and Hit Points and Table Object Hardness and Hit Points).

Energy Attacks: Acid and Concussive attacks deal normal damage to most objects. Electricity and fire attacks deal half damage to most objects; divide the damage by 2 before applying the hardness. Cold attacks deal one- quarter damage to most objects; divide the damage by 4 before applying the hardness.

Ineffective Weapons: The GM may determine that certain weapons just can’t deal damage effectively to certain objects.

Immunities: Objects are immune to nonlethal damage Saving Throws: Unattended objects never make saving throws. They are considered to have failed their saving throws. An object attended by a character (being grasped, touched, or worn) receives a saving throw just as if the character herself were making the saving throw.

Breaking Objects When a character tries to break something with sudden force rather than by dealing damage, use a Strength check to see whether they succeed. The DC depends more on the construction of the object than on the material. If an object has lost half or more of its hit points, the DC to break it decreases by 2.

Repairing Objects Repairing damage to an object takes a full hour of work and appropriate tools. (Without the tools, a character takes a -6 penalty on their Craft check.) At the end of the hour, make a Craft(Structural) check (DC 20). Success restores 2d6 hit points. The character may attempt repair checks until the item's HP is restored. Facing All characters have a facing: the direction to the adjacent square the character or creature is pointing toward. This means that a Medium creature standing in a given square has eight possible facings. The three squares a Small or Medium character is pointing toward are its front area. The three squares behind it are its rear area. The squares to its left and right are its flanks. Larger characters have more squares to deal with, but they still face toward one of eight directions. Their front areas remain the squares in front of them (including those on the front corners); their rear areas remain the squares behind them (including those on the rear corners); and their flanks remain the squares directly to their sides.

Changing facing

As you move, you can freely change your facing, rotating your miniature before you step into each new square. In addition, you can change facing at the end of your move. These rules do not apply if your movement is limited to a 5-foot step; see below. If you do not move during your turn, you may change facing once, at any point during your turn, for free. You can turn to face any direction you like, but you cannot change facing more than once.

Normal Movement You can move into any square in your front area at the normal movement cost. As you move, you may change your facing as you enter each new square. Make it clear which way you’re facing as you move, if it matters (such as when enemies are near), and set your miniature’s facing when you’re done moving. (If your miniature is on a square base, the corners of the base may extend beyond the miniature’s space. That’s okay, but remember that regardless of your facing, the size and shape of your space never actually changes.)

Moving Backward or Sideways In general, you’ll usually turn your character in the direction of movement before making a move. (As described above, you may freely make such changes in facing during movement.) However, sometimes you’ll want to move without changing your facing, to avoid exposing your flank or rear area to an attack of opportunity while you move. It costs two squares of movement to enter a square on your flank or in your rear area.

Depending on their size, creatures take up one or more hexagons on the grid, as shown in the accompanying diagram.

Areas of effects change to accommodate the hex grid; refer to the diagram below. Facing And Attacking In general, a character can attack into any square in his front area without penalty. Characters who don’t want to change their facing to point toward a foe can attack into their flank areas at a -5 penalty and into their rear areas at a -10 penalty. Characters can make ranged attacks into any square beyond their front area without penalty, as shown in the accompanying diagram. The penalties for making ranged attacks into flank and rear areas are the same as for melee combat.

Opponent Facing

Not only does your facing matter when you’re attacking, but the facing of your opponent does as well. If you’re attacking from a foe’s flank area (or the squares beyond it, if you have a reach or ranged weapon), you get a +2 bonus on the attack roll. You don’t need anyone opposite you on the other side of your foe. If you’re attacking from a foe’s rear area (or the squares beyond it), you get a +4 bonus on the attack roll. Faceless Creatures

Some creatures have no real facing because they can move, attack, and perceive foes equally well in every direction. All elementals and oozes are faceless. Faceless creatures can move or attack into any adjacent square, and they can’t be flanked or attacked from the rear because they don’t have flanks or rears.

Tiny and Smaller Creatures Tiny and smaller creatures don’t have facing. They can move or attack in any direction and are otherwise treated as faceless.

Facing And Perception It’s much easier to see what’s going on in your front area, and much easier to sneak around behind someone’s back. Perception Check Characters take a -5 penalty on Perception checks to spot things in their flank area (or beyond) and a -10 penalty to spot things in their rear area (or beyond). The Combat Awareness feat helps dampen this penalty. Faceless creatures (see above) and creatures with all-around vision ability don’t take this penalty.

Readied Actions

You can’t ready an action to respond to a trigger that occurs in your rear area if you have to see it happen (such as a doorknob turning). But you can ready an action for a sound-based trigger (such as the click of latch opening).

Vehicle Movement and Combat

For simply traveling from point to point, the vehicle used is largely a matter of personal style and finances. Skill checks are only required in extraordinary circumstances. These rules are primarily focused on ground vehicles: cars, trucks, and light military vehicles. The rules can be modified for heavier armored vehicles, and aircraft.

Characters in Vehicles A character in a vehicle fills one of several possible roles, which determines what the character can do. Driver: The driver of the vehicle controls its movement. Most vehicles have only one position from where the vehicle can be driven, so the person seated there is the driver. Driving a vehicle cost, at minimum, 6 Combat Points, which means that the driver may be able to do something else with their Combat Points. There can be only one driver in a vehicle at one time.

Copilot: A copilot can help the driver by taking an aid another action. The copilot must be seated in a location where they can see the road and advise the driver (in a car, this generally means the front passenger seat). Aiding the driver cost 6 Combat Points. A vehicle can have only one copilot at a time. A copilot can also drive the vehicle if the driver cannot or chooses not to, provided there is a second set of controls at the copilot’s seat (usually true in aircraft, but not ground vehicles).

Gunner: Some vehicles have built-in weapons. If such a weapon is controlled from a location other than the driver’s position, a character can man that position and become the gunner. A vehicle can have as many gunners as it has gunner positions.

Passenger: All other personnel aboard the vehicle are considered passengers. Passengers have no specific role in the vehicle’s operation, but may be able to fire weapons from the vehicle or take other actions. Scale These rules use two scales. If the encounter involves both vehicles and characters on foot, use character scale. If the scene involves only vehicles, and they’re likely to move at much higher speeds than characters or creatures on foot, use vehicle scale. Character Scale: Character scale is identical to the standard scale: It’s carried out on a grid in which each square equals 5 feet. In character scale, most vehicles are large enough to occupy multiple squares on the map grid. How many squares a vehicle occupies is specified in the vehicle’s description. When moving a vehicle, count the squares from the vehicle’s rear. When turning, pivot the vehicle on the rear square toward which it is turning. When firing weapons, count squares from the location of the weapon. In character scale, more than one ground vehicle cannot occupy the same square.

Vehicle Scale: In Vehicle scale, grids are not used. Instead the GM will describe the location of objects and obstacles, in reference to the character's location. It is important to use numerical feet values for anything the characters will target, and reference how long it will take the characters to reach a particular obstacle, based on their speed.

Vehicle Sizes Vehicles use the same size categories as characters and creatures, as shown on Table: Vehicle Sizes. The vehicle’s size modifier applies to its initiative modifier, maneuver modifier, and Defense. (The size modifier is already included in the vehicle statistics on Table: Vehicles)

Table: Vehicle Sizes Vehicle Size Examples Size Modifier Colossal -8 Jumbo Jets, Semi-trucks Gargantuan -4 IFVs, APCs, and Most aircraft Huge -2 Midsized Cars, Luxury Cars Large -1 Compact Cars, Compact Trucks Medium +0 Motorcycles, Toy Cars, and Mini Cars

Facing and Firing Arcs When dealing with vehicles, the vehicle’s facing (the direction it’s pointing) is important. Facing indicates the direction in which the vehicle is traveling (assuming it’s not moving in reverse). It can also determine which weapons aboard the vehicle can be brought to bear on a target. A weapon built into a vehicle can by mounted to fire in one of four directions: forward, aft (rear), right, or left, or be built into a partial or full turret. A partial turret lets a weapon fire into three adjacent fire arcs (such as forward, left, and right), while a full turret lets it fire in any direction. For vehicles with weapons, a weapon’s arc of fire is given in the vehicle’s description.

Getting Started Most vehicles can be entered with 4 Combat Points and started with 4 more Combat Points. An exception is noted in a vehicle’s description when it applies.

Vehicle combat differs from Character combat, in that there are two phases per round, the Movement Phase and the Attack Phase.

Initiative Initiative is determined by rolling initiative for each vehicle, using the vehicle’s initiative modifier. Movement Phase The movement phase is the phase where the vehicles move. The driver spends 6 Combat Points moving the Vehicle's speed, increasing or decreasing the speed category, and performing maneuvers. Initiative order goes as normal, and once every vehicle in combat has moved, the Attack Phase begins.

Attack Phase The attack phase is the phase that allows both the vehicle and it's occupants to attack. The characters may use as many combat points as they possess attacking or shifting within the vehicle.

Vehicle Speed Vehicle speed is expressed in eight categories: Stationary, Observing speed, Cruising Speed, Alley Speed, Avenue Speed, Street Speed, Highway Speed and All Out Speed. Each of these speed categories represents a range of possible movement (see Table: Vehicle Speeds and Modifiers). Each movement Phase, a vehicle moves according to its current speed category.

Table: Vehicle Speeds and Modifiers Required Turn Defense Modifier Check/Roll 1 Speed Distance Modifier Category Stationary2 — +0 — Observing — +0 +0 Speed Cruising 5 ft. +1 +0 Speed Alley Speed 10 ft. +1 -1 Avenue 15 ft +2 -2 Speed Street Speed 20 ft +3 -4 Highway 30 ft +5 -6 Speed All-out 35 ft +7 -8 Speed 1 The number of squares a vehicle must move at this speed before making a turn. 2 A stationary vehicle cannot move or maneuver.

Declaring Speed At the beginning of their action, a driver must declare their speed category for the round. The driver can choose to go one category faster or slower than the vehicle’s speed category at the end of the previous round. A stationary vehicle can change to observing speed in either forward or reverse. Most vehicles cannot go faster than alley speed in reverse. Not all vehicles can reach all speeds, and some vehicles can skip speeds with upgrades.

Stationary: The vehicle is motionless. Observing Speed: The vehicle is rolling at a very slow speed, usually used to survey areas. It tops out at about 15 miles per hour Cruising Speed: The vehicle is moving at a brisk pace, faster than what would be moved to observe, often used in parking lots and school zones. This speed tops out at about 30 miles per hour Alley Speed: This speed is used for safely maneuvering a vehicle in tight spaces, such as alleys and parking garages. It tops out at about 45 miles per hour. Avenue Speed: This speed is for open roads at a decent speed, up to about 60 miles per hour. Street Speed: The vehicle is traveling at a moderate speed, up to about 75 miles per hour Highway Speed: The vehicle is moving at a typical highway speed, from about 90 miles per hour All-Out Speed: The vehicle is traveling extremely fast, more than 110 miles per hour.

The Effects of Speed A fast-moving vehicle is harder to hit than a stationary one, but it’s also harder to control, and to attack from. As shown on Table: Vehicle Speeds and Modifiers, when a vehicle travels at street speed or faster, it gains a bonus to Defense. However, that speed brings along with it a penalty on all skill checks and attack rolls made by characters aboard the vehicle, including Drive checks to control the vehicle and attacks made from it.

Driving a Vehicle Driving a vehicle cost 6 Combat Points, taken by the vehicle’s driver. During their move action, the driver moves the vehicle a number of squares that falls within its speed category. The driver can attempt maneuvers to change the vehicle’s course or speed. These maneuvers can be attempted at any point along the vehicle’s route.

The two kinds of vehicle movement are simple maneuvers and stunts.

Simple Maneuvers: A simple maneuver, such as a 45-degree turn, is easy to perform. Each is free and can be taken as many times as the driver likes while they move the vehicle for no Combat Point cost. However, simple maneuvers do cost movement, so a vehicle that makes a lot of simple maneuvers will not get as far as one going in a straight line. Simple maneuvers do not require the driver to make skill checks.

Stunts: Stunts are difficult and sometimes daring maneuvers that enable a driver to change their vehicle’s speed or heading more radically than a simple maneuver allows. A stunt cost 6 Combat Points. Stunts always require Drive checks.

Simple Maneuvers During a vehicle’s movement, the driver can perform any one of the following maneuvers. 45-Degree Turn: Any vehicle can make a simple 45-degree turn as part of its movement. The vehicle must move forward at least a number of feet equal to its required turn distance (shown on Table: Vehicle Speeds and Modifiers) before it can turn.

Ram: At character scale, a driver does not have to perform a maneuver to ram another vehicle, they only needs to drive their vehicle into the other vehicle, and a collision occurs (see Collisions and Ramming).

At vehicle scale, however, more than one vehicle can occupy the same square and not collide, so ramming another vehicle requires a simple maneuver. The driver moves their vehicle into the other vehicle and states that they are attempting to ram. Resolve the ram as a collision, except that the driver of the target vehicle can make a Reflex save (DC 15) to reduce the damage to both vehicles by half.

Stunts Stunts are maneuvers that require a Drive check to perform successfully. Unsuccessful stunts often result in the vehicle ending up someplace other than where the driver intended. When this happens, the vehicle collides with any objects in its path. Remember that the check/roll modifier from Table: Vehicle Speeds and Modifiers affects all Drive checks made by the driver and attack rolls made by all occupants of the vehicle. Avoid Hazard: Vehicle combat rarely occurs on a perfectly flat, featureless plain. When a vehicle tries to move through a square occupied by a hazard, the driver must succeed on a Drive check to avoid the hazard and continue moving. Structures simply cannot be avoided. Also, if a driver cannot make a check (if they have used all their Combat Points for the round in performing other stunts), they automatically fail to avoid the hazard. In such cases, a collision occurs. The DC to avoid a hazard varies with the nature of the hazard. On a failed check, the vehicle hits the obstacle. An oil slick forces the drive to make a Drive check (DC 18) to retain control of the vehicle (see Losing Control). Failing to avoid an object results in a collision with the object (see Collisions and Ramming).

Caltops: Caltrops are four-pronged steel spikes designed so that one prong is pointing up when the caltrop rests on a surface. If a Vehicle fails it's avoid hazard check, the caltrops make an attack against the vehicle with a +2 Attack Bonus. If the attack is successful, the vehicle's tires are destroyed and the driver is forced to make a Drive check (DC 19) to retain control (see Losing Control). The Vehicle's max speed is reduced to Observing speed until the tires are changed.

Oil Slick: An oil slick is a large pool of oil(Or any hydrophobic, slippery fluid). If the driver fails to avoid this hazard, they are forced to make a Drive check (DC 18) to retain control of the vehicle (see Losing Control)

Hazard DC Caltrops 16 Oil slick 18 Object Small (tire, light debris) 8 Medium-size (crate) 12 Large (pile of wreckage) 19 Structure Cannot be avoided

Bootleg Turn: By making a bootleg turn, a driver can radically change direction without turning in a loop. However, in so doing, the vehicle comes to a stop. Before a vehicle can make a bootleg turn, it must move in a straight line at least a number of squares equal to its required turn distance. To make a bootleg turn, simply change the vehicle’s facing to the desired direction. The vehicle ends its movement in that location, at stationary speed.

