Shadowrun D20 Core Rules

  • December 2019
  • PDF

This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA


Overview

Download & View Shadowrun D20 Core Rules as PDF for free.

More details

  • Words: 112,027
  • Pages: 98
Shadowrun / d20 Modern Core Book Brought to you by Ares Macrotechnology

Better Weapons for a Better Future

Accessing:

SECTION 1: CHARACTER C REAT ION ...................... 5

ABILITY SCORES ....................................... 5 Appearance ................................................................................ 5

SPECIES................................................. 6 Dwarf ......................................................................................... 6 Elf............................................................................................... 6 Human ....................................................................................... 6 Orc............................................................................................. 6 Troll............................................................................................ 6 Vital Statistics ............................................................................. 6 TRAITS, EDGES, AND FLAWS ......................... 6 Roleplaying Traits and Flaws ....................................................... 7 Neutral Traits.............................................................................. 7 Negative Traits (Flaws) ............................................................... 9 Positive Traits (Edges) .............................................................. 10 STARTING OCCUPATIONS .......................... 11 Modified d20 Modern Roleplaying Game Occupations............. 11 Available d20 Future Occupations ............................................ 11 New Occupations..................................................................... 11

SECTION 2: SKILLS ..........13

MODIFIED SKILLS ................................... 13 Balance .................................................................................... 13 Craft (chemical)........................................................................ 13 Diplomacy ................................................................................ 13 Gather Information ................................................................... 13 Jump ........................................................................................ 13 Knowledge (streetwise) ............................................................ 13 Perform .................................................................................... 14 Profession ................................................................................ 14 Sense Motive ........................................................................... 14 Tumble ..................................................................................... 14 NEW SKILLS .......................................... 14 Weapon Skills........................................................................... 14

S ECTION 3: FE AT S ........... 15

UNAVAILABLE FEATS ................................ 15 d20 Modern Roleplaying Game ................................................ 15 d20 Future................................................................................ 15 d20 Apocalypse ....................................................................... 15 MODIFIED FEATS .................................... 15 d20 Modern Roleplaying Game ................................................ 15 d20 Future................................................................................ 16 d20 Apocalypse ....................................................................... 16 NEW FEATS ........................................... 16 General Feats ........................................................................... 16 Combat Feats ........................................................................... 21 Decking Feats ........................................................................... 27 Defensive Feats ........................................................................ 27 Magic Feats .............................................................................. 29 Vehicle Feats ............................................................................ 29

1 1

SECTION 4: EQUIPMENT .... 31

WEALTH............................................... 31 Nuyen¥ to Wealth.................................................................... 31

RESTRICTIONS ....................................... 31 PERSONAL WEAPONRY .............................. 31 IMPACT PROJECTILE WEAPONRY .................. 31

Impact Projectile Weapons and Rate of Fire ............................. 32

FIREARMS ............................................. 32 Shotguns.................................................................................. 33 Firearm Accessories ................................................................. 33 TASER WEAPONS .................................... 34 AMMUNITION ........................................ 34 EXPLOSIVES .......................................... 35 Throwing Explosives ................................................................. 35 HEAVY WEAPONS .................................... 35 Missiles.................................................................................... 36 ARMOR AND CLOTHING ............................ 36 Layering Armor ........................................................................ 37 Clothing ................................................................................... 37 SECURITY AND SURVEILLANCE ..................... 37 SURVIVAL GEAR...................................... 38 WORKING GEAR ..................................... 38 LIFESTYLE ............................................. 38 ELECTRONICS ........................................ 39 CYBERWARE .......................................... 39 Installation and Removal .......................................................... 39 Number of Attachments........................................................... 39 Benefits and Drawbacks ........................................................... 39 Cyberware, Advanced Grades, and Mastercraft ........................ 40 Cyberware and Size.................................................................. 40 Reading the Tables................................................................... 40 Headware ................................................................................ 40 Bodyware ................................................................................ 41 Cyberlimbs ............................................................................... 42 SKILLSOFTS .......................................... 43 Skillsofts and Feats................................................................... 44 CYBERDECKS AND PROGRAMS ..................... 45 BIOTECH.............................................. 46 DRUGS AND COMPOUNDS .......................... 46 Additional New Compounds .................................................... 46 MAGICAL EQUIPMENT............................... 46 VEHICLES ............................................. 47 Autopilot (AutoNav) ................................................................. 47 Sensors.................................................................................... 47 Stealth ..................................................................................... 47 Vehicle Weapons ..................................................................... 49 Vehicle Accessories.................................................................. 49

S E C T I O N 5 : C O M B A T, R U L E S ,

AND

Harpy .......................................................................................65 Kraken ......................................................................................65 Leshy........................................................................................65 Merrow.....................................................................................65 Naga.........................................................................................65 Phoenix ....................................................................................66 Sasquatch.................................................................................66 Shapeshifter..............................................................................66 Thunderbird ..............................................................................66 Unicorn.....................................................................................66 Vampire ....................................................................................67 Wendigo ...................................................................................67 DRAGONS ............................................. 67 Dragon Traits ............................................................................67 Eastern Dragon .........................................................................67 Feathered Serpent ....................................................................68 Western Dragon........................................................................68 Great Dragon ............................................................................68 SPIRITS ............................................... 69 Spirit Traits ...............................................................................69 Spirits of Air ..............................................................................69 Spirits of Beasts ........................................................................69 Spirits of Earth ..........................................................................70 Spirits of Fire ............................................................................70 Spirits of Man ...........................................................................70 Spirits of Water.........................................................................70

GAMEMASTERING ....... 51

ATTACK AN OBJECT ................................. 51 CLOBBERED .......................................... 51 DRAWING WEAPONS ................................ 51 MOVEMENT ........................................... 51 CRITICAL HITS ....................................... 51 MELEE COMBAT ...................................... 51 Combat Maneuvers .................................................................. 51

RANGED COMBAT .................................... 51 Shooting into Melee ................................................................. 51 Provoking Attacks of Opportunity............................................. 52 FIREARMS ............................................. 52 Automatic Weapons................................................................. 52 Crossfire................................................................................... 52 Double Tap .............................................................................. 52 Suppression Fire....................................................................... 52 VISIBILITY AND WIND............................... 52 Wind Speeds............................................................................ 53 ASSORTED DANGERS ................................ 53 Diseases................................................................................... 53 Heat and Cold.......................................................................... 53 High Altitude/Low Oxygen ........................................................ 54 Scenery .................................................................................... 54 Starvation and Thirst ................................................................ 54 Suffocation and Drowning ........................................................ 54 Strangulation ............................................................................ 54 Traps and Other Devices .......................................................... 54 Water Dangers ......................................................................... 55 INJURY AND DEATH.................................. 55 Massive Damage...................................................................... 55 Disabled................................................................................... 56 Dying ....................................................................................... 56 Dead ........................................................................................ 56 Stabilization ............................................................................. 56 Healing .................................................................................... 56 Injury, Death, and the Awakened.............................................. 56 NEW CONDITIONS ................................... 57 CONTACTS ............................................ 57 Connection .............................................................................. 57 Loyalty ..................................................................................... 57 Contacts and Reputation .......................................................... 58 General Information ................................................................. 58 Networking .............................................................................. 58 Fencing .................................................................................... 58 Favors ...................................................................................... 58 Maintaining Contacts ............................................................... 58 VEHICLE COMBAT ................................... 58 Vehicle Hit Points ..................................................................... 58 Weather and Terrain................................................................. 59 Sensor-Enhanced Gunnery ....................................................... 59 ACTION POINTS ..................................... 59 What Can You Do With Action Points?...................................... 59 ADVANCEMENT ....................................... 59

SECTION 7: MAGIC .......... 73

MAGIC RATING ....................................... 73 TRADITIONS .......................................... 73 Hermetic Tradition....................................................................73 Shamanic Tradition ...................................................................73 MAGICAL LODGE ..................................... 73 TOTEMS ............................................... 73 Bear..........................................................................................73 Buffalo......................................................................................73 Cat ...........................................................................................74 Coyote......................................................................................74 Dog ..........................................................................................74 Dolphin.....................................................................................74 Eagle.........................................................................................74 Gator ........................................................................................74 Lion ..........................................................................................74 Mouse ......................................................................................74 Owl ..........................................................................................74 Raccoon ...................................................................................74 Rat............................................................................................74 Raven .......................................................................................74 Shark ........................................................................................74 Snake .......................................................................................74 Wolf .........................................................................................74 ASTRAL PLANE ....................................... 74 Astral Perception ......................................................................74 Astral Projection .......................................................................75 Mana Barriers ...........................................................................75 CONJURING SPIRITS ................................ 75 Spirit Forms ..............................................................................75 Spirit-Summoner Link ...............................................................76 Spirit Services ...........................................................................76 Summoning ..............................................................................76 Banishing ..................................................................................76 Binding .....................................................................................76 Watcher Spirits .........................................................................77 SPELLCASTING ....................................... 77 Overchanneling.........................................................................77 Noticing Spellcasting ................................................................77 COUNTERSPELLING .................................. 77 Spell Defense............................................................................77 Dispelling..................................................................................77 RITUAL SORCERY .................................... 78 Requirements ...........................................................................78 Ritual Targeting.........................................................................78

SECTION 6: FRIENDS AND FOES ........................... 61

CRITTER QUALITIES ................................. 61

Powers..................................................................................... 61 Weaknesses ............................................................................. 62 CRITTERS ............................................. 62 Banshee ................................................................................... 62 Barghest................................................................................... 63 Basilisk..................................................................................... 63 Cockatrice ................................................................................ 63 Eyekillers .................................................................................. 63 Ghosts ..................................................................................... 64 Ghouls ..................................................................................... 64 Griffin....................................................................................... 64

2 2

Team Leader ............................................................................ 78 Casting a Ritual Spell ................................................................ 78 Noticing Ritual Spellcasting....................................................... 78 Ritual Drain............................................................................... 78 SPELLS ................................................ 78 Learning Spells ......................................................................... 78 Spell Descriptions..................................................................... 78 Combat Spells .......................................................................... 78 Detection Spells ....................................................................... 79 Health Spells ............................................................................ 81 Illusion Spells ........................................................................... 82 Manipulation Spells .................................................................. 84 MAGIC ITEMS ........................................ 86 Foci .......................................................................................... 86 ADEPTS ............................................... 87 Adept Powers........................................................................... 87

SECTION 8: THE MATRIX .... 89

GETTING IN, GETTING, OUT, AND GETTING AROUND THE MATRIX............................... 89 Virtual Reality ........................................................................... 89 Accounts, Authorization, and Privileges .................................... 89 Logging On (On-the-fly Decking) .............................................. 89 Movement in the Matrix ........................................................... 90 Nodes, Servers, Networks and Grids ........................................ 90 MATRIX ACTIONS.................................... 90 PROGRAMS ........................................... 91 Agents...................................................................................... 93 Writing Programs...................................................................... 93 CYBERDECKS ......................................... 93 Cyberdecks and Icons............................................................... 93 TORTOISES ........................................... 94 Telimmersion............................................................................ 94 Telepresence ............................................................................ 94 INTRUDER ALERT .................................... 94 Active Alert............................................................................... 94 Intrusion Countermeasures....................................................... 94 CYBERCOMBAT ....................................... 95 DEVICES .............................................. 95 Device Rating (Universal) .......................................................... 95

SECTION 9: RIGGING ........97

Virtual Reality ........................................................................... 97

D I R E C T R I G G I N G (O N - B O A R D ) . . . . . . . . . . . . . . . . . . . 9 7 DRONES .............................................. 97 Controlling Drones.................................................................... 97 Drone Combat.......................................................................... 98 Signal ....................................................................................... 98

3 3

4

Section 1: Character Creation (Ability Scores)

S E C T I O N 1 : C H A R A C T E R C R E AT I O N • • • • • • • • •

Step 1: Generate ability scores. Step 2: Select species. Step 3: Select traits and flaws. Step 4: Select starting occupation. Step 5: Select skills. Step 6: Select feats. Step 7: Determine Defense bonus, save bonuses, Wealth and Reputation bonuses, Magic Rating, spells and other purchasable qualities Step 8: Purchase equipment. Step 9: Determine other characteristics.

You begin play with 7,000 – 10,000 XP to spend on building your character. Character creation costs are described below. Note that character creation costs may differ from in-play advancement costs. Any XP not spent in character creation is added to your Available XP total. Additional details on the following entries are presented below.

INITIAL CHARACTER CREATION COSTS TABLE Purchase Ability scores Species Dwarf Elf Human Orc Troll Traits Starting occupation Skills Non-weapon Weapon Feats Base Defense bonus (dodge) Save bonuses Fortitude Reflex Will Wealth bonus Grey Wealth bonus Reputation bonus Magic Rating Spell Contact Action point Iterative attack Hit Die d4 d6 d8 d10 d12 d20

XP Cost Special 2,100 900 n/a 3,350 6,000 Varies n/a 100 per rank 400 per rank 500 400 per +1 150 per +1 150 per +1 150 per +1 100 per +1 100 per +1 500 per +1 750 per +1 200 Special 500 5,000

Base Defense bonus: This is your base Defense bonus. It is a dodge bonus, so it stacks with other dodge bonuses. Your base Defense bonus is lost any time your Dexterity bonus is lost. Save bonuses: These are your base saving throw bonuses. Each +1 is purchased separately for each save type. Wealth bonus: This is your Wealth bonus. If you plan on playing a heavily cybered street sam, you need this bonus. SINless characters have a beginning Wealth maximum of +10, including purchased Wealth and bonuses gained from feats and occupation. Grey Wealth bonus: For information on Grey Wealth, see d20 Cyberscape, p. 76. Reputation bonus: Reputation bonus follows the normal rules. If you have multiple identities (say a daily ID, and a specific shadowrunner ID), each must have its own Reputation bonus. Magic Rating: If you are going with Adept or Magician, you need this. Spell: If you are going with magician, you're not going to be very useful unless you drop points on spells. Contact: Contacts are contacts are contacts. To determine the XP cost for a contact, select a Connection rating (1-6) and a Loyalty rating (also 1-6). Add the numbers from the following together: • Rating 1 = 50 • Rating 2 = 100 • Rating 3 = 200 • Rating 4 = 400 • Rating 5 = 800 • Rating 6 = 1,600 For example, a Connection 3/Loyalty 2 contact costs 300 XP. A rating 6/6 contact is 3,600 XP. Action point: Action points function in much the same manner as other d20 games. A more detailed list of what they allow is presented later in this file. Iterative attack: You are able to make iterative attacks. Making an iterative attack requires a full-round action. Each time you purchase this ability, you are entitled to make an additional attack, but each additional attack suffers a -5 penalty. For example, if you have Iterative Attack 1, you may make up to 2 attacks with a full-round action, but the second attack is at a -5 penalty. If you have Iterative Attack 3, you can make up to 4 attacks as a full-round action with the following modifiers: -0/-5/-10/-15. Iterative Attack can be purchased a maximum of (Dexterity bonus) times. For example, a character with a +4 Dexterity modifier can purchase this four times, allowing him up to 5 attacks Hit Die: Characters begin play with hit points equal to their Constitution score. If you want more hit points, purchase Hit Dice.

A BILITY S CORES

500 750 1,000 1,250 1,500 2,000

Ability scores: The standard method for ability score generation does not have an XP cost. Variant score generation methods are described below. Species: This is your species. Traits: There are three kinds of traits – Neutral Traits, Negative Traits (flaws), and Positive Traits (Edges). Starting occupation: This is your starting occupation. Typically, it identifies either your basic day job, or your occupation prior to becoming a criminal. Skills: All skills not covered under the description of "Weapon Skills" are non-weapon skills. Characters begin play with a number of free skill ranks equal to their Intelligence score. These can be used for Weapon Skills, but each rank in a weapon skill costs four of these free ranks. Character also begin play with a number of ranks equal to their Intelligence score in Speak (Native) Language. Spellcraft is priced as Weapon Skill. Feats: Feats. There's a lot of them, so look them over carefully. Keep in mind that they are scattered across a couple of books and this document. Characters begin play with a number of free feats equal to their Intelligence bonus. These feats can be selected from any category except Combat feats.

5 5

The first step in creating a Shadowrun/d20 Modern character is ability score generation. To generate ability scores, roll 3d6, in order of the ability scores, as follows: • Strength • Dexterity • Constitution • Intelligence • Wisdom • Charisma • Appearance Instead of simply rolling 3d6 in order, you can spend starting XP for a different score generation method as follows: • 3d6 - in order = 0 XP • 3d6 - place as desired = 750 XP • 4d6, drop lowest die - in order = 1,500 XP • 4d6, drop lowest die - place as desired = 2,250 XP • 5d6, drop lowest 2 dice - in order = 3,300 XP • 5d6, drop lowest 2 dice - place as desired = 4,500 XP • Point Buy (medium) - 30 points = 2,400 XP • Point Buy (high) - 42 points = 4,500 XP

Appearance Appearance is a new score, using the following rules. Skills: Disguise is now an Appearance-based skill. When using Bluff, you can use your Appearance instead of Charisma, unless performing a feint. When using Gather Information, you may use either Charisma or Appearance. Age Modifiers: The age of the character affects his Appearance score as follows: • Young Adult +2 • Adult +0 (loses the +2 Young Adult bonus) • Middle Age -1 • Old -1 • Venerable -1 These modifiers are cumulative – that is, a Venerable character loses a total of three points from Appearance. Species: Creatures suffer a -2 penalty to Appearance-based checks when dealing with members of other species. Spells: When using spells of the Enchantment (charm) type, the save DC

Section 1: Character Creation (Species, Traits, Occupations) is derived from the caster's Appearance score instead of the normal ability score.

S PECIES Once you have determined the character's ability scores, you must select his species. The following species are available to Shadowrun/d20 Modern characters.

Social Penalties (Ex): Due to appearance, reputation, and some minor genetic (and often social) deficiencies, Orcs suffer a -2 penalty to Charisma/Appearance checks and Charisma/Appearance-based skill checks when dealing with species other than Orcs, Trolls, and similar species. Free Language Skills: Speak native language (typically American) at [Intelligence score] ranks. Read/Write native language at [½ Intelligence score ranks].

Troll

Dwarf A Dwarf has the following species traits. XP Cost: 2,100. Type: Humanoid [Dwarf]. Ability Score Modifiers: +4 Strength, -2 Dexterity, +2 Constitution. Dwarves are very strong for their size, hardier than humans are, but they are less agile than most species. Size: Medium. Speed: A Dwarf's base land speed is 10 ft. + 1d2 x 5 ft. Dwarves can move at this speed when wearing medium or heavy armor, or when carrying a medium or heavy load, unlike most other species. Darkvision (Ex): Darkvision is the extraordinary ability to see with no light source at all, out to a range of 60 ft. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise – invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Saving throw bonuses (Ex): Dwarves have a +2 racial bonus on saving throws against diseases, poisons, and toxins. Stability (Ex): Dwarves have a +4 bonus on checks to resist being knocked off their feet or moved, such as with bull rush or overrun, as long as they are standing on a surface (ground, floor, etc). Free Language Skills: Speak native language (typically American) at [Intelligence score] ranks. Read/Write native language at [½ Intelligence score ranks].

Elf An Elf has the following species traits. XP Cost: 900. Type: Humanoid [Elf]. Ability Score Modifiers: +2 Dexterity. Elves are more agile than humans. Size: Medium. Speed: An Elf's base land speed is 20 ft. + 1d4 x 5 ft. Low-light vision (Ex): Elves have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Elves can see outdoors on a moonlit night as well as they can during the day. Free Language Skills: Speak native language (typically American) at [Intelligence score] ranks. Read/Write native language at [½ Intelligence score ranks].

Human A Human has the following species traits. XP Cost: 0. Type: Humanoid [Human]. Ability Score Modifiers: None. Humans are the baseline against which other species are measured. Size: Medium. Speed: A Human's base land speed is 20 ft. + 1d3 x 5 ft. Free Language Skills: Speak native language (typically American) at [Intelligence score] ranks. Read/Write native language at [½ Intelligence score ranks].

Orc An Orc has the following species traits. XP Cost: 3,350. Type: Humanoid [Orc]. Ability Score Modifiers: +4 Strength, +6 Constitution, -2 Intelligence. Orcs are stronger and physically tougher than humans are, but they have difficulties processing and retaining information. Size: Medium. Speed: An Orc's base land speed is 20 ft. + 1d3 x 5 ft. Armor skin (Ex): Orcs have thick skin that provides some measure of protection, as armor, with the following ratings. This stacks with the protection provided by armor. • High impact: 1d2-1 • Low impact: 1d3-1 • Energy: 1d2-1 • Fire: 1d2-1 • Cold: 1d2-1 • Acid: 0 • Sonic: 0 Low-light vision (Ex): Orcs have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Orcs can see outdoors on a moonlit night as well as they can during the day.

A Troll has the following species traits. XP Cost: 6,000. Type: Giant. Ability Score Modifiers: +8 Strength, +10 Constitution, -4 Intelligence. Trolls are tremendously strong and tough, but suffer great difficulties in processing and retaining information. Size: Large. -1 size penalty to Defense, -1 size penalty on attack rolls, -4 size penalty on Hide checks, +4 size bonus on grapple checks, lifting and carrying limits double those of Medium characters. Massive damage threshold is +10. Space and reach are 10 ft./10 ft. Speed: A Troll's base land speed is 25 ft. + 1d4 x 5 ft. Attacks: A trolls deals 1d4 + Str modifier non-lethal damage with an unarmed attack. Armor skin (Ex): Trolls have an unusual number of thick subdermal deposits. This provides protection, as armor, with the following ratings. This stacks with the protection provided by armor. • High impact: 1d4-1 • Low impact: 1d8-1 • Energy: 1d4-1 • Fire: 1d4-1 • Cold: 1d4-1 • Acid: 1d2-1 • Sonic: 0 Darkvision (Ex): Darkvision is the extraordinary ability to see with no light source at all, out to a range of 60 ft. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise – invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Social Penalties (Ex): Due to appearance, reputation, and some minor genetic (and often social) deficiencies, Trolls suffer a -4 penalty to Charisma/Appearance checks and Charisma/Appearance-based skill checks when dealing with species other than Trolls, Orcs, and similar species. Free Language Skills: Speak native language (typically American) at [Intelligence score] ranks. Read/Write native language at [½ Intelligence score ranks].

Vital Statistics VITAL STATISTICS TABLE Race Dwarf, female Dwarf, male Elf, female Elf, male Human, female Human, male Orc, female Orc, male Troll, female Troll, male

Height 40 in. 42 in. 67 in. 69 in. 56 in. 60 in. 68 in. 69 in. 98 in. 100 in.

+ 2d6 2d6 2d6 2d6 2d10 2d10 2d10 2d10 2d10 2d10

Weight 120 lb. 150 lb. 85 lb. 120 lb. 85 lb. 120 lb. 210 lb. 230 lb. 400 lb. 450 lb.

x 2d4 lb. 2d4 lb. 2d4 lb. 2d4 lb. 2d4 lb. 2d4 lb. 2d6 lb. 2d6 lb. 2d10 lb. 2d10 lb.

When determining your character's height, roll the indicated + dice. Note the number. To determine weight, roll the indicated "x" dice, and multiply this result by the number generated for height. Add this is the base weight.

SPECIES LIFESPAN TABLE Young Middle Adult Old Venerable + Adult Age Dwarf 1-11 12-15 16-54 55-79 80-109 110+ 4d6 Elf* 1-12 13-16 17-199 200-499 500-899 900+ 3d% Human 1-11 12-15 16-39 40-59 60-79 80+ 3d6 Orc 1-10 11-14 15-24 25-39 40-50 51+ 2d4 Troll 1-8 9-15 16-39 40-59 60-79 80+ 2d6 * This is speculative. No one has scientifically verified an Elf's typical lifespan, and such a thing will not be possible for a very long time. Species

Child

T RAITS , E DGES , AND F LAWS Unless noted otherwise, you may purchase traits and flaws only during character creation, although the GM may assign traits or flaw during play. Neutral traits do not have cost. Negative traits (flaws) provide bonus points, and Positive traits (Edges) cost points.

6 6

Section 1: Character Creation (Species, Traits, Occupations)

Roleplaying Traits and Flaws

TRAITS AND FLAWS TABLE

While many of these traits and flaws provide additional char gen XP, these are not here simply to provide numerical boosts to your character. The GM reserves the right to remove, change, and add traits and flaws based on your roleplaying. If you select traits and flaws that provide char gen XP, then you are expected to roleplay these as a part of your character even more than the other traits. Failure to do so may result in the loss of the bonus char gen XP.

TRAITS AND FLAWS TABLE Trait

Cost Neutral

Abrasive Absent-Minded Aggressive Cautious Charmed Coldly Logical Conspiratorial Detached Dishonest Distinctive Easy-Going Farsighted Hard of Hearing Hardy Honest Illiterate Muscle-bound Nearsighted Networked Nightsighted Polite Preternaturally Sensitive Quick Reckless Melee Relentless Skinny Slippery Slow Specialized Spellgifted Stout Strange Luck Suspicious Torpid Uncivilized Unholy

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Abrasive You are difficult and demanding in conversation, which tends to oppress those around you. Cost: N/A Effect: You gain a +1 bonus on Intimidate checks. You take a –1 penalty on Diplomacy checks and Bluff checks.

Absent-Minded You are fascinated by knowledge and learning and are capable of pursuing complex trains of thought quite quickly. However, your preoccupation with such thoughts makes you a little less aware of your surroundings. Cost: N/A Effect: You gain a +1 bonus on Knowledge checks (although this does not let you use a Knowledge skill untrained). You take a -1 penalty on Spot checks and Listen checks.

Aggressive You are quick to initiate combat, and you tend to press the attack once battle is joined. Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows that a more cautious warrior would avoid. Cost: N/A Effect: You gain +2 bonus on initiative checks. You take a -1 penalty to Defense.

Cautious You are cautious in combat, even a bit cowardly, and you take more care to defend yourself than others. However, this caution renders you susceptible to fear effects. Cost: N/A Effect: You gain an additional +1 dodge bonus to Defense whenever you fight defensively or take the total defense action. You take a -1 penalty on saving throws made to resist fear effects. Special: You cannot select this trait if you have immunity to fear or fear effects. If you later gain immunity to fear, you lose the benefit of this trait.

Charmed

+500 +100 Special +10 / +20 / +30 / +40 +50 +100 +20 +50 +Rating x 20 +Rating x 15 +100 +40 +50 / +100 / +150 / +200 +Rating x 20 +50 +50 +Rating x 10 +100 +100 +20 / +40 / +100 +10 +150 +25

Someone or something seems to be watching over you. Cost: N/A Effect: You gain a +2 bonus to any saving throws made to resist or avoid damage. You seem to have less control of your own destiny. Action Points cost you 1,500 XP each.

Coldly Logical You have a knack for separating the “cold, hard facts” from useless emotional entanglements. Cost: N/A Effect: You gain a +2 bonus on Sense Motive checks. You take a -2 penalty on Bluff and Diplomacy checks.

Conspiratorial You can spot connections and patterns that others miss. Cost: N/A Effect: You gain a +1 bonus on Knowledge (current events) checks and Investigate checks. You see conspiracies even when there are none present. You take a -2 penalty on Sense Motive checks.

Detached You maintain a distance from events that keeps you grounded but limits your reaction speed. Cost: N/A Effect: You gain a +1 bonus on Will saves. You take a -1 penalty on Reflex saves.

Dishonest

Positive Adept

Cost 20 50 10 100 30 20 / 40 / 60 50 1,000 50 40 25 50 10 / 20 / 30

Neutral Traits

Negative Achilles Heel Addiction Allergy Amnesia Astral Beacon Brain Static Computer Illiterate Criminal Record Dependent Enemy Feeble Flashbacks Gremlins Guilt Inattentive Indebted Jinxed Manchurian Candidate Paranoid Phobia Sensitive Neural Structure Sensitive System Spirit Bane

Trait Adrenaline Surge Astral Chameleon College Education Coordinator Eidetic Memory Extreme Effort Human Looking Magician Mentor Spirit Natural Hardening SINner Spirit Affinity Will to Live

500

You are naturally deceitful and insincere with others. You have a talent for lying,

7 7

Section 1: Character Creation (Species, Traits, Occupations) but have difficulty convincing others when you do speak truthfully. Cost: N/A Effect: You gain a +1 bonus on Bluff checks. You take a -2 penalty on Diplomacy checks.

Distinctive You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal. Cost: N/A Effect: You gain a +1 bonus on Reputation checks. You take a -1 penalty on Disguise checks.

Easy-Going You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious. Cost: N/A Effect: You gain a +1 bonus on Gather Information checks. You take a -1 penalty on Intimidate checks and Sense Motive checks.

Farsighted You have difficulty focusing on nearby objects, but your distance vision is more keen than normal. Cost: N/A Effect: You gain a +1 bonus on Spot checks. Your penalty for range increments 6-10 is only -1 per increment. You have a -2 penalty on Search checks. Within range increment 1, you suffer a -1 penalty to attack rolls.

Focused You can keep your attention on a task despite many distractions; however, events in the background pass you by. Cost: N/A Effect: You gain a +1 bonus on Concentration checks. You take a -1 penalty on Spot checks and Listen checks.

Hard of Hearing You have a slight hearing impairment, and to compensate, you have become more in tune with your other senses. Cost: N/A Effect: You gain a +1 bonus on Spot checks. You take a -2 penalty on Listen checks.

Hardy You are made of tougher stuff than the average person, but you’re not quite as quick to react to dangerous effects. Cost: N/A Effect: You gain a +1 bonus on Fortitude saves. You take a -1 penalty on Reflex saves.

Honest You are naturally straightforward and sincere. This quality helps you persuade people to your viewpoint, but you have difficulty telling lies and seeing deception in others. Cost: N/A Effect: You gain a +1 bonus on Diplomacy checks. You gain a -1 penalty on Bluff checks and Sense Motive checks.

Illiterate You cannot read, but you have devoted yourself to learning other skills. Cost: N/A Effect: Choose any one skill except Decipher Script or Forgery. You gain a +1 bonus on checks using that skill. You are illiterate. Special: You can eliminate the negative effects of this trait by spending XP to gain ranks in Read/Write Language. However, ranks in Read/Write Language cost you twice as much as normal. You can’t select this trait if your character is already illiterate because of race, class, or any other reason.

Muscle-bound You are good at almost everything that requires strength, but less adept than most at tasks that require coordination. Cost: N/A Effect: You gain a +1 bonus on Strength-based skill checks and ability checks. You take a -2 penalty on Dexterity-based skill checks and ability checks.

flows both ways and maintaining a network of contacts isn’t cheap. Gather Information checks made against you receive a +2 bonus and any Gather Information checks you make have their purchase DCs raised by 1.

Nightsighted Your eyes are particularly well suited to using darkvision or low-light vision, but they are less well adapted to what others consider normal light. Cost: N/A Effect: Add 10 feet to the range of your darkvision, or increase the range of your low-light vision by 25%. You take a -2 penalty on Spot checks when in areas of bright light. Special: You must have darkvision or low-light vision as a racial ability to have this trait.

Polite You are courteous and well spoken. Cost: N/A Effect: You gain a +1 bonus on Diplomacy checks. You take a -2 penalty on Intimidate checks.

Preternaturally Sensitive One of your five natural senses has developed beyond the norm. Cost: N/A Effect: Choose one sense (i.e. Sight, Hearing, etc). You gain a +2 bonus on checks involving the use of that sense (i.e. Spot checks for sight, Listen checks for hearing, etc). Your other senses are dull by comparison. You take a -3 penalty on checks involving your other four senses.

Quick You are fast, but less sturdy than average members of your race. Cost: N/A Effect: Your base land speed increases by 10 feet (if you don’t have a land speed, apply the benefit to whichever of your speeds is highest). Whenever you gain a Hit Die, reduce the result by one point (minimum of 0). Special: You must have a Constitution of 4 or higher to select this trait.

Reckless Melee You naturally sacrifice accuracy to put more power behind your blows. Cost: N/A Effect: You gain a +1 bonus on damage rolls after successful melee attacks. You take a -1 penalty on melee attack rolls.

Relentless You don’t know the meaning of the word “tired”. You go all out until you simply can’t continue. Cost: N/A Effect: You gain a +2 bonus on Constitution checks and similar checks made to continue tiring activities (see the entry for the Endurance feat in Chapter Three of the d20 Modern roleplaying game). Any effect or condition that would normally cause you to become fatigued instead causes you to become exhausted.

Skinny You are very slender for your race. Cost: N/A Effect: You gain a +1 bonus on Escape Artist checks. You take a -2 penalty on Strength checks to avoid being bull rushed or overrun.

Slippery You are less adept at grappling and wrestling than others of your size and strength, but you are adept at slipping out of another’s hold. Cost: N/A Effect: You gain a +1 bonus on Escape Artist checks to escape a grapple and on grapple checks to escape a grapple or avoid being grappled. You take a 1 penalty on all other grapple checks.

Slow You are slow, but sturdier than average members of your race. Cost: N/A Effect: Whenever you gain a Hit Die, you gain a +1 bonus to the roll. Your base land speed is halved (round down to the nearest 5-foot interval). Special: You must have a base land speed of at least 20 feet to select this trait.

Nearsighted You have difficulty focusing on distant objects, but your eye for detail is more keen than normal. Cost: N/A Effect: You gain +1 bonus on Search checks. You gain a +1 bonus to ranged attack rolls within 30 ft. You take a -1 penalty on Spot checks. At ranged increments 2-10, you suffer an additional -1 penalty to attack rolls.

Networked You have a network of informants that feeds you information. Cost: N/A Effect: You gain a +2 bonus on Gather Information checks. Information

Specialized You have a knack for one kind of work or study, but other tasks are harder for you to accomplish. Cost: N/A Effect: Choose one specific Craft, Knowledge, or Profession skill. You gain a +1 bonus on checks using the specified skill. You take a -2 penalty on all other checks using the same skill (Craft, Knowledge, or Profession, based on the skill chosen).

Spellgifted You have a gift for casting certain types of spells. Although your spells from this class are more potent then those of other casters, you are not as effective at

8 8

Section 1: Character Creation (Species, Traits, Occupations) casting spells from other groups. Cost: N/A Effect: Select a class of spells (Combat, Detection, Health, Illusion, Manipulation). When you cast a spell from this group, increase the Force by +1. This extra Force does not count for the Caster Check or when resisting Drain. Whenever you cast a spell from a different group, reduce the Force of the spell by -1. This does not apply to the Caster Check or to resist Drain however.

Stout You are heavy for your race. Cost: N/A Effect: You gain a +2 bonus on Strength checks to avoid being bull rushed or overrun. You take a -1 penalty on Escape Artist checks.

Strange Luck You have the weirdest luck. Cost: N/A Effect: When rolling a die purchased with an action point to improve a d20 roll, if you achieve the highest number possible on the die (generally a natural 6 on a d6), you re-roll that die, adding the second number you roll to the previous result. Do not re-roll a single die more than once. So, if you roll a 6 on a d6 action point die, and then re-roll it, getting a 4, the total value of the die roll becomes 10, resulting in a +10 bonus to the die roll the action point die was intended to modify. When rolling a die purchased with an action point to improve a d20 roll, if you roll a natural 1, you re-roll that die, adding the second number you roll to the previous 1. The total result is applied as a penalty to the roll the action point die was intended to modify. Do not re-roll a single die more than once. So, if you roll a 1 on a d6 action point die, and then re-roll it, getting a 3, the total value of the die roll becomes –4, resulting in a –4 penalty to the die roll the action point die was intended to modify.

Suspicious You are naturally suspicious of everyone and everything. While this trait makes you hard to fool, it makes others slightly less likely to agree with you or find you threatening. Cost: N/A Effect: You gain a +1 bonus on Sense Motive checks. You take a -1 penalty on Diplomacy checks and Intimidate checks.

Torpid You are sluggish and slow to react to danger, but also resistant to other’s commands. Cost :N/A Effect: You gain a +1 bonus on saves against enchantment (mindaffecting) effects. You take a -2 penalty on initiative checks.

Uncivilized You relate better to animals than you do to people. Cost: N/A Effect: You gain a +1 bonus on Handle Animal checks. You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather Information checks.

Unholy You radiate a palpable sense of evil. Cost: N/A Effect: You gain a +2 on Intimidate checks. You take a -2 penalty on Bluff and Diplomacy checks.

Negative Traits (Flaws)

• •



environment (sunlight, plastics, pollutants, seawater in a coastal setting, etc.). Mild: While experiencing the symptoms, you suffer a -2 penalty to attack rolls, skill checks, Dodge bonuses, Reflex and Will saves. Moderate: While experiencing the symptoms, you suffer a -4 penalty to attack rolls, skill checks, Dodge bonuses, Reflex and Will saves. You suffer a -2 penalty to melee and man-powered projectile damages. Weapons and attacks incorporating the substance deal an additional 25% damage. Severe: While experiencing the symptoms, you suffer a -4 penalty to attack rolls, skill checks, Dodge bonuses, Reflex and Will saves. You suffer a -2 penalty to melee and man-powered projectile damages. Weapons and attacks incorporating the substance deal an additional 50% damage. Simple exposure to the substance deals 1d4 points of damage per minute.

Amnesia You can remember nothing about yourself or your past. Cost: +10 / +20 / +30 / +40 Effect: This disadvantage comes into play each time you are challenged or confronted with some complication or danger from your forgotten past. The details of your past are left for you and GM to decide, or it may be left entirely to the GM. The mechanical effects are as follows: • +10 Amnesia: You do not remember any details or information about your past. You do remember your name, and retain most of your abilities. The GM will spend 25% of your char gen XP. • +20 Amnesia: You do not remember any details or information about your past. You do remember your name, and retain some of your abilities. The GM will spend 50% of your char gen XP. • +30 Amnesia: You do not remember any details or information about your past. You don't remember your name, but retain a few of your abilities. The GM will spend 75% of your char gen XP. • +40 Amnesia: You do not remember any details or information about your past. You don't remember your name, skills, or abilities. The GM will spend 100% of your char gen XP.

Astral Beacon Your astral signature is unusually potent and bright. Prerequisites: Magic Rating 1. Cost: +50 Effect: Your astral signature remains present for twice as long as normal, attempts to track you astrally gain a +4 bonus, and attempts to assense you gain a +4 bonus.

Brain Static Whether it’s the chip in your head, the government transmissions or just the voices that never go away when you want them to, something fills your head with noise and leaves you befuddled and confused. Cost: +100 Effect: You take a –4 penalty to initiative checks, and a –4 penalty to Concentration checks.

Computer Illiterate You have severe difficulties when operating computers and other electronic devices. Cost: +20 Effect: whenever you attempt to use an electronic device, you must make an appropriate skill check (typically Computer Use) at a -4 penalty. This applies even when performing tasks that do not normally require skill tests (such as turning on the computer).

Criminal Record

Achilles Heel One spot on your body is extremely vulnerable and you suffer great harm when you are attacked there. Cost: +500 Effect: When you select this disadvantage, roll 1d20 (ignore a result of 20) and note the result. In the future, any attack that results in a natural roll of that number automatically hits and is automatically a critical hit. If the attack requires you to make a saving throw, you take a –4 penalty on the save attempt.

Addiction You are addicted to a harmful and illegal substance. Cost: +100 Effect: See Section 4: Equipment for information on drugs and addiction. You are addicted to a randomly determined drug.

Allergy You are vulnerable to a substance that is not normally harmful. Cost: Special – see below. Effect: The first step in selecting the allergy is determining if the substance or condition is Uncommon (+20 XP) or Common (+70 XP). Then determine the severity of the symptoms (Mild +30 XP), Moderate (+80 XP), or Severe (+130 XP). • Uncommon: The substance or condition is rare for the local environment (gold, silver, salt water in a landlocked setting, etc). • Common: The substance or condition is common for the local

9 9

You are a convicted felon. Cost: +50 Effect: You take a –6 penalty to Bluff and Diplomacy checks when dealing with members of law enforcement who are aware of your criminal record. In addition, you have a criminal SIN, and your prints, DNA, and retinal patterns are on file.

Dependent You have a loved one, a wife, a child, or even a sickly old aunt, that you must care for and protect. Cost: +Rating x 20 Effect: At the beginning of each game session make an unmodified d20 roll against a DC equal to the rating of this disadvantage x2. Failure indicates that your dependant is in some way involved in the adventure, or otherwise requires you to take time away from your current activities to provide some care or attention to him or her. Gather Information checks made against you can also reveal the existence of your dependant. These checks are made against a DC of 25 minus the rating.

Enemy Someone is out to get you. Cost: +Rating x 15 Effect: At the beginning of each game session, make an unmodified d20 roll against a DC equal to the rating (1 to 5) of this disadvantage. Failure indicates your enemy becomes involved in the current adventure. The greater the

Section 1: Character Creation (Species, Traits, Occupations) enemy rating, the greater the power, motivation, and influence of the enemy.

Feeble You are un-athletic and uncoordinated. Cost: +100 Effect: You take a –2 penalty on Strength-, Dexterity-, and Constitutionbased ability checks and skill checks, including damage rolls, attack rolls, saves, Defense and Hit Points.

Flashbacks You suffer severe flashbacks due to a traumatic event. Cost: +40 Effect: You suffer from flashbacks (vivid, hallucinatory) due to a traumatic event in your life. Whenever you encounter a potential trigger, roll a DC 25 Will save. If this fails, flashbacks occur, incapacitating you for 1d6 minutes.

Gremlins You have preternaturally bad luck with technology. Cost: Mild (+50); Moderate (+100); Severe (+150); Bad (+200). Effect: Whenever you perform a skill or action that involves a piece of technology (not including implanted devices), you suffer a critical failure on a natural die roll. If you have Mild Gremlins, you suffer a critical failure on a natural 1. If you have Moderate Gremlins, you suffer a critical failure on a natural 1-2. If you have Severe Gremlins, your suffer a critical failure on a natural 1-3. If you have Bad Gremlins, you suffer a critical failure on a natural 1-4. Note, for you would-be clever folk, Gremlins does not allow you to manipulate a piece of the enemy's technology in order to cause it to malfunction for him.

Guilt You are plagued by guilt over some past deed or misdeed. Cost: +Rating x 20 Effect: When confronted with the source of your guilt, you suffer a penalty to all dice rolls equal to the rating of the trait (1 to 5). After one hour, you may make a Will save (DC 20) to shake off the effects. You will remain “guilt-stricken” until a successful Will save is made.

Cost: Mild (+20 XP); Moderate (+40 XP); Severe (+100 XP). Effect: How badly this fear will affect you is determined by the level of the phobia. The GM as always, reserves the right to select or change your phobia. • Mild: When confronted by your fear make a Will save (DC 15) or become shaken for 10 rounds. You may make a new saving throw every 10 rounds. • Moderate: When confronted by your fear make a Will save (DC 20) or become panicked for 10 rounds. You may make a new saving throw every 10 rounds. • Severe: When confronted by your fear make a Will save (DC 25) or cower for 10 rounds. You may make a new saving throw every 10 rounds.

Sensitive Neural Structure You are particularly sensitive to dumpshock, Black IC, and other forms of damaging simsense. Cost: +10 Effect: You suffer a -4 penalty to save against dumpshock-style simsense effects.

Sensitive System Your body reacts poorly to cyberware. Cost: +150 (+10 for creatures with a Magic Rating). Effect: Whenever you get a piece of cyberware, roll 1d4. This is the multiple of Essence that you take from the implant. For example, if you get a Smartgun link (0.5 Essence), it counts as either 0.5 Essence, 1 Essence, 1.5 Essence, or 2 Essence.

Spirit Bane You are repulsive to a certain type of spirit. Cost: +25 Effect: You suffer a -4 penalty to all social interactions with the selected type of spirit. Such spirits are likely to harass you, and if under your command, abuse your commands in whatever way possible.

Positive Traits (Edges)

Inattentive You are particularly unaware of your surroundings. Cost: +50 Effect: You take a –4 penalty on Listen checks and Spot checks.

Indebted Your spending habits have put you chronically and deeply in debt. Cost: +50 Effect: You take a –4 penalty on Wealth checks. This penalty applies regardless of your actual Wealth bonus. You also suffer a -4 penalty to Credit Rating checks.

