Table 1: Abilities
Table 2: Level Progression
Score 1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20-21 and so on
Level
Modifier -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
XP 0 1,000 3,000 6,000 10,000 15,000 21,000 28,000 36,000 45,000 55,000 66,000 78,000 91,000 105,000 120,000 136,000 153,000 171,000 190,000
Bad Save Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Good Save Bonus +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Table 6: DC Ex. Defense Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/5
Offense Attack Bonus +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +15/+10/+5
Defense AC Bonus +2 +2 +2 +2 +3 +3 +3 +3 +3 +4 +4 +4 +4 +4 +5 +5 +5 +5 +5 +6
Offense AC Bonus +0 +0 +0 +0 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +3 +3 +3 +3 +3 +4
Difficulty Very Easy Easy Average Tough Challenging Formidable Heroic
DC 0 5 10 15 20 25 30
Table 4: Aging Effects Age Middle (50 years) Old (65 years) Venerable (80 years) Maximum Age
Str/ Con/ Dex -1
Int/ Wis/ Cha +1
-2
+1
-3
+1
(+3d10 years)
Table 3: Profession Templates (add three more skills of player’s choice) Agent (-1) Bluff Computer Use Forgery Gather Information Hide Innuendo
Antiquarian (-1) Appraise Forgery Gather Information Knowledge (history) Knowledge (any one) Knowledge (any one)
Archaeologist (0) Appraise Climb Knowledge (archaeology) Knowledge (history) Knowledge (any one) Research
Artist/Music. (-2) Bluff Craft (any one) Diplomacy Innuendo Knowledge (art) Listen
Move Silently Open Lock Sense Motive
Knowledge (any one) Research Speak Other Language
Search Speak Other Language Spot
Performance Sense Motive Spot
Criminal (-1) Bluff Disable Device Escape Artist Forgery Hide
Detective (-1) Gather Information Hide Intimidate Listen Move Silently
Dilettante (+1) Diplomacy Drive Gather Information Innuendo Knowledge (art)
Parapsychologist (-2) Bluff Gather Information Knowledge (history) Knowledge (occult) Knowledge (religion)
Innuendo Move Silently Open Lock Sleight of Hand
Open Lock Search Sense Motive Spot
Knowledge (one city) Pilot Ride Speak Other Language
Doctor/Nurse (+2) Computer Use Diplomacy Heal Knowledge (biology) Knowledge (medicine) Knowledge (any one) Listen Research Spot
Priest/Clergyman (-1) Concentration Diplomacy Knowledge (religion) Knowledge (any one) Knowledge (any one) Listen
Professor (0) Concentration Diplomacy Gather Information Knowledge (any one) Knowledge (any one) Knowledge (any one)
Psychologist (0) Bluff Diplomacy Gather Information Heal Knowledge (medicine) Knowledge (psychology)
Soldier (-2) Climb Hide Jump Listen Move Silently Spot
Sense Motive Speak Other Language Spot
Research Speak Other Language Spot
Psychoanalysis Research Sense Motive
Swim Use Rope Wilderness Lore
Technician (+2) Computer Use Craft (any one) Disable Device Knowledge (any one) Open Lock Operate Heavy Machinery Repair Research Search
White-collar Work. (+1) Bluff Computer Use Diplomacy Forgery Intimidate Knowledge (any one) Listen Sense Motive Spot
Writer/Reporter (-1) Craft (photography) Craft (writing) Diplomacy Gather Information Innuendo Knowledge (any one) Knowledge (any one) Research Sense Motive
Surface 6+ to 12 inches wide 2 to 6 inches wide Less than 2 inches wide Uneven floor Surface angled Surface slippery
Era
Starting Money $1,000 $2,000 $4,000 $4,000 $6,000
1901-1920 1921-1940 1941-1960 1961-1980 1981+