The DC for a bootleg turn depends on the change in facing. On a failed check, instead of facing the desired direction, the vehicle only changes facing by 45 degrees. Make a Drive check to retain control against a DC equal to the DC for the bootleg turn attempted (see Losing Control).

Facing DC Change 45 degrees 5 90 degrees 10 135 degrees 15 180 degrees 20 Dash: With a dash stunt, a driver can increase the vehicle’s speed by one category. (This increase is in addition to any speed change made at the beginning of the driver’s action; if the driver increased speed at that time, they can accelerate a total of two categories in the same round.) The vehicle’s total movement for the round cannot exceed the maximum number of squares for its new speed category. (The squares it has already moved before attempting the dash count against this total.) The DC for a dash is 15. The driver can only succeed at one dash per round. On a failed check, the vehicle does not change speed categories.

Hard Brake: With a hard brake stunt, a driver can reduce the vehicle’s speed by up to one category. (This is in addition to any speed change made at the beginning of his action; if the driver reduced speed at that time, they can drop a total of two categories in the same round.) The vehicle’s movement for the round ends immediately.

The DC for a hard brake is 15. The driver can only succeed at one hard break per round. On a failed check, the vehicle does not change speed categories. Make a Drive check (DC 15) to retain control (see Losing Control).

Hard Turn: A hard turn allows a vehicle to make a turn in a short distance without losing speed. A hard turn functions like a 45-degree turn simple maneuver, except that the vehicle only needs to move forward a number of feet equal to half its required turn distance (rounded down). The DC for a hard turn is 15. On a failed check, the vehicle continues to move forward a number of feet equal to its required turn distance before turning, just as with a simple 45-degree turn. Make a Drive check (DC 15) to retain control (see Losing Control).

Jump: A driver can attempt to jump their vehicle across a gap in their path. To make a jump, the vehicle must move in a straight line a number of feet equal to its required turn distance.

The DC for a jump depends on the width of the gap, modified by the vehicle’s speed category. On a failed check, the vehicle fails to clear the gap, and instead falls into it (or collides with the far side). Determine damage as for a collision (see Collisions and Ramming). Gap Width DC 1-3 ft. (ditch) 15 4-8 ft. (culvert) 20 8-15 ft. (creek, small ravine) 25 16-25 ft. (narrow road, small 30 pond) 26-40 ft. (wide road, small river) 35

Vehicle Speed DC Modifier Category Observational Speed +20 Cruising Speed +15 Alley Speed +10 Avenue Speed +5 Street Speed +0 Highway Speed -5 All-out Speed -10 A shallow gap (1 to 3 feet deep) is equivalent to a Medium-size object; the vehicle may be able to avoid taking collision damage from the failed jump by treating the far side as a hazard and then continue moving (see Avoid Hazard, above). A moderately deep gap (4 to 10 feet deep) is equivalent to a Huge object. The vehicle can only drive out of the gap if the walls are not too steep.

A deeper gap (11 feet or deeper) is equivalent to a Colossal object. The vehicle can only drive out of the gap if the walls are not too steep. If the gap is filled with water, the vehicle takes only half damage from the collision with the ground. However, if the water is too deep or the bottom is too soft (GM’s discretion), the vehicle might not be able to move.

Sideswipe: During a vehicle’s movement, a driver can attempt to sideswipe a vehicle or other target, either to deal damage without fully ramming it or to cause another driver to lose control of their vehicle. At character scale, a vehicle must be side by side with its target (that is, occupying the square or squares directly to its side) and moving in the same direction. Attempting a sideswipe costs 1 square of movement.

If the stunt is successful, the sideswiping vehicle and the target both take damage as if they had collided (see Collisions and Ramming), except that the collision multiplier is one-forth, and the target (or driver of the target vehicle) can make a Reflex save (DC 15) to reduce the damage to both by half. If the target is another vehicle the driver must succeed at a Drive check (DC 15) at the beginning of their next action or lose control of the vehicle. The DC for a sideswipe is 15. It’s modified by the relative size and speed of the target. Target Condition DC Modifier Each size category larger -5 Each size category smaller +5 Each speed category of -2 difference

On a failed check, both vehicles take damage as though the sideswipe attempt was a success. However, the other driver does not need to make a check to retain control.

Terrain The Terrain a vehicle is driving on can also change how a vehicle is controlled, and how fast it can go.

Paved Road: Paved roads are roads made of cement, asphalt, or any other kind of standard paving. They have no special rules.

Semi-Paved Road: These roads include Gravel, hard compacted dirt roads, and any other kind of road where traditional paving is not used. They grant a -1 Penalty to all Drive checks.

Wilderness: Wilderness includes loose dirt roads, sand, or any kind of road off the beaten path. When driving on this type of surface, the Maximum speed is reduced by 4 categories.

Icy and Snow Modifier: Ice and snow remove traction from the road, making it harder to steer and gain control. When driving on any kind of road that is considered icy or snowy, there is a -4 Penalty to Drive Checks.

Rain Modifier: Rain makes it somewhat more difficult to drive, with the loss of traction. When driving on any kind of road that has been rained on, there is a -2 Penalty to Drive Checks. Driver Options Here is what a vehicle driver can do during the Movement Phase: Choose the Vehicle’s Speed: The driver may increase or decrease their vehicle’s speed category by one (or keep it the same).

Movement: Move and maneuver, and attempt a single stunt as part of the movement.

Collisions and Ramming A collision occurs when a vehicle strikes another vehicle or a solid object. Generally, when a vehicle collides with a creature or other moving vehicle, the target can attempt a Reflex save (DC 15) to reduce the damage by half.

Resolving Collisions The base damage dealt by a vehicle collision depends on the speed and size of the objects involved. Use the highest speed and the smallest size of the two colliding objects and refer to Table: Collision Damage.

Table: Collision Damage Highest Damage Die Speed Type Observational 1 Speed Cruising d2 Speed Alley speed d4 Avenue Speed d6 Street speed d8 Highway d10 speed All-out d12

Smallest Object or Creature Number of Size Dice Colossal 20 Gargantuan 16 Huge 12 Large 8 Medium-size 4 Small 2 Tiny 1 Smaller than Tiny 0

After finding the base damage, determine the collision’s damage multiplier based on how the colliding vehicle struck the other vehicle or object. (For vehicles moving in reverse, consider the back end to be the vehicle’s “front” for determining the collision multiplier.) Consult Table: Collision Direction for a multiplier. Once the damage has been determined, apply it to both vehicles (or objects or creatures) involved in the collision. Both vehicles reduce their speed by two speed categories. If the colliding vehicle moved the minimum number of feet for its new speed category before the collision, it ends its movement immediately. If not, it pushes the other vehicle or object aside, if possible, and continues until it has moved the minimum number of feet for its new speed category. Table: Collision Direction Colliding Vehicle’s Target Multiplier A stationary object x 1 A moving vehicle, striking head-on or 45 degrees from x 2 head-on A moving vehicle, striking perpendicular x 1 A moving vehicle, striking from the rear or 45 degrees from x 1/2 the rear A vehicle being sideswiped (see Sideswipe) x 1/4

The driver of the vehicle that caused the collision must immediately make a Drive check (DC 15) or lose control of the vehicle (see Losing Control, below). The driver of the other vehicle must succeed on a Drive check (DC 15) at the beginning of their next action or lose control of their vehicle.

Damage to Vehicle Occupants When a vehicle takes damage from a collision, its occupants may take damage as well. The base amount of damage depends on the cover offered by the vehicle.

Cover Damage None Same as damage taken by vehicle One-quarter One-half damage taken by vehicle One-half One-quarter damage taken by vehicle Three-quarters or None more

Each of the occupants may make a Reflex save (DC 15) to take half damage.

Losing Control A collision or a failed stunt can cause a driver to lose control of his vehicle. In these cases, the driver must make a Drive check to retain control of the vehicle. If this check is successful, the driver maintains control of the vehicle. If it fails, the vehicle goes into a spin. If it fails by 10 or more, the vehicle rolls. Remember that the check/roll modifier from Table: Vehicle Speeds and Modifiers applies to all Drive checks.

An out-of-control vehicle may strike an object or other vehicle. When that happens, a collision occurs (see Collisions and Ramming, above).

Spin: The vehicle skids, spinning wildly. At character scale, the vehicle moves in its current direction a number of feet equal to the required turn distance for its speed, then ends its movement. Once it stops, roll 1d8 to determine its new facing: 1, no change; 2, right 45 degrees; 3, right 90 degrees; 4, right 135 degrees; 5, 180 degrees; 6, left 135 degrees; 7, left 90 degrees; 8, left 45 degrees. Reorient the vehicle accordingly. At vehicle scale, the vehicle moves 5 ft and stops. Roll to determine its new facing as indicated above.

Roll: The vehicle tumbles, taking damage. At character scale, the vehicle rolls in a straight line in its current direction for a number of feet equal to the required turn distance for its speed, then ends its movement. At the end of the vehicle’s roll, reorient the vehicle perpendicular to its original direction of travel (determine left or right randomly). At vehicle scale, the vehicle rolls 5 ft before stopping and reorienting. At either scale, a vehicle takes damage equal to 2d6 x the character scale required turn distance for its speed (use the required turn distance from character scale even at vehicle scale). The vehicle’s occupants take damage equal to 2d4 x the character scale required turn distance for its speed (Reflex save, DC 15, for half damage).

Hide and Seek When being pursued, a driver can attempt a Stealth check to lose the pursuer in heavy traffic, or a presence check to misdirect the pursuer before turning onto an off-ramp or a side street. To make a Stealth check, use the normal rules for hiding (see the Stealth skill description). The normal size modifiers apply, but because the driver is hiding among other vehicles, most of which are size Large or Huge, they gain a +8 bonus on the check. This use of the Stealth skill can only be attempted in fairly heavy traffic; in lighter traffic, the GM might not allow it or might apply a penalty to the check. A driver can use Presence to make a pursuer think they are going a different direction from what the driver intends. Just before making a turn onto an off-ramp or side street, make a Presence check opposed by the pursuer’s Presence check. If the driver is successful, the pursuer takes a -5 penalty on any Drive check needed to make the turn to follow the driver. If the other driver can make the turn using only simple maneuvers and does not have to make a Drive check, the Presence attempt has no effect.

Fighting from Vehicles The following rules provide a further framework for combat involving vehicles.

Actions during the Attack Phase of vehicle combat are handled the same way as actions during personal combat.

Move Actions: Changing position within a vehicle is usually 5 Combat Points , especially if the character has to trade places with another character. If the character’s movement is short and unobstructed, the character can do it at the cost of regular movement.

Attack Actions: Anyone aboard a vehicle can make an attack with a personal weapon, and drivers and gunners can make attacks with any vehicle-mounted weapons controlled from their positions.

Crew Quality Rather than force the GM to create, or remember, statistics for everyone aboard a vehicle, vehicle statistics include a general “crew quality” descriptor. This indicates a typical crew’s aptitude with the vehicle’s systems. Table: Vehicle Crew Quality shows the five levels of crew quality for GM-controlled vehicle crews, along with the appropriate check modifier. Use the check modifier for all skill checks related to the operation of the vehicle (including Drive and Craft(Mechanical, Electrical or Structural) checks). Use the attack bonus for all attack rolls performed by the crew. For quick reference, Table: Crewed Vehicles shows the typical crew quality, and the crew’s total initiative and maneuver modifiers, for the vehicles covered in this book. This by no means restricts the GM from creating unique vehicles where the crew’s statistics are included, or from using GM characters’ abilities when they drive or attack from vehicles. It’s merely a shortcut to save time if the GM doesn’t have particular characters behind the wheel

Table: Vehicle Crew Quality Crew Quality Check Attack Modifier Bonus Untrained -4 -2 Normal +2 +0 Skilled +4 +2 Expert +8 +4 Ace +12 +6 Attack Options Firing a vehicle’s weapon requires the use of Combat Points, dependent on how it is fired and uses the driver’s or gunner’s ranged attack modifier.

A driver with 5 or more ranks in the Drive skill gains a +2 synergy bonus when firing vehicle-mounted weapons while driving.

Some military vehicles are equipped with fire-control computers. These systems grant equipment bonuses on attack rolls with the vehicle-mounted weapons to which they apply.

Driving Defensively: Just as in melee combat, one can fight defensively while driving a vehicle, which grants a +2 dodge bonus to the vehicle’s Defense and applies a -4 penalty on attack rolls made by occupants of the vehicle. It has the same Combat Point cost as normal.

Targeting Occupants An attack made against a vehicle uses the vehicle’s Defense, modified by its speed category. Attackers can choose instead to target specific vehicle occupants. An attack against a vehicle occupant is made like any other attack. Remember, however, that a character in a vehicle gains bonuses to Defense from both the vehicle’s speed and any cover it provides.

Cover When a character fires from a vehicle, objects or other vehicles in the way can provide cover for the target.

Damaging Vehicles All vehicles have hit points, which are roughly equivalent to a character’s hit points. Like most inanimate objects, vehicles also have hardness. Whenever a vehicle takes damage, subtract the vehicle’s hardness from the damage dealt.

When a vehicle is reduced to 0 hit points, it is disabled. Although it might be repairable, it ceases functioning. A vehicle that is disabled while moving drops one speed category each round until it comes to a stop. The driver cannot attempt any maneuvers except a 45-degree turn. A vehicle is destroyed when it loses hit points equal to twice its full normal total. A destroyed vehicle cannot be repaired.

Tires: All ground vehicles need tires to move. Targeting a tire is a called shot at a -4 to hit the tire. If a Vehicle's tire is hit, the driver must make a Drive Check (DC16), or lose control of the vehicle. For every tire lost, the vehicle loses one-quarter of it's speed.

Energy Attacks: Vehicles are treated as objects when subjected to energy attacks.

Exploding Vehicles: If the attack that disables a vehicle deals damage equal to half its full normal hit points or more, the vehicle explodes after 1d6 rounds. This explosion deals 15d6 points of fire damage to everyone within the vehicle (Reflex save, DC 20 for half damage), and half that much to everyone and everything within 30 feet of the explosion (Reflex save, DC 15, for half damage). Repairing Damage Repairing damage to a vehicle takes a full hour of work, a mechanical tool kit, and a garage or some other suitable facility. (Without the tool kit, a character takes a -4 penalty on their Craft check.) At the end of the hour, make a Craft(Structural) check (DC 20). Success restores 2d6 hit points. If damage remains, the character may continue to make repairs for as many hours as it takes to restore all of the vehicle’s hit points. GAME MASTERING

The Role of the Game Master The Game master is a storyteller and a referee, creator of terrible threats against humanity, secret master of the villainous, criminal and insane, and hidden protector of the brave. The GM's Responsibilities include three important task. Craft a Story: First and foremost, a game session is a story, it should make sense and hang together, complete with a beginning middle and an ending. After you set the adventure in motion, the players help provide what happens in the middle, and how the conclusion plays out. Create the world: The GM develops the campaign world, either using one from a preexisting one, or creating all their own. The campaign provides the backdrop and the story that unfolds Adjudicate the Game: Finally, the GM rolls the dice, decides to add a thug or two to keep the heroes in danger and actually referees the use of the rules contained in this book. The players must be able to count on you to run the game fairly and in everyone's interest.