Jinxed You cannot catch a break. Cost: +Rating x 10 Effect: If you win a waterbed in a contest, it will spring a leak and flood your apartment while you are out saving the world. Your girlfriend gets mono right before the romantic evening you’ve been planning for months. Your best friend blames you for the death of his villainous father. Your luck never actually gets so bad as to make your adventures more dangerous but your bad luck just makes everything around you more complicated, twisted, and generally lousy. Hopefully, you’re at least a happy-go-lucky, friendly, neighborhood guy to make up for this dismal luck. At the beginning of each game session make an unmodified d20 roll against a DC equal to the rating of this disadvantage (1 to 5). Failure indicates your luck has turned sour again. The details of this fickle turn of fate are left entirely to GM’s fiat.

Manchurian Candidate You have been brainwashed into working for some secret person or organization. Cost: +100 Effect: You can be forced to follow some preprogrammed plan of action with the utterance of a code word or simple phrase. You must succeed at a Will save (DC 30) to resist the effects of your programming. Failure indicates you will follow your programming until your task is completed. If the task takes longer than a day to complete, additional Will saves (DC 30) can be made each day. This programming must be determined by the Game Master, or at least approved by him or her.

Paranoid You believe they really are out to get you. Cost: +100 Effect: In situations where you are required to trust someone (including people you know), you must succeed at a Will save (DC 20) or take a –2 penalty to all skill checks for 1d6 hours. During that time period, you can spend Action Points only to “escape” from or “defend yourself” against the person who activated your paranoia.

Phobia You have a deep, irrational fear of something.

Adept You are Awakened, but your magic potential is channeled in a very limited way. Cost: 500 Effect: When you take this trait, you gain an automatic Magic Rating of 1. This provides you with one point to spend on Adept abilities. Whenever your Magic Rating increases, you gain an additional point to spend on Adept powers. If your Magic Rating decreases, you lose access to one point's worth of Adept powers. If your Magic Rating is reduced to 0, you permanently lose access to your Adept abilities.

Adrenaline Surge You are quick to respond. Cost: 20 Effect: In combat and other stressful situations, you receive a +4 bonus to initiative, and a +1 dodge bonus to Defense. These bonuses last for a number of rounds equal to your Constitution modifier +1. Afterwards, you are fatigued for a number of minutes equal to the rounds you received the bonus. These bonuses do not stack with like bonuses gained through technology or magic.

Astral Chameleon Your astral signature is hazy and indistinct. Prerequisites: Magic Rating 1. Cost: 50 Effect: Your astral signature remains for only one-half the normal time, and attempts to track you astrally suffer a -4 penalty. Attempts to assense you suffer a -4 penalty.

College Education You have received formal college education. Cost: 10 Effect: You can use Knowledge skills untrained.

Coordinator You are a born organizer of people. Cost: 100 Effect: When you can take a full-round action to direct your allies, make a DC 15 Charisma check. If successful, a number of allies equal to your Charisma bonus within 30 ft. gain a +1 bonus to attack rolls or skill checks (your decision). This bonus lasts for a number of rounds equal to your Charisma bonus. You can attempt this ad often as desired.

Eidetic Memory You have a photographic memory. Cost: 30 Effect: You can remember damn-near everything that's ever happened to you. For things you've experienced or know directly, you have near perfect recall. If you forget a piece of information, the GM will typically either give it to you, or have you roll a DC 1 Intelligence check to remember it. However, if you want to remember who sat two tables from you at lunch on Tuesday, 7 years ago, the

1010

Section 1: Character Creation (Species, Traits, Occupations)

S TARTING O CCUPATIONS

GM may call for a DC 10 or higher Intelligence check.

Extreme Effort You have a natural gift for pushing your physical strength. Cost: 20/ 40 / 60 Effect: This trait is available in three levels: • Level 1: When you must make a Strength or Strength-based check, you gain a +2 bonus to the check. To gain this bonus, the action is extended to a full-round action. • Level 2: When you must make a Strength or Strength-based check, you gain a +4 bonus to the check. To gain this bonus, the action is extended to a full-round action. • Level 3: When you must make a Strength or Strength-based check, you gain a +6 bonus to the check. To gain this bonus, the action is extended to a full-round action.

Human-Looking You strongly resemble a baseline Homo sapiens sapiens. Only elves, dwarves, and orcs can take this trait. Cost: 50 Effect: You do not suffer the normal Appearance modifier when dealing with members of other species. Additionally, the attitudes of other species may initially be less hostile than normal. You suffer a penalty to all Charisma-, and Appearance-based checks when dealing with members of your own species who may be prejudiced against humans. This penalty can range from mild (-1) to severe (-6).

Magician You are Awakened and capable of learning and casting spells. Cost: 1,000 Effect: When you select this trait, you gain an automatic Magic Rating of 1. You must select the Hermetic or Shamanic tradition. You do not begin play with any spells unless you spend a portion of your beginning XP on them.

Mentor Spirit You have a mentor spirit that guides you. Cost: 50 Effect: You have a mentor spirit, known in shamanic circles as a Totem. This spirit guides you in the use of magic and provides certain modifiers. This quality is available only to character with the Magician trait. Unlike the Adept or Magician traits, you can take this trait in play. However, doing so alters your character significantly. Once you select a Mentor Spirit, your ability to summon spirits becomes limited. When you summon a spirit, that spirit is restricted to a domain, which matches the totemic environment. Normal spirits cannot leave the domain. Great Form spirits are not domain-bound.

Natural Hardening

All of the standard d20 Modern Roleplaying Game occupations are available. Due to the lack of character classes, the Skills provided by occupations are altered in the following manner. For each skill that an occupation provides as a "class skill" (typically two or three), you may purchase ranks in that skill for 75 XP instead of the normal 100 XP. The following occupations allow you to split the Wealth bonus between Wealth and Grey Wealth. • Adventurer • Bohemian • Celebrity • Entrepreneur • Hacker/Decker • Investigative • Religious • Technician

Modified d20 Modern Roleplaying Game Occupations Adventurer: Instead of the listed bonus feats, select one of the following skills at 4 ranks: Axes, Flails and Chains, Handguns, Heavy Blades, Light Blades, Maces and Clubs, Picks and Hammers, Rifles, Shotguns, Slings and Thrown Weapons, Spears and Lances, or Unarmed/Natural Weapons. Athlete: Instead of the bonus feats, select one of the following at 4 ranks: Flails and Chains, Heavy Blades, Light Blades, Maces and Clubs, or Unarmed/Natural Weapons. Criminal: Instead of the bonus feats, select one of the following at 4 ranks: Handguns, Light Blades, Maces and Clubs, Rifles, Shotguns, or Unarmed/Natural Weapons. Law Enforcement: Instead of the bonus feats, select one of the following at 4 ranks: Armor Proficiency (light) (feat), Handguns, Rifles, Shotguns, Submachine Guns, or Unarmed/Natural Weapons. Military: Instead of the bonus feats, select one of the following at 4 ranks: Armor Proficiency (light) (feat), Assault Rifles, Handguns, Heavy Weapons, Machine Guns, Rifles, Shotguns, Submachine Guns, or Unarmed/Natural Weapons. Rural: Instead of the bonus feats, select one of the following at 4 ranks: Handguns, Light Blades, Maces and Clubs, Rifles, Shotguns, or Unarmed/Natural Weapons.

Available d20 Future Occupations Astronaut Trainee Drifter Gladiator: Replace the Bonus feat with Unarmed 4 ranks. Heir: As noted, you must purchase the Educated feat. Outcast: Instead of gain the Toughness feat, you can purchase Hit Die for 80% of the listed price. Scavenger Transporter

Your neural structure is resistant to dumpshock. Cost: 40 Effect: You gain a +4 bonus to save against dumpshock damage.

Pounder You are a natural melee combatant. Cost: 20 / 40 / 60 Effect: This is available in three levels. • Level 1: You gain a +1 bonus to all melee damage. • Level 2: You gain a +2 bonus to all melee damage. • Level 3: You gain a +3 bonus to all melee damage.

New Occupations Apothecary

SINner You have an honest-to-God legal System Identification Number. Cost: 25 Effect: You are a legal citizen of the nation of extraterritorial megacorporation of your choice, which means you are entitled to all the rights and responsibilities entailed by such. This means your real identity, personal history, biometric data, credit records, medical history, travel history, etc. is stored and accessible in numerous databanks.

Spirit Affinity You are naturally attuned to a certain type of spirit. Cost: 50 Effect: Select one type of spirit. Spirits of this type are drawn to you, find you interesting, and are more inclined to aid you. In some situations, they may be reluctant to attack you, and if forced to, may attempt non-lethal methods. You receive a +4 bonus to social interaction rolls with the selected spirit type.

Will to Live You are particularly resistant to death. Cost: 10 / 20 / 30 Effect: Your Death's Door increases by +2, +4, or +6 hit points. For example, if you have a Constitution of 12 (+1 bonus) and Will to Live 3, you do not die until you reach -15 hit points.

1111

Apothecaries are people who study the science of mixing chemicals, elements, and naturally occurring materials together for predictable results. They often go on to be research scientists, inventors, pharmacists, or alchemists. Prerequisite: Age 20+. Skills: Choose three of the following skills. You can purchase ranks in these skills at a reduced cost. Craft (chemical, mechanical, pharmaceutical, or writing), Disable Device, Knowledge (arcane lore, earth and life sciences, history, or physical sciences), Repair, Research. Bonus Feat: Gain Educated as a bonus feat. Wealth Bonus: +3.

Bohemian Bohemians are people who do not live life by society’s rules. They are free spirits who express themselves in unique and quirky manners suited to their own tastes. Bohemians do not generally hold down regular 9-to-5 jobs, but spend what little money they have freely on life’s little pleasures. They include social activists, hippies, anarchists, vagabonds, artists, and anyone else who believes in throwing off society’s shackles. Prerequisite: Age 15+. Skills: Choose four of the following skills. You can purchase ranks in these skills at a reduced cost. Bluff, Climb, Craft (mechanical or structural), Diplomacy, Disguise, Forgery, Gather Information, Hide, Jump, Knowledge (current events, popular culture, or streetwise), Listen, or Sense Motive. Reputation Bonus Increase: +1. Wealth Bonus Increase: +0.

Section 1: Character Creation (Species, Traits, Occupations)

Bureaucrat Bureaucrats are skilled at navigating the systems, networks, and confusing arrays of rules and regulations inherent in modern corporate and political processes. They may be helpful or obstructive depending on where they work and with whom they’re dealing, but they always know how to get things done. Bureaucrats include receptionists, secretaries, paralegals, interns, desk clerks, executive assistants, human resources representatives, middle management, and anyone else involved in keeping the wheels of business turning. Prerequisite: Age 23+. Skills: Choose two of the following skills. You can purchase ranks in these skills at a reduced cost. Bluff, Craft (writing), Diplomacy, Forgery, Gather Information, Knowledge (business, civics, current events, history, or popular culture), Listen, Research, Sense Motive, or add a new Read/Write Language or a new Speak Language. Bonus Feat: Select either Educated or Renown. Wealth Bonus Increase: +2.

Corporate Zombie The corporate zombie has been raised working for the corporation, trained by the corporation, buying from the corporation, and most likely, living in the corporation's housing. This may have dealt some damage to your soul, but you have a good understanding of the corporate life. Prerequisite: Age 21+. Skills: Choose three of the following skills. You can purchase ranks in these skills at a reduced cost. Computer Use, Craft (any), Diplomacy, Gather Information, Knowledge (business, civics, or earth and life sciences), Profession, Research, Speak language. Wealth Bonus Increase: +4.

Craftsperson A craftsperson is anyone trained to create or fix items using basic materials. This includes carpenters, jewelry makers, potters, cobblers, blacksmiths, plumbers, and anyone else who works making or repairing specific types of items or machinery. Prerequisite: Dexterity 13. Skills: Choose two of the following skills. You can purchase ranks in these skills at a reduced cost. Craft (chemical, electronic, mechanical, pharmaceutical, structural, or visual art), Disable Device, Knowledge (art, physical sciences, or technology), Repair, Research, or Treat Injury. Bonus Feat: Select one of the following: Builder, Creative, or Gearhead. Wealth Bonus Increase: +2.

Scene, Streetwise) (Int), and Sense Motive (Wis). Bonus Feats: Select either Gearhead or Meticulous Wealth Bonus Increase: +2.

Politico Politicos are born dealmakers. They are drawn to situations where money, goods, and power are bartered, and they are the people without whom deals cannot be made. Politicos include negotiators, lobbyists, agents, judges, politicians, and other people who make their livings by getting groups or individuals to come to terms and consummate deals. Prerequisite: Charisma 13. Skills: Choose two of the following skills. You can purchase ranks in these skills at a reduced cost. Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (behavioral sciences, civics, current events, history, popular culture, or theology and philosophy), Listen, Research, Sense Motive, or add a new Read/Write Language or a new Speak Language. Bonus Feat: Select one of the following: Renown, Trustworthy, or Windfall. Reputation Bonus Increase: +1. Wealth Bonus Increase: +3.

Tribal Tribal characters come from a culture or group that functions distinctly and separately from the mass of mainstream society. Often these are aboriginal populations, people whose way of life dates back to before the area was “civilized,” and who refuse to give up their traditional ways in order to conform to popular convention. In other cases, they are groups who have purposely eschewed the rules and regulations of modern society and formed a less complex culture of their own. Tribal societies are often (but not always) feudal in nature. Tribal characters can include members of Native American nations, aboriginal Australians, some street gangs, and anyone else who comes from a culture that maintains traditional practices rather than following modern practices. Prerequisite: Age 15+. Skills: Choose three of the following skills. You can purchase ranks in these skills at a reduced cost. Balance, Craft (pharmaceutical, structural, or visual art), Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (current events, popular culture, or streetwise), Listen, Move Silently, Navigate, Ride, Sense Motive, Spot, Survival, or Swim. Bonus Feat: Select one of the following: Animal Affinity, Athletic, Guide, or Track. Wealth Bonus Increase: +1.

Domestic Domestics include maids, butlers, nannies, drivers, cooks, waiters, valets, gardeners, and anyone else who makes a living by performing routine household tasks for someone else. Prerequisite: Age 15+. Skills: Choose three of the following skills. You can purchase ranks in these skills at a reduced cost. Bluff, Concentration, Diplomacy, Drive, Gather Information, Handle Animal, Hide, Intimidate, Knowledge (current events), Listen, Move Silently, Pilot, Repair, Search, Sense Motive, or Spot. Wealth Bonus Increase: +1.

Educator Educators include primary and secondary school teachers, college professors, lecturers, tutors, personal trainers, coaches, motivational speakers, consultants, and anyone else who makes a living by instructing others or spreading knowledge. Prerequisite: Age 23+. Skills: Choose two of the following skills. You can purchase ranks in these skills at a reduced cost. Computer Use, Craft (visual art or writing), Diplomacy, Intimidate, Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, pop culture, tactics, technology, or theology and philosophy), Listen, Research, Sense Motive, or add a new Read/ Write Language or a new Speak Language. Bonus Feat: Select one of the following: Creative, Educated, or Studious. Wealth Bonus Increase: +2.

Hacker/Decker Some of those who live outside the law find themselves behind a computer screen rather than climbing through dark windows. These men and women are known as hackers/crackers and unsecured information is their cup of tea and what they make their money with by stealing and selling it to the highest bidder. However, not all hackers are crooks. In fact, some of them work for the government against others who would steal sensitive information. Many software and networking companies will hire hackers to protect their products and information from their not-so-legal brethren. Prerequisite: Age 15+ Skills: Choose three of the following skills. You can purchase ranks in these skills at a reduced cost. Bluff (Cha), Computer Use (Int), Disable Device (Computers Only) (Int), Forgery (Int), Investigate (Int), Repair (Int), Knowledge (Technology, Hacker

1212

Section 2: Skills

SECTION 2: SKILLS M ODIFIED S KILLS Balance Log roll: Maintaining your balance on a rolling log, barrel, boulder, or similar object requires a DC 20 Balance check. A logrolling character can move at his normal speed, or even take a double move, but any change in direction requires an additional Balance check. Rolling any faster than a double move increases the DC to 30. Standing on a moving mount or vehicle: Standing up in a horse's saddle, the roof of a moving coach or wager, or car, is possible. When attempting this on a creature using normal movement rules, the DC is 15 at normal speeds, 20 if moving at a double-move, and 25 if running. When attempting this on a mount using vehicle speeds, the DC is 15 at alley speed, 20 at street speed, 30 at highway speed, and 40 at all-out speed. Terrain and the actual object or creature being stood upon may modify all DCs. When standing on mounts, Ride checks may be required as well. Throw someone off balance: If you and an opponent are standing on the same precarious surface, one that is susceptible to swaying (such as a tightrope, small rowboat, rope bridge, etc), you can attempt to rock the surface and throw your opponent off balance by making an opposed Balance check as a move action. The loser of the check is considered off balance until his next action (opponents get a +2 bonus to attack him and he loses his Dexterity bonus to Defense). If the winner and loser differ by 5 or more, the loser falls, suffering any appropriate damage.

Craft (chemical) There are several new chemicals available in the Sixth World. See Section 4: Equipment for more information.

Diplomacy Revised Basic Rules Use this skill to ask the local baron for assistance, to convince a band of thugs not to attack you, or to talk your way into someplace you aren't supposed to be. Check: You can propose a trade or agreement to another creature with your words; a Diplomacy check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like "satisfaction." The DC for the Diplomacy check is based on three factors: who the target is, the relationship between the target and the character making the check, and the risk vs. reward factor of the deal proposed. The Target: The base DC for any Diplomacy check is equal to the 15 + the Wisdom modifier of the character in the group with the highest Wisdom. High Wisdom characters are more likely to perceive the speaker's real motives and aims. By applying the highest modifiers in any group, a powerful king (for example) might gain benefit from a very wise advisor who listens in court and counsels him accordingly. For this purpose, a number of characters is only a "group" if they are committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind on their own, roll separate Diplomacy checks against each. The Relationship: Whether they love, hate, or have never met each other, the relationship between two people always influences any request. • -10 Intimate: Someone who with whom you have an implicit trust. Example: A lover or spouse. • -7 Friend: Someone with whom you have a regularly positive personal relationship. Example: A long-time buddy or a sibling. • -5 Ally: Someone on the same team, but with whom you have no personal relationship. Example: A cleric of the same religion or a knight serving the same king. • -2 Acquaintance (Positive): Someone you have met several times with no particularly negative experiences. Example: The blacksmith that buys your looted equipment regularly. • +0 Just Met: No relationship whatsoever. Example: A guard at a castle or a traveler on a road. • +2 Acquaintance (Negative): Someone you have met several times with no particularly positive experiences. Example: A town guard that has arrested you for drunkenness once or twice. • +5 Enemy: Someone on an opposed team, with whom you have no personal relationship. Example: A cleric of a philosophically-opposed religion or an orc bandit who is robbing you. • +7 Personal Foe: Someone with whom you have a regularly antagonistic personal relationship. Example: An evil warlord whom you are attempting to thwart, or a bounty hunter who is tracking you down for your crimes. • +10 Nemesis: Someone who has sworn to do you, personally, harm. Example: The brother of a man you murdered in cold blood. Risk vs. Reward Judgment: The amount of personal benefit must always be weighed against the potential risks for any deal proposed. It is important to remember to consider this adjustment from the point of view of the NPC

1313

themselves and what they might value; while $100 might be chump change to an adventurer, it may represent several months' earnings for a poor farmer. Likewise, a heroic paladin is unlikely to be persuaded from his tenets for any amount of gold, though he might be convinced that a greater good is served by the proposed deal. When dealing with multiple people at once, always consider the benefits to the person who is in clear command, if any hierarchy exists within the group. • -10 Fantastic: The reward for accepting the deal is very worthwhile, and the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for something of no value to the subject, such as information that is not a secret. • -5 Favorable: The reward is good, and the risk is tolerable. If all goes according to plan, the deal will end up benefiting the subject. Example: A request to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items. • +0 Even: The reward and risk are more or less even, or the deal involves neither reward nor risk. Example: A request for directions to someplace that is not a secret. • +5 Unfavorable: The reward is not enough compared to the risk involved; even if all goes according to plan, chances are it will end up badly for the subject. Example: A request to free a prisoner the subject is guarding (for which he or she will probably be fired) in return for a small amount of money. • +10 Horrible: There is no conceivable way the proposed plan could end up with the subject ahead, or the worst-case scenario is guaranteed to occur. Example: A offer to trade a bit of dirty string for a castle. Success or Failure: If the Diplomacy check beats the DC, the subject accepts the proposal, with no changes or with minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM's option, present a counter-offer that would push the deal up one place on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who made the Diplomacy check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation. Action: Making a request or proposing a deal generally requires at least 1 full minute. In many situations, this time requirement may greatly increase. Try Again: If you alter the parameters of the deal you are proposing, you may try to convince the subject that this new deal is even better than the last one. This is essentially how people haggle. As long as you never roll 10 or less than the DC on your Diplomacy check, you can continue to offer deals. Synergy: If you have 5 or more ranks in Bluff, you get a +2 synergy bonus to Diplomacy. No other skill provides a synergy bonus to Diplomacy.

Seduction Modifications One of the possible uses for Diplomacy is the art of seduction. A successful seduction checks makes the target interested in you sexually. Often, it means the target is willing to find a private corner, or invite you to their place or go to yours for a romp. It can also cause the target to believe that your interest is more than just sexual. The target must be a sexually active individual who is willing and able to copulate. This aspect of Diplomacy does not force someone to act outside their nature (you probably aren't going to convince a nun to take it doggy style in the bathroom). When making a Diplomacy check for seduction, apply the following modifiers to the DC: • Target is drunk, fatigued, energy drained or otherwise impaired -5 • The setting is social and relaxed +0 • The setting is formal +5

Gather Information When you are attempting to use Gather Information about an individual, you receive a +1 bonus to the check for every two full points of Reputation bonus the target has (i.e., a Rep of +0 to +1 provides no bonus, while +2 to +2 provides a +1 bonus, etc).

Jump Jump onto a moving vehicle: Jumping onto a moving mount or vehicle requires a readied action to jump when it passes by. This requires a normal Jump check, with a +1 DC per 5 ft. of speed beyond 40 ft. that the vehicle or mount is moving.

Knowledge (streetwise) In Shadowrun/d20 Modern, the Knowledge (streetwise) skill is used as the basis of grey wealth. . Mechanically speaking, you cannot spend XP in play to increase your Grey Wealth bonus unless you have ranks in Knowledge (streetwise). Whenever you go to spend XP on Grey Wealth, you must make a Knowledge (streetwise) check. The DC for this check is 5 + current Grey Wealth bonus. If the check fails, you must wait at least one game month before you can make the attempt again.

Section 2: Skills Every six months of game time, you may make a Knowledge (streetwise) check in an attempt to increase your Grey Wealth bonus for free. You cannot take 10 or 20 on this check. The DC for this check is your current Grey Wealth bonus +10. If successful, increase your Grey Wealth bonus by +1, with an additional +1 per 5 points over the DC.

Perform Perform as written is a good skill from a role-playing standpoint, but provides next-to-nothing in the way of mechanical benefits. Apply the following rules when using Perform: • Great Performance: A great performance provides you with a +1 bonus to Diplomacy checks against those who observed the performance for the next 24 hours. • Memorable Performance: A memorable performance provides you with a +2 bonus to Diplomacy checks against those who observed the performance for the next 24 hours. • Masterpiece Performance: A masterpiece performance provides you with a +3 bonus to Diplomacy checks against those who observed the performance for the next 24 hours. Double these bonuses when using Perform (sexual techniques), as this skill typically applies to a much smaller audience. You may also use Perform to panhandle, earning a tiny income. • Amateur Performance: You can earn enough in a day to buy maybe a cup of coffee or a donut. • Routine Performance: You can earn enough in a day to buy a cup of coffee and a donut. • Great Performance: You can earn enough in a day to buy a combo meal from McHugh's. • Memorable Performance: You can earn enough in a day to buy a bottle of booze and a combo meal. • Masterpiece Performance: Booze, combo meal, and maybe even a cheap joygirl.

New Perform Category – Sexual Techniques This new Perform type encompasses an understanding of a wide array of sexual styles and techniques. Those lacking ranks in this skill are fully capable of engaging in satisfying sexual encounters; they simply lack knowledge of the finer points of the act. Check: As with other Perform types, this is an open-ended check, with the result indicating the level of performance. Try Again? Yes, if you have the stamina, you may attempt this skill check again after a 30-minute rest period, but each additional check in a 24-hour period suffers a -2 penalty, and increases the DC for sustaining the encounter to the nest higher number. Special: If you have 5 or more ranks in Perform (sexual techniques), you gain a +2 circumstance bonus on Diplomacy checks made to seduce an individual. Time: The time required for this check is a function of both your desire, the partner or partners' desires, and the your Constitution score. To determine the maximum amount of time that you can sustain the activity, make a Constitution check. Length of Time DC 20 minutes 10 30 minutes 12 40 minutes 14 50 minutes 16 1 hour 18 2 hours 25 3 hours 30 +5 per additional hour

Tumble Chandelier swing: A classic move, swinging on a chandelier at an enemy requires a DC 15 Tumble check. If successful, you can swing up to the length of the rope or chain holding the chandelier as a charge action (with the normal benefits and penalties). If the chandelier is supported by multiple ropes or chains, you can't really swing on it. Note that reaching the chandelier may require other skills checks (Climb or Jump for example). Flip up: A DC 25 Tumble check can allow you to flip up onto a ledge or balcony that is within arm's reach as a free action. This would normally be a move action with a Climb check. Wall jump: If you are at least 5 ft. away from a wall, you can make a DC 20 Tumble check to run up the wall 5 ft. and back flip off it. If you succeed at the Tumble check, you may roll a Jump check from the wall as if you had made a running high jump.

N EW S KILLS Weapon Skills (Dexterity) The modifications to the d20 system used in Shadowrun/d20 Modern remove the concept of classes, and of the Base Attack Bonus. Gone with these concepts are the ideas of Weapon Proficiency feats. Instead, there are several Weapon Skills. Each of these functions in the same manner a regular skill, with the total skill bonus used as the attack modifier. If a character uses a weapon and he no ranks in the appropriate skill, he suffers a -8 penalty on his attack roll. The Gamemaster may modify this penalty. Weapons classified as Exotic use the base Weapon Skill, but characters without the appropriate Exotic Weapons feat suffer an additional -4 penalty on the attack roll. All of the Weapon Skills are Dexterity-linked. Skills marked with a dagger (†) are Trained Only. The following Weapon Skills are available: • Assault Rifles • Axes • Black Powder Firearms† • Bows • Crossbows • Flails and Chains • Grenade Launchers • Handguns • Heavy Blades • Heavy Weapons† • Light Blades • Maces and Clubs • Machine Guns • Picks and Hammers • Polearms • Rifles • Shotguns • Slings and Thrown Weapons • Spears and Lances • Submachine Guns 1 • Unarmed/Natural Weapons 1 This includes machine pistols, and handguns capable of firing bursts or on full auto.

Apply the following modifiers to the Constitution check: • +2 if your partner has 5 or more ranks in Perform (sexual techniques). You can receive this bonus from up to two partners. • +4 if you have the Endurance feat.

Profession In Shadowrun/d20 Modern, the Profession skill can represent an actual job, investment savvy, and a variety of other circumstances. Mechanically speaking, you cannot spend XP in play to increase your Wealth bonus unless you have ranks in Profession. Whenever you go to spend XP on Wealth, you must make a Profession check. The DC for this check is 5 + current Wealth bonus. If the check fails, you must wait at least one game month before you can make the attempt again. Every six months of game time, you may make a Profession check in an attempt to increase your Wealth bonus for free. You cannot take 10 or 20 on this check. The DC for this check is your current Wealth bonus +10. If successful, increase your Wealth bonus by +1, with an additional +1 per 5 points over the DC.

Sense Motive Gauge an opponent's strength: You can use Sense Motive to gauge an opponent's prowess. If the target is making no attempt to disguise its abilities, you can determine if it is more or less powerful than you with a DC 10 check. A DC 25 check determines total attack bonus and damage potential. If the target is attempting to disguise or hide its ability, you must roll the Sense Motive check as described, but the target is allowed an opposing Bluff check to mislead you.

1414

Section 3: Feats

S E C T I O N 3 : F E AT S Certain feats, by the book, have Base Attack Bonus requirements. In these cases, the BAB requirement is replaced with a skill rank requirement in Weapon skills. Some feats are applicable only to certain skills, while others require you to have the number of ranks in any Weapon skill. Regardless, unless noted otherwise, you can use Weapon Skill-based feats only with weapons that you have ranks in.

U NAVAILABLE F EATS

Armor Proficiency (Heavy, Light, Medium) Prerequisites: As listed. Benefit: You receive full protection from armor. Normal: Without the appropriate proficiency, characters receive only onehalf the normal protection from armor, and the check penalty applies to all movement-based skills, attack rolls, Defense, and Reflex saves.

Brawl Prerequisites: Unarmed skill 1 rank. Benefit: Increase your unarmed damage by one step (typically increases to 1d4).

d20 Modern Roleplaying Game Archaic Weapons Proficiency Burst Fire Double Tap Exotic Firearms Proficiency Exotic Melee Weapon Proficiency Personal Firearms Proficiency Simple Weapons Proficiency Toughness Weapon Finesse

Cleave Benefit: If one of your melee attacks leaves an opponent stunned, disabled, or worse, you get an immediate additional melee attack against an opponent adjacent to the one you just felled. This must be the same type of attack as the first, at the same attack bonus. You can use this ability once per round.

Combat Expertise Benefit: The number you subtract from attack rolls cannot exceed the ranks you have in the melee weapon you are currently wielding.

d20 Future Advanced Mecha Operation (171) Alien Weapons Proficiency Armor Proficiency (Powered) – this may become available at a future point Charismatic Plus Dedicated Plus Fast Plus Hair Trigger (171) Mecha Crush (171) Mecha Fling (171) Mecha Operation (171) Mecha Sweep (171) Mecha trample (172) Mecha Weapon Boost (172) Mecha Weapon Proficiency (172) Planetary Adaptation Smart Plus Starship Battle Run Starship Dodge Starship Feint Starship Gunnery Starship Mobility Starship Operation Starship Strafe Strong Plus Stun Mecha (172) Thruster Blast (172) Tough Plus

d20 Apocalypse Mutation Damage Boost Mutation Immunity Rad Soaker Sense Mutation Thrifty Mechanic

M ODIFIED F EATS d20 Modern Roleplaying Game Advanced Combat Martial Arts Prerequisites: Combat Martial Arts, Improved Combat Martial Arts, Unarmed skill 8 ranks. Benefit: Unarmed strikes deal x3 damage on a critical hit.

Advanced Firearms Proficiency You are skilled in using fully automatic weapons. Prerequisite: Assault Rifles, Heavy Weapons, Machine Guns, or Submachine Guns skill 4 ranks. Effect: When attacking a target multiple times with a weapon set on autofire you only suffer a –8 penalty to hit on each attack roll beyond the first. Special: Automatic shotguns are a hybrid between shotguns and assault rifles. When using an automatic shotgun, you use the Shotguns skill. If you do not have Assault Rifles at an equal or greater level, you suffer a -2 penalty when using autofire with an automatic shotgun.

Advanced Two-Weapon Fighting Prerequisites: Dexterity 13, Ambidexterity, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon skill 11 ranks.

1515

Combat Martial Arts Prerequisites: Unarmed skill 1 rank. Benefit: When fighting unarmed, you are treated as armed for the purposes of threatening and provoking attacks of opportunity.

Combat Throw Prerequisites: Defensive Martial Arts, Unarmed skill 1 rank.

Dead Aim Prerequisites: Wisdom 13, Far Shot, ranged Weapon Skill 1 rank.

Defensive Martial Arts Prerequisites: Unarmed skill 1 rank.

Exotic Weapons Proficiency Prerequisites: Appropriate skill at 1 rank. There are several version of this feat available to characters. Attacks with an appropriate weapon by a character lacking the necessary feat suffer an additional -4 penalty. The following Exotic Weapon Proficiency feats are available: • Assault Rifles • Axes • Black Powder Firearms • Bows • Crossbows • Flails and Chains • Grenade Launchers • Handguns • Heavy Blades • Heavy Weapons • Light Blades • Maces and Clubs • Machine Guns • Picks and Hammers • Polearms • Rifles • Shotguns • Slings and Thrown Weapons • Spears and Lances • Submachine Guns 1 • Unarmed/Natural Weapons Note that energy weapons are considered Exotic, and require this feat. For example, a High-Intensity Hand Laser is an Energy Handgun, and thus requires the Exotic Weapons Proficiency (handguns) feat to use properly.

Far Shot Prerequisites: ranged Weapon Skill 1 rank.

Frightful Presence Benefit: The save DC for this ability is 15 + Charisma modifier.

Great Cleave Prerequisites: Strength 13, Cleave, Power Attack, any Melee Weapon skill 4 ranks.

Heroic Surge Benefit: You may use this ability once per day.

Section 3: Feats Special: You may purchase this feat up to five times, with each time providing one use per day.

Improved Brawl Prerequisites: Brawl, Unarmed skill 3 ranks Benefit: Increase your unarmed damage by an additional step.

Improved Bull Rush Benefit: When you perform a bull rush maneuver, not only do you not provoke attacks of opportunity, you receive a +4 bonus to the ability score check.

Improved Combat Martial Arts

Unbalance Opponent Prerequisites: Defensive Martial Arts, Unarmed skill 6 ranks.

Weapon Focus Prerequisites: Weapon skill 3 ranks. Benefit: You gain a +1 bonus to attack rolls with the selected weapon. In addition, you improve the weapon's Armor Penetration by one point.

Whirlwind Attack Prerequisites: Dexterity 13, Intelligence 13, Combat Expertise, Dodge, Mobility, Spring Attack, any Melee Weapon skill 4 ranks.

d20 Future

Prerequisites: Combat Martial Arts, Unarmed skill 4 ranks.

Improved Combat Throw

Cybernetic Surgery

Prerequisites: Defensive Martial Arts, Combat Throw, Unarmed Skill 3 ranks.

Improved Disarm Prerequisites: Intelligence 13, Combat Expertise, any Melee Weapon skill 1 rank. Benefit: When you attempt a disarm maneuver, not only do you not provoke attacks of opportunity, you receive a +4 bonus to the check.

Improved Knockout Punch Prerequisites: Brawl, Knockout Punch, Unarmed skill 6 ranks.

The installation times and DCs are modified from the text as presented. See Section 4: Equipment for more information.

Jack of All Trades Prerequisites: 28,000 total XP.

Nerve Pinch Prerequisites: Combat Martial Arts, Unarmed skill 4 ranks. Benefit: The save DC is 15 + Strength modifier.

Improved Trip Prerequisites: Intelligence 13, Combat Expertise, any Melee Weapon skill 1 rank. Benefit: When you attempt a trip maneuver, not only do you not provoke attacks of opportunity, you gain a +4 bonus to the check.

Improved Two-Weapon Fighting Prerequisites: Dexterity 13, Ambidexterity, Two-Weapon Fighting, Weapon skill 6 ranks.

Knockout Punch Prerequisites: Brawl, Unarmed skill 3 ranks.

Point Blank Shot

d20 Apocalypse Fight with Anything Prerequisites: At least 4 different Melee Weapon skills at 4 ranks.

N EW F EATS Many of the feats below have a type listed in brackets. This does not have any effect; it is simply a convenience so you can more quickly tell what a feat might affect. Some of the following feats provide Wealth bonuses. You may divide these bonuses between Wealth and Grey Wealth. Some of the feats modify Purchase DC for the purpose of Wealth loss. These do not apply equally to both bonuses; when you select the feat, you select which bonus the modification applies to.

This is weapon skill specific. Prerequisites: any Ranged Weapon Skill 1 rank.

General Feats

Power Attack Prerequisites: Strength 13, any Melee Weapon skill 1 rank. Benefit: The maximum amount you can subtract from your attack equals the ranks in the melee weapon you are wielding. When using Power Attack with a two-handed weapon, multiply the Power Attack damage bonus by x1.5 When using Power Attack with a light weapon, multiply the Power Attack damage bonus by x0.5.

Precise Shot Prerequisites: ranged Weapon Skill 1 rank.

Quick Draw Prerequisites: Weapon skill 1 rank. Benefit: You may draw a weapon as a free action and sheath a weapon as a free action. Also, when drawing weapons larger than Light, you do not provoke attacks of opportunity.

Quick Reload Prerequisites: Weapon skill 1 rank.

Skip Shot

Ambidexterity [General] You are equally skilled at using both hands. Prerequisites: Dexterity 13. Benefit: You suffer no penalty for using your off-hand for tasks. When fighting with two weapons, reduce the penalties by 1 point.

Animal Empathy [General] You are able to influence the attitudes of animals. Prerequisites: Charisma 13, Animal Affinity, Handle Animal 6 ranks. Benefit: You can use your Handle Animal skill to improve the attitude of an animal or magical beast. Treat the interaction as a Diplomacy skill check, with Handle Animal used instead of Diplomacy. You need to be within 30 feet of the creature to use this ability. Treat most domestic animals as having a Relationship/Risk of Just Met/Even, while treating wild animals as Acquaintance (negative)/Unfavorable. Most domestic animals have a starting attitude of indifferent, while most wild animals are unfriendly. (Exceptions exist: trained guard dogs may have Acquaintance (negative)/Unfavorable with strangers.) You may also seek to influence magical beasts (including those she has never encountered before) at a –4 penalty. Animal empathy does not function on vermin.

Benefit: The attack deals one-half damage.

Spring Attack Prerequisites: Dexterity 13, Dodge, Mobility, any Melee Weapon skill 4 ranks.

Strafe Prerequisites: Advanced Firearms Proficiency, Assault Rifles, Heavy Weapons, Machine Guns, or Submachine Guns skill 4 ranks.

Streetfighting Prerequisites: Brawl, Unarmed skill 2 ranks. Benefit: As described. In addition, you gain a +2 bonus to checks made to perform maneuvers common to dirty fighting (dirt in the eyes and the like).

Sunder Also known as Improved Sunder. Prerequisites: Strength 13, Power Attack, any melee Weapon skill 1 rank.

Two-Weapon Fighting Prerequisites: Dexterity 13, Weapon skill 1 rank.

Boss [Skill] You’re a mover and a shaker, on a first-name basis with the uppermost powers within an organization. Example: 33rd-Degree Freemason, vice president of operations or senior bureau chief. Prerequisites: Diplomacy 6 ranks, Company Man. Benefit: Gain a +4 bonus on Charisma rolls and Charisma-based skill checks when dealing with someone of the same organization; to resist attempts by others in the organization to sway your attitude or activities; and on Diplomacy and Intimidate checks when dealing with other organizations familiar with the one you belong to. Gain Wealth bonus +2; you can requisition equipment of up to purchase DC 30 once per session. Action Point: You can spend an action point for a second requisition.

Captivate [General] You can attract almost anyone's attention. Prerequisites: Charisma 19, Bluff 5 ranks. Benefit: You have the ability to beguile a target temporarily using words and bearing. The target must have an Intelligence score of 3 or higher to be

1616

Section 3: Feats susceptible to a captivate attempt, must be within 30 ft. of you, and must be able to see, hear, and understand you. To captivate a target, make a Bluff check. The target is allowed a Sense Motive check to oppose the check. If you win, you become the target’s sole focus. The target pays no attention to anyone else for 1 round. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. You can concentrate to keep a target captivated for additional rounds. You concentrate all your effort on the task (a full-round action), and the target gets to make a new Sense Motive check each round. The effect ends when you stop concentrating, or when the target succeeds on the save. Action Point: You can spend an action point to void the target's Sense Motive check for a round.

Code of Honor [Skill] You have a sterling reputation among the members of a particular organization or group. Prerequisites: At least one allegiance. Benefit: Select one allegiance your character already has formed. You gain a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks when dealing with characters who have the same allegiance. You gain a –4 circumstance penalty on these same checks when dealing with characters who have the opposed allegiance. Special: You may select this feat multiple times; each time it applies to a different allegiance.

Collector [General] You spend so much time and money on one of your hobbies that you have become an expert on the subject. Prerequisites: Knowledge (popular culture) 5 ranks. Benefit: Select a single hobby or pastime (comic books, baseball cards, noir films, and so forth). You gain a +5 bonus on Wealth checks to see if you have an object related to your hobby on hand. (See On-Hand Objects in Chapter 4: Equipment of the d20 Modern Roleplaying Game.) You may attempt these checks for items with a purchase DC of 12 or lower. Normal: On-hand Wealth checks can normally only be made for items with a purchase DC of 10 or lower. Special: You must still get your GM’s permission to attempt the Wealth check, and the GM is the final arbiter of the purchase DC for all items.

Commanding Presence [General] Your presence can strength the resolve of allies and weaken that of opponents. Prerequisites: Charisma 13, Diplomacy 11 ranks, Intimidate 11 ranks. Benefit: You can use an attack action to enable an ally or weaken an opponent. You cannot use this feat on yourself. To enable an ally, the target must be able to hear, see and understand you Make a DC 20 Diplomacy check. If successful, you negate one of the following conditions: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. To weaken an opponent, the opponent must be able to see, hear, and understand you. Make an Intimidate check opposed by the target's Will save. If you win, the opponent is shaken for 1d6 + Charisma bonus rounds. If the target wins, he is immune to your use of this ability for 24 hours.

Company Man [Skill] You have some weight you can throw around in an organization — just remember that you can catch it from on high if you make waves. Example: An Army sergeant, division manager or senior field agent. Benefit: Gain a +2 bonus on Charisma rolls and Charisma-based skill checks when dealing with someone of the same organization; to resist attempts by others in the organization to sway your attitude or activities; and on Diplomacy and Intimidate checks when dealing with other organizations familiar with the one you belong to. Gain Wealth bonus +1; you can requisition equipment of up to purchase DC 20 once per session. Action Point: You can spend an action point for a second requisition.

Compelling Performance [General]

Connected [General] You have an especially good relationship with a contact. Prerequisites: Charisma 15, existing applicable contact. Benefit: Select one contact; when dealing with this contact, you receive top price when selling or the best discount when buying (select either selling or buying). If your Charisma is 19 or better, then you receive the best deal when buying and selling. Special: You may select this feat more than once. For each selection, you may select either buying or selling with the same contact, or with a new contact.

Cool Under Pressure [Skill] You are able to perform certain tasks even when distracted or threatened. Prerequisites: Wisdom 13. Benefit: When you select this feat, select a number of skills equal to your Wisdom bonus. You may take 10 with these skills even when distracted or under duress. Special: You may select this feat multiple times; each time, select a new set of skills.

Corporate Clout [General] In a good way, you have become someone the corps want to keep an eye on. Benefit: Select one corporation; you gain a +4 Reputation bonus with reps from that corp. Special: You may select this feat multiple times; each selection applies to a different corporation.

Deep Pockets [Wealth] You lack nothing in the way of comfort and can buy just about anything that catches your eye. Prerequisite: Well-Off, Knowledge (business) 5 ranks, Profession 10 ranks. Benefit: Increase your Wealth bonus by +3. An item’s purchase DC is considered 10 points lower when applying a Wealth bonus decrease. The item’s purchase price remains the same, and the decrease for a purchase DC 15 or higher still applies.

Diehard [General] You are hard to put down. Prerequisites: Constitution 13. Benefit: You are not disabled until your negative hit points exceed your Constitution bonus. You are not unconscious until your negative hit points exceed your Constitution bonus x2, and you are not dead until your negative hit points exceed 10 + (Constitution bonus x2).

Disarming Looks [Skill] Your physical appearance can fool others into ignoring your other attributes, abilities, or faults. Prerequisites: Appearance 15. Benefit: Once per day, you may reroll Bluff, Diplomacy, Gather Information, or Intimidate check in which your gender and physical appearance may apply (such as seduction or convincing a guard of the opposite gender to let you by). You must accept the outcome of the reroll, regardless of the result.

Dominating Demeanor [Skill] You have a force of presence that demands respect. Benefit: You gain a +2 bonus to Intimidate checks. This increases to +6 in sexual situations in which you are dominating or imposing your authority and will on another person.

Electronic Warfare [Skill] You are an expert in the most sophisticated modern warfare techniques. Effect: You gain a +4 bonus with any of the following uses of the Computer Use skill: Jamming, Signal Interception, Signal Triangulation or Signal Scrambling/Unscrambling.