Example DC 10 15 20 10 +5 +5
Listen Search Sense Motive Spot
Table 5: Money (x1d6 +profession modifier)
Table 8: Bluff
Table 7: Balance
Blue-Collar Work. (-1) Climb Craft (any one) Disable Device Drive Gather Information Operate Heavy Machinery Repair Spot Use Rope
Target wants to believe you Bluff is believable/ doesn’t affaect target much Bluff is a little hard to believe/ puts the target at some risk Bluff is hard to believe or risky for the target Bluff is way out there
Yearly Income $500 $1,000 $4,000 $8,000 $10,000
Table 10: Computer Use Task Modify existing program Create new program Break into secured system
DC 15 20-30 25
Table 9: Climb Modifier to Sense Motive -5 +0 +5 +10 +20
Wall or Surface Knotted rope and wall Rope with wall/ knotted rope with no wall Surface with ledges Surface with handholds and footholds/ rope Uneven surface with narrow handholds and footholds Rough surface Overhang or ceiling with handholds only Perfectly smooth, flat, vertical surface Chimney Corner Slippery surface
DC 0 5 10 15 20 25 25 -10 -5 +5
Table 12: Craft
Table 11: Concentration Distraction Vigorous motion Violent motion Casting on the defensive Taking damage Suffering continuous damage Spellcasting while grappled or pinned
Item Very simple Typical High-quality Complex or superior Very complex
DC 10 15 15 15 + damage 15 + half of cont. damage 25
Table 13: Demolitions DC 5 10 15 20 25
Task Set explosive device Disarm explosive Build explosive from scratch Disarm scratch-built explosive
Table 14: Disable Device
Table 16: Drive
Table 18: Forgery
Device Simple Tricky Difficult Wicked
Maneuver or Condition DC 45-degree turn 10 90-degree turn 12 180-degree turn 25 Keeping to a narrow track 15 Avoiding a moving obstacle 20 Dirt or gravel road +2 Wet surface +4 Oily surface +6 Icy surface +8 Recovering from a collision +10 Rain or snow +2 to +4 Vision obscured up to +10 20-30 mph +2* 31-40 mph +4* 41-50 mph +6* 51-60 mph +8* Over 60 mph +2 each 10 mph* * Loss of windshield doubles penalties
Condition
Time 1 round 1d4 rounds 2d4 rounds 2d4 rounds
DC 10 15 20 25
Table 15-1: Disguise Disguise Minor details only As different sex As different race As different age, per category
Modifier +5 -2 -2 -2
Table 15-2: Disguise Familiarity Recognizes on sight Friend or associate Close friend Intimate
Modifier to Spot +4 +6 +8 +10
Table 20: Heal
Table 17: Escape Artist Restraint Ropes Net Handcuffs Tight space Grappler
DC Opponent’s Use Rope +10 20 30 30 Opponent’s Grapple check
Table 22: Listen Sound People talking Person walking trying to be quiet Cat stalking Per 10 ft from the listener Through a door Through a stone wall
DC 0 10 19 +1 +5 +15
Table 27: Search Task Ransack a drawer to find an item Notice a typical secret door or trap Notice a well-hidden secret door
DC 10 20 30
Table 29: Sleight of Hand Task Palm a coin-size object Lift a small object from a person Plant an object on a person
DC 10 20 30
Table 32: Swim Water Calm water Rough water/ moderate current Stormy water/ strong current DC 20 each hour or take 1d6 subdual damage
DC 10 15 20
Table 35: Wilderness Lore Task Get along in the wild Gain bonuses against severe weather Avoid getting lost or natural hazards
DC 10 15 15
Task First aid Immediate psychological help Long-term physical care Treat poison Treat disease