Occupations Character occupations can determine the personality, background, and even the preferred equipment of the character. Below are notes on equipment, based on the occupation of the character

Academic

Academics of all types are often nearby computers, and usually have various writing materials and text on hand.

Adventurer

Adventurers such as daredevils and extreme sports enthusiast have some type of equipment that suits their thrill of choice, such as a motorcycle or parachute.

Big Game hunters will always have a high powered Assault rifle, Battle Rifle, or, Sniper rifle for hunting, usually in 5.56x45mm, 7.62x49mm, 7.62x51mm, .30-06 Springfield,or .243 Winchester.

Explorers and Field scientist will always have camping equipment, as well as adequate equipment to do calculations and equations in the field.

Athlete

Athletes, regardless of type, are always nearby their athletic equipment of choice.

Blue Collar

Blue collar characters' equipment can vary wildly, based on the job they perform

Celebrity

A celebrity most often always has a Smartphone, a camera, and any other indulgences they prefer, as well as any instruments they may need to perform. Creative

Creative characters always have their medium of choice nearby, weather that's paper, pens and pencils, a laptop, or a good DLSR Camera.

Criminal

Criminals such as bank robbers, crime family soldiers, gang members, and drug dealers usually carry their weapon of choice, which is usually cheap, concealable, and powerful, as well as a kit that suits their job, such as a lockpicking kit for burglars and thieves, or a forgery kit for con artist. Pirates, regardless of the locale, are often armed with heavy, automatic weapons.

Hit men usually keep .22 LR, .32 ACP or .25 ACP Pistols, equipped with a threaded barrel and a suppressor, as well as sub-sonic ammunition.

Dilettante

Dilettantes usually have a hobby that consumes a large amount of their time and money. If they do carry weapons, their weapon is most often customized, rare, or exotic.

Doctor

Doctors of all types on call will always have plenty of medical supplies, however, when out of the office, their supplies will be limited to a small First Aid kit.

Pharmacist would have access to a deluxe chemistry kit, while at their main place of work.

Emergency Services

Rescue workers, Firefighters, Paramedics, Hazardous Material Handlers and Emergency Medical Technicians all fall under this category.

Firefighters and Rescue Workers are issued a Turnout coat at standard issue, while Paramedics and EMS workers are issued a standard First Aid kit, which comes in the form of a large red bag.

Emergency Medical Technicians are issued a laptop, in order to complete their job

Entrepreneur

Entrepreneurs always have some form of computer on their person at one time, whether it be a smartphone or a laptop. Investigative

Federal agents and police detectives are issued the badge of their respective departments, a backup or full sized semi-automatic handgun in either 9x19mm, .38 Special, .357 Magnum, .40 S&W, or .45 ACP that cost 25 Wealth Points or less, a pair of steel handcuffs and a tactical holster. They may take the wealth points given to them, and add their own money, and purchase a more expensive firearm, as long as it meets the caliber requirements. The wealth points allocated for the issued firearm is for the firearm only, and does not cover any upgrades. Ammunition is provided for this firearm by the department, either FMJ/Lead or JHP/JSP(GM choice). Federal agents or police detectives will only be issued a handgun if they take the Personal Firearm Proficiency feat. The officer or agent must also purchase a license to go with the weapon. The issued weapon does come with a condition however; that they act in perform in the role becoming to a agent or officer. A serious break to this code could have the weapon and position revoked, a demoted position, or in the most severe cases, the firing of the agent or officer.

Federal agents and police detectives have the Military and Police license for free, but any purchases using it must be approved by their superior officer(The GM).

Private investigators also carry firearms, usually sticking to either a backup or full sized handgun.

Photojournalist and Investigative reporters always have a camera of some type, such as a DSLR camera for Photojournalist, or a Camcorder for Investigative reporters.

Espionage agents are a special case. Because of the nature of their work, most of the weapons they carry are procured during assignment, making any weapon a potential weapon. Espionage agents prefer smaller, more easily concealed weapons, as a general rule.

Law Enforcement

Police officers, state troopers, deputy sheriffs, S.W.A.T. members are issued the badge and uniform of their respective departments, a backup or full sized semi-automatic handgun in either 9x19mm, .38 Special, .357 Magnum, .40 S&W, or .45 ACP that cost 25 Wealth Points or less, a pair of steel handcuffs and a tactical holster. They may take the wealth points given to them, and add their own money, and purchase a more expensive firearm, as long as it meets the caliber requirements. The wealth points allocated for the issued firearm is for the firearm and extra magazines or speedloaders only, and does not cover any upgrades. Ammunition is provided for this firearm by the department, either FMJ/Lead or JHP/JSP(GM choice). Police officers, state troopers, deputy sheriffs, or S.W.A.T. members will only be issued a handgun if they take the Personal Firearm Proficiency feat. The officer must also purchase a license to go with the weapon. The issued weapon does come with a condition however; that they perform in the role becoming to an officer. A serious break to this code could have the weapon and position revoked, a demoted position, or in the most severe cases, the firing of the agent or officer.

In addition to the service handgun officers are issued, police officers have access to the police armory, which will normally include ArmaLite AR-15s and Remington 700 rifles, Remington 870 Express Tactical shotguns, and Mossberg 590A1 and JIT model shotguns, as well as a well stocked ammunition depot, with boxes of 9x19mm, . 38 Special, .357 Magnum, .40 S&W, .45 ACP, and 5.56x45mm FMJ/Lead and JHP/JSP rounds, and Boxes of 12 Gauge 00 Buckshot and Non-lethal rounds. The armory also has X26 Tasers, Taser cartridges, and extendable batons(Light Club) for issue. S.W.A.T. Team members have access to much heavier weapons, including submachine guns such as the H&K MP5A4 and MP5A5, UMP9, UMP40, and the UMP45, and the FN P90, assault rifles such as the FN SCAR-L and SCAR-H, carbines such as the Colt M4A1, and M4, shotguns such as the Benelli M1, M2 , M1014, Mossberg JIT and 590A1, Remington 870 Express Tactical and Remington 1100 Tactical, and sniper rifles such as the Remington 700 and the Accuracy International AWM. They also have grenades, such as Tear gas, Stun, Sting, and Concussion.

A concealable vest is issue for all police officers, state troopers, deputy sheriffs, and S.W.A.T. Members while on duty, and is turned in when off duty.

Military Police are issued a uniform, a badge, and a sidearm based on their country, and only possess this sidearm while on active duty.

United States and France: Beretta M9, with three 15 round magazines United Kingdom Glock 17, with three 17 round magazines Canada: Browning Hi-Power, with three 13 round magazine Israel: Jericho 941, with three 16 round magazines China: Norinco QSZ, with three 15 round magazines Russia: Makarov PM, with three 8 round magazines Germany: H&K USP 9 with three 15 round magazines

Law Enforcement personnel have the Military and Police license for free, but any purchases that require this license must be approved by their superior officer(The GM).

Military

Military personnel are issued Fatigues of their branch, as well as a dress uniform, regardless of on or off duty.

If a character is on active duty in a combat area or on assignment, the equipment for a character in the military profession is based on what branch, type of classification, and country they belong to.

While on active duty in a combat area or on assignment, Military Personnel have the Military and Police license for free

Religious

Ordained clergymen own traditional garb and text of their religion, while scholars and experts would be equipped just as academics would be.

Rural

Farm workers, hunters, and others who make a living in rural communities fall under this cattery. Farm workers favor target and heavy handguns, lever action rifles, and shotguns of various gauges and types.

The preference of a hunter depends on what he is hunting. For small to medium game, a pistol caliber carbine or a .22 caliber rifle is more than sufficient. For medium to large game, a larger caliber rifle or a shotgun would be more suited. Student

Students will always have a computer of some type, as well as their text of study, and a backpack to carry it all around in.

Security

Security personnel usually have at least a flashlight and radio to accompany their gear, and if they deal with threats on a constant basis, a firearm. They also have handcuffs, to keep suspects secured so they do not attack innocents or them. Lesser security personnel will keep non-lethal weapons, such as chemical irritants or tasers.

Technician

A Technician's equipment depends on what kind of technician they are. A chemical engineer would have access to a deluxe chemistry kit on site, and a small chemical kit at their home. A mechanical engineer would have access to a deluxe mechanical kit on site, and a small mechanics kit at home. An electrical engineer would have access to a deluxe electronics kit on site, and a small electronics kit at home. A programmer or computer technician would have a laptop. A civil engineer would have his sketching and surveying equipment .

Unemployed

An Unemployed character doesn't have any other resource besides free time, the library computer and the local want ads.

White collar

White collar workers would always have access to a computer, as well as any text that may be relevant to their job, as well as a company car.

Setting Prices Ops and Tactics uses a wealth system called Wealth points, where 1 WP is equal to about 20 USD. This makes the setting of prices very easy. If a Hero wishes to purchase something that isn't in the book, you can set the price for it, based on wealth points. If it falls somewhere in the middle, always round up for the price. If the cost of the item is less than half a single wealth point, then the character can purchase multiples of the object, for a single wealth point.

Salary Every Hero has a profession, and that profession provides them with a salary. Every two weeks in game time, or when the GM thinks it's applicable, the heroes get to roll their salary. This is added to their total wealth point pool. It is assumed that when the characters are not adventuring, the are off doing their respective jobs, in the background.

Encounter Goals Heroes receive experience points for overcoming obstacles that stand in the way of achieving the goals of the adventure. Feel free, however, to adjust the experience awards depending on how easily the heroes achieve an encounter goal. Battle Value

Every encounter is rated with a Battle Value (BV) , that indicates how challenging the encounter is expected to be. In general, an encounter with a battle value around the same as the heroes is moderately challenging; difficult or dangerous enough to make the heroes pay attention, but probably not life threatening if they're reasonably careful. A Battle Value of two to three times higher than the heroes' is a much more dangerous. On the other hand, minor encounters throughout the adventure might have a BV of two to three times lower than the heroes'. In addition to indicating challenge level, the BV is also used to determine the amount of experience characters get for succeeding in those encounters.

Determining Encounter Levels

Determining the level of an encounter involves four steps: Determining the amount of opponents or hazards; calculating the overall Battle Value from those individual BVs; considering the threat level of the encounter; and considering the encounter circumstances.

Table: Battle Values Character Enemy Modifier Battle Value Worth Archetype level 2 * level Character is armed with... A Simple Melee Weapon 1 An Archaic Melee Weapon 2 An Exotic Melee Weapon 4 An Improvised Weapon 7 A Single Shot Firearm 1

A Semi-automatic Firearm1 2

A Firearm with Burst fire1 3

A Fully Automatic Firearm1 5 A Bow or Crossbow 3 A taser, or chemical irritant 1 A Ranged Thrown Weapon 2 An Explosive 3 Character is wearing... Light armor 4 Medium Armor 6 Heavy Armor 7 Environments Slightly Hostile Total BV * 1.10 Moderately Hostile Total BV * 1.25 Severely Hostile Total BV * 1.50 Extremely Hostile Total BV * 2.00 Actions Performing a heroic action in 1-15, Depending on combat the action. Completing an objective in 1-10, Depending on combat the objective. 1 These Bonuses stack for multiple firing modes for a firearm

Heroic Actions and Objectives

Heroic actions come in many forms, but generally they encompass a character putting themselves in danger for a noble cause, weather that be retrieve an important piece of equipment or dragging a disabled comrade out of the line of fire. The GM can gauge the amount of risk and grant the battle value appropriately.

Hostile Environments

A Hostile environment is an environment that does not promote itself for combat, that can possess anything from distractions to an actively hostile environment such as land mines . An example of a slightly hostile environment would be fighting out on populated city streets. A Moderately hostile environment would be fighting in a densely populated mall. An example of a Severely Hostile environment would be fighting in the middle of a sandstorm. An example of an extremely hostile environment would be fighting in the middle of an active warzone.

Formula for Calculating XP

There are two forms of experience points: Party experience and personal experience. Party experience is given to all characters who participated in the battle, what they learn from being in combat. Personal experience is given atop party experience, to each character for their individual acts in the combat. Calculating the Party XP: 1d2 * 100 per 1 BV of the opposing force.( An opposing force with a total BV of 10 would roll 10d2 * 100 XP)

Calculating Personal XP: Defeated Enemy's BV * 50 + any applicable actions. Calculating an actions XP: Action BV * 200

Assisting It's often that players will work together and assist one another with defeating enemies, using healing aids one one another, and even pulling a friend out of the fire or executing combos. When two or more characters assist one another in an action that would gain them XP, they both receive the personal XP in it's entirety.

Environments

Darkness and Light It’s a rare mission that doesn’t end up in the dark somewhere, and heroes need a way to see. See Table: Light Sources for the radius that a light source illuminates and how long it lasts. The light sources listed are for light being broadcast in a circle from their origin. Table: Light Sources Item Light Duration Candle 10 feet 12 hours Torch 20 feet 2 hours Halogen lantern 40 feet 24 hours Match 10 feet 1 round Lighter 10 feet 1 hour Road Flare 40 feet 1 hour Chemical Light Stick 10 feet 6 hours

Heat and Cold Heat and cold deal damage that cannot be recovered until the character counteracts or escapes the inclement temperature. As soon as the character suffers any damage from heat or cold, they are considered fatigued. A character not properly equipped to counteract the heat or cold must attempt a Fortitude saving throw each hour (DC 15, +1 for each previous check). Failure means that the character loses 1d4 hit points. Heavy clothing or armor provides a -4 penalty on saves against heat but grants a +4 equipment bonus on saves against cold. Searing heat or bitter cold (desert or arctic conditions) forces a character to make a Fortitude save every 10 minutes. Failure means that the character loses 1d6 hit points. Appropriate clothing can modify the save, as noted above.

Catching on Fire Heroes exposed to open flames might find their clothes, hair, or equipment on fire. Heroes at risk of catching fire are allowed a Reflex saving throw (DC 15) to avoid this fate. If a hero’s clothes or hair catch fire, they take 1d4 points of damage immediately. In each subsequent round, the burning hero must make another Reflex saving throw. Failure means they take another 1d4 points of damage that round. Success means that the fire has gone out. (That is, once the character succeeds at the saving throw, they are no longer on fire.) A character on fire may automatically extinguish the flames by jumping into enough water to douse him or herself. If no body of water is at hand, rolling on the ground or smothering the fire with blankets or the like permits the hero another save with a +4 bonus.

Starvation and Thirst Sometimes heroes might find themselves without food and water. In normal climates, heroes need at least 1/2 gallon of fluids and about 1/4 pound of decent food per day to avoid the threat of starvation. In very hot climates, heroes need two or three times as much water to avoid dehydration. A character can go without water for one day plus a number of hours equal to their Constitution score. After this, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of Core HP damage. A character can go without food for three days, in growing discomfort. After this, the character must make a Constitution check each day (DC 10, +1 for each previous check) or sustain 1d3 points of Core HP damage. Damage from thirst or starvation cannot be recovered until the hero receives water or food, as needed.