Extreme Machine [General]

You can give performances so powerful that they affect an audience's emotional state. Prerequisites: Charisma 17, Perform 12 ranks. Benefit: To use this ability, you must spend 1 action point. The emotion you arouse affects a number of targets equal to your Charisma bonus within 15 feet of you (or within 15 feet of a television, radio, or telephone that broadcasts your performance). The performance requires a full-round action, and its effects on the target last for 1d4+1 rounds. The target makes a Will saving throw. The DC is 10 + your Charisma bonus. If the target succeeds at the saving throw, he or she is immune to the compulsion of this performance. If the target fails, he or she reacts to the emotion as described below. • Despair: The target takes a –2 morale penalty on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. • Hope: The target gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. • Rage: The target gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –1 penalty to Defense. In a dramatic situation, the target is compelled to fight, regardless of the danger.

1717

You are able to "soup up" devices to greater effect, but with the risk of them breaking. Prerequisites: Craft (electronic) 6 ranks, Craft (mechanical) 6 ranks. Benefit: To use this, you must have access to the parts and a tool kit. Make a Craft (electronic) or Craft (mechanical) check as appropriate. This takes 60 minutes (-10 minutes per 5 points over the DC, minimum of 10 minutes). If successful, the device gains a bonus (described below). The device retains this bonus for one minute per 5 points over the DC, plus one minute (beginning when the device is put into use). After the duration ends, roll d%. If the result is equal to or less than the indicated number the item breaks and must be repaired. You can attempt multiple different modifications. Action Point: You can spend an action point to double the duration. Improvement Ranged Weapons +1 to damage +2 to damage +3 to damage +5 ft. to range increment

Craft DC

Repair Chance (d%)

15 20 25 15

01–25 01–50 01–75 01–25

Section 3: Feats Improvement +10 ft. to range increment Electronic Devices +1 equipment bonus +2 equipment bonus +3 equipment bonus Vehicles +1 on initiative checks +1 to maneuver +2 to maneuver

Craft DC 25

Repair Chance (d%) 01–50

15 20 25

01–25 01–50 01–75

20 25 30

01–25 01–50 01–75

False Allegiance [General] You are skilled at fitting in with different groups. Prerequisites: Charisma 13, Diplomacy 6 ranks. Benefit: You can successfully emulate an allegiance you know about. You gain the +2 circumstance bonus on Charisma-based skills when dealing with an individual of the same allegiance. The allegiance and its bonus is considered in effect until a check is failed, at which point the false allegiance is revealed.

Faith [General] Your belief and faith in a greater power aids you in some situations. Benefit: When you spend an action point to modify a d20 roll, add your Wisdom bonus to the action point result.

First Impression [General] You are skilled at fitting in with different groups and social settings, at least initially. Prerequisites: Charisma 13. Benefit: Whenever attempting to fit into a new environment – such as infiltrating a group or trying to meet contacts in a new city – you gain a +6 bonus on all Charisma-based skills. This bonus does not apply to subsequent interactions.

Fleet of Foot [General] You can turn corners without losing momentum. Prerequisites: Run Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You cannot use this feat in medium or heavy armor, or if you are carrying more than a light load. Normal: Normally, you can only charge or run in a straight line. Action Point: You can spend an action point to make a second turn.

Gang Rep [General] For some reason, a particular gang treats you with some deference. Benefit: Select a specific gang; you have a +4 Reputation bonus with members and followers of that gang. Special: You may select this feat multiple times; each selection applies to a different gang.

Good Impression [General] You have the gift of gab that can convince people that you know what you’re talking about (even when you don’t). Before attempting a Bluff check, you may first use this feat to try to improve your chances of success. Prerequisites: Charisma 13. Benefit: Make a check against your Reputation, opposed by the appropriate Knowledge check. If the target does not have any ranks in the appropriate Knowledge skill, it is instead opposed by an Intelligence check. If you are successful, you gain a +4 circumstance bonus on your Bluff check. Special: If you are trying to bluff a group of characters, the one with the highest skill or Intelligence modifier rolls for the entire group.

Haggle [Skill] You are adept at receiving the best price. Prerequisite: Trustworthy. Benefit: When making a Diplomacy check to haggle on a price, you receive a +4 bonus.

Hard-Eyed [Skill] You are particularly intimidating with a gun in your hand. Prerequisites: Charisma 13, Intimidate 4 ranks. Benefit: You gain a +5 bonus to Intimidate checks when you aim a firearm at the target of the check. The target must be within 30 ft., and able to see you. The target does not have to be flat-footed. Special: This bonus does not stack with the potential +2 bonus you might receive from aiming a gun at the target.

Home Ground [General] You are particularly skilled at operating in a particular area. Benefit: Home Ground provides you with a +2 bonus to all Strength-, Dexterity-, and Constitution-based skill checks, attack rolls, saves, and so forth made within your home turf. Any Knowledge skills relevant to the people, places, or things within this area receive a +4 bonus, as do Charisma-, and Appearancebased skills. Your home turf is a particular location with which you are intimately familiar. The location must either be a small area—no larger than a large building

or small neighborhood – or an environment encountered infrequently during the campaign. For example, in a Seattle-based campaign, the desert would be an infrequently encountered region and could be considered home ground. The desert would not be a suitable home ground for a campaign set in the magicsoaked Mojave. Gamemasters must approve all home grounds in their campaigns. For Deckers, a home ground might be a particular computer network the character knows extremely well. In this case, the character receives the bonus for all tests made while accessing that network. Favorite data havens like the Denver Nexus make suitable home grounds for hacker characters. Many corporate hackers have the Home Ground quality for their corporate systems. All home grounds must be fixed locations – characters cannot move them around. If a character’s home ground is destroyed, the quality is lost.

Implant Awareness [Cyber] You are very aware of the location of your implants, and very protective of them. Prerequisites: Cybernetic or other implants subject to attack. Benefit: You gain a +4 dodge bonus to Defense against attacks directed at your implants.

Improve Kit [General] You are able to upgrade electrical and mechanical tool kits for cheap. Prerequisites: Craft (electronic) 6 ranks, Craft (mechanical) 6 ranks. Benefit: For the cost of a standard kit, you can create a mastercraft (+1) kit. For the cost of a mastercraft (+1) kit, you can build a mastercraft (+2) kit, and for the cost of a mastercraft (+2) kit, you can build a mastercraft (+3) kit.

Improved Aid Another [General] You are skilled at aiding others. Prerequisites: Wisdom 17. Benefit: When you perform the Aid Another action, instead of simply applying a +2 bonus, you apply your Wisdom bonus.

Improved Flight [General] You are an agile flier. Prerequisites: Fly speed. Benefit: Your maneuverability category improves by one.

Improved Natural Healing [General] You heal more quickly than normal. Prerequisites: Base Fortitude save bonus +5 Benefit: You heal twice the normal number of hit points and ability score points.

Improved Scent [General] You can detect and track creatures by smell at a greater than normal distance. Prerequisites: Scent ability. Benefit: Double the ranges of your scent ability.

In Charge [Skill] You don’t just have authority in an organization — you are the authority. Becoming the Pope or head of the Joint Chiefs is stretch, but you could easily be the ruler of a small nation, the ultimate mastermind behind a global conspiracy or the leader of a fledgling religious cult. Prerequisites: Diplomacy 12 ranks, Boss, Company Man. Benefit: Gain a +6 bonus on Charisma rolls and Charisma-based skill checks when dealing with someone of the same organization; to resist attempts by others in the organization to sway your attitude or activities; and on Diplomacy and Intimidate checks when dealing with other organizations familiar with the one you belong to. Gain Wealth bonus +4; you can requisition equipment of up to purchase DC 40 once per session. You wield significant influence if you’re in direct contact with underlings. More often, you are an impersonal figure who rules from a distance. Your orders are carried through proper channels and trickle down to the individual priests/soldiers/employees, who may choose to ignore or alter them. Note also that you are still subject to Wealth constraints. You’re using the organization’s funds, which are not your own. Action Point: You can spend an action point for a second requisition.

Information Broker [Skill] Prerequisite: Well-Connected. Benefit: You receive a +4 bonus on general Gather Information checks. You gain three national contacts or one global contact; each confers a +8 bonus on your Gather Information checks in a specific area of interest. These contacts have Connection and Loyalty ratings of 1. Special: The contacts gained with this feat are in addition to those from Well-Connected.

Instant Recovery [Sex] You revive more quickly after sex. Prerequisites: Quick Recovery. Benefit: You need not rest after performing sexual activities. Normal: You must rest at least half an hour between sexual activities.

1818

Section 3: Feats

Kingpin [Skill]

Menacing Aura [General]

You don’t just curry favor with powerful individuals; you are the ultimate arbiter of favor. You have many capable folks convinced (perhaps fraudulently) that it is in their best interests to provide you with any favor, information or advantage they can. Prerequisites: Diplomacy 12 ranks, Well-Connected, Information Broker. Benefit: You receive a +6 bonus on general Gather Information checks. On a successful DC 13 Charisma check, you know of a nearby contact anywhere in the known world who confers a +10 bonus on your Gather Information checks on a local area of interest of your choosing. You can also prevail upon this contact for free food and lodging for a number of weeks (if you’re alone) or days (if you’re with a group) equal to your Charisma modifier (minimum 1). The contact’s receptiveness does not extend to floating you a million-dollar loan or committing felonies at your request. This contact has a Connection and Loyalty rating of 1. Special: You retain the contacts gained from Well-Connected and Information Broker.

Kundalini [Sex] You can channel sexual energy into enlightenment. Benefit: You gain a +2 enhancement bonus to Wisdom after sustaining sex for at least 20 minutes. This bonus lasts for 24 hours. Special: You may select this feat multiple times; each selection increases the bonus by +2 (to a maximum of +6). Each additional +2 requires an additional 20 minutes of sustained sex. For example, to receive a +6 bonus, you must have selected this feat 3 times and sustained sex for at least one hour.

Legal Protection [General] For some reason, you're in good with the fuzz. Benefit: Select a law enforcement entity (Lone Star, F.B.I., Knight-Errant, etc); you have a +4 Reputation bonus with members of the organization. Special: You may select this feat multiple times; each selection applies to a different law enforcement authority.

Licensed and Authorized [General] You have the right connections or know a very good forger; you have the license required to buy a certain level of restricted goods without an increase in cost. Prerequisites: Charisma 13, at least 1 contact. Benefit: You can acquire goods with a restriction of Licensed at the normal Purchase DC, bypassing the increased DC. Special: You may select this feat multiple times; each selection increases the restriction rating you can bypass – one time gets you Licensed goods; 2 times gets you Restricted goods; 3 gets you Military goods, and 4 gets you Illegal goods.

Lightsleeper [General] You are able to awaken instantly and react accordingly. Prerequisites: Listen 5 ranks. Benefit: When sleeping, you do not suffer a penalty to your Listen check to wake up. Normal: You suffer a -10 penalty to your Listen check to wake up.

Linguist [General] You have a talent for communication. Prerequisites: At least 5 ranks in Read/Write Language or Speak Language for at least 3 different languages. Benefit: Whenever you encounter a new language, you can make an Intelligence check to understand the language. The DC for the check is determined as follows: • If the language belongs to a group in which you already have Read/Write Language or Speak Language ranks = DC 15 • The language is unrelated to any language you know = DC 20 • The language is ancient or unique = DC 25 A successful check allows you to glean enough meaning from a text or conversation to ascertain the basic message, but does indicate that you actually know the language. In addition, you can purchase ranks in Read/Write Language and Speak Language skill at 75% of the normal cost.

Lucky [General] Things just happen to fall your way. Benefit: When spending an action point to improve a d20 roll, instead of adding a die to the roll, you may instead choose to reroll the d20. The second result must be used, regardless of whether it is better or worse than the original result.

Membership [General] You belong to a particular group. Prerequisites: Allegiance. Benefit: Select a particular group – this may be a tribe, fraternal order, criminal organization, guild, noble court, etc. When dealing with members of the group, you gain a +1 bonus to Charisma-based skill checks. Reasonable (and inexpensive) requests may be granted. Special: This feat is very subject to the Gamemaster's discretion.

1919

You cause other to tremble in fear. Prerequisites: Charisma 15, Steely Gaze, Intimidate 15 ranks. Benefit: You may make a demoralize opponent attempt as a free action against any opponent who comes within 15 ft. of you, whether or not it is your turn to act. You may do this against any number of opponents per round.

Mighty Leaping [Skill] You have developed your leg muscles and trained yourself to make mighty leaps. Prerequisites: Strength 21, Dexterity 13, Dodge, Mobility, Jump 9 ranks or a racial bonus on Jump checks. Benefit: You gain a +10 bonus on Jump checks. If you intentionally jump down from a height, a successful DC 15 Jump check lets you take damage as if you had fallen 20 feet less than you actually did. Normal: Without this feat, a successful Jump check lets you take damage as if you had fallen 10 feet less than you actually did.

Miracle Worker [Skill] You have a knack for bringing the dead back to life. Prerequisites: Intelligence 17, Treat Injury 10 ranks. Benefit: When you attempt to jump-start the dead, you gain a +4 bonus to the Treat Injury check. If successful, the deceased gets a +4 bonus to his saving throw.

Motivational Speaker [General] You can inspire people to greatness. Prerequisites: Charisma 15, Diplomacy 5 ranks. Benefit: You are able to inspire your allies, bolstering their chances of success. You must spend at least one full round inspiring your allies. Make a Diplomacy check. Your allies must make a Will save (with an additional modifier equal to their Charisma modifier). If successful, the allies gain a +2 morale bonus to attack rolls or skill checks (your choice) for a number of rounds equal to your Charisma bonus. You can inspire a number of allies equal to your Charisma bonus. You cannot inspire yourself.

Multitasking [General] You can perform different tasks with different limbs. Prerequisites: Dexterity 15, Intelligence 15, three or more arms, Multiattack. Benefit: If you have three or more arms, you can use each set of arms (in the case of three arms, one set of two arms and a single arm) to perform a distinct partial action.

Mystery Man [General] You cover your tracks so well that you wonder who you really are sometimes. Prerequisites: Shadowy Past, Secret Life. Benefit: A –15 penalty applies on any skill checks that involve digging up facts about you or your past. The penalty applies as long as you take even simple precautions to protect your secrets. There’s no hiding the fact that you’re also the mysterious vigilante Jet Justice if you run around as Jet Justice with your face uncovered. However, a ruse as simple as wearing glasses in your secret identity baffles the most astute observers. You also gain two additional “cover identities” for a total of three; see Secret Life.

Observational Empathy [General] You are a skilled observer of people. Prerequisites: Wisdom 13, Sense Motive 5 ranks. Benefit: Observe a target for one minute. At the end of the minute, make a Sense Motive check. The DC for this check is 15 + target's Wisdom modifier + target's Charisma modifier. If successful, you can add your Wisdom bonus to your Charisma-based checks (in addition to your Charisma modifier) with the target for a period of 3d10 minutes.

Poker Face [General] You naturally hide your feelings, thoughts, and emotions well. Prerequisites: Wisdom 13. Benefit: Anyone attempting to make a Sense Motive check against you gets a –2 circumstance penalty.

Prehensile Tail [General] You can use your tail to manipulate objects. Prerequisites: Strength 13, tail attack, Multiattack. Benefit: You can use your tail as an extra "hand". It can grasp melee weapons and use them in combat, although the normal penalties for using an offhand weapon apply. If you have two or more hands, your tail counts as a third hand for the Multiweapon Fighting feat chain. You can also use your tail as a 'hand" to assist in grapple and Climb checks. You gain a +2 competence bonus to all such checks.

Profiler [General] You are skilled at putting together profiles on investigatory subjects. Prerequisites: Intelligence 13, Gather Information 6 ranks, Investigate 6 ranks, Knowledge (behavioral sciences) 6 ranks. Benefit: By making a Gather Information check (DC 15) when talking to witnesses of a crime, you compile a rough mental picture of the suspect. This

Section 3: Feats mental picture provides a physical description, including distinguishing markings and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses. (For this Gather Information check, no money changes hands.) You can expand the profile by making an Investigate check (DC 15) involving the crime scene or other evidence linked to the suspect. If successful, you combine eyewitness accounts with forensic evidence to develop a profile of the suspect’s method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate and capture the suspect.

Quick Craft [Skill] You are able to build things in less time than normal. Prerequisites: Craft (electronic) 6 ranks, Craft (mechanical) 6 ranks, or Craft (structural) 6 ranks. Benefit: You are able to use the appropriate Craft skills to build items in one-half the normal time.

Quick Recovery [Sex] You revive more quickly after sex. Benefit: You are ready to perform sexually after only 15 minutes of rest. Normal: You must rest at least half an hour between sexual activities.

to indifferent, indifferent to unfriendly, unfriendly to hostile (see the Diplomacy skill). The target makes a Will save whenever you use this talent against him or her. As long as the target continues to fail the Will save, you can continue taking full-round actions to worsen the target’s attitude toward a designated character. When the target’s attitude drops to hostile, he or she attacks the designated character. A successful Will save doesn’t restore previous attitude shifts, but it does render the target immune for 24 hours to further attempts by you to sow distrust.

Steely Gaze [Skill] One glance from you is enough to make weak-willed opponents defecate themselves. Prerequisites: Charisma 13, Intimidate 8 ranks. Benefit: Up to once per round, you may demoralize an opponent (see Intimidate skill, PHB) as a free action.

Street Broker [General] You have a larger than normal supply of goods and rumors for trade. Benefit: Your grey wealth bonus increases by +3. You gain a +1 bonus on Knowledge (streetwise) checks. Special: You may select this feat multiple times; its effects stack.

Reconfigure Weapon [General] You are skilled at customizing weapons. Prerequisites: Repair 7 ranks. Benefit: You can reconfigure a melee or ranged weapon, improving one aspect of it. This requires the appropriate tools, and one hour. Reconfiguring a weapon requires a DC 20 repair check (DC 20 + mastercraft bonus if it is a mastercraft item). The reconfiguration imposes a -1 penalty to attack rolls with the weapon, but the weapon gains one of the following features: • Changed rate of fire: This allows you to turn a semi-auto into an automatic weapon or vice versa. • Greater ammo capacity: This increases the ammo capacity of the weapon by 50%. • Greater concealment: This provides a +2 bonus to sleight-of-Hand checks to conceal the weapon. • Greater range increment: This increases the weapon's range increment by 10 ft. • Signature shooter: This redesigns the weapon for a specific user. Other characters take a -4 penalty to attack rolls with the weapon. Weapons can be reconfigured multiple times, with each reconfiguration imparting a new ability, but imposing an additional attack penalty. The new configuration can be undone, requiring the same rolls and time as the reconfiguration.

Second Wind [General] You are able to recover in a fight. Prerequisites: Constitution 13. Benefit: You can spend an action point as a free action to immediately recover a number of hit points equal to your Constitution bonus.

Secret Life [General] You are mystery wrapped in an enigma. Prerequisite: Shadowy Past. Benefit: A –8 penalty applies on any skill checks that involve digging up facts about you or your past. Additionally, you have one “cover identity,” a set of falsified legal documents – passport, driver’s license and bank account with a Wealth bonus half that of your main identity (round down to a minimum of 1).

Seductive [Skill] You are alluring and know how to use your sexuality to get what you want. Prerequisites: Charisma 15. Benefit: You gain a +2 bonus on Charisma-, and Appearance-based checks against intelligent creatures of a chosen gender. Special: You may select this feat a second time, applying it to the other gender.

Sexual Training [Sex] You have been educated and trained for endurance in sex. Benefit: You gain a +1 bonus to Perform (sexual techniques) checks and a +2 bonus to Constitution checks to sustain sex.

Shadowy Past [General] There is a certain amount of uncertainty about your past. Benefit: A –4 penalty applies on any skill checks that involve digging up facts about you or your past.

Sow Distrust [General] You are able to turn people against each other. Prerequisites: Charisma 13, Talk Down, Diplomacy 11 ranks. Benefit: You must spend a full-round action and know the name of the character you are attempting to persuade as well as the name of the character toward whom the target’s distrust will be directed. The target must be able to hear and understand you. The target makes a Will save. The DC is equal to 10 + your Charisma bonus. If the target fails the save, his or her attitude toward the other designated character worsens by one step: helpful turns to friendly, friendly

Superior Conditioning [General] You are able to shrug off certain effects more quickly than normal. Prerequisites: base Fortitude save +5, base Will save +5. Benefit: When you are subjected to one of the following conditions [cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, and stunned], reduce the duration of the effect to one-half normal (if the duration is only 1 round, you are unaffected by it). Action Point: You can spend an action point to completely negate the effect.

Survivor [General] You are adept at surviving without food and water. Benefit: When determining how long you may survive without food or water, you are considered to have a +4 bonus to your Constitution; this affects both the time before you have to begin rolling Fortitude saves, and the bonus to those Fortitude saving throws.

Sweep [Skill] You are able to size up an area instantly. Prerequisites: Spot 5 ranks. Benefit: When you enter an area, you can make a Spot check as a free action with a +4 bonus. This check covers a 90-degree arc in front of you. A check result of 10 or better spots everything in the area that is not concealed, including useful cover, valuables, enemies, surveillance devices, etc. To notice concealed or hidden items or creatures in the area, your check must beat their Hide check.

Swift Tracker [Skill] You are able to follow tracks at great speed. Prerequisites: Wisdom 15, Track, Survival 6 ranks. Benefit: When tracking, you can move at your normal speed with no penalty to the check, or twice normal speed at a -10 penalty.

Talk Down [General] You are good at talking your way out of bad situations. Prerequisites: Charisma 13, Diplomacy 6 ranks. Benefit: Either prior to the start of hostilities or during combat, you can talk down a single opponent within 15 feet of your position or otherwise able to hear your voice. The target must be able to understand you. That opponent immediately stops fighting and reverts to an indifferent attitude regarding you and the situation in general. Any hostile action by you or by one of your allies directed at the opponent allows the opponent to act as he or she sees fit. To initiate this talent, you must spend a full-round action talking to your opponent. The opponent makes a Will saving throw. The DC is equal to 10 + your Charisma bonus. If the save fails, the opponent stops fighting. If the save succeeds, the opponent continues as normal. Special: If you spend an action point when you use this feat, you can apply the effects to all opponents who can hear and understand your voice.

Tantric [Sex] You can channel sexual energy into genius. Benefit: You gain a +2 enhancement bonus to Intelligence after sustaining sex for at least 20 minutes. This bonus lasts for 24 hours. Special: You may select this feat multiple times; each selection increases the bonus by +2 (to a maximum of +6). Each additional +2 requires an additional 20 minutes of sustained sex. For example, to receive a +6 bonus, you must have selected this feat 3 times and sustained sex for at least one hour.

Teamwork (Specific Team) [General] You have extensive training in small unit tactics and can coordinate attacks with great precision. Prerequisite: Allegiance (specific team) Effect: When working with others of your team (those with a Teamwork feat for the same group) you gain a +2 bonus to attack and skill checks (this is in addition to any bonus you might gain if a member of your team takes the aid

2020

Section 3: Feats another action). Characters with this feat may also communicate simple information using hand signals.

Uncanny Scent [General] You can pinpoint scents at a greater distance. Prerequisites: Scent ability, Improved Scent. Benefit: You can pinpoint the location of a scent when within 20 feet. Normal: You can pinpoint the location of a scent when within 5 feet.

the Dodge feat attacks you in melee and misses, you may choose to force it to make an immediate extra attack against any other creature of your choice within its reach that also threatens you. This free attack is at the same attack bonus as the one that missed, and any effects that applied to the original attack against you remain in effect. This feat does not apply if the attack that missed was an attempt to disarm, grapple, sunder, or trip you, nor if it was an attack of opportunity that you provoked. This attack counts as one of your attacks of opportunity for the round; you may use this feat no more than once per round, even if entitled to multiple attacks of opportunity per round.

Accurate Attack [Attack]

Uncanny Stealth [Skill] You are able to move stealthily at normal speeds. Prerequisites: Dexterity 15, Hide 6 ranks, Move Silently 6 ranks. Benefit: You take no penalty to Hide and Move Silently check when moving at your normal speed, and you take only a -10 penalty when running or charging.

Wealth beyond Avarice [Wealth] It’s simplicity itself for you to acquire any mass-produced or common object. More expensive items may require longer (months or possibly even years) — not because you can’t afford them, but because they have to be made to order. The plus side is that when you buy very expensive things such as custom yachts and buildings, you can design them to your own eccentric specifications. Prerequisites: Deep Pockets, Well-Off, Knowledge (business) 10 ranks, Profession 15 ranks. Benefit: Increase your Wealth bonus by +5. An item’s purchase DC is considered 20 points lower when applying a Wealth bonus decrease. The item’s purchase price remains the same.

Well-Connected [Skill] Benefit: You receive a +2 bonus on general Gather Information checks. You also gain three local contacts or one national contact; each confers a +4 bonus on your Gather Information checks in a specific area of interest. These contacts have Connection and Loyalty ratings of 1.

Well-Off [Wealth] You always make sure you have money set aside for a rainy day — or for an urge to indulge. Prerequisites: Profession 5 ranks. Benefit: Increase your Wealth bonus by +2. An item’s purchase DC is considered five points lower when applying a Wealth bonus decrease. The item’s purchase price remains the same, and the decrease for a purchase DC 15 or higher still applies.

Winning Smile [General] You can get more with a smile than with a gun. Prerequisites: Charisma 17, Bluff 8 ranks, Diplomacy 8 ranks. Benefit: You can convince a single target to regard you as a trusted friend. (If the target is currently being threatened or attacked by you or your allies, this ability won’t work.) The target makes a Will saving throw to avoid being persuaded by your words and actions. The DC is 10 + Charisma bonus. This ability doesn’t enable you to control the target, but the target perceives your words and actions in the most favorable way. You can try to give the target orders, but you must win an opposed Charisma check to convince the target to perform any actions the target wouldn’t normally undertake. The target never obeys suicidal or obviously harmful orders, and any act by you or your allies that threatens the target breaks the mood and clears the target’s head. Otherwise, a target remains won over for a number of minutes equal to your Charisma bonus. After the duration expires, the GM determines the reaction and attitude of the target based on what you compelled the target to do.

Without a Trace [Skill] You are a masterful infiltrator. Prerequisites: Dexterity 13, Intelligence 13. Benefit: When you use the following skills [Balance, Climb, Disable Device, Escape Artist, Hide Move Silently, and Sleight-of-Hand], those using Investigate, Listen, Search, or Spot to detect you or your activity suffer a -4 penalty.

Word on the Street [Skill] Through regular contacts, gossip, internet chats, and other situations, you have a deep knowledge of everyday things. Prerequisites: Charisma 13, Gather Information 9 ranks. Benefit: You can make a Gather Information check on general or specific information instantaneously, and spend only an hour making a Gather Information check for restricted information. Retries may be made under normal rules. Protected information still requires 1d4+1 hours for a check. The purchase DC for using Gather Information is reduced by 10.

You can sacrifice power for accuracy. Prerequisites: Dexterity 13, any Weapon skill 2 ranks. Benefit: On your action, before making attack rolls, you can take a penalty on your damage rolls for the round (up to -5, but not exceeding your weapon skill ranks), and add that amount to your attack rolls. The penalty remains until your next turn.

Aerial Combat [Combat] You are trained at fighting in the air. Prerequisites: Dexterity 13, ability to fly. Benefit: You gain either a +1 bonus to attack rolls or Defense (dodge) while in the air. You can apply the bonus to either attack rolls or Defense each round. The bonus remains allocated until your next turn.

All-Out Attack [Combat] You can increase your chances to hit by opening yourself to attacks. Prerequisites: +1 or better dodge bonus to Defense. Benefit: When making an attack, you can reduce your dodge bonus to Defense by a number (up to 5, but no to exceed your total dodge bonus) and add that same number to your attack rolls for the round. These changes remain until your next turn. You cannot make an all-out attack if you would be denied your dodge bonus.

Area Attack [Melee] You can wield improvised weapons to attack several spaces at once. Prerequisites: Strength 19, Huge size, Power Attack. Benefit: You can use your great size and strength to pick up a heavy object and attack an area as an attack action. Such an attack may consist of swinging a large log or smashing a door down on opponents' heads. The area affected is a half-circle with a radius equal to your reach. You deal damage to all creatures two or more size categories smaller than you within the area. The base damage dealt depends on your size category. Add 1½ x your Strength bonus to this damage. • Huge – 1d8 • Gargantuan – 2d6 • Colossal – 2d8 This form of attack is awkward and unbalancing; you incur a -2 penalty to Defense and Reflex saves until your next action.

Armed to the Teeth [Attack] You can fight two-handed with ranged and melee weapons. Prerequisites: Dexterity 13, Two-Weapon Fighting, Weapon Skill 1 rank. Benefit: When you fight with two weapons, you can use a ranged weapon in one hand and a melee weapon in the other hand. Normal: To gain the benefit of Two-Weapon fighting, your weapons must both be ranged or melee weapons.

Arterial Strike [Attack] You target large blood vessels with your sneak attack. Prerequisites: Dexterity 15, Improved Sneak Attack, Sneak Attack, Treat Injury 7 ranks, any Weapon skill 9 ranks. Benefit: If you hit with a sneak attack, you may sacrifice +4d6 of your sneak attack damage to deal a bleeding wound. This wound deals 1 point of damage per round. Wounds from multiple arterial strikes result in cumulative blood loss. For example, two successful strikes result in 2 hit points damage per round from blood loss. Blood loss stops when the victim receives a successful Treat Injury check, any cure spell, or other form of healing. Creatures immune to sneak attacks and critical hits are not subject to this attack.

Autofire Economy [Firearm] You are extremely efficient when firing a weapon on autofire, wasting as little ammunition as possible. Prerequisite: Advanced Firearms Proficiency, Assault Rifles, Heavy Weapons, Machine Guns, or Submachine Guns 5 ranks. Effect: You only need to expend 5 rounds per additional attack. Normal: Under these modified rules, a character normally expends 10 rounds per additional attack.

Blowhard [Attack]

Combat Feats Accidents Happen [Melee] The more opponents you fight, the more likely they are to injure each other. Prerequisites: Dexterity 13, Wisdom 13, Combat Reflexes, Dodge, Interference, Mobility, any Melee Weapon Skill 13 ranks. Benefit: If the creature to which you have selected to apply the benefits of

2121

You can blow targets over with your breath. Prerequisites: Constitution 21, Huge size, Power Attack. Benefit: As an attack action, you can use your breath to affect all creatures in a cone 5 feet long per point of your Constitution bonus. Each creature in the area is affected as though struck by a wind effect. The strength of the wind effect depends on your size category. • Huge – Strong

Section 3: Feats • Gargantuan – Severe • Colossal – Windstorm If you have a breath weapon, you cannot use this feat and your breath weapon at the same time.

Prerequisites: Melee Weapon skill or Unarmed skill 5 ranks, Spot 6 ranks. Benefit: Attackers do not gain the usual +2 attack roll bonus when flanking you. This does not apply if you are denied your Dexterity bonus to Defense. Normal: Opponents flanking you receive a +2 bonus to their attack rolls.

Counterstrike [Melee]

Brute Force [Melee] You are skilled at using hand-to-hand weapons to penetrate armor, using strength to your advantage. Prerequisite: Strength 13. Effect: You gain a +1 penetration (AP) when using any melee weapon.

Bullseye [Ranged] You are a damned good shot. Prerequisites: Dexterity 13, Greater Weapon Focus, Weapon Focus, ranged Weapon Skill 10 ranks. Benefit: When using a weapon to which you have applied Weapon Focus and Greater Weapon Focus, you can spend an action point on a successful attack to deal +3d6 damage.

Bypass Armor [Ranged] You are skilled at placing shots in the gaps and weak points of armor. Prerequisites: Dexterity 15, Wisdom 13, Dead Aim, Far Shot, Hawkeye, Spot 6 ranks, ranged Weapon skill 10 ranks. Benefit: When you score a successful hit with a ranged weapon while using the Dead Aim feat, your damage ignores the target’s armor-based damage conversion. Special: This feat will not allow you to bypass the damage conversion provided by environmentally sealed armor (normally, a powered suit or similar).

You are able to react to melee attacks with retributive melee attacks. Prerequisites: Dexterity 15, Combat Reflexes, Melee Weapon skill or Unarmed skill 10 ranks. Benefit: When an opponent in your threatened range hits you with a melee attack, you may make an immediate attack of opportunity against him (assuming you have available attacks of opportunity).

Cover Fire [Firearm] You are highly skilled at providing cover fire. Prerequisite: Advanced Firearms Proficiency, Teamwork, Assault Rifles, Heavy Weapons, Machine Guns, or Submachine Guns 4 ranks. Effect: When using a ranged weapon capable of firing on autofire with which you are proficient, you can grant allies within one range increment a +2 Defense bonus. This expends as many rounds as making an attack with the weapon on autofire would.

Critical Finesse [Attack] You score fewer critical hits than most, but the ones you do score are more powerful. Benefit: When you confirm a critical hit, roll 1d%. If the result is 1-50, the attack deals no additional damage (no critical hit); if the result is 51-100, increased the critical multiplier by one point (x2 becomes x3).

Crush [Melee]

Choke Hold [Melee] You are skilled at choking opponents into unconsciousness. Prerequisites: Dexterity 13, Combat Martial Arts, Improved Grapple, Unarmed skill 3 ranks. Benefit: When strangling a target unarmed, you increase the DC of his Constitution checks to avoid unconsciousness by +4.

Circle Kick [Melee] You are able to strike multiple opponents with the same attack action. Prerequisites: Dexterity 15, Unarmed skill 5 ranks. Benefit: When you score a successful unarmed strike, you may make a second attack at a target that you threaten using the same attack bonus as attack that allowed the use of this feat. This second attack counts as an attack of opportunity.

Close-Quarters Combat [Melee] You are skilled at fighting at close range. Prerequisites: Dexterity 13, Improved Grapple, Unarmed skill 3 ranks. Benefit: When an enemy attempts to grapple you, you are allowed an attack of opportunity (assuming you have any left in the round), even if the opponent has Improved Grapple or the improved grab ability. Any damage you deal with the attack of opportunity is added to as a bonus to your grapple check to resist the grapple.

Combat Momentum [Melee] Your attacks gain in power the as you cut through your enemies' ranks. Prerequisites: Strength 13, Cleave, Great Cleave, Power Attack, any Melee Weapon Skill 12 ranks. Benefit: If you deal a creature enough damage to drop a creature below 0 hit points in melee combat, you gain a cumulative +1 circumstance bonus to damage for all melee weapon attacks until the end of your current action. You can gain this benefit multiple times.

Combat Team [Melee] You are skilled at using teamwork to battle enemies. Prerequisites: Combat Reflexes, Melee Weapon skill 5 ranks. Benefit: When you and an ally with this feat flank a creature, you receive a +4 flank bonus on your attack rolls. Normal: The standard flanking attack roll bonus is +2.

Confined Fire [Firearm] You are skilled at using autofire against a smaller-than-normal area. Prerequisites: Advanced Firearms Proficiency, Strafe, Assault Rifles, Heavy Weapons, Machine Guns, or Submachine Guns 5 ranks. Benefit: You may make an autofire attack against a 5-foot by 10-foot area, increasing the save DC by +2.

Confirm Critical [Combat] You are nearly able to guarantee critical hits. Prerequisites: Any Weapon skill 5 ranks. Benefit: When you roll your threat range on an attack roll, you may spend an action point to automatically confirm the critical hit. Normal: When you roll your threat range on an attack roll, you must make a second successful attack roll to confirm the critical hit.

Counter Flank [Melee] You are skilled at combating multiple opponents.

Like a dragon, you can hurl your body onto opponents to deal tremendous damage. Prerequisites: Huge size. Benefit: As an attack action, you can jump or fall onto opponents, using your whole body to crush them. This attack is useful only against creatures at least three size categories smaller than yourself. The base damage for a crush attack depends on your size. Add 1½ x your Strength bonus to this damage. • Huge – 2d8 • Gargantuan – 4d6 • Colossal – 4d8 A crush attack deals bludgeoning damage and affects as many creatures as can fit under your body. Each creature in the affected area must roll a DC (10 + your Strength modifier + your size Grappling modifier) Reflex save. On a failed save, the victim is pinned and automatically suffers crush damage each round the pin is maintained.

Deadly Poison [Attack] Your poison attack deals more damage than normal. Prerequisites: Constitution 19, poison attack that deals ability damage as secondary damage, Virulent Poison. Benefit: Your poison attack has the potential to deal more potent secondary damage that it otherwise could. If the subject of the attack fails the second saving throw, the poison deals double its normal damage.

Deadly Precision [Attack] You empty your mind of all distracting emotion, becoming an instrument of deadly precision. Prerequisite: Dexterity 15, Sneak Attack, any Weapon skill 7 ranks, Treat Injury 7 ranks. Benefit: You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack’s extra damage dice. You must keep the result of the reroll, even if it is another 1.

Defensive Strike [Melee] You are able to use your defense to capitalize on an opponent's mistakes. Prerequisites: Dexterity 13, Intelligence 13, Combat Expertise, Melee Weapon skill or Unarmed skill 10 ranks. Benefit: If an opponent in your threatened area makes an unsuccessful melee attack against you while you are using Combat Expertise, you may make an immediate attack of opportunity against him (assuming you have available attacks of opportunity).

Dexterous Trip [Attack] You rely more on agility to trip opponents than on strength. Prerequisites: Intelligence 13, Combat Expertise, Improved Trip. Benefit: When you use Improved Trip, you can make a Dexterity check instead of a Strength check, and you decide whether your opponent resists with his Strength or Dexterity. Normal: When you make a trip attack, you roll a Strength check and the opponent rolls his choice of Strength or Dexterity.

Disarming Expert [Attack] You are an expert at disarming. Prerequisites: Intelligence 13, Combat Expertise, Improved Disarm, any Melee Weapon Skill 7 ranks. Benefit: If you roll a natural 20 during an attempt to disarm a foe, your disarm attempt succeeds, regardless of the final modified attack roll of your foe.

2222

Section 3: Feats You do not suffer any penalty for using a light weapon when attempting to disarm a foe or when a foe attempts to disarm you. Normal: Disarm attempts are not automatically successful on a natural roll of 20. Wielders of a light weapon suffer a -4 penalty to make or resist disarm attempts.

Dust Cloud [Combat] You can sweep dust into the air to hide from an opponent. Prerequisites: Dexterity 19, Intelligence 19, Huge size, Combat Reflexes, wings or a tail. Benefit: As an attack action, you can sweep a limb across the ground and create a dust cloud. This hemispherical cloud has a radius in feet equal to 20 x your Hit Dice. Creating the cloud has a 50% chance to snuff unprotected flames (candles, torches, small campfires) of nonmagical origin in the area. The cloud obscures vision and creatures caught within are blinded while inside and for 1 round after emerging. Any creature caught in the cloud must succeed on a DC (10 + ½ Hit Dice + Strength modifier) Concentration check to cast a spell. The cloud lasts a number of rounds equal to 1 + Dexterity modifier. Special: A flying creature with this feat must be within reach of the ground to create the effect, but need not actually be in contact with it.

Exploit Weakness [Attack] You are skilled at finding weaknesses in your foes' combat strategy. Prerequisites: Intelligence 13, Spot 3 ranks. Benefit: If you spend one round of combat studying your opponent, taking no actions other than Defense, you can make an Intelligence check. (the DC is 10 + opponent's weapon skill ranks). If successful, then for the remainder of the encounter, you can apply your Intelligence bonus instead of your Dexterity bonus to your attack rolls.

Extended Reach [Melee] Your flexible body allows you to reach farther than normal. Prerequisites: Small or larger size, non-rigid body or a non-rigid attack form such as a tentacle, feeler, or pseudopod. Benefit: Your body, or a part of your body with which you can deliver a melee attack is boneless and flexible, allowing you to threaten a larger than normal area with melee attacks. Add +5 feet to your normal reach. Action Point: You can spend an action point for an additional +5 ft. reach for one round.

Fantastic Initiative [Combat]

of damage that the thrown creature would have taken.

Flipping Attack [Melee] You may make a powerful somersaulting attack. Prerequisites: Dexterity 13, Dodge, Mobility, Spring Attack, Tumble skill 3 ranks, any Melee Weapon Skill 5 ranks. Benefit: When you take the charge action, you may continue to move after making the attack portion of the charge. The movement must continue in a straight line, up to a maximum total movement of twice your move speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures if possible. Normal: Using the Spring Attack feat does not normally gain the benefits of the charge action, namely a +2 bonus to the attack roll and the ability to move twice your speed while attacking.

Flying Kick [Melee] You are able to deal increased damage with jumping unarmed attacks. Prerequisites: Jump 6 ranks, Unarmed skill 6 ranks. Benefit: When you make an unarmed charge attack, and you take at least a 20 ft. running start, roll a DC 20 Jump check; if successful, your attack deals double damage. If you fail the Jump check, however, you provoke an attack of opportunity from the target.

Gape of the Serpent [Melee] You can swallow creatures larger than normal. Prerequisites: Swallow whole. Benefit: You can swallow a creature of up to your own size category. Like a snake, you can stretch your mouth to an outlandish extent to accommodate immense prey. However, this process is time-consuming. If your second grapple check is successful after you have established a hold against a creature larger than you could swallow normally, you begin to swallow the held creature. On the following round, you must make an additional grapple check to complete the swallowing. The held creature can try to fight or break the grapple as normal while you are attempting to swallow it. Normal: Unless noted otherwise, a creature can swallow opponents no larger than two size categories smaller than itself. Special: Your gullet can hold one creature of the maximum size; other maximum numbers of swallowed creatures remain the same.

Great Hug [Melee]

You are more likely to act first in a situation. Prerequisites: Improved Initiative. Benefit: When you roll initiative checks, roll twice and use the better result. However, as a strange quirk of universal law, if both dice result in the same number, your initiative is automatically 1.

Finishing Move [Melee] You are brutally efficient at making sure your dispatched opponents never get up again. Prerequisites: Intelligence 13, Dexterity 13, Combat Expertise, Combat Reflexes, any Melee Weapon Skill 5 ranks. Benefit: If you deal a creature enough damage to drop a creature below 0 hit points in melee combat (but do not kill them), you may, as a free action, twist your weapon in such a way to ensure their death. The opponent suffers additional damage equal to the base damage of your weapon. You may only take one such free action per turn, and you do not gain a Cleave attack (if you are entitled to one) for dropping that foe if you choose to take such an action.

Fists of Fury [Melee] You are able to make additional unarmed strikes at the cost of accuracy. Prerequisites: Dexterity 15, Unarmed skill 6 ranks. Benefit: When fighting unarmed and using a full-attack action, you may make an additional unarmed attack at your highest attack bonus. All of your unarmed attacks in the round suffer a -2 penalty however. You must be unarmored and carrying no more than a Light Load to use this ability.

Flick of the Wrist [Melee] With a single motion, you can draw a light weapon and make a devastating attack. Prerequisites: Dexterity 17, Quick Draw, Melee Weapon skill 3 ranks. Benefit: If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purposes of this attack only). This feat works only once per combat.

Fling Enemy [Melee] You can pick up an opponent and fling it. Prerequisites: Strength 23, Huge size, improved grab. Benefit: You can make a grapple check at a -20 penalty against an opponent at least two size categories smaller than you. If you succeed, on your next action, you can use an attack action to fling the held opponent. The range increment for the thrown creature is 120 feet. A creature may be thrown horizontally or vertically. If thrown vertically, it takes normal falling damage. If thrown horizontally, it takes damage as if it had fallen half the distance thrown. You may also fling the creature at another creature. To do so, make an attack roll at a -4 penalty, with appropriate range penalties, against the target creature. If you hit, both creatures take the amount

2323

You are able to deal additional damage when squeezing your opponents. Prerequisites: Strength 15, Dexterity 13, Improved Grapple, Unarmed skill 3 ranks. Benefit: When you grapple an opponent and decide to inflict damage on him, you add 2 x Strength bonus to your damage. Normal: You can deal normal non-lethal damage when grappling.

Greater Advanced Firearms Proficiency [Firearm] You are extremely skilled in using fully automatic weapons. Prerequisite: Advanced Firearms Proficiency, Assault Rifles, Heavy Weapons, Machine Guns, or Submachine Guns 10 ranks. Effect: When attacking a target multiple times with a weapon set on autofire you only suffer a –5 penalty to hit on each attack roll beyond the first.

Greater Fly-By Attack [Melee] You can make multiple fly-by attacks in a round. Prerequisites: Fly speed, Fly-By Attack. Benefit: Using this feat is a full-round action. When flying, you can move up to your fly speed in a straight line and attack a number of opponents equal to your Dexterity bonus. All of the opponents must be within your reach along your line of flight. Make one attack roll, add the appropriate modifiers, and compare the result to the Defense of each opponent you are attacking. If any hits are successful, make a single damage roll and add the appropriate modifiers. Each successful hit does the full damage to that creature; do not divide the damage result among the targets. Targets of your attack do not get attacks of opportunity against you, but other opponents that would be entitled to attacks of opportunity may make them. Normal: Without this feat, a creature may make only one fly-by attack in a round.