Table 19: Handle Animal Task Handle domestic animal “Push” domestic animal Teach an animal tasks Teach an animal unusual tasks Rear a wild animal Train a wild animal
Type of Jump
15 Poison’s DC Disease’s DC
Table 23: Open Lock DC 20 25 30 40
Table 26: Ride Task DC Guide with knees 5 Stay in saddle 5 Cover 15 Leap 15 Soft fall 15 Control mount in battle 20 Fast mount or dismount 20* *Armor check penalty applies
Minimum Distance Running jump* 5 ft Standing jump 3 ft Running high jump* 2 ft Standing high jump 2 ft Jump back 1 ft *Must move 20 feet before jumping
Time Varies Varies 2 months 2 months 1 year 2 months
Additional Distance + 1ft/1 point above 10 +1 ft/2 points above 10 +1 ft/4 points above 10 +1 ft/8 points above 10 +1 ft/8 points above 10
DC 10 15 15 20 15 + HD 20 + HD
Table 25: Psychoanalysis
Check Result 10 15 20 25 30
Task Immediate care Long-term care
Performance Routine Enjoyable Great Memorable Extraordinary
Condition Per 10 feet of distance Spotter distracted
Task Hunch Sense enchantment Penalty -1 -5
Task Tie a firm knot Tie a special knot Tie a rope one-handed Splice two ropes together
DC 10 15 15 15
Table 33: Tumble Task Treat a fall as 10 feet shorter Tumble up to 20 feet, through areas adjacent to enemies Tumble up to 20 feet, through areas occupied by enemies
DC 15 20
Table 28: Sense Motive
Table 34: Use Rope DC 5 10 15 20 -1 +8 +4 +1 +0 -1 -2 -4 -8 +1 +1 +10 +6 +3 +3 +5
Maximum Distance Height + 6 ft Height + 2 ft Height + 1 ½ ft Height Height
Table 24: Performance
Table 31: Spot
Table 36: Track Surface or Condition Very soft surface Soft surface Firm surface Hard surface Every 3 targets being tracked Target is Fine Target is Diminutive Target is Small Target is Medium Target is Large Target is Huge Target is Gargantuan Target is Colossal Every 24 hours elapsed Every hour of rain elapsed Fresh snow cover Overcast or moonless night Fog or precipitation Moonlight Target hides trail
Document unknown to reader Document somewhat unknown to reader Document well known to reader Handwriting not known to reader Handwriting somewhat known to reader Handwriting well known to reader Reader casually reviews the document
Forgery Check Modifier -2 +0 +2 -2 +0 +2 -2
Table 21: Jump
DC 15 15
Lock Very simple Average Good Amazing
DC 10 15 25 Opposed
DC 15 15 25
Table 30: Spellcraft Task Identify spell being cast Identify spell already in place Decipher a written spell without learning it Understand a strange or unique magical effect
DC 15 20 25 30+
Table 37: Mind Probe Circumstances Target touching you Target within 30 feet Target well known to you Target acquainted with you Target unknown to you Target is unwilling Target has Mind Read feat Target has Mind Probe feat Answer is a guarded secret
Table 38: Psychokinesis Task Opening a door Turning a dial to a specific setting Tying or untying a knot Signing your name
DC 20 25
DC 20 25 30 35
DC 20 25 -2 +0 +2 +5 +5 +5 +10
Table 39: Mind Reading Circumstances Target touching you Target within 30 feet Target between 30 feet and 1 mile Target between 1and 25 miles Target between 25 and 1,000 miles Target more than 1,000 miles away Target well known to you Target acquainted with you Target unknown to you Target is unwilling Target has Sensitive feat Target has Telepathy feat
Table 41: Telepathy DC 15 20 25 30 35 40 -2 +0 +2 +5 -5 -5
Table 44: Short-Term T. Insanity