Suffocation and Drowning A character in an airless environment (underwater, vacuum) can hold their breath for a number of rounds equal to their Constitution score. After this period of time, the character must make a Constitution check (DC 10) every round to continue holding their breath. Each round, the DC of the Constitution check increases by 1. When the character fails one of these Constitution checks, they begin to suffocate or drown. In the next round, the character falls unconscious with 0 hit points. In the following round, the character drops to -1 hit points and is dying. In the third round after failing the check, the character dies of suffocation or drowning. Smoke Characters breathing heavy smoke or similar toxic gases must make a Constitution check (DC 10, +1 for each previous check) each round or spend that round choking and coughing. Characters who choke for 2 consecutive rounds take 1d6 points of damage. Smoke also obscures vision, giving one-half concealment (20% miss chance) to characters within it.

Strangulation When a character is strangled by an instrument or an attacker, use the rules below. A character can strangle or choke a target of the same size category or one size category larger or smaller. The strangling attempt incurs an attack of opportunity. To begin the choke, the attacker must succeed at an opposed grapple check. If the grapple succeeds, the attacker can choose to deal normal unarmed damage as well as choke the target. The target can hold his of her breath for a number of rounds equal to their Constitution score. After this period of time, the target must make a Constitution check (DC 10, +1 for each previous check) every round to continue holding their breath. The target begins to suffocate on a failed check (see Suffocation and Drowning). If at any time the target breaks free or slips free of the grapple, the stranglehold is broken (although any damage that was dealt remains). Note that a grappled target who is not pinned can use a melee attack to strangle their attacker.

Falling A character takes 1d6 points of damage for every 10 feet of a fall, to a maximum of 100d6 points. If the character succeeds on a Reflex saving throw (DC 10, +1 for each 10 feet fallen), this damage is halved. If the saving throw fails, full damage is applied. A character can make an Acrobatics check (DC 15) to treat a fall as if it were 10 feet shorter when determining the damage and Reflex saving throw DC required by the fall.

Falling Objects Objects that fall upon characters (or creatures or vehicles) deal damage based on their size and the distance fallen, as noted on Table: Damage from Falling Objects. Objects deal the initial damage given in Table: Damage from Falling Objects if they fall 10 feet or less. An object deals an additional 1d6 points of damage for every 10- foot increment it falls beyond the first (to a maximum of 200d6 points of damage). Objects of Fine size are too small to deal damage, regardless of the distance fallen. A successful Reflex save indicates that the target takes half damage. The size of the falling object determines the save DC. If the save fails by 10 or more, and the object is at least three size categories larger than the character, the character is pinned under the fallen object. A pinned character cannot move but is not helpless. The character can make a Strength check to lift the object off him or herself or an Acrobatics check (DC 25) to get out from underneath. The GM can modify the DCs for these checks based on the circumstances.

Table: Damage from Falling Objects Object Size Examples Initial Reflex Save Strength Check Damage DC DC Fine Penny 0 n/a n/a Diminutive Paperweight 1 0 n/a Tiny Wrench 1d3 5 n/a Small Vase 1d4 10 5 Medium Briefcase 1d6 15 10 Large Garbage can 2d6 20 20 Huge Oil barrel 4d6 25 25 Gargantuan Piano 8d6 30 30 Colossal Vehicle 10d6 35 40 Poison When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes a poisonous substance, inhales a poisonous gas, or is otherwise poisoned, the character must make a Fortitude saving throw. If the character fails, they take the poison’s initial damage (usually ability damage). Even if the character succeeds, they typically face secondary damage 1 minute later. This secondary damage also requires a Fortitude saving throw to avoid.

Poisons are detailed in the Craft(chemical) skill description. Poisonous liquids are usually administered through injection or by application to a weapon. Poisonous gases must be inhaled to be effective. Poisonous solids are usually ingested with food or drink.

Perils of Using Poison A character has a 5% chance (roll a 1d100) to expose him or herself to a poison whenever the character applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a 1 on an attack roll with a poisoned weapon must succeed at a Reflex saving throw (DC 15) or accidentally poison him or herself with the weapon.

Poison Immunity Creatures with natural poison attacks are immune to their own poison. Nonliving creatures and creatures without metabolisms are immune to poison. Oozes and certain kinds of creatures are immune to poison, as detailed in their descriptions, though it is conceivable that a special poison could be synthesized specifically to harm them.

Disease When a character is exposed to a treatable disease, the character must make an immediate Fortitude saving throw. The victim must make this roll when they come into contact with an infectious carrier, touches an item smeared with diseased matter, consumes food or drink tainted with a disease, or suffers damage from a contaminated attack. If the character succeeds, the disease has no effect on them—the character’s immune system fights off the infection. If the character fails the save, they take damage after an incubation period; once per day thereafter, the character must succeed at a Fortitude saving throw to avoid secondary damage. Two successful saving throws in a row indicate that the character has fought off the disease and recovers, taking no more damage. The characteristics of some treatable diseases are summarized on Table: Diseases. Table: Diseases Disease Type Incubation Initial Damage Secondary Damage Period Anthrax Inhaled/Injected DC 16 1d2 days 1 Con 1d4 Con* Small pox Inhaled/Contact DC 15 2d4 days 1 Str and 1 Con 1d2 Str and 1d2 Con Pneumonia Inhaled DC 12 1d4 days 1 Str 1d3 Str and 1d3 Con Hantavirus Injected DC 14 1 day 1d2 Str 1d2 Str* and 1d2 Con* Necrotizing faciitis Contact DC 13 1d6 days 1 Con 1d3 Con* West Nile virus Injected DC 12 1d4 days 1 Dex and 1 1d2 Dex and 1d2 Con Con* Microanalyses Ingested DC 13 1 day 1 Str and 1 Dex 1 Str and 1d3 Dex Bubonic Plague Contact DC 17 1d6 days 1d3 Con 1d6 Con and 1d3 Str Cholera/Dysentery Ingested DC 14 1 day Sickened 1 Dex and 1 Str Food Poisoning Injested DC 15 1d4 days Sickened 1d2 Dex *If damage is sustained, make a second saving throw to avoid 1 point being permanently drained (instead of damaged). Type: The disease’s method of delivery—ingested, inhaled, or via an injection—and the DC needed to save. Most diseases that are inhaled can also be ingested (and vice versa).

Incubation Period: The amount of time before initial damage takes effect (if the victim fails their Fortitude save).

Initial Damage: The damage the victim takes after the incubation period.

Secondary Damage: The amount of damage the hero takes one day after taking initial damage, if they fail a second saving throw. This damage is taken each day the saving throw fails.

Acid Corrosive acids deal damage each round of exposure. The amount of damage varies depending on the acid’s strength, as noted on Table: Acid Damage.

Table: Acid Damage Acid Splash Total Strength Attack* Immersion* Mild 1d6 4d6 Potent 2d6 8d6 Concentrated 3d6 12d6 *Damage per round of exposure.

Acid damage from an attack reduces hit points. A character fully immersed in acid takes potentially more damage per round of exposure than a character splashed with acid. The fumes from most acids are inhaled poisons. Those who come within 5 feet of a large body of acid must make a Fortitude save (DC 15) or take 1 point of temporary Constitution damage. A second save must succeed 1 minute later to avoid taking another 1d4 points of Constitution damage.

Electricity Electrical hazards come in many forms, including stun guns, downed power lines, and electric security fences. Table: Electricity Damage gives damage values for various electrical hazards based on relative voltage. A character can make a Fortitude saving throw to reduce the damage by half. If that character is grounded or is otherwise insulated from the current, a successful save indicates that no damage is suffered.

Table: Electricity Damage Type Examples Damage Fort DC Jolt Car battery, stun gun 1d3 10 Low voltage Fuse box, electrical socket 3d6 15 Medium Industrial transformer, electric 10d6 20 voltage fence High voltage Power line, electric chair, 15d6 25 lightning

Conditions Summary

If more than one condition affects a character, apply them all. If certain effects can’t combine, apply the most severe effect. Ability Damaged The character has temporarily lost 1 or more ability score points. Lost points return at a rate of 1 per day unless noted otherwise by the condition dealing the damage. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious. Ability damages different from penalties to ability scores, which go away when the conditions causing them go away.

Ability Drained The character has permanently lost 1 or more ability score points. The character can regain drained points only through rest. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious. Blinded The character cannot see. He takes a -2 penalty to Defense , loses his Dexterity bonus to Defense (if any), Movement cost is doubled, and takes a -4 penalty on perception checks and on most Strength- and Dexterity- based skill checks. All checks and activities that rely on vision (such as reading and some perception checks ) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Blown Away Depending on its size, a creature can be blown away by winds of high velocity. A creature on the ground that is blown away is knocked down and rolls 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 × 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.

Confused A confused character’s actions are determined by rolling d% at the beginning of his turn: 01-10, attack target with melee or ranged weapons (or close with target if attacking is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from target at top possible speed; 71-100, attack nearest creature. A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Cowering The character is frozen in fear and can take no actions. A cowering character takes a -2 penalty to Defense and loses their Dexterity bonus (if any).

Dazed The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to Defense. A dazed condition typically lasts 1 round.

Dazzled The creature is unable to see well because of over stimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls, and perception checks that use sight. Dead The character’s hit points are reduced to -10, his Constitution drops to 0, or he is killed outright by a effect. The character’s soul/aura/nothing leaves his body. Dead characters cannot benefit from normal healing. A dead body decays normally unless preserved.

Deafened A deafened character cannot hear. She takes a -4 penalty on initiative checks and automatically fails Perception checks that involve hearing. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them. Disabled A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. The character can only spend 5 Combat Points. Performing any action the game master deems strenuous deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, they are now in negative hit points and dying. A disabled character with negative hit points recovers hit points naturally if they are being helped. Otherwise, each day they have a 10% chance to start recovering hit points naturally (starting with that day); otherwise, she loses 1 hit point. Once an unaided character starts recovering hit points naturally, she is no longer in danger of losing hit points (even if their current hit points are negative).

Dying A dying character is unconscious and near death. They have -1 to -9 current hit points. A dying character can take no actions and is unconscious. At the end of each round (starting with the round in which the character dropped below 0 hit points), the character rolls a fortitute save(DC20) to see whether they become stable. If they do not, they lose 1 hit point. If a dying character reaches -10 hit points, they are dead.

Energy Drained The character gains one or more negative levels, which might permanently drain the character’s levels. If the subject has at least as many negative levels as Hit Dice, he dies. Each negative level gives a creature the following penalties: -1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and -1 to effective level (for determining the power, duration, DC, and other details of special abilities).

Entangled The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at twice the combat point cost, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity.

Exhausted An exhausted character moves at twice the combat point cost and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue

Fatigued A fatigued character takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. Flat-Footed A character who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation. A flat-footed character loses his Dexterity bonus to Defense (if any) and cannot make attacks of opportunity. Frightened A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

Grappling Engaged in wrestling or some other form of hand-to-hand struggle with one or more attackers. A grappling character can undertake only a limited number of actions. He does not threaten any squares, and loses his Dexterity bonus to Defense (if any) against opponents he isn’t grappling. See Grapple.

Helpless A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (-5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks receives no special bonus against helpless targets. An enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical strike. If the defender survives, he must make a Fortitude save(DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity. Creatures that are immune to critical strikes do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.

Incorporeal Having no physical body. Incorporeal creatures are immune to all standard attack forms. They can be harmed only by other incorporeal creatures, elemental damages(Such as concussive, cold, electricity or fire), or supernatural effects.

Inebriated Drunken, and consumed too much alcohol. An inebriated character takes a -4 on all attack rolls, and their Combat Point Cost to Move is doubled.

Invisible Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to Defense (if any).

Knocked Down Depending on their size, creatures can be knocked down by winds of high velocity. Creatures on the ground are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6 × 10 feet.

Nauseated Experiencing stomach distress. Nauseated creatures are unable to spend Combat Points on attacks, speaking, or do anything else requiring attention. The only action such a character can spend Combat Points on are move actions. Panicked A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.

Paralyzed A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.

Pinned Held immobile (but not helpless) in a grapple.

Prone The character is on the ground. An attacker who is prone has a -4 penalty on melee attack rolls , but a +2 to ranged attack rolls. A defender who is prone gains a +4 bonus to Defense against ranged attacks, but takes a -4 penalty to defense against melee attacks.

Rattled A rattled character is visibly disturbed, and can barely function. A rattled character takes a -4 penalty on attack rolls, saving throws, skill checks, and ability checks.

Shaken A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened , rattled or panicked, but worse than unnerved.

Sickened The character takes a -2 penalty on all attack rolls, melee weapon damage rolls, saving throws, skill checks, and ability checks.

Stable A character who was dying but who has stopped losing hit points and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Treat injury check), then the character no longer loses hit points. He has a 10% chance each hour of becoming conscious and disabled(even though his hit points are still negative). If the character became stable on his own and hasn’t had help, he is still at risk of losing hit points. Each hour, he has a 10% chance of becoming conscious and disabled. Otherwise he loses 1 hit point.

Stunned A stunned creature drops everything held, can't spend any Combat Points, takes a -2 penalty to Defense, and loses his Dexterity bonus to Defense (if any).

Unconscious Knocked out and helpless. Unconsciousness can result from having current hit points between -1 and -9, or from losing all hit points due to a non-lethal attack. Unnerved An unnerved character has lost their demeanor. They take a -1 penalty on attack rolls, saving throws, skill checks, and ability checks. Unnerved is a less severe state of fear than shaken, frightened or panicked.

ENEMIES, NPC's AND MONSTERS

Table: Creature Sizes

Typical Size Modifiers Grapple Modifiers Dimension1 Weight2 Typical Reach to Defense Modifiers to Stealth Fighting and Attack Checks Space Rolls Colossal -8 +16 -16 64 ft. or more 250,000 lb. or more. 30 ft. by 30 ft. 15 ft. Gargantuan -4 +12 -12 32 ft. - 64 ft. 32,000 lb. - 250,000 20 ft by 20 ft. 15 ft. lb. 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 8 ft. - 16 ft. 500 lb. - 4,000 lb. 10 ft. by 10 ft. 10 ft. Medium +0 +0 +0 4 ft. - 8 ft. 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 1 ft. - 2 ft. 16 oz. - 8 lb. 2 ½ ft. by 2 ½ 0 ft. ft. Diminutive +4 -12 +12 6 in. - 1 ft. 2 oz.- 16 oz. 1 ft. by 1 ft. 0 ft. Fine +8 -16 +16 6 in. or less 2 oz. - or less 6 in. by 6 in. 0 ft. 1 Biped's height, quadruped's body length(Nose to base of tail) 2 Assumes that the creature is roughly as dense as a regular animal. A creature made of stone or metal will weight much more. A gaseous creature will weight much less.

Table: Creature Saves and Base Attack Bonuses Creature’s Good Poor Base Attack Bonus Hit Dice Save Save Bonus Bonus 1 or less +2 +0 +0 2 +3 +0 +1 3 +3 +1 +2 4 +4 +1 +3 5 +4 +1 +3 6 +5 +2 +4 7 +5 +2 +5 8 +6 +2 +6 9 +6 +3 +6 10 +7 +3 +7 11 +7 +3 +8 12 +8 +4 +9 13 +8 +4 +9 14 +9 +4 +10 15 +9 +5 +11 16 +10 +5 +12 17 +10 +5 +12 18 +11 +6 +13 19 +11 +6 +14 20 +12 +6 +15

Animal An animal is a nonhumanoid creature, usually a vertebrate with no innate capacity for language or culture. See Table: Animals for physical ability scores, recommended minimum Hit Dice, and damage based on size. Hit Die: d8. Base Attack Bonus: 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses). Good Saving Throws: Fortitude and Reflex (some animals have different good saves). Skill Points: 10-15. Feats: None. Animals share the following additional traits. Weapon and Armor Proficiency: Animals are proficient with their natural weapons only. They are not proficient with armor. Ability Scores: Animals have Intelligence scores of 1 or 2 (predatory animals tend to have Intelligence scores of 2). No creature with an Intelligence score of 3 or higher can be an animal. Low-Light Vision (Ex): Most animals have low-light vision.