Greater Manyshot [Ranged] You are skilled at firing many arrows at once, even at different opponents. Prerequisites: Dexterity 17, Manyshot, Point Blank Shot, Rapid Shot, Bow skill 10 ranks. Benefit: When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage.

Greater Multigrab [Melee] You can grapple enemies effortlessly with your natural weapons. Prerequisites: Strength 19, Dexterity 15, improved grab, Multigrab. Benefit: When grappling an opponent with only the part of your body that made the attack, you take no penalty on grapple checks made to maintain the

Section 3: Feats hold. Normal: Without this feat, you take a -20 penalty (or -10 with Multigrab) on grapple checks to maintain a hold with only the part of your body used to make the attack.

Greater Multiweapon Fighting [Attack] You can fight with a weapon in each hand and make up to three attacks per round with each extra weapon. Prerequisites: Dexterity 19, three arms, Improved Multiweapon Fighting, Multiweapon Fighting, any Weapon skill 15 ranks. Benefit: You may make up to three attacks per round with each of-hand weapon that you wield, albeit with a -10 penalty on the third attack with each such weapon.

Greater Mighty Roar [Attack] You unsettle opponents with a dreadful roar as you attack. Prerequisites: Animal or magical beast, Large size, Mighty Roar. Benefit: This feat functions like Mighty Roar (replacing that ability) except that each opponent that fails a DC (10 + ½ HD + Charisma modifier) Will save is panicked for 2d6 rounds.

Greater Shatter [Melee] You are incredibly skilled at breaking things. Prerequisites: Strength 13, Improved Shatter, Shatter. Benefit: When you attack an object with a melee attack, you ignore an additional 2 points of the object's Hardness (combined with Improved Shatter and Shatter for a total of 6 points ignored).

Greater Two-Weapon Fighting [Attack] Your skill at fighting with two weapons is unprecedented. Prerequisites: Dexterity 13, Ambidexterity, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon skill 11 ranks. Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty.

Greater Weapon Focus [Combat] You are very skilled with a particular weapon. Prerequisites: Weapon Focus, Weapon Skill 8 ranks. Benefit: You gain an additional +1 bonus on attack rolls with the selected weapon, and the Armor Penetration improves by an additional point.

Greater Weapon Specialization [Combat] You deliver great damage with a singular weapon. Prerequisites: Greater Weapon Focus, Weapon Focus, Weapon Specialization, Weapon Skill 12 ranks. Benefit: With the Weapon Focus-specified weapon, you deal an additional +2 damage and Armor Penetration improves by an additional point.

Guns Akimbo [Firearm] You are skilled at delivering massive firearm attacks while on the move. Prerequisites: Dexterity 13, Dodge, Mobility, Shot on the Run, TwoWeapon Fighting, ranged Weapon Skill 2 ranks. Benefit: If you have two ranged weapons, as a standard action, you can make one attack with each weapon. In addition to the normal Two-Weapon Fighting penalties, each attack suffers a -2 penalty.

Hail of Bullets [Firearm] You can unleash a devastating amount of fire with semi-automatic weapons. Prerequisites: Point Blank Shot, ranged Weapon Skill 3 ranks. Benefit: You can use semi-automatic firearms to deliver full automatic attacks. These follow the normal rules for such attacks.

Hamstring [Attack] You can wound an opponent’s legs, hampering his movement. Prerequisites: Dexterity 15, Improved Sneak Attack, Sneak Attack, Treat Injury 7 ranks, any Weapon skill 6 ranks. Benefit: If you hit with a sneak attack, you may choose to forego +2d6 of your bonus damage dice to reduce your victim’s land speed by one-half. Other forms of movement are not affected. The speed reduction ends when the target receives healing (a successful Treat Injury check, any cure spell, or other magical healing) or after 24 hours, whichever comes first. A hamstring attack does not slow creatures that are immune to sneak attack damage or those that have no legs at all or more than four legs. It takes two successful hamstring attacks to slow a quadruped.

Hawkeye [Ranged] You are an insightful shooter. Prerequisites: Wisdom 13, Far Shot, Spot 4 ranks, ranged Weapon skill 3 ranks. Benefit: For a number of range increments (after the first) equal to your Wisdom bonus, you suffer only half the normal attack penalty. For example, a character with a Wisdom score of 16 (+3 bonus) would suffer only a -1 penalty per range increment for range increments 2, 3, and 4.

High Ready [Ranged] You are accustomed to moving with your gun at the ready, shifting your aim with

your sight. Prerequisites: Dexterity 13, Reactive Shooter, ranged Weapon Skill 1 rank. Benefit: You can use the Reactive Shooter feat with a Large weapon. To do so, you must first have stated that you are at the high ready position (on your feet, with your weapon shouldered, ready to fire). You can only move at half speed while prepared in this manner.

Hold the Line [Melee] You are trained in dealing with charging opponents. Prerequisites: Combat Reflexes, Melee Weapon skill 3 ranks. Benefit: When an opponent charges you, he provokes an attack of opportunity when he enters an area you threaten. Normal: A charge does not provoke an attack of opportunity.

Improved Autofire [Firearm] You are particularly adept at laying down automatic fire. Prerequisites: Advanced Firearms Proficiency, Assault Rifles, Heavy Weapons, Machine Guns, or Submachine Guns skill 4 ranks. Benefit: When you use autofire to attack an area, increase the Reflex save DC by +5.

Improved Critical [Attack] You are particularly deadly with a certain weapon. Prerequisites: Weapon Focus, Any Weapon skill 10 ranks. Benefit: Your critical threat range with a selected weapon, such as baseball bat, M-16, monofilament whip, is increased by one point (i.e., a 20 becomes 19-20). Special: You may select this feat multiple times; each time, either apply it to a new weapon, or increase the threat range of an existing weapon by an additional point.

Improved Dead Aim [Ranged] You are an amazing sharpshooter. Prerequisites: Wisdom 13, Dead Aim, Far Shot, ranged Weapon Skill 1 rank. Benefit: Increase the bonus from Dead Aim from +2 to +3.

Improved Fly-By Attack [Attack] You can attack on the wing with increased mobility. Prerequisites: Fly speed, Dodge, Fly-By Attack, Mobility. Benefit: When flying, you can take a move action (including a dive) and standard action at any point during the move. If this standard action is an attack, you incur no attacks of opportunity for moving through areas threatened by your target. You cannot take a second move action during a round in which you make a fly-by attack. Normal: Without this feat, you can take a standard action either before or after your move. Even with the Fly-By Attack feat, you incur attacks of opportunity for moving through areas threatened by the target of your fly-by attack.

Improved Grapple [Melee] You are especially skilled at grappling. Prerequisites: Dexterity 13, Combat Martial Arts, Unarmed Skill 1 rank. Benefit: You do not provoke attacks of opportunity when you initiate a grapple, and you receive a +4 bonus to grapple checks.

Improved Multiattack [Attack] You are particularly adept at using all your natural weapons at once. Prerequisites: Three natural weapons, Multiattack. Benefit: You suffer no penalty on attack rolls with your secondary attacks. Your damage bonus is still ½ of your Strength bonus. Normal: Without this feat, your secondary attacks suffer a -5 penalty (-2 with Multiattack).

Improved Multiweapon Fighting [Attack] You are an expert at fighting with weapons in your three or more hands. You can make up to two attacks per round with each off-hand weapon. Prerequisites: Dexterity 15, three arms, Multiweapon Fighting, any Weapon Skill 9 ranks. Benefit: In addition to the single extra attack you get each round with your off-hand weapon, you get a second attack with each off-hand weapon, albeit at a -5 penalty. Normal: With only Multiweapon Fighting, you get only a single attack with each off-hand weapon.

Improved Precise Shot [Ranged] You are very skilled at placing your shots. Prerequisites: Dexterity 19, Point Blank Shot, Precise Shot, ranged Weapon Skill 12 ranks. Benefit: Your ranged attacks ignore the Defense bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

2424

Section 3: Feats

Improved Quick Draw [Attack] You are able to instantly draw a weapon and attack with it. Prerequisites: Dexterity 15, Quick Draw, Melee Weapon skill 5 ranks. Benefit: When you use Quick Draw to draw a one-handed or lighter melee weapon, you can make an immediate attack against an opponent in your threatened area if your initiative is higher than his is. Since this works primarily on surprise, you may use this only once per combat.

Improved Shatter [Melee] You are very skilled at breaking things. Prerequisites: Strength 13, Shatter. Benefit: When you attack an object with a melee attack, you ignore an additional 2 points of the object's Hardness (combined with Shatter for a total of 4 points ignored).

Improved Sneak Attack [Attack] You are able to deal even greater damage when striking vital areas. Prerequisites: Dexterity 15, Sneak Attack, any Weapon skill 6 ranks, Treat Injury 7 ranks. Benefit: When you score a successful sneak attack, you deal an extra +2d6 points of damage. Otherwise, this is the same as Sneak Attack. Special: You may select this feat multiple times; each time, you gain an additional +1d6 points of damage. No, that is not a misprint – repeated selections provide only a single die.

Benefit: Reduce the penalty for ranged attacks from a moving mount to one-half normal.

Mounted Combat [Combat] You are skilled at fighting from a mount. Prerequisites: Ride 1 rank, Weapon Skill 1 rank. Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.

Multiattack [Attack] You are skilled at attacking with your natural weapons. Prerequisites: 2 or more natural weapons. Benefit: When you attack with multiple natural weapons, your secondary attacks suffer a -2 penalty instead of the normal -5.

Multigrab [Melee] You can grapple enemies more firmly than normal with you natural weapons. Prerequisites: Strength 17, improved grab. Benefit: When grappling an opponent with the part of your body used to make the attack, you take only a -10 penalty on grapple checks to maintain the hold. Normal: Without this feat, you take a -20 penalty on grapple checks to maintain a hold with only the part of your body used to make the attack.

Off-Hand Power [Melee]

Large and In Charge [Melee] You use your size and strength to force opponents back. Prerequisites: Strength 17, Large size. Benefit: When you make a successful attack of opportunity against an opponent that is moving in your threatened area, you can force him back to the space he occupied before provoking the attack. After you hit with the attack of opportunity, roll an opposed Strength check. You gain a +4 bonus for each size category larger than your opponent you are (or -4 per category if he is larger), and an additional +1 bonus per 5 points of damage dealt by the attack of opportunity. If you win the opposed check, the opponent is pushed back 5 feet into the space he occupied.

Lightning Fists [Melee] You are able to make additional unarmed attacks, at the expense of accuracy. Prerequisites: Dexterity 17, Fists of Fury, Unarmed skill 9 ranks. Benefit: When fighting unarmed and making a full-attack action, you may make two additional attacks at your highest attack bonus, but all of your attacks in the round suffer a -5 penalty. You must be unarmored and not carrying more than a Light Load to use this feat. Special: This feat cannot be used with the Fists of Fury feat.

Manyshot [Ranged] You can fire two arrows simultaneously. Prerequisites: Dexterity 17, Point Blank Shot, Rapid Shot, Bows Skill 7 ranks. Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special). For every five ranks in Bows you have above 7, you may add one additional arrow to this attack, to a maximum of four arrows. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four). Damage reduction and other resistances apply separately against each arrow fired. Special: Regardless of the number of arrows you fire, you apply precisionbased damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

Melee Tactician [Melee] Your tactical skills work to your advantage. Prerequisites: Dexterity 13, Combat Reflexes, Melee Weapon skill or Unarmed skill 6 ranks. Benefit: You can make one extra melee attack (or anything that can be done as a melee attack, or a melee touch attack, including attempts to disarm, trip, or make a grab to start a grapple) against one foe who is within melee reach and denied a Dexterity bonus against your melee attacks for any reason. You take your extra attack when it is your turn, either before or after your regular action. If several foes are within melee reach and denied their Dexterity bonuses against your attacks, you may use this feat on only one of them.

Mighty Roar [Attack] You unsettle opponents with a dreadful roar as you attack. Prerequisites: Animal or magical beast, Large size. Benefit: Once per day, you can use this feat as a standard action. Your mighty roar affects every opponent within 30 feet of you that can hear your roar and has a level/Hit Dice lower than yours. An affected opponent must roll a DC (10 + ½ Hit Dice + Charisma modifier) Will save. A failed save means the victim is shaken for 1d6 rounds.

Mounted Archery [Combat] You are skilled at delivering ranged attacks from a moving mount. Prerequisites: Mounted Combat, Ride 1 rank, Weapon Skill 1 rank.

2525

You are able to deliver powerful strikes with off-hand weapons. Prerequisites: Strength 13, Dexterity 13, Multiweapon Fighting or TwoWeapon Fighting, any Weapon skill 6 ranks. Benefit: When fighting with multiple weapons, you add your normal Strength bonus to damage with your off-hand weapons. Normal: When fighting with multiple weapons, you add ½ Strength bonus to damage with off-hand weapons.

Pin Target [Ranged] You can use certain ranged weapons to pin targets to nearby objects. Prerequisites: Dexterity 17, Point Blank Shot, Precise Shot, Bow, Crossbows, or Thrown Weapons skill 6 ranks. Benefit: You can use a bow, crossbow, or thrown weapon to attempt to pin a target to a nearby object, typically by pinning his clothing or armor to the object, like a tree or building. The target must be adjacent to a proper surface. Make an attack roll with a -2 penalty; if successful, the attack deals no damage to the target, but if it deals enough damage to penetrate the adjacent surface, the target is pinned. The target must use a move action to free himself.

Power Critical [Attack] You may threaten a critical hit when you strike an opponent. Prerequisites: Any Weapon skill 10 ranks. Benefit: When you score a hit with a weapon with which your are proficient, you may spend an action point to threaten a critical hit regardless of whether or not you rolled the weapon’s threat range. You must still confirm the critical normally.

Power Dive [Melee] You can fall upon an opponent from the sky. Prerequisites: Strength 15, fly speed (average maneuverability). Benefit: When flying, you can dive and land on an opponent to deal additional damage. Using this feat is an attack action and it can affect only creatures one or more size categories smaller than you. To use this feat, make an overrun attempt, but the opponent cannot choose to avoid you. If you knock down the target, you may make an additional slam attack (at the usual +4 bonus against prone opponents). This attack deals damage based on your size. Add 1½ x your Strength bonus to the damage. • Fine – 1d2 • Diminutive – 1d3 • Tiny – 1d4 • Small – 1d6 • Medium – 1d6 • Large – 1d8 • Huge – 2d6 • Gargantuan – 2d8 • Colossal – 4d6 Normal: Without this feat, you can attack with just one natural weapon and do not have a chance to knock down an opponent. Special: If you fail in your overrun attempt and are tripped in return, you are knocked down and you deal the indicated slam damage to yourself.

Power Kill [Attack] You are particularly adept at killing helpless opponents. Prerequisites: Any Weapon skill 6 ranks. Benefit: When you perform a coup-de-grace, the save DC is 15 + damage dealt. Normal: When you perform a coup-de-grace, the save DC is 10 + damage dealt.

Section 3: Feats

Quick Kill [Attack] You are skilled at quickly dispatching downed opponents. Prerequisites: Improved Initiative, Any Weapon skill 5 ranks. Benefit: You may perform a coup-de-grace as a standard action. Normal: Performing a coup-de-grace is a full-round action.

Quicker-Than-the-Eye [Combat] Your hands can move so quickly that observers can't see what you've done. Prerequisites: Dexterity 19, Sleight-of-Hand 9 ranks. Benefit: While under direct observation, you can make a Bluff check as a move action. This is opposed by the Spot checks of any observers. If you succeed, your misdirection makes them look elsewhere while you perform a partial action. If your partial action is an attack against someone who failed the opposed check, that person is denied his Dexterity bonus to Defense against your attack.

Ranged Disarm [Ranged] You are able to disarm opponents with ranged attacks. Prerequisites: Dexterity 17, Point Blank Shot, Precise Shot, ranged Weapon skill 9 ranks. Benefit: You may use a ranged weapon to attempt a disarm against a target within 30 feet. Normal: You can normally attempt a disarm only in melee combat.

Rapid Reload [Ranged] You are able to reload crossbows more quickly than normal. Prerequisites: Crossbows skill 1 rank. Benefit: When using a crossbow, you reduce the time required to reload the weapon by one full-round. Special: You may select this feat multiple times; each time, you reduce the reload time by an additional full-round. Action Point: You can spend an action point to reduce the reload time by an additional round.

Rapid Shot [Ranged] You are able to reload bows and slings more quickly than normal. Prerequisites: Appropriate Weapon skill 1 rank. Benefit: When using a blowgun, bow, or sling, with which you are proficient, you reduce the time required to reload the weapon by one full-round. Special: You may select this feat multiple times; each time, you reduce the reload time by an additional full-round. Action Point: You can spend an action point to reduce the reload time by an additional round.

Reactive Shooter [Ranged] You react instantly with as firearm. Prerequisites: Dexterity 13, ranged Weapon Skill 1 rank. Benefit: If you have a Medium or smaller ranged weapon in hand, you may act in a surprise round even if you are surprised. You roll initiative as though you were not surprised. The only action you may take in the surprise round, however, is a single ranged attack with the weapon in your hand. The attack suffers a -5 penalty.

Reckless Charge [Melee] You charge into combat with abandon, dealing greater damage, but with increased risk to yourself. Benefit: When you make a successful charge attack, you deal double damage. However, you provoke an attack of opportunity from your target. Normal: Charges attacks deal normal damage and do not provoke attacks of opportunity.

counts as an attack of opportunity. Normal: When you escape a grapple, you can move into an adjacent area.

Ride-By Attack [Attack] You are skilled at attacking while on the move when mounted. Prerequisites: Mounted Combat, Ride 1 rank, Weapon Skill 1 rank. Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Rolling Shot [Firearm] You are skilled at defensive movements while wielding a firearm. Prerequisites: Dexterity 13, Dodge, Mobility, Point Blank Shot, Shot on the Run. Benefit: When using an attack action to attack with a firearm during a round in which you use a move action to move at least 20 feet, you gain a +2 dodge bonus to your Defense against ranged attacks during that round.

Shatter [Melee] You are skilled at breaking things. Prerequisites: Strength 13. Benefit: When you attack an object with a melee attack, you ignore 2 points of the object's Hardness.

Sneak Attack [Attack] You are able to strike vital areas, dealing greater damage. Prerequisites: Dexterity 13, any Weapon skill 5 ranks, Treat Injury 5 ranks. Benefit: If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. To use sneak attack, the opponent must either be denied his Dexterity bonus to Defense (regardless of whether he actually has such a bonus). A successful sneak attack deals +1d6 points of damage. If you score a critical hit, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack), unarmed strike, or other weapon that deals nonlethal damage, you can make a sneak attack that deals bonus non-lethal damage instead of lethal damage You cannot use a weapon that normally deals lethal damage to deal non-lethal sneak attack damage, even if you accept the -4 attack roll penalty for dealing non-lethal damage. You can sneak attack only living creatures with discernible anatomies. Constructs, incorporeal creatures, oozes, plant, and undead lack vital areas to attack. Any creature that is immune to critical hits is not subject to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Stamp [Attack] You can stamp the ground to crush and disrupt opponents. Prerequisites: Huge size, feet, trample special attack. Benefit: You may, as a full-round action, strike the ground with one of your feet and create a shock wave that radiates out from your position and continues for a number of feet equal to 5 x your base creature's Hit Dice. Make a single unarmed attack roll. Every creature in the affected area must roll a Balance check with a DC equal to your attack roll. Those who fail fall prone. Special: Each structure and unattended object that is at least partially in the affected area suffers damage equal to 1d6 + Strength bonus + object's hardness (maximum of 5).

Reckless Offense [Melee] You can shift your focus from defense to offense. Prerequisite: Melee Weapon skill or Unarmed skill 2 ranks. Benefit: When you use the attack action or full attack action in melee, you can take a penalty of –4 to your Defense and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Defense last until the beginning of your next turn.

Rending Constriction [Melee] You can pull grappled enemies apart. Prerequisites: Strength 19, Dexterity 15, constrict ability, improved grab, two constricting limbs, Greater Multigrab, Multigrab. Benefit: If you maintain a hold with more than one appendage on an opponent and are able to constrict, you can make an additional rend attack in the same round. This attack automatically deals double the base damage for your constrict attack, plus 1½ x your Strength bonus. However, making this rend attack automatically releases the held creature on its next action. You must reestablish the hold to constrict again.

Reverse Hold [Melee] You are able to turn the tables on a grappling opponent. Prerequisites: Dexterity 13, Combat Martial Arts, Improved Grapple, Unarmed skill 4 ranks. Benefit: When you successfully escape from a grapple using your grapple check, you may immediately make a grapple attempt on the opponent. This

Stand Still [Melee] You can prevent foes from fleeing or closing. Prerequisites: Strength 13. Benefit: When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round. Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one). Normal: Attacks of opportunity cannot halt your foes in their tracks.

Sticking Hands [Melee] With a light, constant touch, you are able to anticipate an opponent's movement and follow him. Prerequisites: Dexterity 17, Wisdom 17, Sense Motive 12 ranks, Unarmed skill 10 ranks. Benefit: You cannot use this feat if your movement is impaired due to armor or encumbrance, and you must have one hand free. Make a melee touch attack against the opponent. If successful, both you and the opponent roll opposing Dexterity checks. A combatant gains a +4 bonus for each size category larger than Medium that he is, or -4 for each size category smaller than Medium. If you win the check, you succeed on initiating the sticking hands. As long

2626

Section 3: Feats as you maintain the sticking hands, you gain a +1 bonus on attack rolls and Defense against the "stuck" opponent. Maintaining sticking hands requires a move action every round. If the opponent moves, you may move with him, up to the normal limits of your movement. If the opponent moves in a manner that you cannot duplicate, the sticking touch ends. If you move in a manner other than to move with the opponent, the sticking touch ends. If the opponent inflicts damage on you, you must roll a DC (15 + damage suffered) Concentration check to maintain the sticking touch. You may end the sticking touch voluntarily. While maintaining a sticking touch, you do not threaten any areas, but you can make attacks of opportunity against the opponent if he provokes them.

Stunning Strike [Melee] You know how to hit an opponent in such a way as to knock him off balance for a moment. Prerequisites: Unarmed skill 12 ranks. Benefit: You must declare that you are using this feat before you roll your attack (thus, a missed attack ruins the attempt). Your attack roll suffers a-2 penalty. If your attack is successful, in addition to your normal damage, the opponent must roll a Fortitude saving throw (DC 10 + damage). If this fails, the opponent is stunned for one round. You may attempt a stunning blow no more than once per round. Action Point: You can spend an action point to increase the DC by +1d8.

Tactician [Combat] You are a skilled tactician capable of leading a small group effectively in battle. Prerequisite: Intelligence 13, Teamwork, Knowledge (tactics) 3 ranks. Effect: Prior to a situation, you can attempt to develop a plan of action to handle the situation. You must have time for preparation to use this feat. Make a DC 15 Knowledge (tactics) check. You cannot take 10 or 20 on this check. Compare your result to the table below. Check Result 14 or less 15 – 19 20 – 29 30+

Weapon Platform [Combat] You are skilled in wielding large weapons. Prerequisites: Strength 17. Benefit: For determining whether you can wield a weapon one-handed, or if you meet the Strength requirements, you are treated as one size category larger.

Weapon Specialization [Attack] You are skilled at dealing damage with a particular weapon. Prerequisites: Weapon Focus, Weapon Skill 4 ranks. Benefit: With the weapon specified by Weapon Focus, you deal +2 damage, and Armor Penetration improves by one point.

Wingstorm [Attack] You can flatten targets with blasts of air from your wings. Prerequisites: Strength 13, fly speed, Large size, Hover, Power Attack. Benefit: As a full-attack action, you can hover in place and use your wings to create a blast of air in a cylinder with a radius, maximum height, and wind strength based on your size. Because the blast of air lasts for only your turn, creatures in the area ignore the checked effect unless they are airborne, in which case, they are blown back 1d6 x5 feet. Size Large Huge Gargantuan Colossal

Wind Effect Severe Windstorm Hurricane Tornado

Radius 10 feet 20 feet 30 feet 40 feet

Max Height 40 feet 80 feet 100 feet 120 feet

Special: You can use this feat as a full-round action, in which case, the wind lasts until your next turn. Anyone in or entering the cylinder is affected. Because you are producing a continuous blast of air, the checked effect works normally while the wind lasts *checked creatures cannot move forward against the force of the wind, or they are blown back 1d6 x 5 feet if airborne).

Bonus +0 (check failed) +1 +2 +3

Decking Feats

This bonus can be applied to all skill checks and attack rolls made by you and your Teamwork-designated allies (to a maximum of 1 + Charisma bonus), but the bonus only lasts for the first three rounds at most. The bonus decreases by one point per round.

Take 'em Alive [Attack] You are skilled at delivering non-lethal blows with normally lethal weapons. Prerequisites: Dexterity 13, any Melee Weapon Skill 1 rank. Benefit: You can use a normally lethal weapon to deal non-lethal damage with no penalty on the attack roll. Normal: When you attempt to deal non-lethal damage with a lethal weapon, you take a -4 penalty on the attack roll.

Thunderclap [Attack] You create a cone of deafening sound by clapping two limbs together. Prerequisites: Strength 31, Power Attack. Benefit: You may, as a full-round action, clap two limbs together and create a cone of sound that starts at your position and continues out for a number of feet equal to 5 x Hit Dice. Creatures in the cone get a DC (10 + Strength modifier) Fortitude save. Those who fail to save are deafened for 3d6 rounds. Creature must roll a second Fortitude save, modified by their size grapple modifier, with failure resulting in being knocked prone. Special: This automatically extinguishes unprotected non-magical flames in the area.

Touché [Melee] You may attack a foe after disarming him. Prerequisites: Intelligence 13, Combat Expertise, Disarming Expert, Improved Disarm, any Melee Weapon Skill 12 ranks. Benefit: If you make a successful disarm attempt, you immediately get a melee attack against that opponent as if you hadn't used your attack for the disarm attempt, using the same attack bonus. This additional attack may not be a trip, disarm, or sunder attempt.

Trample [Melee] You are skilled at using your mount to overrun targets. Prerequisites: Mounted Combat, Ride 1 rank, Weapon Skill 1 rank. Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Weapon Breaker [Melee] You are able to shatter weapons with your unarmed strikes. Prerequisites: Strength 13, Improved Sunder, Power Attack, Unarmed skill 5 ranks. Benefit: You may attempt to sunder weapons with your unarmed attacks. Normal: You can normally attempt to sunder a weapon only with a weapon.

2727

Matrix Fighter [Decking] You are so skilled in Matrix combat that you deal additional damage. Prerequisites: Computer Use 15 ranks. Benefit: You are capable of scoring critical hits in cybercombat. Your threat range is 20/x2. Special: You may select this feat multiple times; each time, your threat range improves by one point. Normal: Matrix combat involves virtual constructs, and normally such constructs cannot score or suffer critical hits.

Program on the Fly [Decking] You are capable of writing programs at a moment's notice, requiring only a fraction of the normal time. Prerequisites: Intelligence 17, Computer Use 15 ranks. Benefit: You are capable of programming programs at a moment's notice, taking only a few rounds. See Section 8: The Matrix for more information.

Defensive Feats Armor Optimization [Defense] You are able to intercept blows with your armor. Prerequisites: Strength 13, Armor Proficiency (any). Benefit: When wearing armor of the selected type, you gain a +1 equipment bonus to Defense. Special: You may select this feat multiple times; each time, it applies to a different class of armor (light, medium, or heavy). You cannot use this feat when you have a non-Dexterity-based dodge bonus to Defense.

Armor Specialization [Defense] You are more comfortable in a specific type of armor. Prerequisites: Strength 13, Armor Proficiency (any). Benefit: Select a specific type of armor from a class with which you have Armor Optimization, such as chain mail, or a forced entry unit. When wearing that armor, the Maximum Dodge bonus is improved by +2, the armor check penalty is reduced by -2, and the armor is treated as one category lighter for the purpose of movement. Special: You may select this feat multiple times; each time, it applies to a different type of armor.

Back Off [Defense] You are skilled at stepping out of the way when someone attacks you. Prerequisites: Dexterity 13, Dodge, Mobility, Sidestep. Benefit: If an opponent’s actions allow you to perform an attack of opportunity, instead of attacking, you may take a single 5-foot step. Your 5-foot step may not take you into any square that is threatened by one or more of your opponents. Using this feat counts as one of your attacks of opportunity for the round. After your 5-foot step, your opponent may continue his or her action

Section 3: Feats normally. This does not count as your 5-ft. step for the round. Normal: Attacks of opportunity normally do not allow you to make any movement, only a single melee attack. Special: Unless you have Combat Reflexes or some other ability that grants you extra attacks of opportunity, you can only back off once per round.

Close-Quarters Defense [Defense] You are particularly effective at defending your space. Prerequisites: Combat Reflexes. Benefit: When you make an attack of opportunity that is provoked by an opponent moving through your threatened area (including attempts to bull rush, overrun, grapple, sunder, etc), you gain a +2 bonus on your attack roll. Special: If the opponent has a feat or ability that allows him to perform a provoking action without provoking (such as improved grapple or improved sunder), you may still make an attack of opportunity, albeit at a -10 penalty.

Defensive Position [Defense] You are skilled at using cover to greater effect. Prerequisites: Dexterity 13. Benefit: When you have one-quarter, one-half, three-quarters, or ninetenths cover, you gain an additional +2 cover bonus to Defense and Reflex saves.

Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Improved Evasion [Defense] You are quite skilled at avoiding damage from area attacks. Prerequisites: Dexterity 17, Evasion. Benefit: When you are subjected to an effect that allows a Reflex save for half damage, you take no damage on a successful save, and only half damage on a failed save. You cannot use Improved Evasion if you are wearing Medium or heavier armor or are carrying more than a Light Load.

Improved Iron Skin [Defense] You are particularly resistant to injury. Prerequisites: Constitution 19, Iron Skin. Benefit: You damage reduction increases to 2/-.

Improved Uncanny Dodge [Defense] You are able to react to multiple opponents. Prerequisites: Dexterity 13, Dodge, Evasion, Uncanny Dodge. Benefit: Flanking attackers receive no bonus to attack rolls against you. You are still considered flanked though.

Deflect Arrows [Defense] You can deflect incoming arrows, crossbow bolts, spears, and other shot or thrown weapons. Prerequisites: Dexterity 15, Melee Weapon skill or Unarmed skill 8 ranks. Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected. Special: Normally, a character cannot attempt to deflect a ballistic projectile (bullet), but if, somehow, a character has a Dexterity score of 31 or better, he can attempt to deflect one ballistic projectile with a Reflex save versus a DC of 40, with 50 or better catching the projectile. Each additional ballistic projectile to be deflected increases the DC by +5, so a three-round burst would require a save against DC 50.

Evasion [Defense] You are adept at reducing the effects of area attacks. Prerequisites: Dexterity 13, Dodge. Benefit: When you are subjected to an effect that allows a Reflex saving throw for half damage, you take no damage with a successful save. Evasion does not apply if you are wearing Medium or heavier armor, or are carrying more than a Light Load.

Greater Dodge [Defense] Your skill at dodging attacks is preternatural. Prerequisites: Dexterity 13, Dodge, Improved Dodge. Benefit: Your skill with the Dodge feat improves such that you now receive a +3 dodge bonus to Defense against subsequent attacks from your chosen opponent. Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Greater Iron Skin [Defense] You are particularly resistant to injury. Prerequisites: Constitution 21, Improved Iron Skin, Iron Skin. Benefit: You damage reduction increases to 3/-.

Hardy Brawler [Defense] You are resistant to non-lethal damage. Prerequisites: Constitution 13. Benefit: You gain a damage reduction against non-lethal damage that is equal to your Constitution bonus.

Harm's Way [Defense] You are skilled at inserting yourself between danger and an ally. Prerequisites: Dexterity 13, Spot 4 ranks. Benefit: Once per round, if you are adjacent to an ally who is targeted by a direct melee or ranged attack (i.e., not an area effect), you can subject yourself to the attack in place of the ally. If the attack hit s you, resolve the effects against you normally; if the attack misses you, it also misses the ally. You must declare this intention before the attack roll result is declared. You must select the ally either before initiative is rolled, or immediately after you make your initiative check. You cannot change the designated ally during combat.

Improved Dodge [Defense] You excel at dodging attacks. Prerequisites: Dexterity 13, Dodge. Benefit: Your skill with the Dodge feat improves such that you now receive a +2 dodge bonus to Defense against subsequent attacks from your chosen opponent.

Interference [Defense] The more opponents you fight, the more likely they are to get in each other's way. Prerequisites: Dexterity 13, Dodge, Mobility. Benefit: When you are not flat-footed, you gain a +1 dodge bonus to your Defense for every two opponents within 5 feet that are threatening you (maximum bonus of +4 if you are completely surrounded).

Iron Skin [Defense] You are particularly resistant to injury. Prerequisites: Constitution 17. Benefit: You have an innate damage reduction of 1/-.

Quick Dress [Defense] You are able to get into and out of armor quickly. Prerequisites: Dexterity 13, Armor Proficiency (any). Benefit: You can get in and out of armor in half of the normal time.

Sidestep [Defense] In combat, you have the ability to anticipate your opponent’s moves and move in his wake. Prerequisites: Dexterity 13, Dodge, Mobility. Benefit: When an opponent in an adjacent square takes a single 5-foot step to a square that you do not threaten, you may spend 1 action point to move into the square the opponent just left.

Stability [Defense] You are able to resist being knocked down. Prerequisites: Strength 13, Dexterity 13, Improved Grapple, Unarmed skill 5 ranks. Benefit: You have a +4 bonus to resist bull rush attempts, overruns, trips, and any other attack that would knock you down or move you. This bonus stacks with similar bonuses.

Supreme Dodge [Defense] Your skill at dodging attacks is such that you can avoid multiple attackers at once. Prerequisites: Dexterity 13, Dodge, Improved Dodge, Greater Dodge. Benefit: When using your Dodge feat, you may now designate more than one opponent (you must still be aware of each opponent you designate). You have a total of +4 dodge bonus that can be divided between the different opponents you designate. You may choose to have +4 against a single opponent, +2 against two separate opponents, +1 against four separate opponents, or any other combination you prefer. You can select new opponents or reallocate your dodge bonus on any action. Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Uncanny Dodge [Defense] You are able to stay on the defensive even when surprised. Prerequisites: Dexterity 13, Dodge, Evasion. Benefit: You retain your Dexterity dodge bonus to Defense even when flatfooted or struck by an invisible attacker.

Whirling Defense [Defense] You spin so quickly when attacking that you nimbly avoid your enemies' counterattacks. Prerequisites: Dexterity 13, Intelligence 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, any Melee Weapon Skill 15 ranks. Benefit: Whenever you make a whirlwind attack, you gain a +2 dodge bonus to your Defense until the beginning of your next turn.

2828

Section 3: Feats

Zig-Zag [Defense] You are particularly skilled at dodging ranged attacks. Prerequisites: Dexterity 13, Dodge, base Defense +6. Benefit: You gain a +1 dodge bonus to Defense against ranged weapons for each range increment the weapon must fire through. If you are fighting defensively or using total defense, double this bonus.

Magic Feats Assensing [Magic] You are able to use astral sight to gain information about beings and objects. Prerequisites: Wisdom 11, Astral Sight, Magic Rating 1. Benefit: When you are using astral sight, you can attempt to glean information about a creature, object, or other effect as long as it possesses an astral aura. For more information, see Section 7: Magic.

Astral Projection [Magic] You are able to separate your astral form from your physical body and travel. Prerequisites: Wisdom 11, Astral Sight, Magic Rating 1. Benefit: You are able to separate your astral form from your physical body and travel through astral space. For more information on the Astral Plane, see Section 7: Magic.

Astral Sight [Magic] You have developed the ability to see into the plane of existence known as the Astral Plane. Prerequisites: Wisdom 11, Magic Rating 1. Benefit: You have the ability to see into the Astral Plane. This is astral perception. For more information, see Section 7: Magic.

Astral Tracking [Magic] You are able to track auras and magical residue on the Astral Plane. Prerequisites: Wisdom 11, Assensing, Astral Sight, Magic Rating 1. Benefit: You have the ability to track signatures on the Astral Plane. See Section 7: Magic for more information.

Combat Casting [Magic] Prerequisites: Magician. Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Greater Spell Focus [Magic] Your spells in a specific category are unusually potent. Prerequisites: Spell Focus. Benefit: Increase the save DC for spells from the category selected with Spell Focus by an additional +2.

Improved Counterspell [Magic] You are skilled at counterspelling magic. Prerequisites: Spellcraft 8 ranks, Magic Rating 1. Benefit: When you assign Magic Rating to Counterspelling, you actually provide twice the normal defense. For example, if you allocate 2 points of Magic Rating, you protect as if you had allocated 4 points.

Improved Summoning [Magic] You are particularly adept at summoning spirits. Prerequisites: Spellcraft 8 ranks, Magic Rating 1. Benefit: You gain a +4 bonus to Summoning checks.

Quick Counterspell [Magic] You are skilled at counterspelling quickly. Prerequisites: Magic Rating 2. Benefit: You may allocate Magic Rating to Counterspelling as a free action on your turn. Normal: It normally takes a move action to Counterspell.

Rapid Summon [Magic] You are able to summon spirits more quickly than usual. Prerequisites: Spellcraft 15 ranks, Magic Rating 6. Benefit: You can summon a spirit as a standard action, but you take a -4 penalty to the Summoning check. Normal: Summoning is a full-round action.

Spell Focus [Magic] You are adept at casting spells from a specific category. Prerequisites: Magic Rating 1, spellcasting. Benefit: Select a category of spells (Combat, Detection, Health, Illusion, Manipulation). Increase the save DCs for spells in that category by +2.

Vehicle Feats Collision Control [Vehicle] You are quite skilled at controlling vehicle collisions. Prerequisites: Force Stop, Vehicle Expert, Drive 8 ranks.

2929

Benefit: At your discretion, when involved in a vehicular collision, the smallest vehicle involved in the collision may be treated as one size category larger or smaller for the purposes of determining the damage. This does not require that you instigate the collision.

Follow that Car [Vehicle] When driving, you can follow a vehicle so closely that nothing is able to separate the two vehicles. Prerequisites: Drive 6 ranks, Vehicle Dodge, Vehicle Specialization. Benefit: At the beginning of the round you must be in control of a car, motorcycle, or other automotive vehicle that is in a square directly behind the target vehicle. As a full-round action you may spend 1 action point to follow that vehicle no matter where it goes, ignoring any impediments that have been placed in your way. Your vehicle must conform to the standard movement rules—you do not automatically gain extra speed or maneuverability. You must make checks as normal for maneuvers and stunts. Your vehicle cannot perform maneuvers for which it is not equipped. (For example, if you are following a car that has been modified to also serve as a submarine and your car has not, you may not follow it underwater.) The purpose of this feat is to allow you to follow the vehicle so closely that no impediment may be placed in the road to knock you off the trail.

Free Driving [Vehicle] You are a great driver. Prerequisites: Vehicle Expert, Drive 15 ranks. Benefit: You are able to drive any ground vehicle as a free action. Drive checks made to perform a second stunt action require a move action.

Hit the Weak Spot [Vehicle] You know where to hit vehicles in critical areas. Prerequisites: Craft (mechanical) 6 ranks. Benefit: When you make an attack against a vehicle, with a weapon or another vehicle, you ignore 5 points of the vehicle's Hardness.

Off-Roader [Vehicle] You are skilled at maneuvering vehicles in rough terrain. Prerequisites: Drive 6 ranks. Benefit: You no longer double the modifier for driving off road.

Redlining [Vehicle] You are quite adept at operating vehicles at high speeds. Prerequisites: Dexterity 13, Vehicle Expert, Drive 10 ranks. Benefit: You treat Check/Roll Modifiers for All-Out and Highway Speeds as Street Speeds (reduced to –1 as opposed to –2 and –4, respectively).

30

Section 4: Equipment

SECTION 4: EQUIPMENT W EALTH Wealth follows the normal rules as presented in d20 Modern Roleplaying Game, with the following modifications. In addition, Shadowrun/d20 Modern uses the d20 Cyberscape concept of Grey Wealth. To determine Wealth loss: You do not automatically lose Wealth because a Purchase DC is 15+. To determine your Wealth loss, subtract 5 from your Wealth bonus. • If the Purchase DC is 1-10 points higher than this, you lose 1 point of Wealth. • If the Purchase DC is 11-15 points high than this, you lose 1d6 Wealth. • If the Purchase DC is 16+ points higher than this, you lose 2d6 Wealth.

Nuyen¥ to Wealth Most everything you do in Shadowrun/d20 Modern is for the money. However, the system doesn't use money, it uses the abstract Wealth system. To convert cash to your Wealth bonus, treat it as selling an object with s Purchase DC equal to the value of the cash (do not reduce by 3 as per the normal Selling Stuff rules). Since, in this revision, you do not automatically lose a point of Wealth for buying objects with Purchase DC 15+, you do not automatically gain a point of Wealth for selling objects with a Purchase DC of 15+.

R ESTRICTIONS This needs to be emphasized apparently. If you do not have a SIN, you cannot buy any item that has a restriction rating of Licensed, Restricted, or Military legally unless you can acquire the appropriate paperwork. Even if you have a SIN, or forged paperwork, you cannot buy Restricted or Military class items without proper justification for the Powers That Be.

P ERSONAL W EAPONRY Reading Personal Weaponry Table: • AP: "Armor Penetration". An attack with this weapon modifies the target's damage conversion/damage reduction by this amount before applying the DC/DR to the damage dealt. For example, if using hand razors against a target wearing an armor vest (LI 1d4-1), the target rolls 1d4-1+2 damage conversion. If you were instead wielding a club (-1 AP), the target would roll 1d4-1-1. • Size: This is the size category of the weapon (not the size class of the wielder). • Str: This is the minimum Strength score required to wield the weapon without penalty (listed for Medium/Large characters). If your Strength is insufficient, then for each point below the minimum, you suffer a -1 penalty to attack rolls.

PERSONAL WEAPONRY (LOW-IMPACT)TABLE Weapon

Skill

Damage Critical Damage Type

Light Melee Weapons Hand razors Unarmed 1d3 2 20 Slashing Knife Light Blades 1d4 19-20 Piercing Monofilament whip 3 Flails & Chains/Exotic 3d6 18-20 Slashing Sap Maces and Clubs 1d6 2 20 Bludgeoning Spurs Unarmed/Exotic 1d6 2 20 Slashing Stun baton 3 Maces and Clubs 1d6 2 20 Bludgeoning One-Handed Melee Weapons Club Maces and Clubs 1d6 20 Bludgeoning One-Handed Melee Weapons Sword Heavy Blades 1d8 19-20 Slashing Two-Handed Melee Weapons Katana 3 Heavy Blades 2d6 19-20 Slashing Pole arm Polearms 1d12 19-20 Slashing Staff 3 Maces and Clubs 1d8 20 Bludgeoning 1 This mastercraft weapon grants a +1 bonus on attack rolls. 2 This weapon does special damage. See the weapon description. 3 See the description of this weapon for special rules. Hand razors: Hand razors allow you to deal lethal slashing damage with your unarmed attacks. The Purchase DC is for non-retractable/retractable versions. Katana: A proficient wielder is able to use a katana one-handed. Monofilament whip: This weapon is treated as a whip except it cannot be used to make trip attacks (The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach, including adjacent foes. Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). Unlike a standard whip, the monofilament whip deals lethal damage. When using a monofilament whip, the target resists the damage as if the monofilament whip is a high impact weapon. If the natural attack roll when using a monofilament whip is a one (1), roll 1d%; if the result is 1-25, you suffer a critical failure. Roll 1d20 + attack bonus used in the attack; if this is sufficient to strike your Defense, then you have hit yourself with your whip and suffer normal damage. You can score a critical hit on this fumble attack. Sap: A sap deals non-lethal damage. You may attempt to deal lethal damage with a sap, but you suffer a -4 penalty to the attack roll. Spurs: The listed damage is for a Medium character. Spurs for different sized characters deal different damage. The Purchase DC is for nonretractable/retractable versions. Staff: This can be used as a two-handed weapon (adding 1½ Strength bonus) or as a double weapon (normal two-weapon fighting rules). Stun baton: When this is turned on, a successful hit deals normal damage, plus 1d4 points of electricity (energy) damage and the target must roll a Fortitude

3131

Range Increment

AP

Size

Str

Wt.