Circumstances Target touching you Target within 30 feet Target between 30 feet and 1 mile Target between 1and 25 miles Target between 25 and 1,000 miles Target more than 1,000 miles away Target well known to you Target acquainted with you Target unknown to you Target is sleeping Target has Sensitive feat Target has Mind Reading feat
DC 15 20 25 30 35 40 -2 +0 +2 -5 -5 -5
Table 40: Remote Vieweing
Table 42: Sanity Loss Examples
Location Less than 100 feet away Between 100 feet and 1 mile Between 1 and 25 miles Between 25 and 1,000 miles More than 1,000 miles away Location well known to you Location you have seen once Location only described Location never seen Location unimaginable
Situation Surprised to find mangled animal carcass Surprised to find human corpse Surprised to find human body part Finding a stream flowing with blood Finding a mangled human corpse Awakening trapped in a coffin Witnessing a friend’s violent death Meeting someone you know to be dead Undergoing severe torture Seeing a corpse rising from its grave Seeing a gigantic severed head fall from sky
DC 15 20 25 30 35 +0 +2 +4 +6 +8
Table 49: Combat Actions No Action Delay Free Actions Speak Cease concentrating on a spell Drop an item Drop to the floor Draw a weapon (if you’re moving) Move Actions Move your speed Climb (1/4 your speed) Sheathe or holster a weapon Open a door Pick up an item or click on a flashlight Retrieve a stored item Move a heavy object Stand up from prone Draw a weapon (if you’re not moving) Attack Actions Make a single attack Ready Concentrate to maintain a spell Dismiss a spell Bum’s rush (as an attack) Change form (for a shapeshifter) Use touch spell on self Escape a grapple Feint Heal a dying friend Light a candle with a match Use a skill that takes 1 action Strike a weapon (attack) Strike an object (attack) Total defense Full-Round Actions Climb (1/2 your speed) Use a skill that takes 1 round Coup de grace Bum’s rush (as a charge) Extinguish flames Load a firearm Use touch spell on up to 6 friends Refocus (no move) Escape from a net Escape from a trap Withdraw from melee Varied Actions (one melee attack) Disarm Grapple Trip
d% 01-20 21-30 31-40 41-50 51-55 56-60 61-65 66-70 71-75 76-80
Sanity Loss 0/1d2 0/1d3 0/1d3 0/1d4 1/1d4+1 0/1d6 0/1d6 1/1d6+1 0/1d10 1/1d10 2/2d10+1
Table 43: Temp. Insanity Duration d10 roll 1-7 8-10
Insanity Type Short temporary Longer temporary
Duration 1d10+4 rounds 1d10x10 hours
Psychoanalysis Private care Institutionalization Level Gain
Table 48: Two-Weapon Fighting Normal penalties Off-hand weapon is light Ambidexterity feat Two Weapon Fighting feat Off-hand weapon is light and Ambidexterity feat Off-hand weapon is light abd TwoWeapon Figthing feat Ambidexterity and Two-Weapon Fighting feats Off-hand weapon is light, Ambidexterity and Two Weapon Fighting
Primary Hand -6 -4 -6 -4 -4
Off Hand -10 -8 -6 -8 -4
-2
-6
-4
-4
-2
-2
Table 50: Attack Roll Modifiers Circumstance Attacker flanking defender Attacker on higher ground Attacker prone Attacker invisible Defender sitting or kneeling Defender prone Defender cowering or stunned Defender climbing Defender surprised or flat-footed Defender running Defender grappling (attacker not) Defender pinned Defender has cover Defender concealed or invisible * No Dexterity bonus to AC
Melee +2 +1 -4 +2* +2 +4 +2* +2* +0* +0* +0* +4* See See
d% 01-10 11-20 21-30 31-40 41-45 46-55 56-65 66-75