Table: Animals Size Str Dex Con Minimum Slam Bite Claw Gore HD Colossal 42-43 10-11 28-29 32d8 2d6 4d6 2d8 4d6 Gargantuan 34-35 10-11 24-25 16d8 1d8 2d8 2d6 2d8 Huge 26-27 10-11 20-21 4d8 1d6 2d6 2d4 2d6 Large 18-19 12-13 16-17 2d8 1d4 1d8 1d6 1d8 Medium-size 10-11 14-15 12-13 1d8 1d3 1d6 1d4 1d6 Small 6-7 16-17 10-11 1/2 d8 1d2 1d4 1d3 1d4 Tiny 2-3 18-19 10-11 d8 1 1d3 1d2 1d3 Diminutive 1 20-21 10-11 1/8 d8 — 1d2 1 1d2 Fine 1 22-23 10-11 1/16 d8 — 1 — 1

Construct A construct is an animated object or artificially constructed creature. See Table: Constructs for physical ability scores, recommended minimum Hit Dice, and damage based on size. Hit Die: d10. Base Attack Bonus: 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses). Good Saving Throws: None. Skill Points: None. Feats: None. Constructs share the following additional traits.

Weapon and Armor Proficiency: Constructs are proficient with their natural weapons only. They are not proficient with armor. Ability Scores: Constructs have no Constitution score and usually no Intelligence score. Extra Hit Points: Constructs gain extra hit points according to size, as shown on Table: Constructs. Darkvision (Ex): Most constructs have darkvision with a range of 60 feet. Immunities: Constructs are immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease,, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical strikes, nonlethal damage, ability damage, ability drain,or energy drain. Repairable: Constructs cannot heal damage on their own but can be repaired using the Repair skill. A successful Craft(Structural) check (DC 30) heals 1d10 points of damage to a construct, and each check represents 1 hour of work. A construct reduced to 0 hit points is immediately destroyed and cannot be repaired.

Table: Constructs Size Str Dex Con Minimum Extra Hit Points Sla Bite Cla Gore HD m w Colossal 44-47 6-7 — 32d10 120 4d6 2d6 2d8 4d6 Gargantuan 36-39 6-7 — 16d10 80 2d8 1d8 2d6 2d8 Huge 28-31 6-7 — 8d10 40 2d6 1d6 2d4 2d6 Large 20-23 8-9 — 2d10 20 1d8 1d4 1d6 1d8 Medium- 12-15 10-11 — 1d10 10 1d6 1d3 1d4 1d6 size Small 8-11 12-13 — 1/2 d10 5 1d4 1d2 1d3 1d4 Tiny 4-7 14-15 — 1/4 d10 — 1d3 1 1d2 1d3 Diminutive 2-5 16-17 — 1/8 d10 — 1d2 — 1 1d2 Fine 1 18-19 — 1/16 d10 — 1 — — 1

Vermin This type includes insects, arachnids, other arthropods, worms, and similar invertebrates. See Table: Vermin for physical ability scores, recommended minimum Hit Dice, and damage based on size. Hit Die: d8. Base Attack Bonus: 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses). Good Saving Throws: Fortitude. Skill Points: 10-15. Feats: None. Vermin share the following additional traits. Weapon and Armor Proficiency: Vermin are proficient with their natural weapons only. They are not proficient with armor. Ability Scores: Vermin have no Intelligence score. Potent Venom: Medium-size or larger poisonous vermin get a bonus to the save DC of their poison based on their size, as follows: Medium-size +2, Large +4, Huge +6, Gargantuan +8, Colossal +10. Darkvision (Ex): Most vermin with visual sensory organs have darkvision with a range of 60 feet. Blindsight (Ex): Most vermin without visual sensory organs have blindsight with a range of 60 feet. Immunities: Vermin are immune to mind-affecting effects.

Table: Vermin Size Str Dex Con Minimum Slam Bite Cla Gore HD w Colossal 42-43 6-7 26-27 32d8 2d6 4d6 2d8 4d6 Gargantuan 34-35 6-7 22-23 16d8 1d8 2d8 2d6 2d8 Huge 26-27 6-7 18-19 8d8 1d6 2d6 2d4 2d6 Large 18-19 8-9 14-15 2d8 1d4 1d8 1d6 1d8 Medium-size 10-11 10-11 10-11 1d8 1d3 1d6 1d4 1d6 Small 6-7 12-13 8-9 1/2 d8 1d2 1d4 1d3 1d4 Tiny 2-3 14-15 8-9 1/4 d8 1 1d3 1d2 1d3 Diminutive 1 16-17 8-9 1/8 d8 — 1d2 1 1d2 Fine 1 18-19 8-9 1/16 d8 — 1 — 1

SPECIAL ABILITIES

Ability Score Reduction (Su): Some attacks reduce an opponent’s score in one or more abilities. This loss can be permanent or temporary

Permanent Ability Drain: This effect permanently reduces a living opponent’s ability score when the creature hits with a melee attack. The creature’s descriptive text gives the ability and the amount drained. If an attack that causes permanent ability drain scores a critical strike, it drains twice the given amount (if the damage is expressed as a die range, roll two dice). A draining creature heals 5 points of damage (10 on a critical strike) whenever it drains an ability score no matter how many points it drains. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points. Some ability drain attacks allow a Fortitude save with a DC of 10 +1/2 draining creature’s HD + draining creature’s Charisma modifier (the exact DC is given in the creature’s descriptive text). If no saving throw is mentioned, none is allowed.

Temporary Ability Damage: This attack damages an opponent’s ability score. The creature’s descriptive text gives the ability and the amount of damage. If an attack that causes ability damage scores a critical strike, it deals twice the given amount (if the damage is expressed as a die range, roll two dice). Temporary ability damage returns at the rate of 1 point per day.

Blindsight (Ex): Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as a sighted creature. Invisibility and darkness are irrelevant. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Perception checks to notice creatures within range of its blindsight ability.

Constrict (Ex): The creature crushes the opponent, dealing bludgeoning damage, after making a successful grapple check. The amount of damage is given in the creature’s entry. If the creature also has the improved grab ability (see below), it deals constriction damage in addition to damage dealt by the weapon used to grab.

Damage Reduction (Su): The creature ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks , and supernatural abilities. The entry indicates the amount of damage ignored and the type of weapon that negates the ability. Any weapon more powerful than the type listed in the note also negates the ability. For purposes of harming other creatures with damage reduction, a creature’s natural weapons count as the type that ignores its own innate damage reduction. The amount of damage reduction is irrelevant.

Darkvision (Ex): The creature can see in total darkness, out to the specified range (usually 60 feet). Darkvision is black-and-white only, but is otherwise like normal light. Fast Healing (Ex): The creature regains hit points at an exceptionally fast rate, usually 1 or more hit points per round. Fast healing stops working when a creature is reduced to -10 hp or fewer. Except as noted here, fast healing works just like natural healing. Fast healing doesn’t provide any benefit against attack forms that don’t deal hit point damage. Fast healing also doesn’t restore hit points lost to starvation, thirst, or suffocation, and it doesn’t allow a creature to regrow or reattach severed body parts.

Improved Grab (Ex): If the creature hits with a melee weapon it deals normal damage and attempts to start a grapple , doing so without provoking attacks of opportunity. No initial touch attack is required. Unless otherwise stated, improved grab works only against opponents at least one size category smaller than the creature. A Small or smaller creature using improved grab does not apply its grapple modifier to its grapple check.

The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks but is not considered grappled itself; the creature does not lose its Dexterity bonus to Defense, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal additional damage unless the creature also has the constrict ability (see above). If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage given for the attack that established the hold.

When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. The creature is not considered grappled while it holds the opponent, so it still threatens adjacent squares and retains its Dexterity bonus. It can even move, provided it can drag the opponent’s weight.

Low-Light Vision (Ex): A creature with low-light vision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.

Poison (Ex): Poison attacks deal initial damage, such as temporary ability damage (see above) or some other effect, to the opponent on a failed Fortitude save. Unless otherwise noted, another saving throw is required 1 minute later (regardless of the first save’s result) to avoid secondary damage. The Fortitude save against poison has a DC equal to 10 + 1/2 poisoning creature’s HD + poisoning creature’s Constitution modifier (the exact DC is given in the creature’s Species Traits). A successful save negates the damage.

Regeneration (Ex): This ability makes the creature impervious to most types of damage. Damage the creature is vulnerable to deals damage with every successful attack. Such damage can’t be regenerated. Regeneration doesn’t provide any benefit against attack forms that don’t deal hit point damage. Regeneration also doesn’t restore hit points lost to starvation, thirst, or suffocation. Regenerating creatures can regrow and reattach severed body parts. Severed parts that aren’t reattached wither and die normally. Regeneration continues to work no matter how low the creature’s hit points drop, restoring lost hit points from any damage other than from attack forms the creature is specially vulnerable to. Scent (Ex): This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the ranges noted above. Overpowering scents can be detected at triple normal range. When a creature detects a scent, the exact location is not revealed—only its presence somewhere within range. The creature can take a move or attack to note the direction of the scent. If it moves within 5 feet of the source, the creature can pinpoint that source. A creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on the strength of the quarry’s odor, the number of creatures being tracked, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Swallow Whole (Ex): If the creature begins its turn with an opponent held in its mouth (see improved grab, above), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its opponent and deals bite damage. Unless noted otherwise, the opponent can be up to one size category smaller than the swallowing creature.

Being swallowed has various consequences depending on the creature, but a swallowed opponent is considered grappled, while the creature is not. A swallowed opponent can try to cut its way free with any light piercing or slashing weapon (the amount of cutting damage required to get free is noted in the creature’s descriptive text), or it can just try to escape the grapple. If the swallowed opponent chooses the latter course, success puts it back in the creature’s mouth, where it may be bitten or swallowed again.

Trample (Ex): As an attack during its turn each round, the creature can run over an opponent at least one size category smaller than itself, entering the opponent’s fighting space to do so. The trample deals bludgeoning damage, and the creature’s descriptive text lists the amount. Trampled opponents can attempt attacks of opportunity, but these incur a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves for half damage. The save DC equals 10 + 1/2 trampling creature’s HD + trampling creature’s Strength modifier (the exact DC is given in the creature’s descriptive text). CREATURES

The creatures described in this section include mundane animals as well as fantastic creatures. A creature’s description often includes statistics for both the standard breed and an “improved” version that has levels in one or more archetypes.

Hit Dice and Hit Points A creature's type and size determine it's Hit Dice. A creature's Hit Dice is equivalent to it's level, it's rate of natural healing, and it's maximum ranks in a skill. A Creature's Hit Dice and Constitution modifier determine it's hit points. A creature's entry gives the creature's average hit points.

Unlike Characters, Creatures only have a single pool of hit points, and when lost, they die.

Initiative The creature's modifier on initiative checks.

Combat Point Score A creature's Combat Point Score is the amount it can do in one turn. If the creature has other modes of movement, these are given after the main entry.

Burrow: The Creature can tunnel through dirt, but not rock unless stated. Burrowing 2 cost Combat Points per 5 feet.

Climb: A creature with a climb ablility has the Athletics skill at no cost, and gains a +8 species bonus on athletics checks when climbing. The creature must make an Athletics check to climb any wall or slope with a DC greater than 0, but it can always choose to take 10, even if rushed or threatened. The creature moves as normal while climbing. If it attempts an accelerated climb, it moves double the speed, and makes a single athletics check at a -5 penalty. Creatures cannot run while climbing. The Creature retains it's Dexterity bonus to Defense while climbing, and opponents get no special bonus on their attack rolls against the climbing creature.

Fly The creature can fly if carrying no more than a medium load. All fly abilities include a parenthetical indicating maneuverability. Flying cost the same amount as moving normally

Perfect: The creature can perform almost any aerial maneuver it wishes(Example: Hummingbird) Good: The Creature is agile in the air, but cannot change directions readily as one with perfect maneuverability(Example: Hawk) Poor: The creature flies as well as a very large bird(Example: Vulture) Clumsy: The creature can barely fly at all (Example: Sugar Glider)

Swim: A creature with a swim ability can move through water as normal without making an Athletic check. It gains a +8 species bonus on any swim check to perform some special action or avoid a hazard. The creature always can choose to take 10, even if distracted or endangered when swimming. Creatures can sue the run action while swimming, provided they move in a straight line. Defense A Creature's defense includes a parenthetical mention of the modifiers contributing to it. The creatures “Touch” Defense(Discounting natural armor and other armor modifiers), and “Flat Footed” Defense(Discounting Dexterity bonus) are provided as well

Base attack Bonus (BAB) A Creature's base attack bonus does not include any modifiers. It is used to calculate the creatures Grapple modifier, as well as the maximum bonus on damage rolls for a creature using the power attack feat. A Creature's base attack bonus is derived by cross referencing the creature's hit dice and type on the Table :Creatures saves and Base Attack Bonuses

Grapple Modifier Whenever a Creature makes an opposed grapple check, apply this modifier to it's 3d6 Roll. The total modifier on grapple checked is BAB + Strength Modifier + Grapple Modifier. The Grapple modifier for creatures of various sizes are given on Table: Grapple Modifiers

Attack This bonus includes modifications for size and Strength(For Melee attacks) or Dexterity (For Ranged attacks). A creature with Weapon Finesse feat can use it's Dexterity modifier for it's Attack. A Creature's attack damage include it's full strength modifier(1.5 times it's Strength bonus)

Natural Weapons Natural weapons include teeth, claws, horns, and the like. The number of attacks along with weapon, attack bonus, and form of attack(Melee or Ranged), are provided in a creature's entry. Unless Noted, Natural weapons threaten critical strikes on a natural attack roll of 16-18.

Bite: The creature attacks with it's mouth, dealing piercing damage.

Claw or Rake: The creature rips with a sharp appendage, dealing slashing damage.

Gore: The creature speaks the opponent with an antler, horn or similar appendage, dealing piercing damage.

Slap or Slam: The creature batters opponents with an appendage, dealing bludgeoning damage.

Sting: The creature stabs with a stinger, dealing piercing damage. Stingers are often poisoned.

Fighting space Fighting space approximates the amount of space a creature needs to move and fight effectively, and how much space it occupies on grid of 5 foot by 5 foot squares. Reach A creature's reach is the distance at which it can strike targets with it's natural weapons without needing to adjust it's position on the grid. When measuring diagonally, every second square counts as two squares. The GM may may adjust the values in the table by -5 feet or +5 feet, at their discretion for fitting the creature. Creatures with a greater than normal reach can still strike creatures next to it. A Creature with a greater than normal reach usually receives an attack of opportunity against you if you approach it, because you enter a square it threatens before you can attack it. A creature with 0 foot reach much move into the fight space of it's target to attack it, provoking an attack of opportunity from the target as the creature enters the target's fighting space. Also, creatures with a 0 foot reach do not threaten the squares around them.