Purchase DC

Illegal DC

Res

10 ft. 10 ft.

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

T T L S T S

1/1 2/1 1/1 5/3 1/1 3/2

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

23/25 5 22 3 25/26 17

23/25 5 25 3 25/26 17

I ll I ll Res I ll Mil

10 ft.

-1

M

5/3

3 lb.

3

3

-

-

-1

M

6/3

4 lb.

15

15

I ll

-

-2 -2 -2

L L L

8/4 13/8 9/5

5 lb. 10 lb. 6 lb.

18 15 7

20 18 7

I ll I ll I ll

save (DC 15 + electrical damage that penetrates) or be paralyzed for 1d6 rounds. When the baton is turned off, it deals damage as a club. The stun function of the baton is usable 8 times before it requires a 1-hour recharge.

I MPACT P ROJECTILE W EAPONRY Reading Impact Projectile Weapons Table: • RoF: "Rate of Fire". This is the base rate of fire with the weapon. See below for specifics. • AP: "Armor Penetration". An attack with this weapon modifies the target's damage conversion/damage reduction by this amount before applying the DC/DR to the damage dealt. For example, if using a heavy crossbow against a target wearing an armor vest (LI 1d4-1), the target rolls 1d4-1-2 damage conversion. If you were instead wielding a shuriken (+1 AP), the target would roll 1d4-1+1. • Size: This is the size category of the weapon (not the size class of the wielder). • Str: This is the minimum Strength score required to wield the weapon without penalty (listed for Medium/Large characters). If your Strength is insufficient, then for each point below the minimum, you suffer a -1 penalty to attack rolls.

Section 4: Equipment IMPACT PROJECTILE WEAPONS (LOW-IMPACT) TABLE Weapon

Skill

Damage Critical

Range Inc 120 ft. 80 ft. 100 ft. 120 ft. 15 ft. 10 ft.

Type

3

Compound bow Bows 1d10 20 Piercing Crossbow, light Crossbows 1d8 19-20 Piercing Crossbow, medium Crossbows 1d10 19-20 Piercing Crossbow, heavy Crossbows 1d12 19-20 Piercing Shuriken Slings & Thrown Weapons 1 20 Piercing Throwing knife 1 Slings & Thrown Weapons 1d4 20 Piercing 1 This mastercraft weapon grants a +1 bonus on attack rolls. 2 This weapon does special damage. See the weapon description. 3 See the description of this weapon for special rules.

RoF

AP

Mag Size

Str

Bow Xbow Xbow Xbow TW TW

-1 0 -1 -2 +1 0

1 int 1 int 1 int -

5/3 6/3 8/4 1/1 1/1

L M M L T T

Purchase Illegal DC DC 3 lb. 14 14 7 lb. 14 14 9 lb. 15 15 12 lb. 15 15 0.5 lb. 5 8 1 lb. 4 4 Wt.

Res Res Res Res Res I ll I ll

you have Iterative Attacks, each additional attack reduces the reload time by one full round action. Medium Crossbow: Reloading a medium crossbow takes 8 full round actions. If you have Iterative Attacks, each additional attack reduces the reload time by one full round action. Modern Versions: Modern crossbows typically have gears, pulleys and other mechanisms that allow for a more rapid reload. Reduce the reload times by 2 full round actions to a minimum of 2. Slings: Reloading a sling takes 5 full round actions. If you have Iterative Attacks, each additional attack reduces the reload time by one full round action.

Bow: This compound bow is rated for +0 Strength, allowing average Strength (10-11) characters to use it without penalty. The pulley system allows you to add your Strength bonus to damage rolls with the bow. Crossbows: These are modern crossbows with advanced loading systems, allowing for more rapid reloads. Shuriken: Drawing a shuriken is a free action, assuming it is in a viable location. Throwing knife: Drawing a throwing knife is a free action, assuming it is in a viable location.

F IREARMS

Impact Projectile Weapons and Rate of Fire

Ballistic damage is High Impact for armor purposes, unless noted otherwise. Reading Firearms Table 1: • Acc: "Accuracy". This lists any modifier to attack rolls made with the weapon, based on the weapon's inherent accuracy. This is in addition to any mastercraft bonus. • Damage (burst): This is the damage the weapon deals with a burst, when using burst fire. • AP: "Armor Penetration". An attack with this weapon modifies the target's damage conversion/damage reduction by this amount before applying the DC/DR to the damage dealt. Even when firing a burst, the AP of a weapon does not change.

Compound Bow: Reloading a compound bow takes 4 full round actions. If you have Iterative Attacks, each additional attack reduces the reload time by one full round action. Simple Bow: Reloading a simple bow takes 6 full round actions. If you have Iterative Attacks, each additional attack reduces the reload time by one full round action. Hand Crossbow: Reloading a hand crossbow takes 5 full round actions. If you have Iterative Attacks, each additional attack reduces the reload time by one full round action. Heavy Crossbow: Reloading a heavy crossbow takes 10 full round actions. If you have Iterative Attacks, each additional attack reduces the reload time by one full round action. Light Crossbow: Reloading a light crossbow takes 6 full round actions. If

FIREARMS TABLE 1 Weapon Handguns Ares Predator (.45 autoloader) Ares Viper (10mm autoloader) 3 Beretta Model 101T (9mm autoloader) Browning Max Power (10mm autoloader) Colt American L36 (9mm autoloader) Fichetti Security 500 (9mm autoloader) Fichetti Security 500a (9mm autoloader)1 Remington Roomsweeper (20-g shotgun) 3 Ruger Super Warhawk (.44 magnum rev) Streetline Special (.32 autoloader) 3 Walther Palm Pistol (9mm breech-loader)3

Skill Handguns Handguns/SMG Handguns Handguns Handguns Handguns Handguns Shotguns Handguns Handguns Handguns

Acc Damage

Damage (burst)

Crit

AP

Type

Range Inc

RoF

Mag

n/a 4d6 n/a n/a n/a n/a n/a n/a n/a n/a n/a

20 20 20 20 20 20 20 20 20 20 20

-1 Special -2 -1 -2 -2 -2 Varies -1 -0 -2

Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic

30 ft. 20 ft. 30 ft. 30 ft. 25 ft. 30 ft. 30 ft. 10 ft. 30 ft. 30 ft. 20 ft.

S S, 3b S S S S S Single S S Special

15+1 box 30+1 box 12+1 box 10+1 box 11+1 box 12+1 box 25+1 box 8+1 int 6 cyl 6+1 box 2 int

4d8 4d8 4d10 n/a Varies 4d10 2d10 2d10 4d8 n/a n/a n/a 2d10

20/x3 20/x3 20/x3 20 20 20/x3 20 20 20/x3 20/x3 20/x3 20/x3 20

-2 -2 -2 Varies Varies -2 -2 -2 -2 -3 -2 -2 -2

Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic

70 ft. 40 ft. 70 ft. 30 ft. 30 ft. 90 ft. 50 ft. 40 ft. 100 ft. 100 ft. 80 ft. 90 ft. 40 ft.

S, A S, A S, A S S, 3b S, A S, A S, 3b A S Single Single 3b

38+1 box 30+1 box 38+1 box 5+1 int 10+1 box 35+1 box 28+1 box 28+1 box Linked 6+1 int 5+1 int 5+1 int 24+1 box

-1 2d8 +0 2d6 2 +0 1d10 +0 2d6 +0 1d10 +0 1d10 +0 1d10 -1 Varies 2 -1 1d10+1d4 +0 1d8 +0 1d10

Longarms AK-97 (5.56mm assault rifle) 3 Assault Rifles/Rifles -1 2d8 AK-97 SMG (5.56mm SMG) Assault Rifles/Rifles +0 2d8 AK-98 (7.62mm assault rifle) Assault Rifles/Rifles +0 2d10 Defiance T-250 (12-gauge shotgun) Shotguns +0 Varies 2 Enfield AS-7 (12-gauge shotgun) Shotguns +0 Varies 2 2d10 FN HAR (7.62mm assault rifle) Assault Rifles/Rifles +1 HK HK227 (9mm submachine gun) Submachine Guns +0 1d10 HK HK227S (9mm submachine gun) 3 Submachine Guns +0 1d10 Ingram Valiant (5.56mm LMG) 3 Machine Guns +0 2d8 Ranger Arms SM-3 (7.62mm sniper rifle)13 Rifles +2 2d10 Remington 750 (7.62mm hunting rifle) Rifles +1 2d10 Remington 950 (7.62mm hunting rifle) 1 Rifles +1 2d10 Uzi III (9mm submachine gun) Submachine Guns +0 1d10 1 This mastercraft weapon grants a +1 bonus on attack rolls. 2 This weapon does special damage. See the weapon description. 3 See the description of this weapon for special rules.

and is for semi-automatic and single shot fire modes, even for weapons capable only of burst or automatic fire. o If a character does not meet the Strength requirement, he suffers a -2 penalty to his attack rolls per point by which he fails to meet the requirement. o When fired in burst fire mode, the Strength requirement

Reading Firearms Table 2: • Size: This is the size category of the weapon (not the size class of the wielder). • Str: This is the minimum Strength required to use the weapon without penalty. The requirement is listed in Medium/Large character size

3232

Section 4: Equipment o o

increases by +1. When fired in automatic mode, the Strength requirement increases by +3. Keep in mind that this is a guideline. In addition to Strength, the size of the operator and the weapon will affect usage.

FIREARMS TABLE 2 Weapon Size Handguns Ares Predator M Ares Viper S Beretta Model 101T S Browning Max Power S Colt American L36 S Fichetti Security 500 S Fichetti Security 500a S Remington M Roomsweeper Ruger Super Warhawk M Streetline Special T Walther Palm Pistol T Longarms AK-97 AK-97 SMG AK-98 Defiance T-250 Enfield AS-7 FN HAR HK HK227 HK HK227S Ingram Valiant Ranger Arms SM-3 Remington 750 Remington 950

L M L L L L L L H L L L

Str

Wt.

Purchase DC Illegal DC Res

3/2 3/2 1 3/2 1 1 1

4.5 lb. 4 lb. 2 lb. 4 lb. 2 lb. 2 lb. 2.5 lb.

15 16 14 15 14 15 15

13 16 14 15 14 14 14

Lic Lic Lic Lic Lic Lic Lic

3/2

5 lb.

15

15

Lic

4/2 1 1

6 lb. 1 lb. 0.5 lb.

14 10 12

14 9 11

Lic Lic Lic

6/3 9 lb. 5/3 8 lb. 8/4 12 lb. 4/2 6 lb. 5/3 8 lb. 6/3 9 lb. 5/3 8 lb. 6/3 9 lb. 11/6 18 lb. 5/3 8 lb. 4/2 6 lb. 5/3 8 lb.

16 17 21 15 18 19 19 18 19 23 16 17

19 17 26 15 18 21 18 21 22 28 16 17

Mil Mil Mil Lic Lic Mil Res Mil Mil Res Lic Lice

FIREARMS TABLE 2 Weapon Uzi III

Size Str L 4/2

Wt. 6 lb.

Purchase DC Illegal DC Res 16 15 Res

Some weapons are noted has having Rating x gas vent or other recoil systems. Stock-based recoil is ignored; for gas-vent recoil, see Firearm Accessories. Ares Viper: The Viper is a 10mm autoloader pistol, but it is incapable of firing standard 10mm rounds. The Viper can fire only special 10mm flechette rounds. The effects of the flechette rounds are not calculated into the figures on the table. Defiance T-250: The T-250 is chambered for 3-inch shells and has a Standard Choke. Enfield AS-7: The AS-7 is chambered for 3.5-inch shells and has a Standard Choke. HK HK227S: The 227S mounts an integral silencer/suppressor. This weapon follows the rules for cold-loaded ammo, but does not use actual cold loads. Ingram Valiant: This includes a recoil hip pad that is equal to a shock pad. Ranger Arms SM-3: This weapon mounts an integral electro-optical telescopic zoom scope. Assembling or disassembling the weapon takes 1d4+1 rounds. Remington Roomsweeper: The Roomsweeper is a 20-gauge shotgun with a pistol grip. It is about the size of a large pistol. It is chambered for 3-inch shells, and has an Open Choke. Streetline Special: When unloaded, this cannot be detected by MADs. Walther Palm Pistol: This is a breech-loaded, double (over-and-under) barreled weapon. The barrels can be fired one at a time or simultaneously.

Shotguns Shotguns require some alterations and additions to the standard d20 Modern Roleplaying Game rules.

Shotgun Basic Damage Page 99 of d20 Modern Roleplaying Game indicates that shotgun damage is reduced by one point for every range increment of the attack. Replace this rule with the following: Shotgun damage is based on the type of ammunition being fired and the distance to the target.

SHOTGUN DAMAGE Caliber 00 Buckshot* Buckshot AP Birdshot* Birdshot AP Slug Slug AP Critical 10-gauge 3d8 / 2d8 / 1d8 +1 / +2 / +3 3d4 / 2d4 / 1d4 +2 / +3 / +4 2d10 -2 20 12-gauge 3d6 / 2d6 / 1d6 +1 / +2 / +3 3d3 / 2d3 / 1d3 +3 / +4 / +5 2d10 -1 20 16-gauge 3d6 / 2d6 / 1d6 +2 / +3 / +4 2d3 / 2d3 / 1d3 +4 / +5 / +6 2d10 +0 20 20-gauge 2d6 / 1d6 / 1d4 +3 / +4 / +5 2d3 / 1d3 / 1d2 +5 / +6 / +7 2d8 +0 20 28-gauge 2d4 / 1d4 / 1d3 +4 / +5 / +6 2d2 / 1d2 / 1 +6 / +7 / +8 2d6 +1 20 .410 (gauge) 1d8 / 1d3 / 1d2 +5 / +6 / +7 1d4 / 1d2 / 1 +7 / +8 / +9 1d10 +1 20 * Buckshot and birdshot deal the first damage in the first range increment, the second damage in the second range increment, and the third damage at the third range increment and beyond.

Shotgun Ammunition Length Shotguns are assumed to chamber and fire three-inch shells unless noted otherwise. These have the listed effects and costs. In addition, you can purchase 3.5-inch shells, and 2.5-inch shells. A shotgun chambered for a particular length can fire shells that are smaller, but not larger. A shotgun can be chambered for 3.5-inch shells at a +1 increase in the Wealth check DC. 2.5-inch shells inflict -1 damage, but reduce the Wealth check DC by one point. 3.5-inch shells inflict +1 damage, but increase the Wealth check DC by one point.

Shotgun Chokes Shotguns have three basic choke settings: Full, Open, and Standard. Changing a shotgun’s choke takes one minute and a Repair check (DC 10). Certain cybernetics and cyber components can alter this. Full Choke: Attacks suffer a -1 penalty to attack rolls per range increment. When firing buckshot and birdshot, the listed damage is inflicted at one additional range increment. For example, a 12-gauge set with a full choke suffers an additional -1 penalty to the attack roll per increment, but deals 3d6 damage to increments 1-2, 2d6 damage to increments 3-4, and 1d6 damage to increments 5-10. Open Choke: Open chokes provide a +1 circumstance bonus to attack rolls, but the range increment is reduced by 50%. This does not apply when firing slugs. Standard Choke: This is what most shotguns have normally, and there is no additional effect.

Shogun Slugs Slugs are slow and inaccurate; for every range increment beyond the first, the attack suffers a -2 penalty. Slugs can only be fired from Open Chokes.

3333

Firearm Accessories FIREARM ACCESSORIES TABLE Object Concealable holster Grenade launcher Laser sights Imaging scopes Low-light Magnification 1 Magnification 2 Magnification 3 Thermographic Recoil Compensators Gas-Vent 2 Gas-Vent 3 Shock pads Gyro mount Gyro mount, deluxe Silencer Smart goggles Smartgun adapter Smartgun variant

Size Wt. 0.5 lb. S 3 lb. T 0.5 lb.

Purchase DC 10 20 15

Illegal DC 9 24 15

Res Mil -

S T T T S

0.75 lb. 0.5 lb. 0.5 lb. 0.5 lb. 0.75 lb.

19 15 17 18 19

18 15 17 18 18

-

D D T L L T S F -

1 lb. 1.5 lbs. 0.5 lb 13 lb. 17.5 lb. 0.5 lb. 0.5 lb. 1 lb. -

15 17 12 21 24 15 22 +2 +3

15 17 11 21 24 18 22 +2 +3

Mil Res Res Res

Concealable holster: A concealable holster increases the DC to find a weapon by visual or tactile search by +2.

Section 4: Equipment Grenade launcher: This stand-alone weapon may also be mounted to most modern assault rifles. For complete statistics, see Heavy Weapons below. Laser sights: This provides a +1 bonus on attack rolls with a ranged weapon against targets within 30 ft. as long as lighting conditions allow for it. Laser sights are not compatible with smartgun links or smart goggles. Imaging scopes: There are a variety of imaging scopes available for weapons. • Low-light: This scope allows you to see through it as if you possess the extraordinary ability of low-light vision. • Magnification 1-3: o When using a telescopic scope, you cannot use automatic fire, burst fire, double tap, or the Strafe feat. o You gain the benefits of the Dead Aim and Far Shot feats when using a telescopic scope, even if you do not have those feats or qualify for them. o When using a telescopic scope, you take a -10 penalty on Spot checks made to detect opponents within 30 ft. o Making an attack when using a telescopic scope requires a fullround action. o A telescopic scope provides no benefit at ranges less than 50 feet. o Depending on their quality, telescopic scopes provide varying equipment bonuses on attack rolls. A Magnification 1 provides a +2 bonus, a Magnification 2 provides a +4 bonus, and a Magnification 3 provides a +6 bonus. • Thermographic: This scope allows you to see through it as if you possess the extraordinary ability of darkvision with a range of 120 ft. Recoil compensators: • Gas-Vent 2: When firing multiple shots, as if using Double Tap, Burst Fire, automatic fire, and so forth, you receive a +2 bonus to the attack roll. However, this attack bonus cannot exceed the penalty imposed by the fire mode. • Gas-Vent 3: When firing multiple shots, as if using Double Tap, Burst Fire, automatic fire, and so forth, you receive a +3 bonus to the attack roll. However, this attack bonus cannot exceed the penalty imposed by the fire mode. • Shock pads: When firing multiple shots, as if using Double Tap, Burst Fire, automatic fire, and so forth, you receive a +1 bonus to the attack roll. However, this attack bonus cannot exceed the penalty imposed by the fire mode. This bonus stacks with the bonus provided by Gas-Vent systems. • Gyro mount: This uses an articulated arm to help maintain stability when using a weapon in burst or automatic mode. When firing multiple shots, as if using Burst Fire, automatic fire, and so forth, you receive a +4 bonus to the attack roll. However, this attack bonus cannot exceed the penalty imposed by the fire mode. This bonus stacks with the bonus provided by Gas-Vent systems. This does not stack with the bonus provided by shock pads. A gyro mount provides 1 point of damage conversion. Gyro mounts attempt to correct the wearer's movement – when moving, changing direction requires a Strength check, with the DC based on your speed – at walking speed, the DC is 15. A hustle is DC 20 and a run is DC 30. Putting on a gyro mount takes 1 minute, but it can be released with a standard action. • Gyro mount – deluxe: This uses an articulated arm to help maintain stability when using a weapon in burst or automatic mode. When

firing multiple shots, as if using Burst Fire, automatic fire, and so forth, you receive a +6 bonus to the attack roll. However, this attack bonus cannot exceed the penalty imposed by the fire mode. This bonus stacks with the bonus provided by Gas-Vent systems. This does not stack with the bonus provided by shock pads. A gyro mount provides 1 point of damage conversion. Gyro mounts attempt to correct the wearer's movement – when moving, changing direction requires a Strength check, with the DC based on your speed – at walking speed, the DC is 15. A hustle is DC 20 and a run is DC 30. Putting on a gyro mount takes 1 minute, but it can be released with a standard action. Silencer: Noticing a shot fired by a silenced weapons requires a DC 15 Listen check. Silencers reduce the damage of a weapon. Weapons that deal up to 8 points of damage suffer no reduction; weapons that deal up to 12 points of damage suffer a -1 damage penalty. Weapons that deal more than 12 points of damage suffer a -2 damage penalty. Smart goggles: When used with a smart weapon (either a smartgun variant or a weapon with a Smartlink adapter), these provide a +1 bonus on attack rolls. Smartgun adapter: This is an add-on accessory, allowing a weapon to be used with smartgun systems. Smartgun variant: This is a variant weapon with smart tech built directly into the weapon.

T ASER W EAPONS Reading Taser Weapons Table: • AP: "Armor Penetration". An attack with this weapon modifies the target's damage conversion/damage reduction by this amount before applying the DC/DR to the damage dealt. Even when firing a burst, the AP of a weapon does not change. • RoF: "Rate of Fire". This determines how quickly the weapon can cycle rounds. "S" indicates a semi-automatic weapon. Semi-auto weapons are capable of double taps. "A" indicates full automatic fire. "[Number]rb" indicates a preset unalterable burst setting. "Single" indicates single shot – one pull of the trigger fires one round, but the weapon cannot be used for double taps. • Size: This is the size category of the weapon (not the size class of the wielder). • Str: This is the minimum Strength required to use the weapon without penalty. The requirement is listed in Medium/Large character size and is for semi-automatic and single shot fire modes, even for weapons capable only of burst or automatic fire. o If a character does not meet the Strength requirement, he suffers a -2 penalty to his attack rolls per point by which he fails to meet the requirement. o When fired in burst fire mode, the Strength requirement increases by +1. o When fired in automatic mode, the Strength requirement increases by +3. o Keep in mind that this is a guideline. In addition to Strength, the size of the operator and the weapon will affect usage.

TASER WEAPONS TABLE Weapon Damage Critical AP Type Defiance Super Shock (taser) 1d6 2 +2 Piercing/Electricity 1 This mastercraft weapon grants a +1 bonus on attack rolls. 2 This weapon does special damage. See the weapon description. 3 See the description of this weapon for special rules.

Range Inc 5 ft.

Defiance Super Shock: The Defiance SST uses the Handguns skill. On a successful hit, a single dart deals 1d6 damage (Low Impact) plus 1d6 points of electricity (Energy) damage and the victim must roll a Fortitude save (DC 15 + electrical damage) or be paralyzed for 1d8 rounds. Both darts can be fired simultaneously; in this case, roll one attack roll. On a successful hit, the target suffers 1d6 +1d6 (Low Impact) damage plus 1d6 +1d6 electrical (Energy) damage and must roll a Fortitude save (DC 15 + electrical damage) or be paralyzed for 2d8 rounds. If the target's armor negates the energy damage, the victim is not required to make a saving throw.

A MMUNITION Ammunition has the same Restriction code as the weapon. Handgun ammunition: A 50-round box of ammunition for the handguns described above has a Purchase DC of 10. Longarm ammunition: A 50-round box of ammunition for the longarms described above has a Purchase DC of 11, except for the 12.7x99mm, which has a Purchase DC of 13. Shotgun ammunition: 12-gauge ammunition has the following Purchase DC per 50-round box: • 00-buckshot – 11 • Birdshot – 11 • Slug – 13 20-gauge ammunition has the following Purchase DC per 50-round box:

RoF Single

• • •

Mag 2 int

Size Str Wt. S 3/2 4 lb.

Purchase DC 18

Illegal DC 18

Res Lic

00-buckshot – 10 Birdshot – 10 Slug – 12

AMMUNITION TABLE Item Variant Ammunition Assault Cannon (50) Explosive Flechette Gel Other Ammunition Arrow (20) Crossbow bolt (20) Sling bullets (20)

Weight (lb.) 30 40

10

20

2 -

4 -

6 -

1.5 1.5 3

3 3 6

4.5 4.5 9

Pur DC

50

100

8 -

10 -

20 -

21 +2 +3 +1

6 6 12

7.5 7.5 15

15 15 30

12 10 8

Pur DC: Add this to the normal cost of the ammunition. Assault Cannon: Assault cannons fire 20mm stable explosive rounds that do not cause the weapon to become unreliable.

3434

Section 4: Equipment the lethal damage as normal.

Explosive: Explosive rounds deal +1d4 damage. However, if the target has any kind of High Impact armor protection, he gains a +50% bonus to this protection. For example, if you use an Ares Predator (2d8 base damage) against someone wearing a lined coat (HI 1d10-1), then the target rolls 1d10-1 x1.5 against your 2d8 +1d4 damage. If a character carrying explosive ammunition catches on fire, or fails a saving throw against a fireball or similar effect, there is a 25% chance (+5% per round if on fire) that his explosive ammo will detonate, dealing (rounds carried) x 1d3 to the character with no saving throw. Creatures within 5 ft. will suffer this damage as well, but get a DC 15 Reflex save for half damage. Explosive ammunition makes a weapon unreliable. Flechette: Flechette rounds deal +50% damage. However, if the target has any kind of High Impact armor protection, double the protection before applying the 50% damage increases. For example, if you are using an Ares Viper (2d6 base damage), you deal 2d6 +1d6 points of damage. If you shoot at someone wearing an armor jacket (HI 1d12-1), you roll the base 2d6 damage and the target rolls 2d12-2. If any of your damage penetrates, then you roll the additional 1d6 damage. If you were firing the Viper on burst fire (4d6 base damage), you would deal 4d6 (+2d6) damage, but the target would roll 4d12-12 before you could add the additional 2d6 damage. Gel: Gel rounds deal non-lethal damage, plus 1 point of lethal damage per damage die. High Impact armor negates the non-lethal damage, and converts

E XPLOSIVES Reading Explosives Table 1: • Damage Type: This is the type of damage the explosive deals. • Blast Increment: Explosives have a blast increment. This represents the fact that as the explosion moves outward, it loses power. Unless noted otherwise, explosives have three blast increments. This is presented in the following format: radius in ft. – damage (Reflex save DC for half damage). A successful save moves you to the nearest space in the next blast increment. • Armor: This indicates which aspect of armor protects against the explosive. • AP: "Armor Penetration". An attack with this explosive modifies the target's damage conversion/damage reduction by this amount before applying the DC/DR to the damage dealt. The AP of an explosive is different depending on the blast increment.

EXPLOSIVES TABLE 1 Weapon

Damage Type

Commercial explosive Concussion grenade Defensive grenade Gas (Neuro-Stun VII) grenade Mini-grenade Offensive grenade Plastic explosive, Compound IV Plastic explosive, Compound XII Radio detonator Timer

Concussion Concussion Slashing Special Slashing Concussion Concussion -

1 0-10 ft – 3d6 (18) 0-10 ft. – 4d6 (19) 0-5 ft – 4d6 (19)

0-10 ft. – 4d6 (19) 0-10 ft. – 4d6 (19) 0-10 ft. – 6d6 (21) -

Blast Increment 2 11-20 ft. – 1d6 (16) 11-20 ft. – 2d6 (17) 6-10 ft. – 2d6 (17) Special By type 11-20 ft. – 2d6 (17) 11-20 ft. – 2d6 (17) 11-20 ft. – 3d6 (18) -

EXPLOSIVES TABLE 2 Weapon Commercial explosive Concussion grenade Defensive grenade Gas (Neuro-Stun VII) grenade Mini-grenade Offensive grenade Plastic explosive, Compound IV Plastic explosive, Compound XII Radio detonator Timer

Size

Wt.

T T T S T T S S T T

1 lb. 0.5 lb. 0.5 lb. 0.5 lb. 0.25 lb. 0.5 lb. 1 lb. 1 lb. 0.5 lb. 0.5 lb.

Purchase DC 8 5 5 8 +1 5 9 12 13 10

21-30 ft. – 1d6 (16) 21-30 ft. – 1d6 (16) 21-30 ft. – 1d6 (16) -

Armor Low Impact Low Impact High Impact N/A By type High Impact Low Impact Low Impact N/A N/A

1 -1 -1 -4 Type -4 -1 -2 N/A N/A

AP 2 +0 +0 -2 Type -2 +0 -1 N/A N/A

3 +1 -1 Type -1 +1 +1 N/A N/A

Range Inc 10 ft. 10 ft. 10 ft. Varies 10 ft. -

Throwing Explosives

Illegal DC Res 8 8 8 10 +1 8 9 15 15 12

3 21-30 ft. – 1d6 (16) 11-15 ft. – 1d6 (16)

When an attack with a thrown or launched explosive misses, it still lands somewhere and detonates. To determine where it lands, roll 1d8 for the direction from the target square. "1" is the upper left corner of the target squares, and count clockwise. The distance that the object travels is based on the number of range increments to the target. At one range increment, the object travels one square from the target. At 2 range increments or more, roll a die equal to the increments to determine how many squares the object travels. For example, a grenade thrown at a target 4 range increments away that misses will travel 1d4 squares from the target area. For 7 increments, roll 2d4-1. For 9-10 increments, roll 1d10. This system can also be used for other thrown objects that may have an impact on the surroundings.

Res Mil Mil Mil Mil Mil Mil Mil Res Res

H EAVY W EAPONS

Commercial explosive: Commercial explosives are identical to Dynamite (d20 Modern Roleplaying Game page 105). Gas (Neuro-Stun VII) grenade: To determine cloud spread and such, treat these as Tear Gas grenades (d20 Modern Roleplaying Game page 105). Mini-grenade: These 40mm grenades are available in Concussion, Defensive, Gas (Neuro-Stun VII), Offensive, and Smoke. Mini-grenades have one-half the listed blast increment. Plastic explosive, Compound IV: Compound IV Plastic Explosive follows the rules described under C4/Semtex on page 104 of d20 Modern Roleplaying Game. Plastic explosive, Compound XII: Compound IV Plastic Explosive follows the rules described under C4/Semtex on page 104 of d20 Modern Roleplaying Game.

Reading Heavy Weapons Table 1: • Acc: "Accuracy". This lists any modifier to attack rolls made with the weapon, based on the weapon's inherent accuracy. This is in addition to any mastercraft bonus. • Damage (burst): This is the damage the weapon deals with a burst, when using burst fire. • AP: "Armor Penetration". An attack with this weapon modifies the target's damage conversion/damage reduction by this amount before applying the DC/DR to the damage dealt. Even when firing a burst, the AP of a weapon does not change.

HEAVY WEAPONS TABLE 1 Weapon Skill Acc Damage Assault Cannon 3 Heavy Weapons -1 4d10 Heavy MG (12.7mm HMG) Machine Guns -1 4d8 Grenade launcher (40mm gl) Grenade Launchers +0 Varies 2 Medium MG (7.62mm MMG) Machine Guns -1 2d10 Missile Launcher 3 Heavy Weapons Special Varies 2 1 This mastercraft weapon grants a +1 bonus on attack rolls. 2 This weapon does special damage. See the weapon description. 3 See the description of this weapon for special rules.

Damage (burst) N/A 6d8 N/A 4d10 N/A

• Reading Heavy Weapons Table 2: • Size: This is the size category of the weapon (not the size class of the wielder).

3535

Critical 20/x3 20/x4 20/x3 -

Type AP -1 Ballistic -3 Ballistic -2 Ballistic Varies -

Range Inc 120 ft. 110 ft. 70 ft. 100 ft. 150 ft.

RoF Single A Single A Single

Mag 20+1 box Linked 6+1 int Linked 4 int

Str: This is the minimum Strength required to use the weapon without penalty. The requirement is listed in Medium/Large character size and is for semi-automatic and single shot fire modes, even for weapons capable only of burst or automatic fire.

Section 4: Equipment o

o o o

If a character does not meet the Strength requirement, he suffers a -2 penalty to his attack rolls per point by which he fails to meet the requirement. When fired in burst fire mode, the Strength requirement increases by +1. When fired in automatic mode, the Strength requirement increases by +3. Keep in mind that this is a guideline. In addition to Strength, the size of the operator and the weapon will affect usage.

HEAVY WEAPONS TABLE 2 Weapon Assault Cannon Heavy MG Grenade launcher Medium MG Missile Launcher

Size H H S H H

Str 22/17 20/15 2/1 13/8 10/5

Wt. 80 lb. 60 lb. 3 lb. 24 lb. 16 lb.

Purchase DC Illegal DC Res 24 27 Mil 23 25 Mil 20 24 Mil 21 23 Mil 25 28 Mil

Assault Cannon: The damage on the table is not modified for the explosive ammunition quality. This weapon normally uses a 20-round box magazine, but Linked belted ammo may be used also. Grenade launcher: The damage dealt by this weapon depends on the ordinance being used. Missile launcher: Assembling or disassembling this weapon takes 3d6 rounds. Missiles fired from this do not arm until they pass 30 ft. Within 30 ft., the round will not detonate, but an impact against a creature deals 5d6 ballistic damage.

Missiles Missiles are "smart" – they have on-board guidance systems that aid in target acquisition. When firing a missile, roll a normal ranged attack roll with an additional bonus provided by the missile. When fired in an urban area, the bonus provided by the missile is reduced (the number in parenthesis) due to various sources of interference. • APM: +9 (+4) • AVM: +12 (+6) • HEM: +9 (+4) When using a missile against a vehicle, the Defense is the better of the vehicle's normal Defense or its Stealth rating. Missiles scatter when the attack misses as with grenades and thrown objects. APM and HEM reduce the scatter distance by 2 squares, while AVM reduce the scatter distance by 3 squares. Missiles move at 8,800 ft. per round. This translates to 1,760 squares per round on the character vehicle scale, and 176 squares per round on the chase vehicle scale. When fired, missiles are assumed to begin moving at top speed. Reading Missiles and Rockets Table 1: • Damage Type: This is the type of damage the missile deals. • Blast Increment: Missiles have a blast increment. This represents the fact that as the explosion moves outward, it loses power. Unless noted otherwise, missiles have four blast increments. This is presented in the following format: radius in ft. – damage (Reflex save DC for half damage). • Armor: This indicates which aspect of armor protects against the missile. • AP: "Armor Penetration". An attack with this missile modifies the target's damage conversion/damage reduction by this amount before applying the DC/DR to the damage dealt. The AP of a missile is different depending on the blast increment.

MISSILES AND ROCKETS TABLE 1 Weapon Anti-personnel (APM) Anti-vehicular (AVM) High explosive (HEM)

Damage Type Slashing Concussion

Blast Increment Armor 1 2 3 4 0-10 ft – 10d6 (25) 11-15 ft. – 5d6 (20) 16-20 ft. – 2d6 (17) 21-25 ft. – 1d6 (16) High Impact 0-5 ft. – 10d6 (25) High Impact 0-15 ft. – 10d6 (25) 16-30 ft. – 5d6 (20) 31-45 ft. – 2d6 (17) 46-60 ft. – 1d6 (16) Low Impact

MISSILES AND ROCKETS TABLE 2 Weapon Missiles Anti-personnel Anti-vehicular High explosive Rockets Anti-personnel Anti-vehicular High explosive

Size

Wt.

Purchase DC Illegal DC

D D D

5 lb. 7 lb. 5 lb.

18 20 19

22 24 23

Mil Mil Mil

D D D

5 lb. 7 lb. 5 lb.

16 18 17

20 22 21

Mil Mil Mil

Anti-personnel (APM/APR): These essentially large fragmentation grenades spread shrapnel across a broad area. Anti-vehicular (AVM/AVR): When an AVM/AVR strikes a building, vehicle, or similar structure, it ignores 10 points of hardness before calculating the damage dealt to the target. If an AVM/AVR strikes a target with a hardness of less than 5, it does not detonate. High explosive (HEM/HER): These deal concussive damage to the indicated area.

• • • •

3 -1 +0

1d2-1 1d4-1 1d6-1 1d8-1 1d10-1

1d12-1 2d8-2 3d6-3 2d10-2 2d12-2

For example, a lined coat normally provides High Impact protection of 1d10-1, and Low Impact protection of 1d6-1. A lined coat with a titanium trauma plate provides 1d12-1 High Impact protection, and 1d8-1 Low Impact protection. Against blunt and concussive attacks, it provides 2d8-2 points of protection.

ARMOR TABLE 1 Armor Ultra-Light Armor Armor clothing Light Armor Armor vest Armor vest, plates Lined coat †

Damage Conversion High Impact Low Impact

4 +0 +0

Damage conversion and energy resistance follow a specific pattern in terms of the dice used. Certain things, such as armor inserts, increase the die typo by a number of steps, often only against certain attacks. These steps are:

A RMOR AND C LOTHING Reading Armor Table 1: • Damage Conversion / High Impact: This is the amount of damage from high impact weapons that the armor converts to non-lethal damage. High impact weapons include firearms, grenades, and most other modern ballistic weaponry. • Damage Conversion / Low Impact: This is the amount of damage from low impact weapons that the armor converts to non-lethal damage. Low impact weapons include most melee weapons, ranged

2 -5 -2

weapons, unarmed strikes, natural weapons, and similar low-velocity attacks. Energy Resistance / Energy: This is the amount of damage per attack that the armor negates from energy attacks. In general, energy attacks include all forms of energy not covered by the following types (plasma is treated as energy – not fire). Energy Resistance / Fire: This is the amount of damage per attack that the armor negates from fire attacks. Energy Resistance / Cold: This is the amount of damage per attack that the armor negates from cold attacks. Energy Resistance / Acid: This is the amount of damage per attack that the armor negates from acid attacks. Energy Resistance / Sonic: This is the amount of damage per attack that the armor negates from sonic attacks. In this instance, sonic attacks refer to directed sonic attacks that can deal pointspecific damage. It does not apply to sonic effects.



Res

AP 1 -10 -10 -3

Energy

Fire

Energy Resistance Cold

Acid

Sonic

1d8-1

1d4-3

1d4-3

Special

1d4-3

1d4-3

0

1d6-1 1d6+1 1d10-1

1d4-1 1d6-1 1d6-1

1d4-1 1d4-1 1d4-2

1d4-2 1d4-2 1d4-3

1d4-3 1d4-3 1d4-2

1d4-2 1d4-2 1d4-3

0 0 0

3636

Section 4: Equipment ARMOR TABLE 1 Armor

Damage Conversion High Impact Low Impact 1d12-1 1d8-1

Armor jacket † Medium Armor Partial heavy armor † 2d8-2 Heavy Armor Full heavy armor † 2d12-2 † This armor can take inserts.

Energy 1d4-1

Fire 1d4-2

Energy Resistance Cold 1d4-3

Acid 1d4-3

Sonic 0

1d12-1

1d4-1

1d6-1

1d6-1

1d6-1

1d4-3

2d8-2

1d6-1

1d8-1

1d8-1

1d8-1

1d6-3

Reading Armor Table 2: • Type: Concealable armor can either be worn under clothing or is disguised as everyday wear. Tactical armor is bulky and difficult to hide. • Mas Dmg: This is the bonus the armor provides to massive damage saving throws. • Max Dodge Bonus: This is the maximum dodge bonus you can apply (from Dexterity, feats, abilities, etc) to your Defense while wearing the armor.

ARMOR TABLE 2 Armor Type Mas Dmg Max Dodge Bonus Armor Penalty Ultra-Light Armor (does not require any feat) Armor clothing Concealable +1 +9 -1 Light Armor (requires the Armor Proficiency (light) feat) Armor vest Concealable +2 +9 -0 Armor vest, plates Concealable +3 +7 -1 Lined coat Concealable +4 +6 -3 Armor jacket Concealable +5 +6 -3 Medium Armor (requires the Armor Proficiency (medium) feat) Partial heavy armor Tactical +8 +3 -5 Heavy Armor (requires the Armor Proficiency (heavy) feat) Full heavy armor Tactical +10 +0 -8 * When you run in this armor, you move at triple your base speed, not quadruple.

Armor clothing: +2 bonus to Spot checks to notice that this is armor. Armor clothing provides no protection against fire – in fact, if you are wearing armor clothing and are subject to a fire-based attack, you suffer an additional 1d2 points of damage (per round if the fire is continuous) from the material melting into your flesh. Armor jacket: +2 bonus to Spot checks to notice that this is armor. Armor vest, plates: +3 bonus to Spot checks to notice that this is armor. This armor includes light ceramic inserts. Armor vest: +2 bonus to Spot checks to notice that this is armor. Lined coat: +2 bonus to Spot checks to notice that this is armor. Weapons of up to Medium size concealed in this coat increase the DC required to spot them by +3.

Layering Armor You can wear multiple suits of armor at the same time. When doing so, simply roll all of the applicable armor rating and total the results. For example, if you are hit by an Ares Predator (high impact), and are wearing armor clothing (HI 1d8-1) and a lined coat (HI 1d10-1), you roll 1d8 +1d10-2 to determine the total damage converted to non-lethal. The massive damage bonus from all of the armor stacks. To determine the maximum dodge bonus from layered armor, take the lowest rating, and subtract one for each additional piece of UltraLight Armor, subtract 2 for each additional piece of Light armor, subtract 3 for each additional piece of Medium armor and subtract 4 for each additional piece of Heavy armor. For example, when wearing the lined coat (Max Dodge +6) and the armor clothing (Max Dodge +9), your maximum dodge bonus is (6 - 1) +5. This can end up imposing a penalty to your Defense. For example, if you are attempting to wear full heavy armor (Max Dodge +0) and an armored jacket (Max Dodge +6), then you actually end up suffering a -3 Max Dodge, which translates as a -3 penalty to Defense. The armor penalty is equal to the armor penalties added together +1. For example, when wearing the lined coat (Armor Penalty -3) and the armor clothing (Armor Penalty -1), the total armor penalty is (3+1+1) -5. Your base speed is the lowest base speed, -5 feet per additional piece of Heavy or Medium armor.

Clothing CLOTHING TABLE Object Fine clothing Ordinary clothing Très Chic clothing

Size Medium Medium Medium

Wt. 3 lbs. 2 lbs. 3 lbs.

Purchase DC 15 7 18

Illegal DC 15 6 18

For creatures that are larger than Medium, increase the DC by +1 per additional Size category. For creatures that are Small, reduce the DC by one point. For creatures smaller than Small, use the listed DC.

3737

Speed (30 ft.)

Wt.

Purchase DC

Illegal DC

Restriction

30 ft.

2 lb.

15

15

-

30 ft. 25 ft. 25 ft. 25 ft.

2 lb. 4 lb. 2 lb. 5 lb.

12 16 17 17

12 16 16 16

-

20 ft.

18 lb.

26

28

Military

20 ft. *

26 lb.

28

32

Military

S ECURITY AND S URVEILLANCE SURVEILLANCE AND SECURITY TABLE Object Vision Enhancers Binoculars Low-light Thermographic Goggles Low-light Thermographic Communications Micro-camcorder Micro-recorder Micro-transceiver Surveillance Measures Data codebreaker (1-6) Dataline tap Laser microphone (1-6) Shotgun microphone (1-6) Signal locator Tracking signal (1-5) Voice identifier (1-6) Surveillance Countermeasures Bug scanner (1-10) Data encryption system (1-10) Dataline scanner (1-10) Jammer (1-15) Voice mask White noise generator (1-10) Security Devices High-intensity veracity examiner Identification scanners Thumbprint Palmprint Retinal Maglock (1-15) Cardreader Keypad Print scanner

Size

Wt.

Purchase DC

S S S S S S

2 lb. 4 lb. 4 lb. 0.5 lb. 0.75 lb. 0.75 lb.

10 12 13 19 21 22

9 15 15 21 23 23

-

D D F

0.5 lb. 0.5 lb. 0.5 lb.

21 18 21

23 20 23

Res Res Res

M D S S T F S

5 lb. 0.25 lb. 3.5 lb. 3.5 lb. 0.25 lb. 10 lb.

25 + Rtg 23 13 + Rtg 12 + Rtg 18 10 + Rtg 20 + Rtg

27 + Rtg 25 15 + Rtg 13 + Rtg 19 12 + Rtg 22 + Rtg

Mil Lic Res Res Res Res Res

T S S M D S

1 lb. 6 lb. 6 lb. Special 0.25 lb. Special

14 + Rtg 17 + Rtg 9 + Rtg 17 + Rtg 18 18 + Rtg

16 + Rtg 19 + Rtg 11 + Rtg 18 + Rtg 19 20 + Rtg

Res Mil Res Mil Mil Res

M

5 lb.

31

33

Res

F T T

0.1 lb. 0.25 lb. 0.25 lb.

12 14 18

12 16 22

-

T T T

0.5 lb. 0.5 lb. 0.5 lb.