86-90 91-95
Sanity regained 1d3 per month, 50% chance of drug side effects 1 per week, 1 loss if a “1” is rolled 1d3 per month, 5% chance of 1d6 loss 1d3 per month, 5% chance of 1d6 loss 1d6
Circumstances
Table 45: Long-Term T. Insanity
76-85
Table 47: Recovering Sanity Therapy Psychiatric Medications
81-90 91-99 00
Ranged +0 +2* See Table 51 See Table 51 +2* +2* +0* -2* +0* -4* Table 51 Table 52
Effect on character Character faints Character has a screaming fit Character flees in panic Character shows physical hysterics or emotional outburst Character babbles in incoherent rapid speech or logorrhoea Character gripped by intense phobia Character becomes homicidal, harming the nearest person Character has hallucinations or delusions Character gripped by echopraxia or echolalia Character gripped with strange or deviant eating desire Character falls into a stupor Character becomes catatonic Roll on Table 45
96-00
Effect on character Character performs compulsive rituals Character has hallucinations or delusions Character becomes paranoid Character gripped with intense phobia (Will save DC 20 to approach) Character has strange sexual desires Character develops an attachment to a “lucky charm” Character develops psychosomatic blindness, deafness, or loss of limb usage Character has uncontrollable tics or tremors (-4 to attacks, checks, saves) Character has amnesia (Knowledge skill useless) Character has bouts of reactive psychosis Character loses ability to communicate via speech or writing Character becomes catatonic
Table 46: Indefinite Insanities d% 01-15 16-25 26-30 31-35 36-45 46-50 51-55 56-70 71-80 81-85 86-95 96-00
Mental Disorder Type Anxiety disorders Dissociative disorders Eating disorders Impulse control disorders Mood disorders Personality disorders Psychosexual disorders Schizophrenia/psychotic disorders Sleep disorders Somatoform disorders Substance abuse disorders Other disorders
Table 51: Cover Degree of Cover
Bonus to AC One-quarter +2 One-half +4 Three-quarters +7 Nine-tenths +10 Total * Save for half or no damage
Bonus to Reflex Saves +1 +2 +3 +4* -
Table 52: Concealment Degree of Concealment One-quarter One-half Three-quarters Nine-tenths Total
Miss Chance 10% 20% 30% 40% 50% and must guess location
Table 53: Size and AC of Objects
Table 62: Melee Weapons
Size Colossal Gargantuan Huge Large Medium Small Tiny Diminutive Fine
Weapon
AC Modifier -8 -4 -2 -1 +0 +1 +2 +4 +8
Tiny Weapons Brass knuckles Knife, steak Razor, straight Stiletto/Switchblade Knife, commando Knife, hunting Knife, combat Small Weapons Sap Pocketknife/Scalpel Cleaver Knife, butcher Folding shovel Gun butt, pistol Knife, kukri Hatchet/Tomahawk Nunchaku Medium-Size Weapons Croquet mallet Nightstick Fencing foil Bayonet, hand-held Crowbar/Tire iron/Fireplace poker Pick/Pickaxe Machete Rapier Saber, cavalry Large Weapons Bat, baseball or cricket Bayonet, fixed to rifle Gun butt, rifle or shotgun Shovel/Spade Axe, wood or fire
Table 54: Substance Hard. and HP Substance Paper Rope Glass Hard rubber Plastic Ice Wood Fiberglass Stone Iron
Hardness 0 0 1 2 1 0 5 6 8 10
HP (per inch of thickness) 2 2 1 1 2 3 10 10 15 30
Table 55: Weapon Hard. and HP Weapon Tiny blade Medium blade Small hefted weapon Medium hefted weapon Handgun Rifle/Shotgun
Hardness 10 10 5 5 10 10
HP 1 5 2 5 5 8