Saves A creature's Fortitude, Reflex, and Will Saving throw modifiers take into account the creatures' type, ability score, modifiers, feats, and any special qualities.

Abilities Creatures have the same six abilities as characters. Exceptions are noted below

Strength: Quadrupeds can carry heavier loads than bipedal characters.

Intelligence: A creature can speak all the languages mentioned in the descriptive text. Any Creature with an Intelligence score of 3 or higher understands at least 1 language.

Non-Ablilites: Some Creatures lack Certain Ability scores. These Creatures do not have an ability of 0, they lack the ability altogether. The modifier of a non-ablity is +0. Other effects are as follows

Strength: Any creature that can physically manipulate other objects has at least 1 point of Strength. A creature with no Strength score can't exert force, either because it has no physical body, or is immobile. The creature automatically fails Strength checks. If the creature can attack, it applies it's Dexterity modifier to it's base attack bonus, instead of it's Strength modifier.

Dexterity: Any Creature that can move has at least 1 point of Dexterity. A Creature with no Dexterity can't move. If it can act, the creature applies it's Intelligence modifier instead of it's Dexterity Modifier to initiative checks. The creature fails all Reflex saves and Dexterity Checks.

Constitution: Any Living Creature has at least 1 point of Constitution. A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the save also works on objects, or is harmless. The creature is also immune to ability damage, ability drain, and energy drain, and it always fails Constitution checks.

Intelligence: Any creature that can think, learn , or remember has at least 1 point of Intelligence. A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions, It is immune to all mind affecting effects and automatically fails Intelligence checks.

Wisdom: Any creature that perceive it's environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom Score also has no Charisma score. Charisma: Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of charisma. Anything with no charisma score is an object, not a creature. Anything without a Charisma Score has no Wisdom Score.

Skills This selection list alphabetically all the creatures skill by name along with skill modifiers that include adjustments for ability scores and bonuses from feats and special abilities.

Feats This Section list alphabetically all the creature's feats.

Advancement A GM can improve a creature by increasing it's Hit Dice. The advancement entry indicates the increased hit dice(And often size) of the creature or indicates that the creature can advance by character archetype.

Size Adding Hit dice to a creature can also increase its size. An increased in size affects a creature's Defense, attack rolls, and grapple checks, as shown on on Table: Creature Sizes, as well as physical ability scores and damages.

Defense An increase in size affects a creature's defense, as shown on Table: Creature Sizes. An increase in size might also improve a creatures natural armor bonus to defense. Note that a natural armor bonus stacks with an equipment bonus from armor.

Table: Adjustments to physical abilities and natural armor Old Size New Size Strength Dexterity Constitution Natural Armor Improvement Fine Diminutive -2 Diminutive Tiny +2 -2 Tiny Small +4 -2 Small Medium +4 -2 +2 Medium Large +8 -2 +4 +2 Large Huge +8 -2 +4 +3 Huge Gargantuan +8 +4 +3 Gargantuan Colossal +8 +4 +5

Attack Bonus A change in the creature's size also modifies it's attack rolls.

Grapple Modifier An increase in size affects a creature's grapple modifier

Damage An increase in size also increases the am mount of damage a creature deals with it's natural weapons. Saving Throw An increase in Hit dice increases a creature's saving throw bonus.

Ability Scores An increase in size affect a creature's Strength, Dexterity, And Constitution. Anaconda, Giant Species Traits Constrict (Ex): A giant anaconda deals 1d6+16 points of bludgeoning damage with a successful grapple check against a target at least one size category smaller than itself. Improved Grab (Ex): To use this ability, the giant anaconda must hit an opponent at least one size category smaller than itself with either a bite or a tail slap attack. If it gets a hold, it automatically deals bite or tail slap damage each round that the hold is maintained, and it can constrict in the same round and attempt to swallow in the next round. If the giant anaconda wishes, it can continue to attack with its tail or its bite (not both) while it grapples with its body, but it takes a -20 penalty on all grapple checks if it does so. Scent (Ex): This ability allows a giant anaconda to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skill Bonuses: A giant anaconda gains a +8 species bonus on Athletics and Acrobatics checks and a +4 species bonus on Stealth checks. Swallow Whole (Ex): If a giant anaconda begins its turn with an opponent one or more size categories smaller than itself held in its mouth, it can attempt a new grapple check as though trying to pin the opponent. If it succeeds, it swallows its opponent, automatically dealing bite damage. Once inside the giant anaconda, the opponent takes bludgeoning damage equal to the anaconda’s tail slap attack plus 1d6 points of acid damage per round from the monster’s stomach. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the giant anaconda’s maw, where another successful grapple check is needed to get free. Alternatively, the swallowed creature can attack from inside the stomach using claws or a Small or Tiny slashing weapon. Dealing at least 30 points of damage to the stomach (Defense 18) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed creature must cut its own way out. A Huge giant anaconda’s stomach can hold 1 Large, 2 Medium- size, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Giant Anaconda: BV 9 Huge animal HD: 12d8+60 HP: 114 Initiative: +1 Combat Points: 24 Defense: 16, touch 9, flat-footed 15 (-2 size, +1 Dex, +7 natural) BAB: +9 Grapple: +28 Attack: +18 melee (1d6+11, tail slap); or +13 melee (2d6+5, bite) Reach: 10 ft. Fighting Space: 15 ft. by 15 ft. Special Qualities: Constrict (1d6+16), improved grab, low-light vision, scent, swallow whole Saves: Fort +13, Ref +9, Will +5 Ability Scores: Str 32, Dex 13, Con 21, Int 1, Wis 12, Cha 2. Skills: Acrobatics +9, Athletics +19, Stealth +12, Perception +5, Feats: None. Advancement: 13-23 HD (Huge); 24-36 HD (Gargantuan). Bat Species Traits Blindsight (Ex): Bats can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 30 feet. Ultrasonic noise forces the bat to rely on its weak vision, which has a maximum range of 5 feet. Skill Bonuses: Bats receive a +4 species bonus on Perception checks. These bonuses are lost if the bat’s blindsight is negated.

Bat: BV .25 Diminutive animal HD: 1/4 d8 HP: 1 Initiative: +2 Combat Points: 9, Fly (good) Defense:16, touch 16, flat-footed 14 (+4 size, +2 Dex) BAB: +0 Grapple: -17 Attack: None Reach: 0 ft. Fighting Space: 1ft by 1 ft. Special Qualities: blindsight 30 ft. Saves: Fort +2, Ref +4, Will +2 Ability Scores:Str 1, Dex 15, Con 10, Int 2, Wis 14; Cha 4. Skills: Perception +9, Stealth +6, Feats: None Advancement: None Bear Species Traits Bears have the following traits. Improved Grab (Ex): To use this ability, the bear must hit with a claw attack. Scent (Ex): This ability allows a bear to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Bear: BV 4 Large Animal HD:6d8+24 HP: 51 Initiative: +1 Combat Points: 16 Defense: 15, touch 10, flat-footed 14 (-1 size, +1 Dex, +5 natural) BAB: +4 Grapple: +16 Attack: +11 melee (1d8+8, claw); +6 melee (2d8+4 bite) Reach: 10 ft. Fighting Space: 10 ft. by 10 ft. Special Qualities: improved grab, low-light vision, scent Saves: Fort +9, Ref +6, Will +3 Ability Scores: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6 Skills: Athletics +18, Perception +6 Feats: None Advancement: 7-10 HD(Large) Boar (Wild Pig) A wild boar’s hide is covered with short, woolly, grayish-black hair. Along the spine, hair mixes with stiffer bristles to form a sort of mane. The average adult boar stands 3 feet high at the shoulder and measures roughly 4 feet long. Its formidable tusks protrude from its lower jaw and can grow up to 12 inches long. Species Traits Ferocity (Ex): A boar is so fiercely aggressive in combat that it continues fighting even when disabled or dying. Scent (Ex): This ability allows a boar to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Boar (Wild Pig): BV 3 Medium Animal HD: 3d8+9 HP: 22 Initiative: +0 Combat Points: 14 Defense: 16, touch 10, flatfooted 16 (+6 natural) BAB: +2 Grapple: +2 Attack: +4 melee (1d8+3, gore) Reach: 5 ft. Fighting Space: 5 ft. by 5 ft. Special Qualities: None Saves: Fort +6, Ref +3, Will +2 Ability Scores: Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4 Skills:Perception +6. Feats: None Advancement:4-5 HD (Medium-size)

Cat Species Traits Skill Bonuses: Cats receive a +8 species bonus on Balance checks and a +4 species bonus on Stealth checks. In areas of tall grass or heavy undergrowth, the cat’s Stealth bonus rises to +8. Cats use their Dexterity modifier for Athletics checks. Bonus Feats: A cat gains the bonus feats Weapon Finesse (bite) and Weapon Finesse (claw). Cat: BV .25 Tiny animal HD: 1/2 d8 HP: 2 Initiative: +2 Combat Points: 9, Defense: 14, touch 14, flat-footed 12 (+2 size, +2 Dex) BAB: +0 Grapple: -12 Attack: +4 melee (1d2-4, claw) or -1 melee (1d3-4, bite) Reach:0 ft. Fighting Space: 2 1/2 ft. by 2 1/2 ft Special Qualities:low-light vision; Saves: Fort +2, Ref +4, Will +1 Ability Scores: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7 Skills:Athletics +10, Acrobatics +5, Stealth +17 (+21 in tall grass or heavy undergrowth),Perception +4 Feats:Weapon Finesse (bite), Weapon Finesse (claw) Advancement: None

Crocodile Species Traits Aquatic: Crocodiles can move in water without making Athletics checks and cannot drown in water. Improved Grab (Ex): To use this ability, a crocodile must hit an opponent of its size or smaller with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. Skill Bonus: Crocodiles gain a +12 species bonus on Stealth checks when submerged.

Medium-Size Crocodile: BV 2 Medium-size animal HD: 3d8+9 HP: 22 Initiative: +1 Combat Points: 15 Defense:15, touch 11, flat-footed 14 (+1 Dex, +4 natural) BAB: +2 Grapple: +6 Attack: +6 melee (1d8+6, bite), or +6 melee (1d12+6, tail slap) Reach: 5 ft Fighting Space:5 ft. by 5 ft. Special Qualities: aquatic, improved grab, low-light vision Saves: Fort +6, Ref +4, Will +2 Ability Scores:Str 19, Dex 12, Con 17, Int 2, Wis 12, Cha 2 Skills:Stealth +7 (+19 when submerged), Perception +5 Feats: None Advancement: 4-5 HD (Medium-size); 6-7 HD (Large) Huge Crocodile: BV 4 Huge animal HD: 7d8+28 HP: 59 Initiative: +1 Combat Points: 18 Defense: 16, touch 9, flat-footed 15 (-2 size, +1 Dex, +7 natural) BAB: +5 Grapple: +21 Attack: +11 melee (2d8+12, bite), or +11 melee (1d12+12, tail slap) Reach:10 ft. Fighting Space:15 ft. by 15 ft. Special Qualities: aquatic, improved grab, low-light vision Saves: Fort +9, Ref +6, Will +3 Ability Scores:Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2 Skills: Stealth +0 (+4 while submerged), Perception +5. Feats: None Advancement: 8-16 HD (Huge); 17-32 HD (Gargantuan)

Dog Species Traits Scent (Ex): This ability allows a dog to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information. Skill Bonus: Dogs gain a +2 species bonus on Athletics checks.

Small Dog: BV .5 Small animal HD: 1d8+2 HP: 6 Initiative: +3 Combat Points: 11 Defense: 14, touch 14, flat-footed 11 (+1 size, +3 Dex) BAB: +0 Grapple: -3 Attack: +2 melee (1d4+1, bite) Reach: 5 ft. Fighting Space: 5 ft. by 5 ft. Special Qualities: scent Saves: Fort +4, Ref +5, Will +1 Ability Scores: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Skills:Athletics +3, Perception +5 Feats: None Advancement: None Medium-Size Dog: BV 1 Medium-size animal HD: 2d8+4 HP: 13 Initiative: +2 Combat Points: 13 Defense: 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) BAB: +1 Grapple: +3 Attack: +3 melee (1d6+3, bite) Reach: 5 ft. Fighting Space: 5 ft. by 5 ft. Special Qualities: scent Saves: Fort +5, Ref +5, Will +1 Ability Scores:Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills:Athletics +4, Perception +5 Feats: None Advancement: None

Ferret Species Traits Attach (Ex): If a ferret hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached ferret loses its Dexterity bonus to Defense and has a Defense of 12. Scent (Ex): This ability allows a ferret to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skill Bonuses: A ferret receives a +8 species bonus on Acrobatics checks and a +4 species bonus on Stealth checks. It uses its Dexterity modifier for Athletics checks. Bonus Feat: A ferret gains the bonus feat Weapon Finesse (bite). Ferret: BV .25 Tiny animal HD: ¼ d8 HP: 2 Initiative: +2 Combat Points: 7 Defense: 14, touch 14, flat-footed 12 (+2 size, +2 Dex) BAB: -12 Grapple: -12 Attack: +4 melee (1d3-4, bite) Reach: 0 ft. Fighting Space: 2 1/2 ft. by 2 1/2 ft. Special Qualities: attach, low-light vision, scent Saves: Fort +2, Ref +4, Will +1 Ability Scores:Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5. Skills: Acrobatics +10, Athletics +11, Stealth +13, Perception +4 Feats:Weapon Finesse (bite) Advancement: None

Hawk Species Traits Skill Bonus: Hawks gain a +8 species bonus on Perception checks in daylight. Bonus Feat: Hawks gain the bonus feat Weapon Finesse (claw).

Hawk: BV 1 Tiny animal; HD: 1d8 HP: 4 Initiative: +3 Combat Points: 15, Fly (good) Defense:17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural) BAB: +0 Grapple: -10 Attack: +5 melee (1d4-2, claw) Reach:0 ft. Fighting Space: 2 1/2 ft. by 2 1/2 ft. Special Qualities: Saves: Fort +2, Ref +5, Will +2 Ability Scores: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6 Skills: Perception +6,(+14 in daylight) Feats: Weapon Finesse (claw) Advancement: None Hippopotamus Species Traits Hold Breath (Ex): A hippopotamus can seal its nostrils by muscular action and hold its breath for a number of rounds equal to its Constitution score × 10. Scent (Ex): This ability allows a hippopotamus to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skill Bonus: A hippopotamus is agile in the water, gaining a +4 species bonus on Swim checks.

Hippopotamus: BV 6 Large animal HD: 8d8+40 HP: 76 Initiative: -1 Combat Points: 12 Defense: 14, touch 8, flatfooted 14 (-1 size, -1 Dex, +6 natural) BAB: +6 Grapple: +17 Attack: +12 melee (2d6+10, bite) Reach: 5 ft. Fighting Space: 10 ft. by 10 ft. Special Qualities: hold breath, scent Saves: Fort +11, Ref +5, Will +3 Ability Scores: Str 24, Dex 9, Con 20, Int 2, Wis 12, Cha 3 Skills: Perception +7, Athletics +11( -2 When Jumping) Feats: None Advancement: 9-16 HD (Large); 17-24 HD (Huge)

Horse A horse cannot fight while carrying a rider. Species Traits Scent (Ex): This ability allows a horse to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.