9 + Rtg 12 + Rtg 16 + Rtg

9 + Rtg 12 + Rtg 16 + Rtg

-

Illegal DC Res

Section 4: Equipment SURVEILLANCE AND SECURITY TABLE Object Panicbutton hook-up Maglock passkey Restraints Metal Plastic Squealer

Size

Wt.

S

1 lb.

Purchase DC 18 31

T D T

1 lb. 1 lb.

7 4 10

technological devices, including cybernetic devices, by the rating x2 of this device. Illegal DC Res 18 35

Mil

7 4 12

Res Res Res

Binoculars: Standard binoculars reduce the range penalty for Spot checks from -1 per 10 ft. to -1 per 50 ft. Using binoculars for Spot checks takes five times longer than normal. Binoculars can be enhanced with low-light or thermograph. • Low-light: When using low-light binoculars to make Spot checks in low-light conditions, you suffer penalties as if you posses the extraordinary ability of low-light vision. • Thermographic: When using thermographic binoculars to make Spot checks, you suffer penalties as if you possess the extraordinary ability of darkvision within 120 ft. Bug scanner: This is a dedicated sensor with a range of 30 ft. Apply the rating as a bonus to the Computer Use check to detect transmitting monitoring devices. Data codebreaker: Apply the rating as a bonus to Computer Use checks to decrypt transmissions. Data encryption system: DCs to decrypt information encrypted with this device are 15 + data encryption system rating. Dataline scanner: Apply the rating of this device to Computer Use checks to detect dataline taps. Dataline tap: This is a high-tech version of a telephone tap. Detecting a dataline tap requires a dataline scanner and a DC 25 Computer Use check. Goggles: Standard goggles reduce the range penalty for Spot checks from -1 per 10 ft. to -1 per 25 ft. Using goggles for Spot checks takes five times longer than normal. Goggles can be enhanced with low-light or thermograph. • Low-light: When using low-light goggles to make Spot checks in lowlight conditions, you suffer penalties as if you posses the extraordinary ability of low-light vision. • Thermographic: When using thermographic goggles to make Spot checks, you suffer penalties as if you possess the extraordinary ability of darkvision within 120 ft. High-intensity veracity examiner: For the purposes of determining the subject's veracity, this device has a Sense Motive bonus of +16. Identification scanners: Apply the rating of these devices as a bonus to the d20 roll to detect counterfeits. Jammer: A jammer reduces the Signal of all broadcast systems in the area by its rating. Laser microphone: A laser microphone has a range of (rating x 50 ft.). When using a laser microphone, you can hear a 10 ft. area around a glass window with a normal Listen check, not modified by distance. Maglock: Maglocks are ubiquitous in the Sixth World, securing everything from gym lockers to corp. vaults. Maglocks come in three basic types – cardreaders, keypad, and print scanners. • Cardreader: Bypassing cardreader systems requires a DC 25 Disable Device check. Some locks may possess anti-tampering systems that increase this DC. A maglock passkey can be used to bypass the system. Roll 1d20+10 versus the rating of the maglock +10. • Keypad: Bypassing keypad systems requires a DC 20 Disable Device check. Some locks may possess anti-tampering systems that increase this DC. • Print scanner: Bypassing print scanner systems, including retinal scanners, requires a Disable Device check, with a DC equal to 25 + scanner rating. Some locks may possess anti-tampering systems that increase this DC. Synthetic prints may be used to spoof the system; in such cases, roll 1d20 + print rating against a DC of scanner rating +10. Actual fingers or hands removed from the owner have an initial rating of 8, but lose one point per hour, or one point per 3 hours if properly cared for. Restraints: • Metal: Hardness 10, hit points 15, Break DC 30, Escape Artist DC 35. • Plastic: Hardness 0, hit points 6, Break DC 40, Escape Artist DC 50. Each failed Break or Escape Artist check deals 1 point on non-lethal damage to the wrists. • Squealer: Hardness 10, hit points 15, Break DC 32, Escape Artist DC 35. This contains a continual-broadcast tracking signal. Shotgun microphone: A shotgun microphone has a range of (rating x 50 ft.). The microphone must be pointed directly at the target, and can only hear sounds from a 5 ft. area. When using a shotgun microphone, you can hear the sounds in the area with a normal Listen check, not modified by distance. Signal locator: To detect other tracking signals in the area, roll a DC 20 Computer Use check. Tracking signal: Increase the DC of jamming attempts against this device by the rating. Voice identifier: When attempting to penetrate a voice mask with this device, roll a Computer Use check with a bonus equal to the rating of this device. Voice mask: The DC for penetrating a voice mask is 4d6. White noise generator: Increase the DC of Listen checks made with

S URVIVAL G EAR SURVIVAL GEAR TABLE Object Chemsuit Respirator Pressure regulator Survival kit Ration bars (10 days)

Size Wt. M 3 lb. T 1 lb. D 0.5 lb. S 2 lb. S 1 lb.

Purchase DC Illegal DC 18 18 15 18 13 15 10 10 5 5

Res -

Respirator: This provides 4 hours of air at normal exertion levels. Against inhaled gases, it provides a +4 bonus to save and reduces the effect to one-half normal.

W ORKING G EAR WORKING GEAR TABLE Object Facility General High-tech Vehicle Kit General High-tech Vehicle Shop General High-tech Vehicle

Size

Wt.

Purchase DC Illegal DC Restriction

G G G

-

34 38 36

39 42 41

-

S S S

10 lb. 10 lb. 10 lb.

15 19 18

18 22 20

-

H H H

500 lb. 500 lb. 500 lb.

23 27 26

26 31 30

-

Facility: A facility provides a +6 equipment bonus to the appropriate skill checks. Kit: A kit provides a +1 equipment bonus to the appropriate skill checks. Shop: A shop provides a +3 equipment bonus to the appropriate skill checks.

L IFESTYLE Purchase DC: For Lifestyles, the Purchase DC is listed as Daily / Monthly / Permanent.

LIFESTYLE TABLE Object Size Coffin hotel L Lifestyles High Hospitalized Intensive care Standard Low Luxury Middle Squatter Street Music Disk F Mastoid implant F Playback unit F Quad speakers D Simsense Player unit S Program chip F Portable recorder M Video Disk F Recorder package M Screen M Transmission unit M

Wt. -

Purchase DC 5/-/-

Illegal DC 6/-/-

Restriction -

-

14 / 26 / 42

15 / 27 / 43

-

-

18 / - / 15 / - / 6 / 18 / 34 30 / 34 / 50 12 / 23 / 39 2 / 10 / 18 0

19 / - / 16 / - / 7 / 19 / 35 31 / 35 / 51 13 / 24 / 40 3 / 11 / 19 0

-

0.25 lb. 0.25 lb.

4 18 12 10

4 18 11 9

-

0.75 lb. 5 lb.

14 7 31

14 6 31

-

2 lb. 3 lb. 5 lb.

4 18 11 23

4 18 10 24

-

Lifestyles: Your lifestyle has an impact on your ability to heal wounds. • High: A high lifestyle provides a +4 bonus to hit points healed per week, and a +2 bonus to ability damage healed per week (total, not

3838

Section 4: Equipment •

• • • • •

per ability score). Hospitalized: A standard hospitalized provides a +8 bonus to hit points healed per week, and a +4 bonus to ability damage healed per week (total, not per ability score). Intensive care does not increase your healing, but can reduce the chance of dying. Low: A low lifestyle reduces your healing by -1 point per week for hit points, and reduces ability damage healing times to 1 + Constitution modifier every two weeks. Luxury: A luxury lifestyle provides a +6 bonus to hit points healed per week, and a +3 bonus to ability damage healed per week (total, not per ability score). Middle: A middle class lifestyle is required for normal healing. Squatter: A squatter lifestyle reduces your healing by -2 points per week for hit points, and reduces ability damage healing times to 1 + Constitution modifier every three weeks. Street: A street lifestyle reduces your healing by -3 points per week for hit points, and reduces ability damage healing times to 1 + Constitution modifier every four weeks.

E LECTRONICS Purchase DC Dim 0.25 lb. Special

Size

Credstick Forged credsticks Grey certified (15) Silver certified (15) Gold certified (17) Platinum certified (19) Ebony certified (21) Standard credstick (15) Legitimate credsticks Grey certified Silver certified Gold certified Platinum certified Ebony certified Standard credstick Data Display Systems Data unit Head-set Heads-up display Pocket secretary Portable Phones Booster pack Earplug unit Handset unit Wrist model w/flip-up screen Telecom

C YBERWARE Cyberware for Shadowrun/d20 Modern follows some of the basic rules as presented in d20 Future (p.192), but modified as follows. Progress Level: In 2050, cyberware is at a Progress Level of 7.

Installation and Removal

ELECTRONICS TABLE Object

transaction, and a flag will be raised on your credstick. For each flag, your credstick rating is reduced by 1d2 points. If the reader beats the DC, it rejects your credstick and notifies the local law enforcement while instructing the operator to restrain you. The forged credsticks on the table above have a rating listed in parenthesis. If you wish a credstick with a better rating, the Purchase DC increases by the (desired rating –listed rating). For example, if you want a rating 20 Silver credstick, the Purchase DC is 17. Personal Computers: Computers ("tortoises") use OMC (Optical Memory Chips) as hard drive/ram/storage. See Cyberdecks and Programs below for more information on computers. Pocket Secretary: PocSecs have a device rating of 2 typically. Portable phones: For range purposes, portable phones have a Signal of 3.

Wt.

Illegal DC Special

Restriction Special

-

10 12 14 16 20 25

Illegal Illegal Illegal Illegal Illegal Illegal

6 8 10 12 14 10

6 8 10 12 14 10

-

S T T T

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

28 28 31 22

28 30 34 22

-

T F T F F L

2 lb. 0.1 lb. 1 lb. 0.25 lb. 0.25 lb. 30 lb.

15 18 15 18 19 24

15 19 15 17 19 24

-

These rules apply only for cyberware gained in play, as opposed to cyberware taken during character creation. • Requirements: To install a piece of cyberware, the surgeon must have the Cybernetic Surgery feat. If the surgeon does not have this feat, he takes a -8 penalty on the Treat Injury check. In addition, he must have a proper facility for implanting. If the surgeon lacks such a facility, an additional penalty (typically -1 to -10) applies. Street Docs frequently lack proper facilities. Any implantation of 1+ Essence in cyberware is invasive surgery and can cause Awakened characters to check for Magic Rating loss. • Time: The time required to install a piece of cyberware varies, and is listed in the appropriate table, as is the Treat Injury DC. The process can be rushed, but for every halving of the time, the Treat Injury check takes a -4 penalty. • Failure: If the surgeon fails his check, the recipient must wait a minimum of 24 hours before the procedure can be attempted again. If the surgeon fails by 5 or more, the recipient takes 1d4 points of Constitution damage. if the surgeon fails by 10 or more, the recipient takes 1d4 points of Constitution drain and 1d4 points of Constitution damage. • Recovery: After the surgery, the recipient is exhausted for an amount of time equal to the time of the surgery, and fatigued for twice as long (once the exhausted condition ends). If the recipient succeeds on a DC 25 Fortitude save, he is instead only fatigued. For every 2 points by which the surgeon beats the DC, the recovery time is reduced by one hour, but cannot be reduced by more than 6 hours. • Assimilation: It takes a while for the recipient to assimilate the new implant into his mental and physical processes. Four hours after the surgery, the recipient must make a DC 20 Intelligence check. If successful, he properly assimilates the new cyberware. If the check fails, repeat it four hours later, with a (cumulative) +1 bonus. Until the check is successful, the recipient cannot use the ware. If the implant is something like dermal plating, the recipient suffers a -4 penalty to physical tasks.

Number of Attachments

Booster pack: This increases a phone's Signal by +1 for determining range. Credstick: Credsticks in this conversion undergo some differences from the Shadowrun Third Edition rules. There are two basic types of credsticks – Standard and Certified. Standard credsticks do not come in colors – a standard credstick is a standard credstick. The standard credstick contains your financial data, identification, medical history, and all the other assorted records that come with having a SIN. Without a SIN, you cannot purchase a legitimate standard credstick. Certified credsticks contain only e-money, and are coded by color. The color of the certified credstick denotes the maximum amount of funds it contains, or in the terms of the Wealth system, the maximum Purchase DC it can handle. When using a certified credstick, the normal rules for Wealth are modified. Wealth loses accrue as normal, except any purchase reduces Wealth by at least one point. Certified credsticks are available in the following colors: • Grey: 5,000¥ (Max Purchase DC 23). • Silver: 20,000¥ (Max Purchase DC 28). • Gold: 200,000¥ (Max Purchase DC 36). • Platinum: 1,000,000¥ (Max Purchase DC 42). • Ebony: Unlimited (No Max). Forged credsticks may be detected by credstick readers. The standard credstick reader (such as you find at the average department store) has a rating of 10. When you use a forged credstick, the GM will roll a test for the reader (1d20 + rating) against a DC equal to the rating of your credstick. If the test fails, the credstick passes the check, and you may use it normally. If the reader rolls the DC, then the operator of the reader is instructed to interrogate you to confirm your identity. This takes 2d6 rounds, and requires you to make a Bluff check against the operator's Sense Motive check. If you win, the operator will process the transaction. If you fail, the operator will not process the

3939

The (meta)human body can withstand only so much metal. This is represented by a combination of d20 Future rules and Shadowrun 3rd Edition rules. A creature can have a basic number of implants equal to 1 + Constitution modifier (minimum of 0). However, not all implants count as a full implant. Many implants count as only a fraction of an implant (using the basic Shadowrun 3rd Edition Essence numbers). For bookkeeping, track Essence upwards (as in a positive number Essence 1.4, 2.7, etc). You can exceed this safe number of implants, but for every full implant (or fraction thereof) point, you suffer a "negative level" (Shadowrun/d20 Modern doesn't use levels however).

Cyberware and the Awakened For every point of cyberware you have installed, you lose a point of Magic Rating. Period. This point cannot be recovered, even if you have the implants removed. Once your Magic Rating is reduced to 0, nothing will cause it to recover, not even the process of Initiation.

Benefits and Drawbacks Electrical Vulnerability Cyberware in Shadowrun/d20 Modern is assumed to be electrically shielded. Thus, characters with cybernetic implants do not routinely suffer additional damage from electrical attacks. However, used or low-grade cyberware (and frequently, cyberware gained from non-legitimate sources is in fact used and or low-grade) may not have this protection.

Negative Levels Each negative level imposes a -2 penalty on attack rolls, skill checks, ability checks, and saving throws. These penalties remain for as long as the excess

Section 4: Equipment CYBERWARE AND SIZE TABLE

implants remain.

Susceptibility to Attack For the most part, this will apply only to cybernetic limbs, but other external implants may be targeted.

Massive Damage Effects Massive Damage alone typically will not affect your implants. However, the Injury rules will. If you suffer an Injury to an area with an implant, then you check for the Massive Damage effects found on page 194 of d20 Future.

Size Large Small Tiny Diminutive Fine

• • • •

Shadowrun/d20 Modern does not account for the improved cyberware available in later periods of the Sixth World. As a note, however, for crafting purposes and the like, Alpha-, Beta-, and Delta-ware are considered Mastercraft +1, +2, and +3 respectively.

Cyberware and Size Cyberware that is marked with an asterisk (*) has a different cost and weight based on the size of the recipient. Listed costs are for Medium characters. For characters of different sizes, add the following to the Purchase DC:

• • •

CYBERWARE AND SIZE TABLE Purchase DC +6 +4 +2

Weight x2 x0.5 x0.25 x0.12 x0.06

Reading the Tables

Cyberware, Advanced Grades, and Mastercraft

Size Colossal Gargantuan Huge

Purchase DC +1 +1 +2 +4 +6

• •

Weight x16 x8 x4



Object: This is the implant in question. Ess: "Essence" This is the point value of the implant for maximum safe implant purposes. Size: This is the size of the implant. Cap: If there is a number listed here in brackets [x], this is how much space the implant takes if installed in a cyberlimb. This allows access to and use of the implant without impacting the maximum safe number of implants (no Essence cost). If there is a number listed here, this is the amount of space the implant has to take other implants. Wt.: This is the weight of the implant. Add this to the character's weight. Purchase DC: This is the Purchase DC of the implant. Illegal DC: This is the Purchase DC of the implant when acquired through less than legal channels. Restrict: This is the restriction level of the implant. Treat Injury: This is the base Treat Injury check DC required to install the implant. Install Time: This is the base time required to install the implant.

Headware CYBERWARE - HEADWARE TABLE Object Communications Chipjack Datajack Radio Radio receiver Synthlink Telephone Ears Cosmetic modification* Cyber replacement* Damper High frequency Low frequency Mastoid implant Recorder Eyes Camera Cosmetic modification* Cyber replacement* Flare compensation Low-light Retinal duplication Thermographic Internals Cortex bomb Data filter Data lock Datasoft link Display link Memory

Ess

Size

Cap

Wt.

Purchase DC

Illegal DC

Restrict

Treat Injury

Install Time

0.2 0.2 0.75 0.4 0.2 0.5

F F F F F F

[1] [1] [1] [1] [1] [1]

-

18 18 23 20 18 23

17 17 22 20 18 22

-

18 18 19 18 18 18

4 hours 4 hours 4 hours 4 hours 4 hours 4 hours

0.3 0.1 0.2 0.2 0.1 0.3

F F F F F

4 [1] [1] [1] [1] [2]

0.1 lb. -

18 23 22 22 22 18 25

17 22 23 23 23 18 27

Res

18 18 18 18 18 18 18

4 hours 4 hours 4 hours 4 hours 4 hours 4 hours 4 hours

0.4 0.2 0.1 0.2 0.1 0.2

F F F F F F

[2] 4 [1] [2] [1] [2]

0.1 lb. -

23 18 23 20 22 31 22

26 17 23 21 23 34 23

Illegal -

18 18 18 18 18 18 18

4 hours 4 hours 4 hours 4 hours 4 hours 4 hours 4 hours

0.3 0.2 0.1 0.1 0.2

F F F F F F

[2] [1] [1] [1] [1] [1]

0.1 lb. -

39 23 18 18 18 Special

39 24 19 18 18 Special

Illegal -

20 18 18 18 18 18

5 hours 4 hours 4 hours 4 hours 4 hours 4 hours

Camera: The memory chip in the eye camera can store approximately 10,000 HD images. Chipjack: Chipjacks are used to access Skillsofts without necessarily uploading the Skillsoft into headware memory. Changing a chip is a move action. Regardless of Skillwire statistics, if a character is running a chip straight from the chipjack, he can run only the single chip. Cortex bomb: A cortex bomb automatically kills the bearer, and deals 2d6 damage to a 5 ft. radius, with a DC 17 Reflex save for half damage. Cyber-replacement – ears: Cybernetic ears are superior to normal ears and provide a +1 bonus to Listen checks. Cyber-replacement – eyes: Cybernetic eyes are superior to normal eyes and provide a +1 bonus to Search and Spot checks. Damper: This provides you with a +10 bonus to save against sound-based

attacks that have effects actually based on the sounds (a siren's song, for example), and provides an energy resistance of 4 versus sonic damage. Data filter: This shunts sensory input into your headware memory, completely bypassing your normal memory. Whatever you see, hear, feel, taste, touch, and experience while this is active is shunted to your cybernetic memory; once the experience passes, you have no memory of it. If you do not have cybernetic memory, then this simply blocks the information from storage in your brain. Data lock: This prevents you from accessing your own headware memory. Datasoft link: This dedicated jack allows you to access Data-, Know-, and Linguasofts. Display link: This is as if having a computer monitor in your eye, except your computer can only send information in DOS text – no images or graphics. It

4040

Section 4: Equipment is prettier than basic green or amber, but not much. Flare compensation: This does not prevent blindness or glare from sudden bright light, such as that provided by a flash-pak, but it does provide a +4 bonus to save against those effects. It eliminates vision penalties from glare, such as caused by walking on a field of snow at mid-day. High frequency: This allows you to hear high frequency sounds. Low frequency: This allows you to hear low frequency sounds. Low-light: This implant provides standard low-light vision. As with any other eye implant, if only one eye possesses the capability, you suffer a -2 penalty on ranged attacks when using the implant. Mastoid implant: This is an implanted speaker for listening to music and video in your head. Memory: For most mundane tasks, a single rating of headware memory is sufficient, allowing for unprecedented storage. Of course, the GM may rules that certain files require "x" amount of memory. The primary use of headware memory is to act as storage space for the use of Skillsofts, allowing you to free up chipjacks and datasoft links by uploading the programs straight to headware memory. Headware memory is available in a rating of 1 to 30. The rating of the headware memory determines the total amount of Skillsoft ratings that may be stored. For example, if you have rating 15 headware memory, you can store three Rating 5 Activesofts, one Rating 15 Activesoft, etc. Uploading or downloading programs into/from headware memory is a move

action. To determine the cost of headware memory, multiply the rating x 10, and compare to Table 7-1: Purchase DCs on p. 204 of d20 Modern Roleplaying Game. Radio receiver: For the purposes of range and jamming, this has a Signal 3. Radio: For the purposes of range and jamming, this has a Signal 3. Recorder: The memory chip in the ear recorder can store approximately 10,000 hours of sound. Retinal duplication: Retinal duplication typically has a bonus of +4 to bypass retinal scanners. Synthlink: This allows cybernetic control of properly equipped instruments, typically synthesizers. Available as a wireless connection (Signal 1). Telephone: You can make telephone calls in your head if there is a viable cellular network available. For the purposes of ECM and jamming, this is considered a rating 1 device. For range, this is a Signal 3 device. Reception is audio only – however, you can run a datajack connection to a vid or trid screen and have A/V communications. The telephone can receive faxes (1 block of memory). Thermographic: This provides darkvision with a range of 60 ft. As with any other eye implant, if only one eye possesses the capability, you suffer a -2 penalty on ranged attacks when using the implant.

Bodyware CYBERWARE - BODYWARE TABLE Object Dermal plating* Level 1 Level 2 Level 3 Filtration systems* Air Rating 1 Rating 2 Rating 3 Rating 4 Rating 5 Rating 6 Rating 7 Rating 8 Rating 9 Rating 10 Blood Rating 1 Rating 2 Rating 3 Rating 4 Rating 5 Rating 6 Rating 7 Rating 8 Rating 9 Rating 10 Ingested toxin Rating 1 Rating 2 Rating 3 Rating 4 Rating 5 Rating 6 Rating 7 Rating 8 Rating 9 Rating 10 Fingertip compartment* Hand razors* Retractable* Muscle replacement* Level 1 Level 2 Level 3 Level 4 Skillwires* Smartgun link

Ess

Size

Cap

Wt.

Purchase DC

Illegal DC

Restrict

Treat Injury

Install Time

0.5 1 1.5

M M M

-

3 lb. 6 lb. 9 lb.

24 27 31

24 27 31

Res Res Res

18 19 19

8 hours 8 hours 8 hours

[1] [1] [2]

0.1 lb. 0.1 lb. 0.1 lb. 0.1 lb. 0.1 lb. 0.2 lb. 0.2 lb. 0.1 lb. 0.1 lb. 0.1 lb. 0.1 lb. 0.2 lb. 0.2 lb. 0.1 lb. 0.15 lb.

27 30 31 32 33 33 34 34 35 35

27 30 31 32 33 33 34 34 35 35

-

18 18 18 18 18 19 19 19 19 19

6 hours 6 hours 6 hours 6 hours 6 hours 6 hours 6 hours 6 hours 6 hours 6 hours

26 28 30 31 31 32 33 33 33 34

26 28 30 31 31 32 33 33 33 34

-

18 18 19 19 19 20 20 21 21 22

6 hours 6 hours 6 hours 6 hours 6 hours 8 hours 8 hours 8 hours 8 hours 9 hours

0.2 0.4 0.6 0.8 1 1.2 1.4 1.6 1.8 2 0.1 0.2

F F F

26 28 30 31 31 32 33 33 33 34 22 23 25

26 28 30 31 31 32 33 33 33 34 22 23 25

Illegal Illegal

18 18 19 19 19 20 20 21 21 22 18 18 18

6 hours 6 hours 6 hours 6 hours 6 hours 8 hours 8 hours 8 hours 8 hours 9 hours 2 hours 2 hours 4 hours

1 2 3 4 Rtg x 0.2 0.5

M M M M M F

[1]

2 lb. 4 lb. 6 lb. 8 lb. 0.2 lb. -

28 31 32 33 10 + Rtg 21

28 31 32 33 10 + Rtg 21

Res Res Res Res Mil

19 20 21 22 24 18

20 hours 20 hours 20 hours 20 hours 20 hours 6 hours

0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 0.2 0.4 0.6 0.8 1 1.2 1.4 1.6 1.8 2

4141

Section 4: Equipment CYBERWARE - BODYWARE TABLE Object Spur* Retractable* Vehicle control rig Level 1 Level 2 Level 3 Voice modulator Increased volume Playback Secondary pattern Tonal shift Wired reflexes Level 1 Level 2 Level 3

Ess 0.1 0.3

Size T T

Cap [2] [3]

Wt. 0.5 lb. 0.6 lb.

Purchase DC 25 26

Illegal DC 25 26

Restrict Illegal Illegal

Treat Injury 18 18

Install Time 4 hours 6 hours

2 3 5 0.2 0.2 -

F F F T F -

-

0.25 lb. 0.25 lb. -

26 32 38 31 26 31 31 29

26 33 39 31 26 31 34 29

Res Res Res Illegal -

20 21 23 18 18 18 18

16 hours 16 hours 16 hours 8 hours 2 hours 2 hours 2 hours 2 hours

2 3 5

F F F

-

-

32 36 39

32 36 39

Res Res Mil

20 21 23

24 hours 24 hours 24 hours

Dermal plating: Dermal plating acts like armor, and provides a varying amount of protection. Note that the benefits of dermal plating replace the natural armor bonuses of orcs, troll, and similar creatures. However, it is cumulative with worn armor.

DERMAL PLATING TABLE Damage Conversion High Impact Low Impact 1d6-1 1d4-1 1d8-1 1d6-1 1d10-1 1d6-1

Level 1 2 3

Energy 1d4-1 1d4-1 1d4-2

If your torso is uncovered, a DC 5 Spot or Search check will note that you have dermal plating. Dermal plating interferes with slap patches. Apply the level x 3 as a bonus to save versus the effects of the slap patch (including beneficial patches). Filtration system – air: Apply the rating of the implant as a bonus to saving throws against inhaled toxins and substances. Filtration system – blood: Apply the rating of the implant as a bonus to saving throws against contact and injury-vectored toxins and substances (including slap patches). Filtration system – ingested toxin: Apply the rating of the implant as a bonus to saving throws against ingested toxins and substances (including beneficial substances). Hand razors: Hand razors allow you to deal lethal slashing damage with your unarmed attacks. Extending or retracting retractable versions is a free action. Muscle replacement: Each level of muscle replacement increases your Strength by +2 and Dexterity by +1. Cybernetic limbs cannot have muscle replacement. Skillwires: These are required for the use of Activesofts. Skillwires are available in ratings from 1 to 20. Skillwires can run an Activesoft with a rating equal to or less than the skillwire rating. You can run multiple Activesofts simultaneously, assuming you have multiple chipjacks (or headware memory), but the total Activesoft rating cannot exceed the Skillwire rating. For example, if Bob is running a rating 12 Skillwire system, and has three chipjacks, he can run three Rating 4 Activesofts, one rating 12 Activesoft, or any combination that adds up to 12 or less. A skillwire system includes a chipjack. Also note that the capacity and such of Skillwires is for 2050 SOTA. As the timeline progresses, the capabilities of Skillwire technology may improve. Smartgun link: The smartgun link provides you with a +2 equipment bonus on attack rolls made with properly modified ranged weapons. It also allows you to eject a clip as a free action, and to keep a visual readout of your ammo count. Pre-smartlinked weapons have a Purchase DC of +1 above the listed cost. Applying a Smartlink to a "dumb" gun has a Purchase DC equal to that of the firearm +1. Spur: Spurs deal lethal slashing damage based on your size. Extending or retracting a retractable spur is a free action.

Fire 1d4-2 1d4-2 1d4-3

Damage 4d6 2d8 2d6 1d8 1d6

Size Small Tiny Diminutive Fine

Damage 1d4 1d3 1d2 1

Vehicle control rig: The bonuses provided by a VCR apply only when you are jacked into a VCR-modified vehicle. The VCR provides a bonus to Drive and Pilot checks, initiative, maneuverability, (vehicle) Defense, and Reflex saves (for the vehicle). In addition, if you are jacked into a vehicle that is VCR equipped, but you are not proficient with, the penalty is only -2 instead of -4. For more information on rigging, see Section 9: Rigging.

Acid 1d4-2 1d4-2 1d4-3

Sonic 0 0 0

VEHICLE CONTROL RIGS TABLE Level 1 2 3

Skill +4 +6 +8

Init +2 +4 +6

Man +3 +5 +7

Defense +1 +2 +3

Reflex +1 +2 +3

Voice modulator: The basic system allows you to use your voice for twice as long as normal. The increased volume modification allows you to use your voice like a loudspeaker. You can amp your voice up to about 120 decibels (roughly equal to a rock concert near the stage or a jet engine from the runway, just below the normal human threshold for pain). Playback allows you to access an audio record, either in headware memory or fed through a datajack, and reproduce the sound perfectly. Essentially, you act as a glorified speaker. Playback can only duplicate what is being used. For example, if are using a recording of an old LP, complete with pops and scratches, your playback will include these pops and scratches. Secondary patterns are typically illegal. This allows you to upload a second vocal pattern, most often in an attempt to bypass a vocal recognition scanner. The tonal shift modification allows you to alter your vocal tones, allowing for perfect bird calls, uncanny vocal impressions, and other vocal oddities. Wired reflexes: Wired reflexes provide bonuses to Defense (dodge), initiative checks, and Reflex saves. However, wired characters tend to be jumpy, twitchy, and nervous. Whenever a character with wired reflexes is suddenly surprised, he must roll a Will save. The DC for this save is 15 + wired reflexes level. If the save fails, the character reacts without thinking. His actual action will be based in a large part on his general personality. A character prone to violence may lash out with a fist or kick, while a character more prone to defense may leap behind nearby cover. You suffer a penalty equal to wired reflexes level -1 to Charisma checks and Charisma-based skill checks. Wired reflexes level 3 also provides you with an additional partial action each round.

WIRED REFLEXES TABLE Level 1 2 3

SPUR DAMAGE TABLE Size Colossal Gargantuan Huge Large Medium

Energy Resistance Cold 1d4-3 1d4-3 1d4-2

Defense +2 +3 +4

Initiative +2 +4 +6

Reflex +2 +3 +4

Cyberlimbs A cyberlimb has base Strength and Dexterity ability scores equal to the racial average +2 (i.e., a human cyberlimb has a Strength score of 12). A cyberlimb typically has a hardness of 6 and 20 hit points*. A cyberlimb can be attacked as a held object. It is more difficult to deal damage to a character with cyberlimbs, as each limb reduces the fleshy part of the character. For every cyberlimb, you receive a damage reduction of 2/-. Cyberlimbs reduce your Constitution score. Each full limb reduces your Constitution score by 1 point. *This assumes a Medium-size creature and is based on a two-inch thickness. For each size category larger, increase the effective thickness by 2

4242

Section 4: Equipment inches. For each size category smaller, decrease the effective thickness by one-

half inch.

CYBERLIMBS TABLE Object Obvious Limbs Full arm Full leg Hand/foot Lower arm Lower leg Synthetic Limbs Full arm Full leg Hand/foot Lower arm Lower leg Strength Enhancement

Ess

Size

Cap

Wt.

Purchase DC

Illegal DC

Restrict

Treat Injury

Install Time

1 1 0.25 0.45 0.45

M M T M M

15 20 4 10 12

10 lb. 15 lb. 2 lb. 5 lb. 7 lb.

27 27 23 26 26

27 27 23 26 26

-

19 19 18 18 18

6 hours 6 hours 6 hours 6 hours 6 hours

1 1 0.25 0.45 0.45 -

M M T M M -

8 10 2 5 6 [Rtg]

10 lb. 15 lb. 2 lb. 5 lb. 7 lb. +# / 2

28 28 24 27 27 10 + ½ bonus

28 28 24 27 27 10 + ½ bonus

-

19 19 18 18 18 18

6 hours 6 hours 6 hours 6 hours 6 hours 6 hours

Cyberlimb, obvious: An obvious cyberlimb inflicts a -2 penalty to Charisma and Charisma-based skill checks during inappropriate situations. Cyberlimb, synthetic: Detecting a synthetic cyberlimb by sight requires a Spot check (DC 25). Detecting a synthetic limb by touch requires a Search check (DC 20). If clothing is worn over the limb, increase all DCs by 5. Strength enhancement: It is possible to increase the Strength score of a cyberlimb; the maximum Strength a cyberlimb may have is based on the character’s size. Enhanced Strength provides a bonus to detect the limb. The bonus is equal to the Strength enhancement /2. To determine the Purchase DC for a Strength enhancement, divide the number of points being added, and add +10. Strength enhancements cannot be upgraded – if you wish to increase the Strength, the original enhancement must be removed, and a new one installed. If your limbs have disparate Strength scores, then use the cyberlimb Strength scores for tasks involving that limb (or part of a limb); otherwise, use an average of the Strength scores. A cyber-hand does not apply increased damage to melee attacks, but it does improve grapple damage. • Fine: 4 • Diminutive: 8 • Tiny: 15 • Small: 22 • Medium-size: 30 • Large: 40 • Huge: 50 • Gargantuan: 60 • Colossal: 70

S KILLSOFTS Skillsofts are available in four types – Activesofts, Datasofts, Knowsofts, and Linguasofts. Activesofts require the use of Skillwires and allow the character to perform physical actions that he does not actually have the training for, such as shooting a rifle or tumbling through a crowd of mooks. Datasofts contain raw data and information. A chip with a copy of the Encyclopedia Britannica would be a Datasoft, as would a street map. A Knowsoft is similar to an Activesoft, but applies to mental skills that do not necessarily require matching or corresponding physical capability. A Linguasoft is a specialized Knowsoft with Speak Language on it. Skillsofts are measured by their program rating. This is the rating of the skill burned on the OMC. Skillsofts have a maximum rating, based on the type of data contained within (these are 2050 SOTA limits). • Activesoft: 15 • Knowsoft: 20 • Linguasoft: 20 When you use a Skillsoft, you perform the skill at the program rating. You do not apply your ability score bonuses or any other bonuses. There are rumors of high-tech Skillsofts that encode not only knowledge but exceptional performance as well. There are also rumors of adaptive Skillsofts that conform to the user's natural ability. Certain skills are available as Skillsofts, but not with the breadth and utility of the base skill. For example, you can purchase Drive Activesofts, but you must purchase an Activesoft for different vehicle types. Reading the Skillsoft Costs – Skills Table: • Skill: This is the skill • Cost: This is the cost for a standard chip. Compare the result to Table 7-1: Purchase DCs on p. 204 of d20 Modern Roleplaying Game. • Narrow Cost: This is the cost for a specialized version of the chip that contains more limited information. • Res: This is the restriction level of the chip. Apply the normal modifiers. • Type: This indicates if the skill is an Activesoft, Knowsoft, or Linguasoft. If this has a dagger (†), then it has special requirements.

4343

SKILLSOFT COSTS – SKILLS TABLE Skill Balance Climb Computer Use Craft Chemical Electronic Mechanical Pharmaceutical Structural Visual Art Writing Demolitions Diplomacy Disable Device Disguise Drive Escape Artist Gamble Handle Animal Hide Investigate Jump Knowledge Arcane Lore Art Behavioral Sciences Business Civics Current Events Earth & Life Sciences History Physical Sciences Popular Culture Streetwise Tactics Technology Theology & Philosophy Move Silently Navigate Perform Act Dance Keyboards Percussion Instruments Sexual Techniques Sing Stand-Up Stringed Instruments Wind Instruments Pilot Read/Write Language Repair

Cost PR x 1,000 PR x 1,000 PR x 500

Narrow Cost -

Res -

Type Active Active Active

PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 1,000 PR x 1,000 PR x 500 PR x 500 PR x 1,000 PR x 500 PR x 1,000

PR x 250 PR x 250 PR x 250 PR x 250 PR x 250 PR x 250 PR x 500 PR x 250 PR x 250 -

Lic Lic Res Lic -

Know Know Know Know Know Know Know Know Know Know Know Active Active Know Know Active Know Active

PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 1,000 PR x 500

PR x 250 PR x 250 PR x 250 PR x 250 PR x 250 PR x 250 -

Res -

Know Know Know Know Know Know Know Know Know Know Know Know Know Know Active Know

PR x 1,000 PR x 1,000 PR x 1,000 PR x 1,000 PR x 1,000 PR x 1,000 PR x 1,000 PR x 1,000 PR x 500

PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 500 PR x 250 -

-

Active Active Active Active Active Active Active Active Active Active Lingua Know

Section 4: Equipment •

SKILLSOFT COSTS – SKILLS TABLE Skill Research Ride Search Sleight-of-Hand Speak Language Survival Swim Treat Injury Tumble Weapon Skills Assault Rifles Axes Black Powder Firearms Bows Crossbows Flails & Chains Grenade Launchers Handguns Heavy Blades Heavy Weapons Light Blades Maces and Clubs Machine Guns Picks and Hammers Polearms Rifles Shotguns Slings & Thrown Weapons Spears and Lances Submachine Guns Unarmed/Natural Weapons

Cost PR x 500 PR x 1,000 PR x 500 PR x 1,000 PR x 1,000 PR x 1,000 PR x 1,000

Narrow Cost PR x 500 -

PR x 250 -

Res Lic -

Type Know Active Know Active Lingua Know Active Know† Active

-

PR x 2,000 PR x 2,000 PR x 1,000 PR x 2,000 PR x 2,000 PR x 2,000 PR x 2,000 PR x 2,000 PR x 2,000 PR x 2,000 PR x 2,000 PR x 2,000 PR x 2,000 PR x 2,000 PR x 2,000 PR x 2,000 PR x 2,000 PR x 2,000 PR x 2,000 PR x 2,000 PR x 1,000

Res Res Lic Res Res Res Res Res Res Res Res Res Res Res Res Res Res Res Res Res Lic

Active Active Active Active Active Active Active Active Active Active Active Active Active Active Active Active Active Active Active Active Active

Act: A narrowed chip allows use for a specific type of acting, such as comedy, drama, action-adventure, etc. • Dance: A narrowed chip allows use for a specific dance style. • Keyboards: A narrowed chip allows use for a specific type of keyboard. • Percussion Instruments: A narrowed chip allows use for a specific instrument. • Stringed Instruments: A narrowed chip allows use for a specific instrument. • Wind Instruments: A narrowed chip allows use for a specific instrument. Pilot: A narrowed chip allows you to pilot a specific vehicle. Read/Write Language: These chips are available only for specific languages. Ride: A narrowed chip allows you to ride a specific type of animal (camel, horse, etc.) Survival: A narrowed chip allows you to use Survival in a specific type of environment. Treat Injury: Treat Injury is actually a dual-chip and requires Skillwires of the appropriate rating to use due to the precision of certain Treat Injury tasks. Weapon Skills: All Weapon Skill chips are specific to certain weapons, such as a katana, an Ares Predator, Defiance T-250, etc.

Skillsofts and Feats Many feats are available as Activesofts. Feat Activesofts are either stand-alone or add-ons. For example, Endurance is unavailable, Dodge is stand-alone, but Advanced Firearms Proficiency is an add-on. If a feat has prerequisites, these are typically included in the Activesoft – however, ability score requirements are not included – you must meet those yourself. For example, Advanced Combat Martial Arts has the following prerequisites: Combat Martial Arts, Improved Combat Martial Arts, Unarmed skill 8 ranks. Therefore, an Advanced Combat Martial Arts Activesoft includes the benefits of Combat Martial Arts, and Improved Combat Martial Arts. Dodge has a prerequisite of Dexterity 13. You must have a 13 Dexterity score to take advantage of the Dodge Activesoft. Because of this structure, it is most often more advantageous to wait until you can afford the highest feat chip in a chain, since it will net you additional abilities. Reading the Activesoft Add-On Feats Table: • Adds On To: This is the skill or feat that the Activesoft adds on to. Note that in many cases, "Weapon Skill" may also include Unarmed Skill. • Minimum Rating: This is the minimum rating of the skill that the Activesoft can be added to. For example, Accurate Attack cannot be added to a rating 1 Activesoft. • Feat: This is the feat the Activesoft adds. • Cost: This is the Purchase DC modifier of the Activesoft if purchased as an aftermarket add-on. If the add-on is purchased as a part of a package, then add the +Rating to the base Activesoft rating to determine the final cost of the Activesoft. o For example, if Bob purchases a rating 5 AK-97 Activesoft with the Accurate Attack add-on, his rating is 7 for determining the cost (Purchase DC 27 BTW). However, if Bob already has a rating 5 AK-97 chip, and later decides to add Accurate Attack, he has to check against (PDC 26 +3) Purchase DC 29. Note that these example numbers ignore modifiers for illegality and such. • +Rating: This is the amount that the Activesoft adds to the effective rating of the base program for determining Skillwire and memory requirements and for cost as part of a package. • Restriction: This is the restriction level of the Activesoft. Apply the necessary Purchase DC modifiers.

Craft: • Chemical: A narrowed chip allows you to craft a specific compound. • Electronic: A narrowed chip allows you to craft a specific device. • Mechanical: A narrowed chip allows you to craft a specific device. • Pharmaceutical: A narrowed chip allows you to craft a specific compound. • Structural: A narrowed chip allows you to craft a specific structure. Disable Device: A narrowed chip allows you to disable a specific device. Drive: A narrowed chip allows you to drive a specific car. Gamble: A narrowed chip allows you to gamble with a specific game. . Handle Animal: A narrowed chip allows you to handle a specific animal (horses, dogs, etc). Knowledge: • Behavioral Sciences: A narrowed chip allows use for one of the following: criminology, psychology, sociology. • Earth and Life Sciences: A narrowed chip allows use for one of the following: biology, botany, genetics, geology, paleontology. • History: A narrowed chip allows use for a specific period in history. • Physical Sciences: A narrowed chip allows use for one of the following: astronomy, chemistry, engineering, mathematics, physics. • Streetwise: A narrowed chip allows use for a specific criminal culture such as the Mafia, Yakuza, or Triads. • Theology and Philosophy: A narrowed chip allows use for a specific religion or philosophy. Perform:

ACTIVESOFT ADD-ON FEATS TABLE Feat Accurate Attack Advanced Combat Martial Arts Advanced Firearms Proficiency Advanced Two-Weapon Fighting Agile Riposte Aircraft Operation Armed to the Teeth Armor Optimization Armor Specialization Arterial Strike Autofire Economy Brawl Choke Hold Combat Martial Arts

Adds On To Weapon Skill Unarmed Skill Weapon Skill Weapon Skill Dodge (stand-alone) Pilot Skill Weapon Skill Armor Proficiency (stand-alone) Armor Optimization Weapon Skill Weapon Skill Unarmed Skill Unarmed Skill Unarmed Skill

4444

Minimum Rating 2 8 4 11 4 1 9 5 1 3 1

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

+Rating +2 +3 +1 +4 +1 +1 +2 +1 +2 +4 +2 +1 +3 +1

Restriction Restricted Licensed Restricted Restricted Licensed Licensed Illegal Restricted Licensed Licensed Licensed

Section 4: Equipment ACTIVESOFT ADD-ON FEATS TABLE Feat Combat Throw Confined Fire Craft Cybernetics Cybernetic Surgery Deadly Precision Defensive Martial Arts Elusive Target Exotic Weapon Proficiency Fists of Fury Flying Kick Greater Advanced Firearms Proficiency Greater Dodge Greater Manyshot Greater Two-Weapon Fighting Guns Akimbo Hail of Bullets Hamstring High Ready Improved Autofire Improved Brawl Improved Combat Martial Arts Improved Combat Throw Improved Critical Improved Disarm Improved Dodge Improved Knockout Punch Improved Sneak Attack Improved Trip Improved Two-Weapon Fighting Lightning Fists Manyshot Nerve Pinch Off-Hand Power Precise Shot Quick Draw Quick Reload Ranged Disarm Rapid Reload Rapid Shot Reactive Shooter Reverse Hold Skip Shot Sneak Attack Strafe Stunning Strike Surface Vehicle Operation Surgery Two-Weapon Fighting Unbalance Opponent Whirlwind Attack

Adds On To Unarmed Skill Weapon Skill Craft (electronic) or (mechanical) Surgery Weapon Skill Unarmed Skill Unarmed Skill Weapon Skill Unarmed Skill Unarmed Skill Weapon Skill Dodge (stand-alone) Bows Skill Weapon Skill Weapon Skill Weapon Skill Weapon Skill Weapon Skill Weapon Skill Unarmed Skill Unarmed Skill Unarmed Skill Weapon Skill Weapon Skill Dodge (stand-alone) Unarmed Skill Weapon Skill Unarmed Skill Weapon Skill Unarmed Skill Bows Skill Unarmed Skill Weapon Skill Weapon Skill Weapon Skill Weapon Skill Weapon Skill Weapon Skill Weapon Skill Weapon Skill Unarmed Skill Weapon Skill Weapon Skill Weapon Skill Unarmed Skill Drive Skill Treat Injury Weapon Skill Unarmed Skill Weapon Skill

Craft Cybernetics: Craft Cybernetics is available as an add-on to Craft (electronic) or Craft (mechanical).