Table 56: DCs to Break Items Strength Check to: Break down simple door Break down good door Break down strong door Burst rope bonds Bend iron bars Break barred door Burst chain bonds Break down iron door
DC 13 18 23 23 24 25 26 28
Damage
Critical
Range Increment
Weight
Type
1d3 1d3 1d3 1d3 1d4 1d4 1d4
x2 x2 x2 19-20/x2 19-20/x2 19-20/x2 19-20/x2
10 10 10
0.5 0.5 0.5 0.75 1 2.5 2.5
B P S P P P S
1d6 sub. 1d3 1d4 1d4 1d4 1d4 1d4 1d6 1d6
x2 x2 19-20/ x2 19-20/ x2 x2 x2 18-20/ x2 x3 x2
5 5 5 10 10 -
3 0.5 1 1 2.5 2 3 3.5 2
B P P P B/S B S S B
2.5 1.5 2.5 2.5 3 6 2.5 3 3
B B P P B P S P S
3 11.5 9 4 6
B P/S B B S
1d4 1d4 1d4 1d4 1d6 1d6 1d6 1d6 1d6
x2 x2 18-20/ 19-20/ x2 x4 19-20/ 18-20/ 18-20/
x2 x2 x2
-
1d6 1d6 1d6 1d6 1d8
x2 19-20/ x2 x2 x2 x3
-
Table 60: Random Diseases
Table 61: Poisons
d% 01-20
DC 16
Incubation 1d3 days
Poison Type
21-30 31-35 36-40 41-60 61-70 71-75 76-85 86-90 91-00
16 18 14 12 12 20 15 13 14
1 day 1 day 1d4 days 1d3 days 1 day 1 day 1d3 days 1 day 1 day
Damage 1d4 Str (ST or be blinded) 1d6 Wis 1d6 Con 1d4 Str 1d3 Dex, 1d3 Con 1d4 Int 1d6 Con 1d6 Str 1d8 Dex 1d4 Con (ST or 1 is permanent)
Table 57: Object Hardness and HP
Table 58: Firearm Attacks
Object Rope (1” diam.) Bottle Simple wooden door Wooden pole Small chest Good wooden door Strong wooden door Car door Masonry wall (1’ thick) Hewn stone (3’ thick) Chain Handcuffs Iron door (2” thick)
Rate of Fire Standard Multifire Autofire Rapid Shot feat Multishot feat
Hardness 0 1 5 5 5 5 5 6 8 8 10 10 10
HP 2 1 10 2 1 15 20 10 90 540 5 10 60
Break DC 23 12 13 14 17 18 23 28 35 50 26 26 28
Attacks Penalty +1 att/round -6 +1 att/round -4 +2 att/round -6 +1 att/round -2 Penalty reduced by 2
Table 64: Generic Armor Armor
AC Bonus
Bullet resistant vest Reinforced vest Flak vest Flak armor
Table 59: Detecting Invisible Creat. Condition In combat or speaking Moving at half speed Moving at full speed Running or charging Distance Obstacle: door Obstacle: stone wall
Listen DC 0 Move Silently check Move Silently check at -4 Move Silently check at –20 +1 per 10 feet +5 +15
Armor Check Penalty -1 -2 -3 -4
+4 +5 +6 +7
Table 65: Explosives Explosive Dynamite Fragmentation grenade C-4 Pipe bomb
Blast Radius 10 20 15 15
Damage
Table 63: Generic Firearms Weapon Handgun (9mm) Rifle (.30-06 bolt action) Shotgun (12-gauge pump-action) Submachine Gun (9x19mm sel. Fire)
x2 x2
Damage
Critical
Capacity
1d10 2d10 3d6/2d6/1d6 1d10
x3 x3 x3 x3
9 4 5 30
Range Increment 20 200 50 25
Rate of Fire Multifire Standard Standard Autofire
4d6 3d6 6d6 3d6
Injury DC 12 Injury DC 13 Injury DC 13 Injury DC 12 Injury DC 24 Injury DC 14 Injury DC 17 Injury DC 14 Injury DC 15 Injury DC 17 Injury DC 20 Contact DC 16 Contact DC 13 Contact DC 26 Contact DC 16 Contact DC 16 Contact DC 13 Contact DC 20 Ingested DC 15 Ingested DC 14 Ingested DC 11 Ingested DC 13 Ingested DC 17 Ingested DC 18 Inhaled DC 15 Inhaled DC 18 Inhaled DC 15 * permanent
Initial Damage 0 1 Con 1d4 Str 0 1d6 Str 1d6 Str 3d6 Con 1 Con 1d6 Dex 1 Str* 1d6 Con 1 Dex 0 3d6 Str 2d12 hp 1d6 Dex Paralysis 3d6 Con 0 1d4 Int 1 Wis 1 Con 2d6 Str 2d6 Con 1 Cha 1 Con* 1d4 Wis
Secondary Damage 1d4 Dex 1d2 Con 1d6 Str 1d4 Con + 1d3 Wis 1d6 Str 1d6 Str 3d6 Con Unconsciousness 1d6 Dex 2d6 Str 2d6 Con 2d4 Dex 3d6 Con 0 1d6 Con 2d6 Dex 0 3d6 Con Unconsciousness 2d6 Int 2d6 Wis + 1d4 Int 1d8 Con 1d6 Str 1d6 Con + 1d6 Str 1d6 Cha + 1 Cha* 3d6 Con 2d6 Wis