Horse: BV 1 Large animal HD: 3d8+6 HP: 19 Initiative: +1 Combat Points: 14 Defense: 13, touch 10, flat-footed 12 (-1 size, +1 Dex, +3 natural) BAB: +2 Grapple: +7 Attack: +2 melee (1d4+1, hoof) Reach: 5 ft. Fighting Space: 10 ft. by 10 ft. Special Qualities: scent, low-light vision Saves: Fort +6, Ref +4, Will +2 Ability Scores: Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Skills:Perception +6 Feats: None Advancement: None

Man-’o-war, Giant Species Traits Attach (Ex): If a giant man-’o-war hits with a strand attack, the strand latches onto the opponent’s body. The attachment deals no damage, but the giant man-’o-war can then draw the opponent 20 feet closer to itself that round and each subsequent round thereafter that the opponent remains stuck. Once the creature is within 20 feet of the giant man-’o-war, the man-’o-war can draw it the remaining distance and bite (+4 melee) in that same round. The opponent can break free of a strand with a successful Athletics check (DC 20) or Strength check (DC 16). Alternatively, the opponent or an ally can try to sever a strand. A single attack with a slashing weapon that deals at least 10 points of damage severs a strand (Defense 18). Damage Reduction 5/Bludgeoning (Ex): A giant man-’o-war ignores the first 5 points of damage dealt by any bludgeoning weapon. Fire Vulnerability: A giant man-’o-war takes 50% more damage from fire attacks. Paralysis (Ex): The strands of a giant man-’o-war secrete an anesthetizing slime. Any target hit by its strand attack must succeed on a Fortitude save (DC 10 + 1/2 the man-’o-war’s Hit Dice + its Constitution modifier) or be paralyzed for 3d6 rounds. The man-’o-war can automatically bite a paralyzed opponent.

Strands (Ex): A giant man-’o-war lies in wait for prey by spreading out its long, sticky strands and floating along on the deep currents. In this mode, it can spread its strands over a 100-foot radius. When something brushes one of the strands, all the rest of the strands contract to assist in pulling the prey toward the man-’o-war’s mouth.

Wavesense (Ex): A giant man-’o-war can automatically sense the location of any object or creature within 150 feet that is in contact

Giant Man-’o-War: BV 7 Large animal HD: 5d8+10 HP: 32 Initiative: +3 Combat Points: 22 Defense: 17, touch 12, flatfooted 14 (-1 size, +3 Dex, +5 natural) BAB: +3 Grapple: +9 Attack: +4 melee (attach, strand) or +4 melee (1d4+2, bite) Reach: 5 ft.(100 ft. with strand) Fighting Space: 10 ft. by 10 ft. Special Qualities: attach, damage reduction 5/piercing, fire vulnerability, paralysis, strands, wavesense Saves: Fort +6, Ref +7, Will +2 Ability Scores: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 4 Skills: Stealth +9 Feats:None. Advancement: 6-9 HD (Large); 10-15 HD (Huge) Monkey Species Traits Bonus Feat: Monkeys gain the bonus feat Weapon Finesse (bite).

Monkey: BV .25 Tiny animal HD: 1d8 HP: 4 Initiative: +2 Combat Points: 5 Defense: 14, Touch 12, flat-footed 12 (+2 size, +2 Dex) BAB: +0 Grapple: -12 Attack: +4 melee (1d3, bite) Reach: 0 ft. Fighting Space: 2 1/2 ft. by 2 1/2 ft. Special Qualities: Saves: Fort +2, Ref +4, Will +1 Ability Scores: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 Skills: Athletics +13, Acrobatics +10, Stealth +13, Perception +4 Feats:Weapon Finesse (bite) Advancement: 2-3 HD (Small); 3-5 HD (Small); 6-10 HD (Medium); 11-15 HD (Large)

Monstrous Spider Monstrous spiders come in two general types: hunters and web spinners. Species Traits Monstrous spiders have the following traits. Combat Points: Hunting spiders are speedier than their web-spinning counterparts. Increase the Combat Points by 3. Poison (Ex): A monstrous spider injects poison into its victim with a successful bite. The victim must succeed on a Fortitude save or take the initial damage; a second Fortitude save must be made 1 minute later to negate the poison’s secondary damage. The DC of the Fortitude saves and the effects vary depending on the monstrous spider’s size, as shown on Table: Monstrous Spider Poison.

Table: Monstrous Spider Poison Spider Size Fort Save DC Initial/Secondary Damage Colossal 35 2d8 Str Gargantuan 31 2d6 Str Huge 22 1d8 Str Large 17 1d6 Str Medium 14 1d4 Str Small 11 1d3 Str Tiny 11 1d2 Str

Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinning spiders can cast a web eight times per day. Casting a web is a melee touch attack with a maximum range of 50 feet and a range increment of 10 feet, and the web is effective against targets up to one size category larger than the spider. The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Athletics check or burst it with a Strength check. Both are attack actions whose DCs are given in Table: Monstrous Spider Webs. Web-spinning spiders often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a Perception check (DC 20) to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points listed on below and damage reduction 5/fire. A monstrous spider can move across its own sheet web and can determine the exact location of any creature touching the web.

Table: Monstrous Spider Webs Spider Size Acrobatics Break DC Hit Points DC Colossal 32 34 18 Gargantuan 30 32 16 Huge 28 30 14 Large 26 28 12 Medium 20 22 6 Small 18 20 4 Tiny 16 18 2

Skill Bonuses: Monstrous spiders receive a +4 species bonus on Stealth checks and a +8 species bonus on Perception checks. Hunting spiders receive a +6 species bonus on Athletics checks. Bonus Feat: Medium-size or smaller monstrous spiders gain the bonus feat Weapon Finesse (bite).

Tiny Monstrous Spider: BV .25 Tiny vermin HD: 1/2 d8 HP: 2 Initiative: +3 Combat Points: 6 Defense: 15, touch 15, flat-footed 12 (+2 size, +3 Dex) BAB: +0 Grapple: -12 Attack: +5 melee (1d3-4 plus poison, bite) Reach: 0 ft. Fighting Space:2 1/2 ft. by 2 1/2 ft. Special Qualities: poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistant Saves:Fort +2, Ref +3, Will +0 Ability Scores: Str 3, Dex 17, Con 10, Int —, Wis 10, Cha 2 Skills: Athletics +8, Stealth +17 , Perception +12 Feats: Weapon Finesse (bite). Advancement: None Small Monstrous Spider: BV .5 Small vermin HD: 1d8 HP: 4 Initiative: +3 Combat Points: 8 Defense: 13, touch 13, flat-footed 11 (+1 size, +3 Dex) BAB: +0 Grapple: -6 Attack: +4 melee (1d4-2 plus poison, bite) Reach: 5 ft. Fighting Space:5 ft. by 5 ft. Special Qualities: poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistant Saves:Fort +2, Ref +3, Will +0 Ability Scores: Str 7, Dex 17, Con 10, Int —, Wis 10, Cha 2 Skills: Athletics +10, Stealth +13 , Perception +12 Feats: Weapon Finesse (bite). Advancement: None

Medium Monstrous Spider: BV 1 Medium vermin HD: 2d8+2 HP: 11 Initiative: +3 Combat Points: 10 Defense: 14, touch 13, flat-footed 11 (+3 Dex, +1 natural) BAB: +1 Grapple: +1 Attack: +4 melee (1d6 plus poison, bite) Reach: 5 ft. Fighting Space: 5 ft. by 5 ft. Special Qualities: poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistant Saves:Fort +4, Ref +3, Will +0 Ability Scores: Str 11, Dex 17, Con 10, Int —, Wis 10, Cha 2 Skills: Athletics +12, Stealth +9 , Perception +12 Feats: Weapon Finesse (bite). Advancement: None Large Monstrous Spider: BV 2 Large vermin HD: 4d8+4 HP: 22 Initiative: +3 Combat Points: 12 Defense: 14, touch 12, flat-footed 11 (-1 size, +3 Dex, +1 natural) BAB: +3 Grapple: +9 Attack: +4 melee (1d8+3 plus poison, bite) Reach: 10 ft. Fighting Space: 10 ft. by 10 ft. Special Qualities: poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistant Saves:Fort +5, Ref +4, Will +1 Ability Scores: Str 15, Dex 17, Con 12, Int —, Wis 10, Cha 2 Skills: Athletics +14, Stealth +5 , Perception +12 Feats: Weapon Finesse (bite). Advancement: None

Huge Monstrous Spider: BV 4 Huge vermin HD: 10d8+10 HP: 55 Initiative: +3 Combat Points: 14 Defense: 16, touch 11, flat-footed 13 (-2 size, +3 Dex, +5 natural) BAB: +7 Grapple: +19 Attack: +4 melee (2d6+3 plus poison, bite) Reach: 10 ft. Fighting Space: 15 ft. by 15 ft. Special Qualities: poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistant Saves:Fort +8, Ref +6, Will +3 Ability Scores: Str 19, Dex 17, Con 12, Int —, Wis 10, Cha 2 Skills: Athletics +16, Stealth +1 , Perception +12 Feats: Weapon Finesse (bite). Advancement: None Gargantuan Monstrous Spider: BV 7 Gargantuan vermin HD: 24d8+24 HP: 132 Initiative: +3 Combat Points: 16 Defense: 18, touch 9, flat-footed 15 (-4 size, +3 Dex, +9 natural) BAB: +18 Grapple: +36 Attack: +20 melee (2d6+3 plus poison, bite) Reach: 15 ft. Fighting Space: 20 ft. by 20 ft. Special Qualities: poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistant Saves:Fort +15, Ref +11, Will +8 Ability Scores: Str 23, Dex 17, Con 12, Int —, Wis 10, Cha 2 Skills: Athletics +18, Stealth -3 , Perception +12 Feats:None. Advancement: None

Colossal Monstrous Spider: BV 10 Colossal vermin HD: 48d8+48 HP: 264 Initiative: +3 Combat Points: 18 Defense: 20, touch 5, flat-footed 17 (-8 size, +3 Dex, +15 natural) BAB: +36 Grapple: +60 Attack: +36 melee (4d6+12 plus poison, bite) Reach: 15 ft. Fighting Space: 30 ft. by 30 ft. Special Qualities: poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistant Saves:Fort +27, Ref +19, Will +16 Ability Scores: Str 27, Dex 17, Con 12, Int —, Wis 10, Cha 2 Skills: Athletics +20, Stealth -7 , Perception +12 Feats:None. Advancement: None Owl Species Traits Skill Bonuses: Owls receive a +14 species bonus on Stealth checks. They receive a +8 species bonus on Perception checks in dusk and darkness. Bonus Feat: Owls gain the bonus feat Weapon Finesse (claw).

Owl: BV .25 Tiny animal HD: 1/2 d8 HP: 2 Initiative: +3 Combat Points: 13, Fly (good) Defense: 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural) BAB: +0 Grapple: -10 Attack: +5 melee (1d2-2, claw) Reach: 0 ft. Fighting Space: 2 1/2 ft. by 2 1/2 ft. Special Qualities: low-light vision Saves: Fort +2, Ref +5, Will +2 Ability Scores: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4 Skills: Perception +12 Feats: Weapon Finesse (claw) Advancement: 1 HD (Small); 2 HD (Medium-size); 3-4 HD (Large)

Rat Species Traits Scent (Ex): This ability allows a rat to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information. Skill Bonuses: Rats receive a +8 species bonus on Acrobatics checks and a +4 species bonus on Stealth checks. They use their Dexterity modifier for Athletics checks. Bonus Feat: Rats gain the bonus feat Weapon Finesse (bite).

Rat: BV .25 Tiny animal HD: 1/4 d8 HP: 1 Initiative: +2 Combat Points: 5 Defense: 14, touch 14, flat-footed 12 (+2 size, +2 Dex) BAB: +0 Grapple: -12 Attack: +4 melee (1d3-4, bite) Reach: Fighting Space: 2 1/2 ft. by 2 1/2 ft. Special Qualities: scent, low-light vision Saves: Fort +2, Ref +4, Will +1 Ability Scores: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 Skills: Acrobatics +10, Athletics +12, Stealth +14 Feats: Weapon Finesse (bite) Advancement: 1/2 HD (Small); 1 HD (Medium-size); 2-4 HD (Large)

Raven Species Traits Bonus Feat: Ravens gain the bonus feat Weapon Finesse (claw).

Raven: BV .25 Tiny animal; HD: 1/4 d8 HP: 1 Initiative: +2 Combat Points: 12 ,Fly (good) Defense: 14, touch 14, flat-footed 12 (+2 size, +2 Dex) BAB: +0 Grapple: -13 Attack: +4 melee (1d2-5, claw) Reach: 0 ft. Fighting Space: 2 1/2 ft. by 2 1/2 ft. Special Qualities: None Saves: Fort +2, Ref +4, Will +2 Ability Scores: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6 Skills: Perception +6 Feats: Weapon Finesse (claw) Advancement: 1/2 HD (Small); 1 HD (Medium-size); 2-4 HD (Large)

Robot Robots are manufactured, remote-controlled constructs powered by batteries. These highly useful machines come in a variety of sizes and shapes and can be fitted with tools or weapons. Species Traits Construct: Robots have the traits and immunities common to constructs. Combat Points: A robot’s Combat Point Score depends on its size and method of locomotion (bipedal, quadrupedal, tracked, or wheeled). The different speeds are given with each robot’s statistics (below). Attacks: A robot is not normally equipped with weapons. Robots fitted with arms or similar manipulators can attempt to grapple things, but only robots of Medium-size or larger can use their manipulators to deal damage. Skills: A character with four or more ranks in Technology Uses can program one or more ranks of a single skill into a robot, but never more ranks than the programmer has in the skill, or has access to; otherwise, the robot has no skills. Building a Robot Follow these two steps to create Small or Medium-size robots. 1. Purchase the Components: The wealth point cost for the components needed to construct a robot is based on its size category. Size Wealth Point Cost Small 100 Medium 200

2. Construct Frame: The robot’s body determines its size, shape, locomotion, and hit points. The DC of the required Craft (mechanical) check is set by the robot’s size. Size Craft (mechanical) DC Small 18 Medium 23 The crafter can add additional components, weapons, and armor plating to a robot. Refer to the table below to find the DC modifier for adding new components to a robot.

Components DC Modifier Frame Shape and Locomotion Articulated frame +5 External Components Accessory mount +1 Loading +2 mechanism Small kit +2 Searchlight +1 Armor Natural armor +2* bonus +2

*This component can be purchased a number of times equal to the robot’s size category (counted up from Diminutive).

Articulated Frame: This robot’s body is articulated so that it can move like a snake, slithering through narrow openings and navigating stairs with ease. A robot with this frame moves as fast as a bipedal robot, but it can also move through difficult terrain and small spaces without slowing. Accessory Mount: A robot with an accessory mount can be armed with a single weapon or accessory up to one size category larger than itself. Such a robot can fire a weapon using its normal attack modifier or via a remote, using the operator’s attack modifier with a -4 penalty. Alternatively, an accessory mount can hold a single grenade, or nearly any of the items on Table: General Equipment.