ACTIVESOFT STAND-ALONE FEATS TABLE Feat Ambidexterity Armor Proficiency (heavy) Armor Proficiency (light) Armor Proficiency (medium) Dodge Run Zero-G Training

Purchase DC 10 12 10 11 10 10 15

Minimum Rating 1 5 10 Treat Injury 8 7 1 1 1 6 6 10 10 11 2 3 6 1 4 3 4 3 10 1 6 6 1 6 9 7 4 6 1 1 1 9 1 1 1 4 1 5 4 12 4 4 1 6 4

Cost +3 +4 +4 +3 +4 +2 +3 +2 +2 +3 +3 +4 +5 +5 +6 +3 +5 +3 +3 +3 +3 +4 +2 +4 +3 +4 +5 +4 +4 +4 +4 +3 +4 +3 +2 +2 +4 +2 +2 +2 +4 +4 +3 +3 +2 +1 +2 +3 +3 +8

+Rating +2 +3 +3 +2 +3 +1 +2 +1 +1 +2 +2 +3 +4 +4 +5 +2 +4 +2 +2 +2 +2 +3 +1 +3 +2 +3 +4 +3 +3 +3 +3 +2 +3 +2 +1 +1 +3 +1 +1 +1 +3 +3 +2 +2 +1 +1 +1 +2 +2 +7

Restriction Licensed Restricted Restricted Licensed Illegal Licensed Licensed Restricted Restricted Restricted Restricted Restricted Restricted Restricted Restricted Illegal Licensed Restricted Licensed Licensed Licensed Military Restricted Licensed Illegal Licensed Restricted Restricted Restricted Restricted Restricted Restricted Restricted Restricted Restricted Restricted Restricted Restricted Licensed Restricted Illegal Restricted Restricted Licensed Licensed Restricted Licensed Restricted

C YBERDECKS AND P ROGRAMS For information on programs, see Section 8: The Matrix.

Illegal DC 13 17

Restriction Restricted Military

4545

CYBERDECKS, TORTOISES AND ACCESSORIES TABLE Object Size Wt. Purchase DC Illegal DC Restriction Accessories Hitcher jack 18 18 Licensed Offline storage F 0.5 lb. 10 10 Licensed Printer M 10 lb. 10 10 Vidscreen display T 0.1 lb. 15 15 Licensed Cyberdecks Allegiance Alpha S 5 lb. 27 28 Licensed Fairlight Excalibur S 5 lb. 42 43 Licensed Fuchi Cyber-4 S 5 lb. 35 36 Licensed Fuchi Cyber-6 S 5 lb. 39 40 Licensed Fuchi Cyber-7 S 5 lb. 40 41 Licensed Radio Shack CD-100 S 5 lb. 24 25 Licensed

Section 4: Equipment CYBERDECKS, TORTOISES AND ACCESSORIES TABLE

BIOTECH TABLE

Object Size Sony CTY-360 S Pocket Computer T Telimmersion Systems Allegiance Alpha S Fairlight Excalibur S Fuchi Cyber-4 S Fuchi Cyber-6 S Fuchi Cyber-7 S Radio Shack CD-100 S Sony CTY-360 S Telepresence Systems Allegiance Alpha M Fairlight Excalibur M Fuchi Cyber-4 M Fuchi Cyber-6 M Fuchi Cyber-7 M Radio Shack CD-100 M Sony CTY-360 M Wrist computer F Upgrades Firewall Response System Telimmersion Telepresence -

Object Gold Platinum Medkit Supplies Paramedic service Critical damage Slap patches Antidote (1-8) Stimulant (1-6) Tranq (1-10) Trauma (1-6) Stabilization unit Deluxe unit

Wt. 5 lb. 1 lb.

Purchase DC Illegal DC Restriction 34 35 Licensed +2 +2 -

7 lb. 7 lb. 7 lb. 7 lb. 7 lb. 7 lb. 7 lb.

21 36 30 33 34 19 29

22 37 31 34 35 20 30

-

10 lb. 10 lb. 10 lb. 10 lb. 10 lb. 10 lb. 10 lb. -

19 34 27 31 32 16 26 +4

20 35 28 32 33 17 27 +4

-

-

16 + Rtg 18 + Rtg 15 + Rtg -1 -2

16 + Rtg 18 + Rtg 15 + Rtg -1 -2

-

Pocket computer: A pocket computer is a miniaturized telepresence device. It has the same stats, except that it cannot accept more memory chips. The on-board OMC can be swapped, but it uses special memory chips that are +2 Purchase DC. Offline storage: An OMC has a rating 10 memory. Higher-rated OMC are available (maximum of 50). To determine the Purchase DC, multiply the rating x 10 and compare to Table 7-1: Purchase DCs on p. 204 of d20 Modern Roleplaying Game. Upgrades: You can upgrade the attributes of your computer systems individually. Purchase the upgrade (DC = number + Rating). If you wish to install the upgrade yourself, make a Craft (electronic) check. The DC for this check is 20, and it takes 60 minutes. Reduce the time by 10 minutes per 5 points over DC 20. If you wish to have it installed, well, you should try and find a place that will include it part of the package (30% chance). Otherwise, you will have to make a DC 15 Wealth check. Wrist computer: A wrist computer is a highly miniaturized telepresence device. It has the same stats, except that it cannot accept more memory chips. The on-board OMC can be swapped, but it uses special memory chips that are +4 Purchase DC.

B IOTECH BIOTECH TABLE Object Size Doctor service Ability damage Critical damage Hit point damage DocWagon ™ contract Basic -

Wt.

Purchase DC

Illegal DC

Res

-

15 + ranks 16 + ranks 10 + ranks

17 + ranks 18 + ranks 12 + ranks

-

-

23

23

-

Size Wt. S 3 lb. D 0.1 lb.

Purchase DC 29 31 12 7

Illegal DC 29 31 14 9

Res -

-

-

16

16

-

F F F F L L

30 lb. 35 lb.

6 + Rtg 4 + Rtg 3 + Rtg 8 + Rtg 26 28

9 + Rtg 4 + Rtg 5 + Rtg 13 + Rtg 30 32

Lic Lic Lic Lic

Doctor service: Doctor service prices are based on the attending physician's ranks in Treat Injury and are priced per day. Critical damage applies if the subject's hit points are at -1 or below, or if a specific Injury must be treated. DocWagon ™ contract: For transmission purposes, including range and jamming, DocWagon ™ bands have a device rating of 6. Medkit: A medkit provides a +3 bonus to Treat Injury checks. The kit can devise an antitoxin in less than one minute. Roll 1d20+3 against a DC equal to the DC of the substance. If successful, the resultant substance provides a +4 bonus to the secondary saving throw. Paramedic service: Critical damage applies if the subject's hit points are at -1 or below. Slap patches: Applying a slap patch is a standard action that provokes attacks of opportunity. If the recipient has natural armor protection, apply the maximum result of his High Impact protection as a bonus to the saving throw against the patch. • Antidote: If applied in the same round that a poison attacks deals damage, the poisoned character applies the patch rating as a bonus to his saving throw, and as a type of Hardness versus the ability score damage. It also provides its rating as a bonus to the secondary save. If applied after the initial damage is suffered, but before the secondary damage, the rating is applied as a saving throw bonus. Multiple patches are not cumulative. • Stimulant: When applied, this negates (rating x 1d6) points of nonlethal damage for 2d6 minutes, after which, all of the negated damage, plus 1d6, returns. This patch takes one round to take effect. • Tranq: When applied, the target must roll a Fortitude saving throw (DC 15 + patch rating). If this fails, the target suffers (patch rating x 1d6) non-lethal damage. This patch takes one round to take effect. • Trauma: This must be applied within one round of dying. It allows the subject one last chance to stabilize with a bonus equal to the patch rating; if successful, he is placed at his death's door, and must receive medical attention within 1d6 minutes, or he will have to check for stabilization again. When a character is treated with a trauma patch, the DC to resist permanent injury increases by +5. Stabilization unit: Applying a stabilization unit takes 1d4+1 full-round actions and provokes attacks of opportunity. A standard model causes the subject to check for stabilization every 2 hours instead of every round, while the deluxe model requires the subject to check every 6 hours instead of every round.

D RUGS AND C OMPOUNDS Additional New Compounds Add the following to the list of compounds available through Craft (chemical). The compounds listed in d20 Modern Roleplaying Game are reduced for balance. Increase the listed save DCs by +4.

NEW COMPOUNDS TABLE Substance Fugu 5 Narcojet Neuro-Stun VIII

Type Save DC Ingested, Injury 19 Injury 24 Contact, Inhaled 19

Initial Damage 1d6 Dexterity Paralysis 2d6 min 3d6 hit points (nl)

Secondary Damage 1d6 Dexterity Unconscious 1d3 hours Nausea 10d6 minutes

MAGICAL EQUIPMENT TABLE Size T

Wt. 1 lb.

T T

0.25 lb. 0.25 lb.

Purchase DC Illegal DC 18 + Force 18 + Force 12 7

Illegal DC 13 17 20

Res Craft DC Mil 21 Res 31 Res 37

Time 4 hours 16 hours 24 hours

MAGICAL EQUIPMENT TABLE

M AGICAL E QUIPMENT Object Conjuring materials Fetishes Combat Detection

Purchase DC 9 15 18

14 9

Res Lic Res Lic

Object Health Illusion Manipulation Foci Banishing Binding Counterspelling

4646

Size T T T T T T

Wt. Purchase DC 0.25 lb. 15 0.25 lb. 10 0.25 lb. 14

Illegal DC 17 12 16

Res Lic Lic Res

0.25 lb. 0.25 lb. 0.25 lb.

22 + Force 25 + Force 22 + Force

Lic Lic Lic

21 + Force 24 + Force 21 + Force

Section 4: Equipment MAGICAL EQUIPMENT TABLE Object Power Spellcasting Summoning Sustaining Weapon Magical lodge materials Spell formulae Combat Detection Health Illusion Manipulation

Size T T T T T

-

Wt. Purchase DC 0.25 lb. 28 + Force 0.25 lb. 26 + Force 0.25 lb. 26 + Force 0.25 lb. 24 + Force Varies 24 + Force 15 + Force -

See below See below See below See below See below

Illegal DC Res 30 + Force Res 27 + Force Lic/Res 27 + Force Lic 25 + Force Lic 26 + Force Res 15 + Force Lic See below See below See below See below See below

Res Lic Lic Lic Res

SPELL FORMULAE COSTS TABLE Spell Category Formula Purchase DC Personal Instruction Purchase DC Combat 20 18 + bonus Detection 15 12 + bonus Health 15 12 + bonus Illusion 18 14 + bonus Manipulation 19 17 + bonus Conjuring materials: These are small, reusable supplies required for the summoning of spirits. Different materials must be purchased for different spirits types and Force ratings. Fetishes: These are small items used when learning limited spells. Foci: Foci (singular = focus) are magical items that provide differing bonuses and abilities. Foci must be bonded to the owner. For more information on Foci, see Section 7: Magic. Magical lodge materials: These are the materials required to complete a magical lodge. Spell formulae: These are spells to learn.

V EHICLES Vehicles in the Sixth World are almost as computerized as everything else. To reflect this, vehicles have several new stats (new to d20 – these are however, different from the normal Shadowrun stats as well). Like computers, vehicles have System and Firewall ratings, representing the onboard computer intelligence and its resistance to hacking. In fact, when subjected to the proper attacks, these function exactly as described with computers and cyberdecks. Vehicles also have the following attributes:

Autopilot (AutoNav) • •

Rating 0: This vehicle doesn't have an AutoNav system. Rating 1: This provides a +1 bonus to Drive and Pilot checks to avoid collisions. • Rating 2: This provides a +2 bonus to Drive and Pilot checks to avoid collisions. This system is capable of self-navigation (autopilot) with a skill check bonus of +2. • Rating 3: This provides a +4 bonus to Drive and Pilot checks to avoid collisions. This system is capable of self-navigation (autopilot) with a skill check bonus of +4. This has a GPS system, and can navigate off-road if provided with an appropriate map chip (+2 Navigate bonus). • Rating 4: This provides a +6 bonus to Drive and Pilot checks to avoid collisions. This system is capable of self-navigation (autopilot) with a skill check bonus of +6. This has a GPS system, and can navigate off-road if provided with an appropriate map chip (+6 Navigate bonus). This system can also program its own routes for efficiency (+4 Navigate bonus). When a vehicle's AutoNav system is active, the normal bonus provided to avoid collisions is applied as a penalty to the operator's skill check when he attempts hazardous maneuvers (stunts).

Sensors Vehicles in Shadowrun have low-tech sensor systems. Operating a sensor system requires Computer Use skill checks. Sensor systems are capable of four different modes of operation – Passive, Scan, Search, and Focus. • Passive mode (Mode 1): Sensors set to passive mode simply receive information about the immediate vicinity (out to short range). Gathering data from passive sensors is a free action. Passive mode can determine the presence of creatures and objects, and their size, but little else. Sensors in passive mode provide the indicated skill bonuses. • Scan mode (Mode 2): In scan mode, sensors actively send out pulses in all directions (to long range) to gather information about the surroundings. Sensors in scan mode provide the same information as passive sensors, but provide a +2 bonus on the Computer use check. • Search mode (Mode 3): Search mode sweeps a specific fire arc

4747

(front, rear, right, left) to extreme range, but otherwise provides the same benefits as passive and scan sensors, with a +4 bonus to the Computer Use check. • Focus mode (Mode 4): A sensor in focus mode directs its attention to a precise area or single object up to extreme range. This provides a +6 bonus to the Computer Use check and allows the operator to learn the extended information as follows: o Presence of objects. o Size of targets. o Target's locomotive capabilities (basic). o Target's present direction and trajectory. o Number of creatures on board (if applicable). o Hull composition. The Computer Use check normally has a DC of 15, unless the sensors are being used to detect objects, in which case, the DC is based on the object's size, modified by its stealth rating as follows. Size Fine Diminutive Tiny Small Medium Large Huge

Base DC 18 14 12 11 10 9 8

Size Gargantuan Colossal Colossal II Colossal III Colossal IV Colossal V Colossal VI

Base DC 6 2 1 0 -1 -2 -4

Apply the following modifiers to the Computer Use check. Circumstance Target concealed behind object 3 categories larger Target is powered down Target is using scan, search, or focus mode Target range Short Medium Long Extreme

DC Modifier +10 +4 -4 +0 +2 +4 +8

VEHICLE SENSORS RANGE TABLE Rtg 0 1 2 3 4 5 6 7 8 9 10

Short 0-30 ft. 0-30 ft. 0-60 ft. 0-120 ft. 0-240 ft. 0-1,200 ft. 0-2,400 ft. 0 – 5 mi. 0 - 10 mi. 0 - 20 mi. 0 - 40 mi.

Range Med Long 31-60 ft. 61-90 ft. 61-120 ft. 121-180 ft. 121-240 ft. 241-360 ft. 241-480 ft. 481-720 ft. 1,201-2,400 ft. 2,401-3,600 ft. 2,401-4,800 ft. 4,801-7,200 ft. 5.1 - 10 mi. 10.1 - 15 mi. 10.1 - 20 mi. 21.1 - 30 mi. 20.1 - 40 mi. 40.1 - 60 mi. 40.1 - 80 mi. 80.1 - 120 mi.

Ext 91-120 ft. 181-240 ft. 361-480 ft. 721-960 ft. 3,601-4,800 ft. 7,201-9,600 ft. 15.1 - 20 mi. 31.1 - 40 mi. 60.1 - 80 mi. 120.1 - 160 mi.

Modes 1 1-2 1-2 1-2 1-2 1-3 1-3 1-4 1-4 1-4 1-4

Stealth All vehicles have a Stealth rating. The Stealth rating is the DC required to detect the vehicle with sensor systems. Stealth represents vehicle size, heat emissions, EM emissions, baffles, radar-deflecting materials, etc. Reading the Vehicles Tables: • Crew: This is the standard number of crew members for the vehicles. IN most cases, only one person is required to operate the vehicle – others serve as gunners or co-pilots. In some cases, vehicle operations may suffer if the vehicle lacks a full crew compliment. • Pass: The normal number of passengers the vehicle is designed to carry (in addition to the crew). Passengers space can be used for cargo at a rate of +100 lb. per passenger space. • Cargo: The amount of cargo the vehicle is designed to carry. Passengers can be fit in cargo space sometimes at a rate of one passenger per 250 lb. of cargo space. • Init: The initiative modifier applied to the operator's initiative check when operating the vehicle. • Man: The modifier applied to the operator's Drive or Pilot check. • Top Speed: The maximum number of squares the vehicle can cover in 1 round at top speed at character scale (chase scale in parenthesis). This is the fastest the vehicle can move barring special circumstances. • Def: The vehicle's Defense against attacks. An operator with skill ranks can opt to add his Dexterity bonus to the vehicle's Defense, but he does not gain the bonus to his personal Defense while doing so, and loses his entire dodge bonus to Defense.

Section 4: Equipment • • • • • • • • • • •

with two firmpoints. Hunter drone (surveillance): This is a standard surveillance drone that is equipped with two firmpoints. Mitsubishi Nightsky: This includes a rating 10 Maglock. Northrup PRC 42 Wasp: When being landed with autorotation, the Stealth of this increases to 10. Patrol vehicle: One firmpoint, one hardpoint. A patrol vehicle has 12 hours of operation time. Spotter drone: A spotter drone has 6 hours of operation time before requiring a one-hour recharge. Surveillance drone: A surveillance drone has 12 hours of operation time before requiring a one-hour recharge. However, it requires a small (15 ft.) landing strip for take off and landing. It is unable to hover, or fit in many areas that a spotter drone can manage. Yellowjacket: When being landed with autorotation, the Stealth of this increase to 10.

Hard: The vehicle's hardness. This acts as static armor against high-, and low-impact attacks. See Section 5: Combat, Rules, and Gamemastering for modifications against other attacks. HP: The vehicle's hit points. See Section 5: Combat, Rules, and Gamemastering for modifications to the normal vehicle hit point rules. Size: The vehicle's size category. Sys: This is the vehicle's System rating for it's onboard computer. Fire: This is the Firewall rating for the vehicle's onboard computer. Auto: This is the vehicle's autopilot rating. Sen: This is the vehicle's sensor rating. Stealth: This is the vehicle's stealth rating. PDC: This is the Wealth check DC required to purchase the vehicle. IDC: This is the Wealth check DC required to purchase the vehicle through less than legal means. Res: This is the restriction level of the vehicle.

Chrysler-Nissan Patrol-1: When the window armor is activated, the windows have a hardness of 11. Hunter drone (spotter): This is a standard spotter drone that is equipped

AIR VEHICLES TABLE Name Winged Planes Cessna C750 EFA Variants Lear Platinum Rotor Craft Ares Dragon Federated Boeing Commuter Hughes Airstar Hughes WK 2 Stallion Northrup PRC 42 Wasp Yellowjacket Vectored Thrust Craft Federated Boeing Eagle

Crew

Pass

Cargo

Init Man

1 1 1

1 10 10

2,200 lb. 2,000 lb. 900 lb.

-4 -4 -4

1 2 1 1 1 1

3 15 10 1 0 0

7,000 lb. 2,000 lb. 4,600 lb. 3,000 lb. 160 lb. 115 lb.

1

0

1,000 lb.

HP Size Sys Fire

Auto

Sen Stealth PDC IDC Res

Top Spd

Def

Hard

-4 -4 -4

450 (45) 395 (40) 435 (43)

6 6 6

5 5 5

150 220 220

G G G

5 6 6

5 6 6

2 3 4

7 8 8

6 6 6

36 39 39

36 39 Res 42 -

-4 -4 -4 -4 -2 -2

-4 -4 -4 -4 -2 -2

340 (34) 420 (42) 264 (26) 250 (25) 170 (17) 170 (17)

6 6 6 6 8 8

5 5 15 5 5 5

220 210 230 220 150 160

G G G G H H

6 5 6 6 5 5

6 5 6 6 5 5

3 3 4 3 0 0

8 7 8 7 7 7

3 6 3 3 5 5

39 37 40 38 36 37

39 37 42 38 39 Res 39 Res

-4

-4

2,400 (240)

6

20

220

G

7

7

3

8

1

50

52

Mil

GROUND VEHICLES TABLE Name Cars Chrysler-Nissan Jackrabbit Eurocar Westwind 2000 Ford Americar Mitsubishi Nightsky Mitsubishi Runabout Toyota Elite Bikes Dodge Scoot Harley Scorpion Yamaha Rapier Hovercraft Chrysler-Nissan G12a

Crew

Pass

Cargo

Init Man

1 1 1 1 1 1

4 4 4 7 4 3

200 lb. 100 lb. 250 lb. 130 lb. 100 lb. 200 lb.

-1 -2 -2 -4 -1 -2

1 1 1

0 1 0

25 lb. 130 lb. 90 lb.

2

0

2,500 lb.

Size Sys Fire

Auto

Sen

Stealth

1 3 1 8 3 8

1 3 2 4 1 4

0 2 1 3 1 3

9 3 2 1 12 2

27 34 28 37 26 35

27 36 28 39 26 37

-

1 1 1

1 1 1

0 2 2

-

13 3 4

20 27 26

18 27 26

-

4

5

2

2

1

31

31

-

Auto

Sen

Stealth

Top Spd

Def

Hard

HP

-1 +1 -1 -4 -1 -1

123 (12) 282 (28) 137 (14) 158 (16) 98 (10) 158 (16)

9 8 8 6 9 8

5 5 5 11 5 5

150 160 170 190 150 170

L H H G L H

1 3 1 5 3 5

-1 -1 +0

+0 +0 +3

80 (8) 158 (16) 260 (26)

10 9 10

5 8 5

80 110 90

M L M

-4

-4

160 (16)

6

5

200

G

Top Spd

Def

Hard

HP

PDC IDC Res

MILITARY AND SECURITY VEHICLES TABLE Name Hovercraft GMC Beachcraft Patroller Panzers GMC Banshee Security Vehicles Ares Citymaster Chrysler-Nissan Patrol Remotes (Drones) Hunter drone (spotter) Hunter drone (surveillance) Patrol vehicle Spotter drone Surveillance drone

Init Man

Size Sys Fire

PDC IDC Res

Crew

Pass

Cargo

2

0

1,000 lb.

-4

-4

218 (22)

6

15

220

G

6

7

2

7

1

34

36 Res

3

0

1,700 lb.

-4

-2

1,320 (132)

6

20

250

G

7

9

2

9

9

45

49

1 1

16 4

1,100 lb. 90 lb.

-4 -2

-4 -1

160 (16) 135 (13)

6 8

20 11

220 170

G H

6 5

6 5

3 3

6 3

1 1

39 34

42 Res 36 Res

0 0 0 0 0

0 0 0 0 0

50 lb. 50 lb. 50 lb. 50 lb. 50 lb.

+0 +0 +0 +0 +0

+0 +0 +0 +0 +0

120 (12) 80 (8) 92 (9) 130 (13) 92 (9)

10 10 10 10 10

5 5 10 5 5

120 100 90 100 80

M M M M M

4 4 4 4 4

4 4 4 4 4

4 4 4 4 4

5 5 3 5 5

10 10 10 10 10

28 28 26 27 26

31 31 28 30 28

Crew

Pass

Cargo

Init Man

Top Spd

Def

Hard

HP

1 1 1

1 1 7

500 lb. 500 lb. 400 lb.

100 (10) 60 (6) 158 (16)

8 8 6

5 5 15

140 140 200

Mil

Mil Mil Res Res Res

WATER VEHICLES TABLE Name Motorboats Aztech Nightrunner Nightrunner w/elec motor GMC Rivervine

-2 -2 -4

-2 -3 -4

4848

Size Sys Fire H H G

2 2 3

2 2 3

Auto 3 3 2

Sen Stealth PDC IDC 2 2 2

10 10 1

30 30 33

30 30 33

Res -

Section 4: Equipment WATER VEHICLES TABLE Name Samuvani Chriscraft Otter Sailboats Sendanko Marlin

Crew 1

Pass 1

Cargo 1,500 lb.

1

5

350 lb.

Init Man -2 -2 -2

-2

Top Spd 60 (6)

Def 8

Hard 5

HP 140

40 (4)

8

5

140

Size Sys Fire H 2 2 H

-

Auto 2

-

-

Sen Stealth PDC IDC 1 5 28 28 2

14

27

27

Res -

VEHICLE WEAPONS TABLE Damage Crit AP Type (burst) Autocannon (30mm cannon) -1 3d12 20 -2 Ballistic Launcher (missile) +0 Varies 2 Varies Varies Water cannon +1 2d6 4d6 20 +0 Bludgeoning 1 This mastercraft weapon grants a +1 bonus on attack rolls. 2 This weapon does special damage. See the weapon description. 3 See the description of this weapon for special rules. Weapon

Acc Damage

Vehicle Weapons All of the following weapons use the Heavy Weapons skill. Reading Vehicle Weapons Table: • Acc: "Accuracy". This lists any modifier to attack rolls made with the weapon, based on the weapon's inherent accuracy. This is in addition to any mastercraft bonus. • Damage (burst): This is the damage the weapon deals with a burst, when using burst fire. • AP: "Armor Penetration". An attack with this weapon modifies the target's damage conversion/damage reduction by this amount before applying the DC/DR to the damage dealt. Even when firing a burst, the AP of a weapon does not change. Water cannon: This weapon is targeted in the same manner as an automatic weapon. Targets that fail to save suffer non-lethal damage and must roll Strength checks (DC 10 + damage) or be knocked down. For every size category above Medium, a victim receives a +4 bonus to this check; for every size category below Medium, the victim suffers a -4 penalty to this check. If knocked down, victims cannot apply their Dexterity bonus to additional saves against the weapon damage, and the Strength check DC to get back up is increased by +5.

Vehicle Accessories VEHICLE ACCESSORIES TABLE Object Remote control adaptation Remote control device Sensor system Gunner adaptation Vehicle adaptation rig Upgrades – RC adaptation Firewall Response Signal System Upgrades – RC device Firewall Response Signal System Weapon mount Hardpoint Firmpoint Firelink

Size n/a S n/a n/a n/a

Wt. n/a 5 lb. 2 lb. n/a n/a

Purchase DC Special 16 25 + Rtg 20 21

Illegal DC +3 +3 26 + Rtg 22 23

Res Lic Lic Lic Res Lic

n/a n/a n/a n/a

n/a n/a n/a n/a

16 + Rtg 18 + Rtg 17 + Rtg 15 + Rtg

17 + Rtg 19 + Rtg 17 + Rtg 16 + Rtg

Lic Lic Lic Lic

n/a n/a n/a n/a

n/a n/a n/a n/a

16 + Rtg 18 + Rtg 17 + Rtg 15 + Rtg

17 + Rtg 19 + Rtg 17 + Rtg 16 + Rtg

Lic Lic Lic Lic

M S T

40 lb. 20 lb. 5 lb.

23 21 15

24 22 16

Res Res Res

Hardpoint: A hardpoint is a mount for a heavy weapon. The weapon can be changed (10 minutes, DC 10 Craft (mechanical) check). A hardpoint carries one reload of ammunition for the weapon. Installing a hardpoint takes 1 hour and a DC 20 Craft (mechanical) check. A weapon must be specially adapted for use on a hardpoint, increasing the Purchase DC by +1. Alternatively, you can adapt the weapon yourself (1 hour, DC 25 Craft (mechanical) check). A hardpoint acts as a gyro-mount. To determine the maximum number of hard-, and/or firmpoints a vehicle can mount, divide the normal hit points by 40 (round normally). For example, a Mitsubishi Nightsky (190 hp) can mount (190 / 40 = 4.75) 5 firmpoints, hardpoints, or combination. Firelink: Typically, the operator's number of attacks limits vehicle weapon system effectiveness – a vehicle may mount six weapon systems, but the operator may only be able to fire one system in a round. A firelink is an additional mechanism that allows two weapon systems to be linked together, allowing them to fire simultaneously at the same target. When firing linked systems, make multiple attack and damage rolls as necessary. Activating or deactivating a firelink is a move action (free action for a jacked-in rigger). Firmpoint: A firmpoint is a mount for a weapon smaller than a heavy weapon (typically any firearm up to and including light machine guns). The

4949

Range Inc

RoF

Mag

Size

110 ft. 150 ft. 15 ft.

S Single A

10 box 6 int 20 int

H H L

Purchase Illegal DC Res DC 90 lbs. 26 29 Mil 30 Mil 40 lb. 27 25 lbs. 28 30 Mil Wt.

weapon can be changed (10 minutes, DC 10 Craft (mechanical) check). A firmpoint can carry up to 250 rounds of ammo. Installing a firmpoint takes 1 hour and a DC 15 Craft (mechanical) check. A weapon must be specially adapted for use on a hardpoint, increasing the Purchase DC by +1. Alternatively, you can adapt the weapon yourself (1 hour, DC 25 Craft (mechanical) check). A firmpoint acts as a gyro-mount. To determine the maximum number of hard-, and/or firmpoints a vehicle can mount, divide the normal hit points by 40 (round normally). For example, a Mitsubishi Nightsky (190 hp) can mount (190 / 40 = 4.75) 5 firmpoints, hardpoints, or combination. Remote control adaptation: This is the equipment installed in a vehicle or other mechanism in order to allow it to act as a drone. This includes additional servo-mechanisms and a basic computer upgrade to allow the vehicle to take Pilot and Autosoft programs. To determine the cost of remote control adaptation, multiply the vehicle's hit points by 15 and compare to Table 7-1: Purchase DCs on p. 204 of d20 Modern Roleplaying Game. This computer is Firewall 1, Response 1, Signal 1, and System 2. If the onboard Firewall and System are better, use those ratings. Remote control device: This is the rigger version of a cyberdeck. It allows the rigger to operate drones via wireless connections. This is a limited deck with Firewall 2, Response 2, System 2, and Signal 2. Sensor system gunner adaptation: This is a modification to a sensor system that allows it to act as a targeting system. This allows a vehicle or drone to perform Sensor-Enhanced Gunnery. Only sensors that have Mode 4 available are able to take this modification. Upgrades: Both the remote control adaptation gear and remote control devices can be upgraded. Each system (Firewall, Response, Signal, and System) must be upgraded separately. Vehicle adaptation rig: This must be installed in a vehicle to allow the vehicle to allow it to be directly controlled by a rigger with a VCR. Installation requires a DC 15 Craft (electronic) and a DC 15 Craft (mechanical) check. Base time to install is 120 minutes. To reduce the time, take the highest skill roll, and reduce the time by 10 minutes per 5 points over the DC.

50

Section 5: Combat, Rules, and Gamemastering

S E C T I O N 5 : C O M B A T, R U L E S , A N D G A M E M A S T E R I N G A TTACK AN O BJECT Substance Leather Drywall Bone/Ivory Reinforced concrete Strong metal Super-strong metal Advanced composites/materials

Hardness 2 3 7 9 15 20 30

Object Drywall (1 in. thick) Sandbags (1 ft. thick) Cue ball Concrete wall (2 ft. thick) Blast door (2 ft. thick)

Hardness 3 5 6 7 15

Bull's Charge This is a low charge designed to get you in under your target's guard, but it leaves you vulnerable to a counterattack. Requirements: Strength 13, Power Attack. Circumstance: You must be wielding a slashing or piercing weapon and charging. Effect: Before you make the attack roll, you provoke an attack of opportunity from the opponent. You gain a +2 bonus to your damage roll.

Hit Points 1/inch of thickness 6/inch of thickness 12/inch of thickness 20/inch of thickness 35/inch of thickness 40/inch of thickness 50/inch of thickness Hit Points 6 120 36 336 875

Cat's Parry

Break DC 10 13 21 40 40

C LOBBERED Anytime a creature suffers damage from one attack that is equal to 50% of his current hit points or greater, he must make a Fortitude save. The DC is 10 + damage. If this save fails, he is stunned for one round. In addition, an appropriate attack type will knock the character back 5 ft. per 10 points of damage. If the character has some for of stability, treat this as a bull rush with as Strength equal to the damage.

D RAWING W EAPONS Drawing a weapon larger than Tiny size (a dagger or knife) provokes attacks of opportunity from near-by foes unless the character has the Quick-Draw feat.

M OVEMENT The speed of both the defender and attacker can have a dramatic effect on ranged combat. The following modifiers apply to the attack roll if either the attacker or the defender takes more than a 5-foot step during the round. The modifiers are cumulative. Ground speed: This is used if the attacker or defender is on the ground. Air speed: This is used if the attacker or defender is airborne. Feet/Round 5-50 55-100 105-300 305-600 605-800 805-1,000 1,005-2,000 2,005-4,000 4,005-8,000 8,005-16,000 16,005-32,000 32,005+

Attacker's speed is Ground Air -0 -1 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7 -7 -8 -8 -9 -9 -10 -10 -12 -12 -14

Defender's speed is Ground Air -0 -1 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7 -7 -8 -8 -9 -9 -10 -10 -12 -12 -14

You are able to turn a defense into an offense. Requirements: Melee Weapon Skill 6 ranks. Circumstance: You must be fighting defensively or using total defense. Effect: Your opponent gain's a +4 bonus to his attack roll, but if he misses, you gain an immediate attack of opportunity.

Decapitating Slash You take advantage of an opponent's dropped defenses to take his head off. Requirements: Intelligence 11, Slashing Melee Weapon Skill 10 ranks. Circumstance: Your opponent provokes an attack of opportunity from you. Effect: If you score a critical hit on your attack of opportunity, the opponent must make a Fortitude save against a DC of 5 + total lethal damage suffered, or have his head severed. You take a -4 penalty to Defense for one round following the strike.

Desperate Stab You make a desperate stab for the heart or throat in an attempt to kill your opponent before he realizes a fight has begun. Requirements: Improved Initiative, Piercing or Slashing Melee Weapon Skill 15 ranks. Circumstance: You must have won initiative, it must be the first round of combat, and the opponent must be denied his Dexterity bonus to Defense. Effect: As your first attack of the combat, you may attempt to slay your enemy outright. Make an attack as normal. If successful, the opponent must make a Fortitude save against a DC of lethal damage suffered. If this fails, he dies. If he lives, he gains a +2 bonus to both attack and damage rolls against you for the remainder of the round.

Devastating Sweep You use your weapon to clear the space around you. Requirements: Whirlwind Attack. Circumstance: You must be wielding a one-, or two-handed slashing weapon, and at least five of the squares adjacent to you must be occupied. Effect: As a standard action, you swing your weapon in a wide arc. Any characters within 5 ft. of you have the option of taking an immediate 5-ft. step away from you as a free action to get out of range (this does use their 5-ft. step for the round). You gain an attack at each creature that fails to move.

Dirty Fighting You are able to distract an opponent. Requirements: Intelligence 13. Circumstance: The target must be within 10 ft., have an Intelligence of 3 or better, and engaged in combat with you. Effect: Spend a full-round action and make an Intelligence check. The opponent receives a Reflex save against a DC equal to the result of your Intelligence check. If the save fails, you have forced the target into the dazed condition for a round (distraction, throwing dirt in his eye, etc). Dirty fighting can be used on a particular target once per encounter. After the first use in the encounter, the opponent it too wary to fall for it again.

Human Shield

For example, if the attacker is taking a double move on the ground (60 ft./round) and his target is flying at 75 ft./round, the attacker's attack roll suffers a –3 penalty.

C RITICAL H ITS When you score a successful (i.e., confirmed) critical hit in combat, you deal the base damage plus a roll for each critical multiple. For example if you deal a critical with a longsword (critical multiplier x2) that inflicts 1d8+4 damage, then you deal 12 points of damage +1d8 +4.

M ELEE C OMBAT

You swing a distracted enemy around in order to block an incoming attack. Requirements: Strength 13, Improved Grapple. Circumstance: Earlier this round you have dealt damage to your opponent while grappling him and are now being attacked by another character while still grappling the first. Effect: Roll a grapple check – if successful, you gain a +2 cover bonus to Defense against the incoming attack. If the attack misses due to this bonus, the person you have grappled takes the damage from the attack.

R ANGED C OMBAT Shooting into Melee

Combat Maneuvers Any character can attempt the following combat maneuvers in melee combat, so long as he meets the requirements.

5151

If you shoot or throw a ranged weapon at a target that is engaged in melee with an ally, you risk striking your ally. Roll your attack as normal. Determine the number of potential targets, and assign each a number. Roll a corresponding die to determine which potential target is the actual target. Creature size affects this – a Large creature is worth 2, a Huge creature 3, a Gargantuan creature 4, and a Colossal creature 5. Creatures smaller than Small are worth ½. For example, Geoff is shooting into a melee composed of his ally Robert

Section 5: Combat, Rules, and Gamemastering (1) and 3 thugs (numbers 2, 3, 4). Geoff rolls a 19 on his attack roll, and 1d4, getting a 1 – Robert. Geoff's 19 attack roll is compared to Robert's 15 Defense; Geoff has accidentally shot his ally. If you have Precise Shot, you do not have to randomly check for your target. Nor do you have to check if part of the target is 10 feet or farther from your ally.

Provoking Attacks of Opportunity Characters can use Small or Medium ranged weapons without provoking attacks of opportunity unless the character is flanked, in which case, using a Small or Medium ranged weapon provokes normally. Using a Large or larger ranged weapon provokes attacks of opportunity normally.

Suppression Fire A character with a weapon capable of automatic fire may attack a square, instead of a target. Anyone in that square who does anything except hit the dirt and stay there suffers an attack of opportunity. This ability does not allow a character to make more attacks of opportunity than normal. Suppression fire uses 10 bullets per round.

V ISIBILITY AND W IND Visibility modifiers to attack rolls are cumulative. Presented first are modifiers for the outdoors, at night.

F IREARMS Attacking with a firearm while in a threatened space provokes an attack of opportunity.

Automatic Weapons When attacking with a weapon capable of automatic fire, you have two basic options – the area attack, and the directed attack.

Area Attack The default assumption for automatic fire is the area attack. You target a 10 ft. x 10 ft. area and make an attack roll (Defense 10). If you do not have any ranks in the appropriate weapon skill, you suffer a -4 non-proficiency penalty, as well as a -4 automatic fire penalty. If successful, everyone in the affected area must make a Reflex save. Those who fail take damage equal to that dealt by the weapon. Those who roll a 15-20 take one-half damage. Those who roll a 21+ take no damage. If you miss the targeted area, you may deal unintentional damage to others. See Crossfire below. Area attack is an attack action, and uses 10 rounds from your weapon. This maneuver is often called "hosing an area".

Directed Attack You may also use automatic fire to make multiple, single target attacks. As always with multiple attacks, this is a full-attack action. For every 10 rounds you fire from the weapon, you may make one attack. You may attack multiple targets but all targets must be in the same 10 ft. x 10 ft. area. Each attack beyond the first imposes a cumulative –10 penalty to hit (-10 for the second attack, -20 for the third and so forth).

Automatic Shotguns Automatic shotguns are a hybrid between shotguns and assault rifles. When using an automatic shotgun, you use the Shotguns skill. If you do not have Assault Rifles at an equal or greater level, you suffer a -2 penalty when using autofire with an automatic shotgun.

Burst Fire Any character with a burst fire, or full auto-capable weapon may attempt to fire a short (5-round) burst. A non-proficient character actually expends 2d6 rounds when firing a burst. The attack roll suffers a -4 penalty. If successful, you deal increased damage (noted in the weapon description). Burst-Fire Settings: Some weapons have a specific burst fire setting, normally 3-rounds. These weapons may fire a burst as if using semi-automatic fire. In addition, when using a weapon with such a setting, you may attempt a double tap maneuver with the bursts. Burst Fire v. Armor: When using burst fire against a target with High Impact armor protection, the target rolls his armor protection x2.

Crossfire This rule is designed to make combat a little dicier. Thus, this rule makes Hostage Rescue operations particularly difficult. This rule is based on an unfortunate reality of modern combat: modern firearms have so much power, that even when they hit, they pass through targets, ricochet off objects, pass through walls, and so forth. Any person within one range increment of a firefight (based on the shortest range of any weapon being used) has to make a Reflex save every round to avoid taking 1d12 Crossfire damage (this damage represents that bullets can lose velocity, strike at odd angles, or that the character is being hit by a shell casing or chunk of debris). The DC of this save is determined by the conditions of the battle, as shown on the table below. Battle Conditions Two sides involved in firefight Three sides involved in firefight Four or more sides involved in firefight Each attack that misses its target this round Each attack that is a Natural 1 this round

attack roll and compare to the target's Defense to determine if the second round hit. Double tap may also be used with burst fire-capable weapons.

Save DC 10 15 20 +1 +5

Double Tap A double tap is when you pull the trigger of a weapon twice in rapid succession. Any skilled character can perform this maneuver. This imposes a -2 penalty to hit. If successful, the first round hits. Subtract an additional 2 points from your

Normal Vision Normal Clouds Lt Mod Thick Dense Low-light Vision Normal Clouds Lt Mod Thick Dense

MOON PHASE ¼ ½ -3 -2

New -4 -5 -6 -7 -8

-4 -3 -5 -4 -6 -5 -7 -6 MOON PHASE ¼ ½ -0 -0

New -3 -5 -6 -7 -8

-3 -4 5 -6

-1 -2 -3 -4

Full -1 -2 -3 -4 -5 Full -0 -0 -0 -1 -2

Indoors, and other conditions provide the following modifiers to the attack roll. Condition Full Darkness Magical Darkness Minimal Light Partial Light Glare Mist Light smoke/fog/rain Heavy smoke/fog/rain Thermal smoke

Normal -8 - Force -6 -2 -2 -2 -3 -6 -4

Vision Type Darkvision -0 - Force -0 -0 -0 -0 -0 -0 -8

Low-Light -8 - Force -2 -0 -1 -1 -2 -4 -4

Darkvision allows many characters and monsters to see perfectly well without any light at all, but characters with normal vision (or low-light vision, for that matter) can be rendered completely blind by putting out the lights. Torches or lanterns can be blown out by sudden gusts of subterranean wind, magical light sources can be dispelled or countered, or magical traps might create fields of impenetrable darkness. In many cases, some characters or monsters might be able to see, while others are blinded. For purposes of the following points, a blinded creature is one who simply can’t see through the surrounding darkness. • Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, a sneak attack). • Blinded creatures are hampered in their movement, and pay 2 squares of movement per square moved into (double normal cost). Blinded creatures can’t run or charge. • All opponents have total concealment from a blinded creature, so the blinded creature has a 50% miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach. For ranged attacks or spells against a foe whose location is not pinpointed, roll to determine which adjacent square the blinded creature is facing; its attack is directed at the closest target that lies in that direction. • A blinded creature loses its Dexterity adjustment to Defense and takes a –2 penalty to Defense. • A blinded creature takes a –4 penalty on Search checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty. A creature blinded by darkness automatically fails any skill check relying on vision. • Creatures blinded by darkness cannot use gaze attacks and are immune to gaze attacks. A creature blinded by darkness can make a Listen check as a free action each round in order to locate foes (DC equal to opponents’ Move Silently checks). A successful check lets a blinded character hear an unseen creature

5252

Section 5: Combat, Rules, and Gamemastering “over there somewhere.” It’s almost impossible to pinpoint the location of an unseen creature. A Listen check that beats the DC by 20 reveals the unseen creature’s square (but the unseen creature still has total concealment from the blinded creature). • A blinded creature can grope about to find unseen creatures. A character can make a touch attack with his hands or a weapon into two adjacent squares using a standard action. If an unseen target is in the designated square, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has pinpointed the unseen creature’s current location. (If the unseen creature moves, its location is once again unknown.) • If a blinded creature is struck by an unseen foe, the blinded character pinpoints the location of the creature that struck him (until the unseen creature moves, of course). The only exception is if the unseen creature has a reach greater than 5 feet (in which case the blinded character knows the location of the unseen opponent, but has not pinpointed him) or uses a ranged attack (in which case, the blinded character knows the general direction of the foe, but not his location). • A creature with the scent ability automatically pinpoints unseen creatures within 5 feet of its location. Replace Table 7-9: Light Sources with the following. Object Campfire Small Normal Large Candle Torch Halogen lantern Flashlight Penlight Standard Battery flood

Bright

Shadowy

Duration

15 ft. 30 ft. 45 ft. n/a 20 ft. 40 ft.