Loading Mechanism: A robot with a loading mechanism can reload a single weapon with a full-round action. The mechanism holds enough ammunition to reload the weapon three times, and it works with weapons that use box ammunition, speed-loaders (but not loose bullets or shells), a grenade launcher round, or some sort of fuel tank (such as a flamethrower). A robot can have multiple loading mechanisms, one for each weapon that it has mounted in its frame. kits: A robot can use a kit if it has the appropriate skill or can use the operator’s skill at a -2 penalty via remote control. Searchlight: A searchlight operates in the same manner as a battery flood spotlight. Small Robot: BV .5 Small construct HD: 1d10+5 HP: 10 Initiative: +0 Combat Points: 12 (treads), 12 (bipedal), 16 (quadrupedal), or 18 (wheels) Defense: 11, touch 11, flatfooted 11 (+1 size) BAB: +0 Grapple: -4 Attack: +1 melee or +1 ranged Reach: 5 ft. Fighting Space: 5 ft. by 5 ft. Special Qualities: construct Saves: Fort +0, Ref +0, Will +0 Ability Scores: Str 10, Dex 10, Con —, Int —, Wis 10, Cha 10 Skills: None (unless Programmed) Feats: None External Components: Audio/visual sensor, manipulator arms Advancement: None

Medium-Size Robot: BV 1 Medium construct HD: 2d10+10 HP: 21 Initiative: +0 Combat Points: 12 (treads), 12 (bipedal), 16 (quadrupedal), or 18 (wheels) Defense: 9, touch 9, flatfooted 9 (-1 Dex) BAB: +1 Grapple: +3 Attack: +3 melee (1d4+2, claw); or +2 ranged Reach: 5 ft. Fighting Space: 5 ft. by 5 ft. Special Qualities: construct Saves: Fort +0, Ref -1, Will +0 Ability Scores: Str 14, Dex 8, Con —, Int —, Wis 10, Cha 10 Skills: None (unless Programmed) Feats: None External Components: Audio/visual sensor, manipulator arms Advancement: None Police Assault Drone*: BV 1 Medium construct HD: 2d10+10 HP: 21 Initiative: +0 Combat Points: 12 (treads), 12 (bipedal), 16 (quadrupedal), or 18 (wheels) Defense: 9, touch 9, flatfooted 9 (-1 Dex) BAB: +1 Grapple: +3 Attack: +3 melee (1d4+2, claw); or +2 ranged Reach: 5 ft. Fighting Space: 5 ft. by 5 ft. Special Qualities: construct Saves: Fort +0, Ref -1, Will +0 Ability Scores: Str 14, Dex 8, Con —, Int —, Wis 10, Cha 10 Skills: Disable Device Feats: None External Components: Armor (+4),Audio/visual sensor, manipulator arms, 2 accessory mounts, Remington 1100 combat shotgun, searchlight, remote control link (200 feet) Advancement: None *This robot requires 250 wealth points and a successful Craft (mechanical) check (DC 32) to create.

Shark Species Traits Aquatic: Sharks can move in water without making Athletics checks and cannot drown in water. Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to one mile. Bonus Feat: Sharks gain the bonus feat Weapon Finesse (bite).

Shark: BV 7 Medium-size animal HD: 3d8+3 HP: 16 Initiative: +2 Combat Points: 20 Defense: 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) BAB: +2 Grapple: +3 Attack: +4 melee (1d6+1, bite) Reach: 5 ft. Fighting Space: 5 ft. by 5 ft. Special Qualities: aquatic, keen scent, low-light vision Saves: Fort +4, Ref +5, Will +2 Ability Scores: Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2 Skills: Perception +7, Athletics +9(Swimming Only) Feats: Weapon Finesse (bite) Advancement: 4-7 HD (Large); 8-16 (Huge) Snake Species Traits Snakes have the following traits. Variable Size: See Table: Creature Sizes for attack and Defense modifiers based on size, as well as for a snake’s fighting space (assuming the creature is coiled) and reach. Improved Grab (Ex): Only constrictor snakes have this ability. To use this ability, a constrictor snake must hit with its bite attack. If it gets a hold, it can constrict (see below). See Improved Grab. Constrict (Ex): With a successful grapple check against a creature of its size or smaller, a constrictor snake deals damage equal to its bite damage. Poison (Ex): A viper injects venom with a successful bite. The victim must succeed on a Fortitude save or take 1d6 points of temporary Constitution damage; a second Fortitude save must be made 1 minute later to negate the venom’s secondary damage (same as the initial damage). The save DC is equal to 11 + 1/2 the snake’s Hit Dice + the snake’s Constitution modifier (DC 11 for a Tiny viper). Scent (Ex): This ability allows a snake to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information. Skill Bonuses: Snakes receive a +8 species bonus on Balance checks and a +4 species bonus on Stealth and Perception checks. Snakes apply either their Strength or Dexterity modifier, whichever is higher, to Athletics checks. Bonus Feat: Vipers gain the bonus feat Weapon Finesse (bite).

Constrictor Snake: BV 2 Medium animal HD: 3d8+3 HP: 16 Initiative: +3 Combat Points: 10 Defense: 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) BAB: +2 Grapple: +5 Attack: +5 melee (1d6+4, bite) Reach: 5 ft. Fighting Space: 5 ft. by 5 ft. (coiled) Special Qualities: improved grab, constrict 1d6+4, scent, low-light vision Saves: Fort +4, Ref +6, Will +2 Ability Scores: Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2 Skills: Athletics +11, Acrobatics +14, Stealth +11, Perception +9 Feats: None Advancement: 4-8 HD (Large); 9-16 HD (Huge); 17-32 HD (Gargantuan)

Tiny Viper: BV: 3 Small animal HD: 1/4 d8 HP: 1 Initiative: +3 Combat Points: 10 Defense: 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural) BAB: +0 Grapple: -10 Attack: +5 melee (1d3-2 plus poison, bite) Reach: 0 ft Fighting Space: 2 1/2 ft. by 2 1/2 ft. (coiled) Special Qualities: poison, scent, low-light vision Saves: Fort +2, Ref +5, Will +1 Ability Scores: Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2. Skills: Athletics +11, Acrobatics +12, Stealth +18, Perception +8 Feats:Weapon Finesse (bite) Advancement: 1/2-1 HD (Small); 2 HD (Medium-size); 3-4 HD (Large); 5-16 HD (Huge)

Tiger Species Traits Improved Grab (Ex): To use this ability, the tiger must hit with a claw or bite attack. If it gets a hold, it can rake (see below). See Improved Grab. Rake (Ex): A tiger that gets a hold of its target can make two rake attacks (+9 melee) with its hind legs for 1d8+6 points of damage each. Skill Bonuses: Tigers receive a +4 species bonus on Acrobatics and Stealth checks. In areas of tall grass or heavy undergrowth, their Stealth bonus improves to +8.

Tiger: BV 4 Large animal HD: 6d8+18 HP: 45 Initiative: +2 Combat Points: 16 Defense: 14, touch 11, flat-footed 12 (-1 size, +2 Dex, +3 natural) BAB: +4 Grapple: +14 Attack: +9 melee (1d8+6, claw) or +4 melee (2d6+3, bite) Reach: 5 ft. Fighting Space: 10 ft. by 10 ft. Special Qualities: improved grab, rake 1d8+3, low-light vision Saves: Fort +8, Ref +7, Will +3 Ability Scores: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6 Skills:. Acrobatics +6, Stealth +5 (+9 in tall grass or undergrowth), Perception +3,Athletics +11 Feats: None Advancement: 7-12 HD (Large); 13-18 HD (Huge)

Wolf Species Traits Scent (Ex): This ability allows a wolf to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Wolf: BV 1 Medium animal HD:2d8+4 HP: 13 Initiative: +2 Combat Points: 16 Defense: 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) BAB: +1 Grapple: +2 Attack: +3 melee (1d6+1, bite) Reach: 5 ft. Fighting Space: 5 ft. by 5 ft. Special Qualities: scent, trip, low-light vision Saves: Fort +5, Ref +5, Will +1 Ability Scores: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Stealth +3, Perception +6 Feats: None Advancement: 3-4 HD (Large) ORDINARIES

“Ordinaries” are non-heroic supporting characters and extras. Ordinaries are built using the six archetypes (Strong, Fast, Tough, Smart, Wise, and Charismatic) and have starting occupations, skills, and feats. As they gain levels, ordinaries increase their skill points, base attack bonus, and saving throw modifiers. However, ordinaries differ from heroes in three ways. An ordinary character has: • The standard starting ability score package • No Talents, or special abilities • No Ability focuses

Starting Ability Scores Ordinaries do not roll their ability scores. They start with the standard score package: 15, 14, 13, 12, 10, 8. The GM can assign the scores as they see fit. At 3rd level and 6th character level, an ordinary adds 1 point to one ability score.

Hit Points Just like heroes, Ordinaries receive the standard set hit points.

Archetype Features Ordinary characters do not gain talents or special abilities listed under each basic archetype, but do gain the bonus feats.

Children Children (newborns to age 11) are handled differently from other characters. They do not have archetypes or levels. They begin with the same ability score package as ordinaries (15, 14, 13, 12, 10, 8), but their ability scores are reduced as follows: -3 Str, -1 Dex, -3 Con, -1 Int, -1 Wis, -1 Cha. Children have 1d4 hit points plus their Constitution modifier (minimum 1 hit point). They have no skills, feats, or occupations. Their base attack bonus is +0,and they have a +0 modifier on all saving throws (plus any modifiers for high or low ability scores. Children have a +0 modifier to Defense and 10 Combat Points. Children have no effective attacks and should be treated as noncombatants. When a child turns 12, they are considered a young adult and takes their first level in one of the six archetypes. At that point, the character becomes an ordinary (or hero, in some cases).

Battle Value An ordinary character has a Battle Value equal to their character level -1. A 1st-level ordinary has a Battle Value of 1/2. Children have a Battle Value of 0, and heroes receive no experience points for “defeating” them.

Ordinary Archetypes This section provides game statistics for various ordinary character archetypes, built using each profession/archetype combination. This is by no means a definitive list, and the GM is allowed to change the level, equipment, or any other stats that they may feel is appropriate for their campaign. All characters presented are level 2.

One Hundred Character Traits d% Trait d% Trait 1 Aloof 51 Moody 2 Bad breath 52 Multiple Body Piercing 3 Bald 53 Nasal voice 4 Bookish 54 Nervous twitch 5 Braces or dentures 55 Neurotic 6 Brave 56 Never shuts up 7 Capricious 57 No sense of humor 8 Careless 58 Not very observant 9 Clean 59 Obese 10 Collector(Books, coins, weapons, stamps, ect.) 60 Obsequious 11 Condescending 61 Opinionated 12 Cowardly 62 Optimistic 13 Crooked Teeth 63 Overbearing 14 Cross-eyed 64 Particularly high voice 15 Cruel 65 Particularly long hair 16 Cryptic, evasive, or secretive 66 Particularly low voice 17 Dirty and unkempt 67 Passionate artist or hobbyist 18 Distinctive jewelry 68 Perfect teeth 19 Distinctive nose 69 Pessimistic or cynical 20 Distinctive scar 70 Pleasant-smelling 21 Doesn't Like to be touched 71 Preachy 22 Drunkard 72 Reclusive 23 Easy going 73 Self destructive 24 Enunciates very clearly 74 Self glorifying 25 Even Tempered 75 Sexist, Racist, or otherwise prejudice 26 Exacting 76 Promiscuous 27 Eyeglasses 77 Shaky hands 28 Eye patch 78 Sings or hums a lot 29 Fanatical 79 Talks a lot 30 Fast talker 80 Stopped back 31 Fiddles or fidgets nervously 81 Strong body odor 32 Foppish 82 Stutters lisps or slurs 33 Forgiving 83 Suave 34 Forging 84 Suspicious 35 Foul-mouthed 85 Sweaty 36 Hacking cough 86 Theatrical 37 Hard of hearing 87 Unfeeling 38 Helpful 88 Unusual hair style or color 39 Hot tempered 89 Uses big words 40 Hyperactive 90 Uses 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 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 Missing finger 100 Whistles Heroic GM Characters Heroic allies and antagonists are built the same way as heroic player characters.

Hit Points: Heroic supporting characters gain a set number of hit points, just as heroic player characters do. Archetype Features: Heroic supporting characters gain all the archetype features (talents, special abilities, and bonus feats) available to the six archetypes.

ALTERNATE RULES Hex Grid Tactical affairs such as movement are best handled on a grid, but the grid need not be a bunch of squares. This variant replaces the squares with hexagons. (Hex grid paper and mats are available at many hobby stores.)

The primary advantage of this variant is that it eliminates the “every other square counts double” rule for diagonal movement, because it eliminates diagonal movement. Characters simply move from hex to adjacent hex, changing direction as they like. To determine the distance between two hexagons, just count hexes by the shorter path (in most cases, there will be a number of equally short paths).

Using a hex-based grid changes relatively little about the game, but poses a mapping dilemma for the GM. Most buildings and dungeons are based on 90-degree and 45-degree corners, so superimposing a hex-based grid on a structure leaves the GM with many partial hexagons, not all of which are big enough for a Medium creature. Use this variant only if you’re comfortable adjudicating these partial spaces on the fly.

Depending on their size, creatures take up one or more hexagons on the grid, as shown in the accompanying diagram. Areas change to accommodate the hex grid; refer to the diagrams below.

Gridless Combat Tactical affairs such as movement are best handled on a grid, but for players who prefer the wargame type of movement, or who do not want to be tied to a grid-like movement, this variant rule gives them options.

The primary advantage of this variant is that it eliminates the grid and the issues that come with it, such as moving diagonally, and complicated aiming and throwing distances. It also makes creating organic scenes using props much easier. All distance is measured in a straight line.

5 feet in game is equivalent to 1 inch, and the recommended miniatures sizes is 22mm. It is highly recommended that a tape measure is on hand, and string and circular cutouts with 1 inch notations. All ranges are rounded up to the nearest inch, when needed.

Grenades, explosives, and any weapons with blast radius work as normal. The blast radius is calculated as a diameter.(a 5 ft blast radius will be a circle 1 inch across, a 10 ft radius will have a circle 2 inches across, etc). The diameter of the explosive must only touch the miniature in order for it to be affected. For the purpose of this variant rule, wounding radius is removed.

All creatures sized medium and less should be able to fit into a 1 inch diameter circle, Large creatures will fit into a 2 inch diameter circle, Huge creatures will fit into a 3 inch diameter circle, Gargantuan creatures will fit into a 4 inch diameter circle, and Colossal creatures will fit into a 5 inch or larger circle. HOMEBREW RULES This section is for any homebrew rules, or specific rules that any group may create, in order to suit their taste. Credits

This game is made under the D20 OGL, and all rights and credits are reserved by the owner, Wizards of the Coast.

All information was found using google from various firearms websites, my own knowledge, and wikipedia. The Ops and Tactics copyright belongs to Sweet Soul Bro !!H5XdMKmBv5G. Monsters were taken partly from the MSRD. Magic system I came up with on my own. I don't own them. Please don't sue me, I have no monies.