30 ft. 60 ft. 90 ft. 5 ft. 40 ft. 80 ft.

3 hours 8 hours 12 hours 12 hours 1 hour 24 hours

Normal Clouds Lt Mod Thick Dense

10 ft. 30 ft. 100 ft.

20 ft. 60 ft. 200 ft.

4 hours 6 hours 12 hours

New 5 ft./5 ft.

MOON PHASE ¼ ½ 10 ft./30 ft. 15 ft./60 ft.

Full 30 ft./120 ft.

5 ft./5 ft. 5 ft./0 ft. 5 ft./0 ft. 1 ft./0 ft.

5 ft./20 ft. 5 ft./15 ft. 5 ft./10 ft. 5 ft./0 ft.

10 ft./45 ft. 10 ft./30 ft. 5 ft./15 ft. 5 ft./0 ft.

20 ft./90 ft. 15 ft./60 ft. 10 ft./30 ft. 5 ft./5 ft.

New 10 ft./20 ft.

MOON PHASE ¼ ½ 20 ft./60 ft. 30 ft./120 ft.

Full 60 ft./240 ft.

5 ft./15 ft. 5 ft./10 ft. 1 ft./5 ft. 1 ft./0 ft.

15 ft./45 ft. 10 ft./30 ft. 5 ft./15 ft. 5 ft./5 ft.

45 ft./180 ft. 30 ft./120 ft. 15 ft./60 ft. 5 ft./10 ft.

20 ft./90 ft. 15 ft./60 ft. 5 ft./30 ft. 5 ft./5 ft.

Disease

Incubation Period Inhaled 12 hours This is permanent damage. Type

Initial Damage 1d6 Con

Secondary Damage 1d3 Con

Cold Dangers

Vision and the Outdoors

Low-light Vision

Diseases DISEASES TABLE

Heat and Cold

In the daytime, under normal conditions, the distance at which characters can see things varies according to the terrain. At night, however, the level of darkness is very important. Nighttime lighting is affected primarily by the moon and the cloudiness. In towns and cities, the lighting level will typically be greater due to government lighting, although "bad" parts of town may be as poorly lit as the outdoors, or even more so. The distance at which a character can see is also determined by his visual type. Creatures with low-light vision can see much further at night. The table below details the distances at which a character can see a Medium size figure with relative ease. The distances are divided into bright/shadowy.

Normal Clouds Lt Mod Thick Dense

A SSORTED D ANGERS

VITAS-3 *

Flashlights create beams of light. The radius of light around the flashlight is roughly 5 feet of shadowy illumination. A penlight creates a beam the listed length and 5 feet wide at the end. A standard flashlight beam is 15 feet across at the end. A battery flood light beam is 50 feet across at the end. In areas of shadowy illumination, characters can see dimly. Creatures within the area have concealment and can make Hide checks to conceal themselves.

Normal Vision

Wind Speeds Wind Speed Thrown/Projectile Firearms Energy Strong (21-30 mph) -2 0 0 Severe (31-50 mph) -4 -2 0 Windstorm (51-74 mph) Impossible -4 -2 Hurricane (75-174 mph) Impossible -12 -4 Tornado (175-300 mph) Impossible -16 -12 Note that attacks in Severe or higher winds may require Spot checks to acquire the target.

Cold and exposure deal non-lethal damage to the victim. This non-lethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate. An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of non-lethal damage. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill Description). In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of non-lethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill description). Characters wearing winter clothing only need check once per hour for cold and exposure damage. A character who takes any non-lethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the non-lethal damage she took from the cold and exposure. Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of non-lethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell.

Ice Effects Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Balance and Tumble checks increases by +5. Characters in prolonged contact with ice may run the risk of taking damage from severe cold (see above).

Heat Dangers Heat deals non-lethal damage that cannot be recovered until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once rendered unconscious through the accumulation of non-lethal damage, the character begins to take lethal damage at the same rate. A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of non-lethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour). In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of non-lethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period). A character who takes any non-lethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the non-lethal damage she took from the heat. Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of damage per minute (no save). In addition, a character must make a Fortitude save every

5353

Section 5: Combat, Rules, and Gamemastering 5 minutes (DC 15, +1 per previous check) or take 1d4 points of non-lethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell. Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.

Lava Effects Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of damage per round. Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). An immunity or resistance to fire serves as an immunity to lava or magma. However, a creature immune to fire might still drown if completely immersed in lava (see Drowning, below).

Smoke Effects A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of non-lethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.

High Altitude/Low Oxygen Characters exerting themselves in low-oxygen conditions must make a Fortitude save every hour (DC 15 + 1 for each previous check) or take 1d4 points of nonlethal damage from exhaustion. Characters who have taken non-lethal damage from lack of oxygen are fatigued. Once knocked unconscious, the character automatically succeeds at his Fortitude save every hour until conscious.

Scenery Doors Door Blast Elevator Glass Iron Steel Stone Wood, simple Wood, good Wood, strong Lock Hinge

Typical Thickness

Hardness

HP

2 ft. 2 in. 1 in. 2 in. 2 in. 4 in. 1 in. 1.5 in. 2 in. -

15 10 1 10 15 8 5 5 5 15 15

875 60 1 60 70 60 10 15 20 30 30

Break DC Stuck Locked 40 40 15 15 12 12 28 28 30 30 28 28 13 15 16 18 23 25 -

Floors Carpeted: Carpeted floors provide a +1 or +2 circumstance bonus to Move Silently checks. Electrified: These floors have electric currents running through them at regular intervals. This deals 1d6 points of damage to those on the floor. Grates: A typical one-inch grate has hardness 15, 35 hit points, and a Break DC 30. Hard wood: Loose boards can impose a -2 penalty on Move Silently checks. Weight-sensitive: These are typically rigged to trigger a trap and/or alarm when weight is added or removed from them.

Starvation and Thirst A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of non-lethal damage. A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of non-lethal damage. Characters who have taken non-lethal damage from lack of food or water are fatigued. Non-lethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.

Suffocation and Drowning A character that has no air to breathe can hold her breath for 2 rounds per point of Constitution. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The save must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following

round, she drops to –1 hit points and is dying. In the third round, she suffocates.

Slow Suffocation A Medium character can breathe easily for 6 hours in a sealed chamber measuring 10 feet on a side. After that time, the character takes 1d6 points of non-lethal damage every 15 minutes. A character takes twice as much air for each size category larger than Medium, or half as much air for each size category it is below Medium. A sleeping or unconscious character consumes air at one-half this rate. A torch or similarly sized fire is counted as a Medium character.

Strangulation This replaces the rules found on page 214 of d20 Modern Roleplaying Game. You can strangle or choke any target up to one size category larger than you are. (For example, a Medium-size character can strangle any Large or smaller creature.) When grappling an opponent, you can choose to strangle him in addition to damaging him. With a successful opposed grapple check, you prevent the opponent from breathing for one round. If you get more than one attack per round, you need to succeed on only one of them to prevent your opponent from breathing. (That is, if you fail one attempt but succeed on a second, the strangle is maintained.) The target can hold his breath for a number of rounds equal to his Constitution score. After that period, he must make a DC (10 + Strength modifier) Constitution check at the beginning of his next turn. He must continue making a Constitution check each round for as long as the strangle is maintained, but the DC of the check increases by +1 each round after the first. When the opponent fails one of these checks, he begins to suffocate. The next round, he falls unconscious (to 0 hit points). In the following round, his hit point total drops to -1, and he is dying. On the third round after failing the check, he dies of suffocation. While still conscious, the target can attempt to break the strangle as if escaping from a pin (see Escape from Pin on page 154 of d20 Modern Roleplaying Game). If the target breaks the strangle, he can breathe again. Any accumulated increases to the Constitution check DC are negated and do not apply to future attempts to strangle the target. If the target is both pinned and being strangled, he must escape from the pin before he can attempt to break the strangle. If a character is strangled by something other than an attack (such as being hung by a noose), he suffocates. See Suffocation and Drowning on page 213.

Traps and Other Devices Electric eye: Spot (+4 bonus) versus Hide to detect characters; Search DC 20; Disable Device DC 20; Sounds an alarm and/or activates another device. Heat sensor: Detect any discernible body heat within 20 ft.; Search DC 23; Disable Device DC 23; Sounds an alarm and/or activates another device. Noise sensor: Listen (+4 bonus) versus Move Silently to detect characters; Search DC 20; Disable Device DC 20; Sounds an alarm and/or activates another device. Motion sensor: DC 20 Balance check to avoid detection; Search DC 22; Disable Device DC 22; Sounds an alarm and/or activates another device. Vibration sensor: Detect any movement by creatures over (xx) lb. within 20 ft.; Search DC 24; Disable Device DC 25; Sounds an alarm and/or activates another device. Improved sensors: The statistics above are for the most basic of sensor systems. Search and Disable Device DCs can be 5, 10, or even 25 points higher. Electrified floor: Section of floor (3d10 damage, DC 14 Reflex for half); Search DC 23; Disable Device DC 23. Laser beam: +16 attack; 8d6 damage; Search DC 25; Disable Device DC 28. Ultrasonic siren: 10d6 non-lethal damage (DC 22 Fortitude save half); Search DC 23; Disable Device DC 25.

Wire There are three basic types of wire used in security systems: barbed, concertina, and monowire. These wires have the following statistics: • Spot DC: This is the DC for a Spot check to spot the wire under normal lighting conditions. Unusual lighting conditions, as well as concealing brush or others obstructions may increase the DC. • Hard: This is the hardness of the wire. • HP: This is the amount of damage required to break the wire. • Break DC: This is the DC required when attempting to break the wire through force. • Damage: This is the damage the wire deals per 5 ft. section moved through when simply grabbing the wire, walking through the wire, or running through the wire. Note that in many cases, the Gamemaster may choose to apply specific-area injuries when dealing with wire barriers.

WIRE STATISTICS TABLE Wire Barbed Concertina

5454

Spot DC

Hard

HP

Break DC

15 18

10 10

15 15

30 30

Grab 1d2 1d4

Damage Walk 1d4 1d8

Run† 1d6 2d6

Section 5: Combat, Rules, and Gamemastering WIRE STATISTICS TABLE Damage Hard HP Wire Grab Walk Run† Monowire* 25 8 15 35 1d8 2d6 4d6 † In addition to this damage, add the character's current speed / 20. * Apply High Impact protection against monowire. Note that some individuals may use monowire for tripwires as well. These deal damage as above in addition to setting off alarms and/or traps. Spot DC

Break DC

Water Dangers





Any character can wade in relatively calm water that isn’t over his head, no check required. Similarly, swimming in calm water only requires skill checks with a DC of 10. Trained swimmers can just take 10. (Remember, however, that armor or heavy gear makes any attempt at swimming much more difficult. See the Swim skill description.) By contrast, fast-moving water is much more dangerous. On a successful DC 15 Swim check or a DC 15 Strength check, it deals 1d3 points of non-lethal damage per round (1d6 points of lethal damage if flowing over rocks and cascades). On a failed check, the character must make another check that round to avoid going under. Very deep water is not only generally pitch black, posing a navigational hazard, but worse, it deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Very cold water deals 1d6 points of non-lethal damage from hypothermia per minute of exposure.







The Bends A diver who remains underwater for more than one hour and dives more than 100 ft. must surface slowly, a process that takes 5 minutes per 50 ft. of depth. Failure to do so causes the bends, which causes extreme pain as nitrogen in the blood begins to bubble. This leaves the victim unable to take any actions and deals 1d6 points of damage to him every minute until he is placed in a pressure tank and slowly decompressed. Even after being decompressed, the diver remains unable to take any actions for a full day.

Euphoria (Nitrogen Narcosis) A diver that remains underwater for more than one hour and dives more than 50 ft. is susceptible to euphoria caused by the way nitrogen acts n the blood at that depth. The diver suffers a -4 penalty to all Intelligence and Wisdom-based checks until he has resurfaced and rested 10 minutes or succeeds at a DC 25 Fortitude save each hour.





I NJURY AND D EATH Massive Damage



Massive damage threshold is equal to current Constitution score plus any applicable modifiers (including size). The saving throw for massive damage is 10 + damage. If the saving throw fails, you are immediately reduced to – (2d10) hit points.



Massive Damage and Non-Lethal If a non-lethal attack forces a massive damage save, a failed save results in unconsciousness for 2d6 rounds. In addition, you suffer 1d4 points of lethal damage.

Injuries Any time a character must make a lethal Massive Damage save, he also must save to avoid being injured. The DC to avoid being injured is the same as the Massive Damage save. Note that a character must save to avoid being injured even if he fails his Massive Damage save and falls unconscious (if the character is stabilized and lives, the injury will still need to heal). All injuries are treatable by the Treat Injury skill, at a DC listed on the table below. Injuries do not heal naturally; they are permanent unless the character receives medical attention. There is a “golden hour” of time during which a character is most easily treated. This is the reason armies at war have developed an intricate pattern of care with combat medics in the field, followed by emergency field hospitals, then MASH (Mobile Army Surgical Hospitals) units further back away from the action and finally non-combat medical facilities. If a character’s injury goes untreated during the golden hour, the Treat Injury DC rises by one per hour. Using injuries causes combat to become more dangerous, since the character might feel the effects of any successful attack long after the combat itself, even if he survives. • Character is blinded: As the standard condition. If the Treat Injury skill DC is failed, roll d%. A 01-50 means the character is blinded for 1-6 months, while a 51-100 means the blindness is permanent. • Character’s eyes are damaged: The character suffers a penalty to Spot skill checks equal to –1 per 4 points of damage inflicted by the injury. If the Treat Injury skill DC succeeds the character recovers half of the penalty immediately and recovers the remainder at the rate of one point per day. If the Treat Injury skill DC is failed then the character’s penalty to Spot checks slowly improves by one point per month. • Character is deafened: As the standard condition. If the Treat Injury

5555







• • •

skill DC is failed, roll d%. If the result is 01-50, the character is deafened for 1d6 months. If the result is 51-100, the deafness is permanent. Character’s hearing is damaged: The character suffers a penalty to Listen skill checks equal to –1 per 4 points of damage inflicted by the injury. If the Treat Injury skill DC succeeds the character recovers half of the penalty immediately and recovers the remainder at the rate of one point per day. If the Treat Injury skill DC is failed then the character’s penalty to Listen checks slowly improves by one point per month. Character has suffered a concussion: As the new condition (see below). If the Treat Injury skill DC is failed, roll d%. If the result is 0175, the condition lasts for 1d6 weeks. If the result if 76-100, the effects are permanent. Character loses Strength: The character loses one point of Strength per 4 points of damage inflicted by the attack. If the Treat Injury skill DC succeeds the character recovers half of the lost Strength immediately and recovers the remainder at the rate of one point per day. If the Treat Injury skill DC is failed, roll d%. If the result is 01-75, Strength improves at a rate of one point per month. If the result is 76100, then the loss is permanent. Character loses Constitution: The character loses one point of Constitution per 4 points of damage inflicted by the attack. If the Treat Injury skill DC succeeds the character recovers half of the lost Constitution immediately and recovers the remainder at the rate of one point per day. If the Treat Injury skill DC is failed, roll d%. If the result is 01-75, Constitution improves at a rate of one point per month. If the result is 76-100, then the loss is permanent. Character acts as if exhausted: As the standard condition. If the Treat Injury skill DC is failed, roll d%. If the result is 01-75, the character is exhausted for 1d6 months. If the result is 76-2100, the condition is permanent. This injury represents damage to the character’s lungs, diaphragm or intestines. Character acts as if fatigued: As the standard condition. If the Treat Injury skill DC is failed, roll d%. If the result fi 01-50, the condition persists for 1d6 months. If the result is 51-100, the condition is permanent. This injury represents damage to the character’s lungs, diaphragm or intestines. Character is in danger of losing an arm: Only having one arm imposes a –4 penalty to all Climb skill checks as well as all Grapple checks. It also precludes the use of any Two-Weapon fighting feats the character may possess or the ability to use two-handed weapons. If the character’s primary hand is injured (assumed to be the right hand for 95% of all characters), then the character will also suffer offhand penalties for one year (6 months if the character possesses a two-weapon fighting feat). If the Treat Injury skill DC is failed, roll d%. If the result is 01-50, the arm is useless for 1d6 months. If the result is 51-100, the arm will never recover. Character suffers a broken arm: As the new condition (see below). The Treat Injury check for this injury implies that the bone has been set so it can heal properly. Character is in danger of losing a leg: Only having one leg reduces the character’s movement rate to 10 feet per round, precludes the use of the Jump skill and imposes a –4 penalty on all Tumble and Balance skill checks. The character also receives no Dexterity bonus to Defense. Modern prosthetics can remove the Movement penalty, allow the use of the Jump skill with a –4 penalty, restore the character’s Dexterity bonus to Defense and reduce the penalty to Tumble and Balance checks to –2. If the Treat Injury skill DC is failed, roll d%. If the result is 01-50, the leg is useless for 1d6+6 months. If the result is 51-100, the leg will never recover. Character suffers a Defense penalty: The character suffers a –1 penalty to Defense for each 4 points of damage inflicted by the attack. This represents an injury that would affect the character’s lateral, but not straight-line movement (certain knee, hip and tendon injuries). If the Treat Injury skill DC fails, roll d%. If the result is 01-50, the penalty remains for 1d6 months. If the result is 51-100, the penalty is permanent. Character suffers a penalty to Movement: The character suffers a –5 feet penalty to Movement for each 10 points of damage inflicted by the attack. If the Treat Injury skill DC fails, roll d%. If the result is 0150, the penalty remains for 1d6 months. If the result is 51-100, the penalty is permanent. Character loses Dexterity: The character loses one point of Dexterity per 4 points of damage inflicted by the attack. If the Treat Injury skill DC succeeds the character recovers half of the lost Dexterity immediately and recovers the remainder at the rate of one point per day. If the Treat Injury skill DC fails, roll d%. If the result is 01-75, the character's Dexterity slowly improves by one point per month. If the result is 76-100, the penalty is permanent. Character suffers a broken leg: As the new condition (see below). The Treat Injury check for this injury implies that the bone has been set so it can heal properly. Character is bleeding: Character suffers 1d6 points of damage per round for one round per 4 points of damage inflicted by the initial attack. Character is bleeding internally: A much more serious condition, this is not even evident except by its symptoms. The character loses

Section 5: Combat, Rules, and Gamemastering one point of Constitution per hour until the bleeding is stopped (requiring a Treat Injury skill check DC 20 by a character with the Surgery feat) or until the character dies. Character loses Intelligence and/or Wisdom: This injury represents a serious brain injury. The character loses one point of Intelligence and/or Wisdom (distributed randomly) per 4 points of damage inflicted by the attack. If the Treat Injury skill DC succeeds the character recovers half of the lost Intelligence and/or Wisdom immediately and recovers the remainder at the rate of one point per day. If the Treat Injury skill DC fails, roll d%. If the result is 01-75, the penalty improves by one point per month. If the result is 76-100, the penalty is permanent. Character is in a coma: The character drops to 0 HP immediately and is unconscious (though there are debates as to how much a character in a coma can perceive of his surroundings). If the Treat Injury check is successful the character will wake in 1d6 weeks. If the check is failed it may be retried in 6 weeks, but the DC is increased by 1 (this is an exception to the golden hour rule above). This check may be tried every 6 weeks but the DC continues to rise and eventually there is no hope of recovery.





JUMP STARTING THE DEAD TABLE

INJURIES TABLE Roll 01 – 05 06 – 10 11 – 15 16 – 20 21 – 25 26 – 30 31 – 35 36 – 40 41 – 45 46 – 50 51 – 55 56 – 60 61 – 65 66 – 70 71 – 75 76 – 80 81 – 85 86 – 90 91 – 95 96 – 100

Effect Character is in a coma Character loses Intelligence and/or Wisdom Character is bleeding internally Character is bleeding The character suffers a broken leg The character loses Dexterity Character suffers a penalty to movement The character suffers a Defense penalty Character is in danger of losing a leg Character suffers a broken arm Character is in danger of losing an arm Character acts as if Fatigued Character acts as if Exhausted Character loses Constitution Character loses Strength Character has suffered a Concussion Character’s hearing is damaged Character is Deafened Character’s eyes are damaged Character is Blinded

15 + (13 - 10)3, or 18. Example #2: Shayna has a Constitution of 18 (+4 bonus), and is at -20 hit points, so the DC for the check is 15 + (20 - 14) 6, or 21. If this skill check fails, the subject suffers an additional point of damage, but the attempt may be made again. Each such attempt takes one minute. If the skill check is successful, the deceased rolls a DC 20 Fortitude save. Apply the following modifiers to the save: • Every minute of death -2 • Every two (2) negative hit points beyond death’s door -1 • Doctor has the Surgery feat +2 • Field conditions -1 • Clinic +0 • Hospital +1 • Quality hospital +2 If the saving throw is successful, the subject is restored to his death’s door, but he must be stabilized, either naturally, or with Treat Injury, magic, psionics, or with some other method. There is a chance that the subject will suffer Intelligence (1-45) or Wisdom (46-90) or both (91-100) ability drain. The base chance of suffering ability drain and the amount suffered is based on the time spent dead as follows:

Treat Injury DC 25 25 25 25 20 20 20 20 20 20 15 20 15 15 20 20 15 20* 25 25

Injuries and Acton Points When a character fails a lethal massive damage save, he can spend an Action Point to void the effect of the massive damage, but he automatically takes an Injury. The injury is particularly severe, increasing the Treat Injury DC by +5.

Disabled Movement beyond 25% of your base speed (rounded down) is strenuous and deals the necessary damage.

Dying When your hit points are at -1 or worse, you are dying. However, you are not unconscious unless your negative hit points exceed your Constitution bonus. For example, if Bob has a Constitution of 16 (+3 bonus), he is dying at -1 hit points, but remains conscious until he is at -4 hit points or worse. While conscious but dying, you can perform actions as if disabled.

Dead You die when your negative hit points exceeds 10 + Constitution modifier. For example, a character with an 8 Constitution (-1) dies at -10 hit points. A character with an 18 Constitution (+4) dies at -15 hit points.

Irretrievable If your hit points are beyond negative (Constitution ability score x 3), your body is so damaged that only magical resurrection, or similar forms of raising the dead can restore you. For example, if your Constitution is 10, at -31 hit points, you are irretrievable. If your negative hit point total exceeds your Constitution x 5, even magical resurrection has only a 50% chance of restoring you. If your negative hit point total exceeds your Constitution x 10, magical resurrection has only a 1% chance of restoring you.

Jump Starting the Dead With a medical kit, it is sometimes possible to bring the dead back to life with quick action. Roll a Treat Injury skill check. The DC for this check is 15 + negative hit points causing death. For example, Joe has a Constitution of 10 (+0 modifier), and is currently at -13 hit points. He died at -11 hit points, so the DC is

Time Dead (in rounds) 1 - 10 11 - 20 21 - 30 31 - 40 41 - 50 51 - 60 61 - 70 71 - 80 81 - 90 91 - 100 101 - 110 111+

Chance 10% (1-10/1d%) 15% 20% 25% 30% 40% 50% 60% 70% 80% 90% 99%

Amount 1 1d2 1d2 1d3 1d3 1d4 1d6 1d8 1d10 1d12 2d8 3d6

Stabilization Each round that a character is dying, he must roll a Fortitude save. The DC for this save is 20, +1 per round. If successful, the character self-stabilizes and ceases accumulating damage each round. If the save fails, the character takes another point of damage. Regaining consciousness follows the normal rules.

Healing Hit Points Characters heal hit point damage at a base rate of 1d4 +Constitution modifier per week (7 days), with a minimum of 1 point. Your lifestyle affects your healing rate.

Ability Damage Characters heal ability score damage at a rate of 1 + Constitution modifier per week, with a minimum of 1 point.

Non-Lethal Damage Characters heal non-lethal damage at a rate of 1 + Constitution modifier points per hour of light activity. If this results in a rate of 0 or less per hour, the character heals 1d4 points per day of light activity.

Injury, Death, and the Awakened Whenever a character with a Magic Rating is reduced to -1 hit points or worse, there is a chance that he will lose some magical potency. Attending critically injured Awakened characters with Treat Injury is also more difficult, and can cause a loss of magical potency. When such a character is reduced to negative hit points, roll 1d20. If the result is equal to or less than the character's Magic Rating, his Magic Rating is reduced by one point. If a critically injured character is treated with Treat Injury, the doctor must do so at a -6 penalty. He may choose not to accept this penalty, but in such cases, the character must roll 1d20 again, checking for the loss of another point of Magic Rating. Note that if the attending physician is not aware that the patient is Awakened, the physician will suffer the -6 penalty. When an Awakened character requires a replacement limb or organ, he must use one cloned from his own DNA. Using another DNA pattern, even that of another Awakened creature imposes a -1 reduction on the character's Magic Rating. This automatic reduction is negated if the character's receives a part cloned from his own DNA. However, the surgical process, major invasive surgery, is the same as being reduced to negative hit points and may cause magic loss. When an Adept loses a point of Magic Rating, he loses access to one point worth of Adept abilities.

5656

Section 5: Combat, Rules, and Gamemastering

Mental Fatigue

N EW C ONDITIONS Concussion This condition persists for 2d6 days, after which it will heal naturally. A character with a concussion will often appear perfectly fine, but will occasionally suffer dizziness, see spots, and in rare cases may even believe he is somewhere else, or become extremely confused. A character with this condition can only use half his ranks in any skill. A character that succeeds at a DC 20 Will save may make a skill check with his full number of skill ranks, but the character must make this save again each time he makes a skill check as long as this condition persists.

Broken Arm This condition persists for 1d6 weeks, minus one week per point of the character’s Constitution modifier, minimum 1 week. If a character has a broken arm that is not set, the character may use that arm normally, but suffers a –2 to all actions performed with that arm, and must make a Fortitude Save (DC 15) or suffer 1d6 points of damage when using that arm. A character with a First Aid kit may make a Treat Injury check (DC 15) to set a broken arm. This reduces the penalty to –1, and the character suffers no damage from using the limb. Once an arm is set, only the –1 penalty applies until the condition is healed.

Broken Leg This condition persists for 1d6 months, minus one month per point of the character’s Constitution modifier, minimum 2 months. If a character has a broken leg that is not set, the character may stand on that leg, but suffers a –4 penalty to Defense, and must make a Fortitude Save (DC 15) or suffer 1d6 points of damage each round the character stands on that leg. A character standing on one leg is flat-footed, but does not suffer damage. A character standing on one foot or on a broken leg that is hit in combat must make a Reflex save (DC 15 if the character is placing weight on the broken leg, or DC 20 if the character is standing on one leg) or be knocked prone. A character with a First Aid kit may make a Treat Injury check (DC 15) to set a broken leg. Once a leg is set, a character suffers a –2 penalty to Defense as long as the condition persists.

Mental Breakdown The character’s experiences have caused the character to develop a mental illness, usually Post-Traumatic Stress Disorder (see that condition for more information), though some other well-known examples of combat breakdowns, such as the “Thousand Yard Stare” are presented as well. Although no information on other forms of mental illness is provided here (such concerns are outside the scope of this book), combat breakdowns have resulted in every form of neurosis and psychosis that exists, and any of these could affect a character. This condition may only be removed by long-term application (2d12 months, one treatment per week) of the Knowledge (Behavioral Sciences) skill.

Mental Exhaustion The character suffers a –6 penalty to Strength and Dexterity, moves at half speed, and cannot charge or run. What makes this condition different from normal exhaustion is that is caused by mental and emotional stress, rather than physical exertion. One hour of rest, free from stress or combat, will “heal” mental exhaustion, leaving a character mentally fatigued. If a character suffering from mental exhaustion performs another activity that causes mental fatigue, the character may suffer mental paralysis, become panicked, or even suffer a mental breakdown (see those conditions for more information). An Order (see the Intimidate skill for more information) may temporarily allow a character to act as if mentally fatigued.

The character suffers a –2 penalty to Strength and Dexterity as normal for Fatigue. What makes this condition different is that is caused by stress, rather than physical exertion. One hour of rest, free from stress or combat, will “heal” mental fatigue. If a character suffering from mental fatigue performs another activity that causes mental fatigue, the character may suffer mental exhaustion (see that condition for more information).

Mental Paralysis A character suffering from mental paralysis either stands stock still, staring around him, or simply sits down on the ground, ignoring what is going on around him. If attacked, the character may make a Will Save (DC 15) to become mentally exhausted again. If the character fails this save, the character will suffer a Mental Breakdown (see that condition for more information). A character suffering from mental paralysis has an effective Strength and Dexterity of 0, and is helpless. One day of rest, free from stress or combat will “heal” mental paralysis, leaving the character mentally exhausted. What makes this condition different from normal Paralysis is that this condition is caused by extreme stress and mental duress.

Post-traumatic Stress PTS is an illness that affects those who have been exposed to extreme stress, especially those who have suffered extreme stress over a long period of time, such as war veterans, prisoners of war, or concentration camp survivors. Characters with this illness may suffer nightmares (rendering the character fatigued), or even flashbacks. These conditions cause a 5% chance that the character is Fatigued on any given day. Should a character suffering this condition be placed under extreme stress again, the character must make a Will Save (DC 20) or immediately suffer mental exhaustion.

The Thousand Yard Stare This mental illness has rendered the character so numb that he is actually better suited to stressful situations, including combat. The character gains +2 to attack and damage rolls in combat; however, out of combat, the character suffers a –4 to all skill checks except Spot and Listen. This mental illness can only be removed through long-term therapy as described under the Mental Breakdown new condition.

C ONTACTS You must purchase contacts during character creation, although contacts may also develop in play. Contacts have two basic ratings that determine how useful they are: Connection, and Loyalty.

Connection This provides a measure of how well-connected the contact is, on a scale of 1 to 6. This also determines how easy it is to contact the contact. When attempting to get in touch with the contact, roll 1d6. If the result is equal to, or greater than his Connection rating, he is probably available. Note that this may be modified by time of day and other factors.

Loyalty This determines how much you can rely on the contact. The Loyalty rating can provide you with a bonus when dealing with the contact, and can often act as a modifier when others ask the contact about you.

CONNECTION RATING TABLE Rating Description Knows very few people and has practically no social influence. Many are useful only for their Knowledge skills. Examples: squatter, manual laborer, academic 1 graduate assistant. 2 Knows some people but doesn’t have a lot of personal pull. Examples: gang member, bartender, mechanic, mob soldier, corner hustler, corporate wageslave. Meets people on a regular basis and has some personal pull. Examples: beat cop, private investigator, street doc, corporate secretary, club owner, street-level 3 fixer or fence. Knows many people or may be in a leadership position. Examples: gang boss, mob lieutenant, police detective or sergeant, corporate middle manager, low-level 4 Mr. Johnson, fixer or fence with regional ties. Knows lots of people over a larger area, or holds a senior leadership position: police captain, corporate division manager, high-level Mr. Johnson, fixer or fence 5 with national ties. Well-connected individual who knows people all over the world, or holds a key executive position. Examples: mob boss, corporate executive, Mr. Johnson or fixer 6 or fence with international ties.

LOYALTY RATING TABLE Rating Description Just Biz. The character and contact have a purely mercenary relationship. Interactions are based solely on economics. They may not even like each other, and 1 will not offer any sort of preferential treatment. 2 Regular. The relationship is still all business, but contact at least treats the character with a modicum of respect, like regulars or favored clients. Acquaintance. A friendly relationship exists between character and contact, though it would be a stretch to call it a friendship. The contact is willing to be 3 inconvenienced in small ways for the character, but will not take a fall for her. 4 Buddy. A friendship or solid level of mutual respect exists. The contact would be willing to go out of his way for the character if necessary. 5 Got Your Back. The contact and character have an established relationship and level of trust. The contact will back the character even in risky situations. 6 Friend For Life. The contact will do whatever he can for the character, even if it means putting his own life on the line.

5757

Section 5: Combat, Rules, and Gamemastering

Contacts and Reputation

rolled. Compare this result to Table 7-1: Purchase DCs on p. 204 of d20 Modern Roleplaying Game.

When dealing with a contact, you may make a normal Reputation check (DC 25) to gain the appropriate skill bonuses.

General Information When you go to contact for information, the first thing that must be determined is if the contact already knows the information. This is covered by the contact's skill rolls. If the contact knows the information, proceed to the next step If the contact doesn't know the information, he must ask around. Make the appropriate skill checks for the contact, with a bonus equal to his Connection rating. This typically takes 60 minutes. For every 5 points by which the contact beats the required DC< reduce the time by 10 minutes. If the information falls under the contact's field, he gains a +2 bonus. If the contact is a Fixer or Mr. Johnson, he receives a +2 bonus. Once the contact has the information, you must convince him to provide it. This requires an open-ended Diplomacy check. You receive a bonus to this check equal to the contact's Loyalty rating.

CONTACT INFORMATION TABLE Result 1-5 6-10 11-20 21-30 31-35 36+

Information General information More details Even more details Specific items Info not on streets Info beyond street

Sample question Did you hear that Dunkelzahn died? What do your sources say about Big D’s remains? What’s the connection between the Yaks and the security on Inauguration night? Can you get me the name of Nadja Daviar’s personal shopper? What is “Project Ragnarok? What does the phrase ‘techno-magical elf cabal’ bring to mind in reference to our late president?

Ear to the Ground You may ask a contact to keep his ear to the ground and report any information concerning your inquiry. This requires a Diplomacy skill check with a –2 penalty (+ Loyalty rating). If successful, the contact will generally report in 2d6 hours.

Rushing a Contact If you wish to rush a meeting with a contact, roll a separate DC 15 Diplomacy skill check (again, add the contact's Loyalty rating as a bonus). If the contact has been rushed, the Diplomacy skill check to get information from him suffers a –2 penalty.

Payment Many contacts expect to be reimbursed for aid provided. A rough guideline for this is ((contact’s Intelligence modifier x contact’s Charisma modifier) – (Loyalty rating x 5) x 50). Subtract 10% per 5 points over the Diplomacy DC that you

Networking You can use a contact to arrange meetings with other characters. This is networking. When you ask a contact to network you, first, the GM must determine if the attempt will pose a risk to the contact. Risky networking may require you to make a Diplomacy check (add Loyalty as a bonus) with the DC based on how dangerous the contact perceives the attempt to be. If the contact agrees, he must make the appropriate skill checks, with a bonus equal to his Connection rating. His DCs are based on the importance of the individual to be met, and the relationship between that individual, the contact, and you. If successful, the contact has arranged a meeting. This will typically occur in 4d6 hours. If the contact cannot arrange a meeting with the desired individual, he may still be able to arrange contact with an intermediary.

Fencing This is similar to networking, except instead of arranging a meeting, the contact is working to find a buyer for goods or information you possess. The procedure is essentially the same as with networking, except you may aid the contact's chances of success by lowering your asking price. You must let him know this before he makes his checks. In addition, contacts typically charge a "finder's fee" in such situations (typically 10% to 30% of the selling price).

Favors Favors come in two basic types – business services and personal assistance. Business services covers things you can go to complete strangers for, such as vehicle repair, or doctor services. Typically, you use a contact for these only when you want the deal to remain under the table. Typically, such services have the standard costs, although you may receive a Loyalty discount. Personal assistance covers things that aren't normally available though cash alone. Use the Favor Rating Table as a rough guide. A contact will usually provide a favor that has a rating less than his Loyalty rating. For greater favors, you may be required to make Diplomacy checks (as per General Information), and will owe the contact equal favors for the future.

Maintaining Contacts Contacts do not exist in a void until you call on them. Contacts must be kept happy. This is called Contact Upkeep. This consists of two parts. 1. Role-playing: Generally, you must maintain some level of contact with the contact. Occasionally buy him a cup of soykaf or slide him a loan. 2. Payment: In addition to general good treatment, you must also pay for your contacts. This includes money spent on dinners, tips, hard info, etc. This cost is paid every year. The Purchase DC for this upkeep is equal to 20 – Loyalty rating + Connection rating. Should you fail to pay the upkeep cost, or, in the opinion of the Game Master, fail to live up to the role-playing aspect, you suffer a -4 circumstance penalty to all rolls dealing with the contact for every time you fail to maintain upkeep or contact.

FAVOR RATING TABLE Rating 1 2 3 4 5

Description Minor. Deliver a message to someone. Provide access to a low-level restricted security area (airport boarding area, police station). Low Risk. Loan use of specialized equipment (up to Purchase DC 23 in value). Corporate action requiring the signature of a first-line supervisor. Medium. Provide access to a mid-level restricted security area (standard corporate research lab). Moderate Risk. Loan use of specialized equipment (up to Purchase DC 31 in value). Corporate requisition requiring the signature of a middle manager. Serious. Provide access to a high-level security area (FBI offices, AA megacorporate headquarters, AAA regional headquarters). Major Risk. Loan use of specialized equipment (up to Purchase DC 39 in value). Corporate requisition requiring the signature of a senior manager or junior 6 executive. • Severely Damaged: Reduce the vehicle's top speed by 80%. The Initiative and Maneuver ratings worsen by 4 points. All Drive/Pilot checks take a -8 penalty. Vehicular combat follows the standard d20 Modern Roleplaying Game rules for • Disabled: At 0 hit points, the vehicle is disabled, and no longer the most part, with the following exceptions and additions. functions. • Destroyed: If a vehicle's negative hit points exceeds 20% of its normal hit points, it is destroyed.

V EHICLE C OMBAT Vehicle Hit Points

Vehicles in Shadowrun/d20 Modern have more hit points than normal – approximately 5 x the normal hit points. This is because vehicles in Shadowrun/d20 modern have degrading performance. Divide the vehicle's hit points by 5, and note the ranges. Vehicles have the following operating conditions (the penalties are not cumulative): • Operational: The vehicle functions as normal. • Lightly Damaged: Reduce the vehicle's top speed by 20%. The Initiative and Maneuver ratings worsen by 1 point. All Drive/Pilot checks take a -2 penalty. • Moderately Damaged: Reduce the vehicle's top speed by 40%. The Initiative and Maneuver ratings worsen by 2 points. All Drive/Pilot checks take a -4 penalty. • Heavily Damaged: Reduce the vehicle's top speed by 60%. The Initiative and Maneuver ratings worsen by 3 points. All Drive/Pilot checks take a -6 penalty. At this point, the autonav system breaks.

Exploding Vehicles If an attack disables or destroys a vehicle by dealing damage equal to 30% (round down) of the vehicle's normal hit points, the vehicle explodes. This deals 10d6 points of damage to the occupants of the vehicle (DC 30 Reflex save for half). This also deals damage as an explosive (concussion and slashing) to three blast increments (0 – 10 ft.; 11 – 20 ft.; 21 – 30 ft.). This deals 9d6 / 6d6 / 3d6 damage with Reflex saves for half damage (DC 19 / 16 / 13).

Critical Hits Vehicles are normally treated as constructs, and by that virtue, should be immune to critical hits. However, in this conversion, they are not. When you confirm a critical hit against a vehicle, roll on the following table.

5858

Section 5: Combat, Rules, and Gamemastering VEHICLE CRITICAL RESULTS TABLE 1d% 01 – 15 16 – 30 31 – 35 36 – 50 51 – 55 56 – 60 61 – 65 66 – 70 71 – 75 76 – 80 81 – 85 86 – 90 91 – 95 96 – 100

bonus to attack rolls with the vehicle's on-board weapons against that target for as long as the lock-on is maintained. If the weapons are fired at another target, the lock-on for the targeted vehicle is broken.

Effect Normal damage; crew dazed Normal critical hit; crew dazed Severe critical hit; crew dazed, vehicle stalls Crew hit (normal damage) Normal damage; comm system damaged Normal damage; engines damaged Normal damage; sensors/computer damaged Normal damage; fire control damaged Normal damage; weapon system damaged Normal critical hit; comm system damaged Normal critical hit; engines damaged Normal critical hit; sensors/computer damaged Normal critical hit; fire control damaged Normal critical hit; weapon system damaged

A CTION P OINTS In Shadowrun/d20 Modern, you do not gain action points automatically; instead, you must purchase them with char gen XP and in-play XP. The GM may occasionally award action points as a reward for some things. However, unlike most action point system, when you spend an action point in Shadowrun/d20 Modern, it isn't necessarily gone forever. When you spend an action point, the GM will roll 1d10 and you will roll 1d10. If your result is greater than the GM's roll, you will regain the action point at the end of the session. As normal, you can spend only one action point per round.

What Can You Do With Action Points?

Normal damage: The attack deals the normal damage (do not apply critical modifiers). Crew dazed: Everyone on board the vehicle must succeed on a DC 15 Fortitude save or be dazed for 1 round. Normal critical hit: Roll critical damage normally. Severe critical hit: Roll a critical hit with a x5 multiplier instead of the normal multiplier, if less than x5. If the normal multiplier is x5 or better, increase it by one. Vehicle stalls: The operator cannot apply acceleration or deceleration for 1d4 rounds. Crew hit: The attack bypasses the vehicle (no damage to the vehicle) and strikes a random crewmember or passenger for normal (non-critical) damage. Comm system damaged: One communications system on the vehicle is rendered inoperable until repaired (Repair check). If no comm system is available, ignore this result and reroll. Engines damaged: Reduce top speed by 5-30% (1d6 x5). If the engine takes additional critical hits, the reduction is taken from the normal top speed and applied to the current top speed. For example, is a vehicle that has a normal top speed of 200 takes a 25% critical, it's speed is reduced to (200 x 0.75) 150. If it takes a second critical hit for 30%, it's speed is reduced to (200 x 0.3) = 60 (150 – 60)) 90. The speed reduction remains until the engine is repaired. If the vehicle's speed is reduced to 0, the engine is destroyed. Ignore further engine critical hit and reroll. Sensors/computer damaged: A sensor or computer system is rendered inoperable until repaired (Repair check). If no sensor or computer system is available, ignore this result and roll again. Fire control damaged: A fire control or targeting system is rendered inoperable until repaired (Repair check). If no fire control system is available, ignore this result and reroll. Weapon system damaged: A weapon is rendered inoperable until repaired (Repair check). If no fire control system is available, ignore this result and reroll.

Called Shots Called shots may be attempted on vehicles. In general, a called shot requires an attack against the vehicle's Defense, without the vehicle size modifier, but with the size modifier for the component. Most components can be disabled by dealing 5% of the vehicle's normal hit points in damage.

Weather and Terrain Top Spd: Apply this multiplier to the vehicle's top speed. Check: Apply this modifier to the operator's Drive or Pilot check. Condition Obstruction Moderate Heavy Surface Bad Very bad Poor visibility Weather Bad Very bad Extreme

Following is a list of most of the things you can use action points for. Activate limited use ability: If you have an ability that has a limited number of uses per day, you can spend an action point to gain an immediate additional use of the ability. Add to a roll: You can spend an action point to add to a d20 roll. You can declare this expenditure after the roll, but only before the GM announces the result. When you do this, roll 1d8 and add the result to the d20 roll. If the die comes up "8", roll it again and add the second result to 8 before adding to the d20 roll (i.e., the d8 roll is open-ended once). Boost defense: When fighting defensively or using total defense, you can spend an action point to double the normal benefits for one round. Boost spell Force: As a part of your Caster Check, you can spend an action point to boost the Force of your spell by +2, without incurring additional Drain or risking lethal Drain. Emulate feat: At the beginning of your turn, you can spend an action point in order to emulate a feat that you do not possess. You must meet the requirements of the feat normally. The effect lasts until your next turn. Extra attack: If you spend an action point when making a full-attack action, you gain an additional attack at your normal bonuses. Improve feat: Many feats have an Action Point entry listed, describing ways to improve the feat by spending an action point. Use the following for feats in the d20 Modern Roleplaying Game, d20 Future, and d20 Apocalypse. • Blind-Fight: You can spend an action point to negate the miss chance for one attack. • Combat Expertise: You can spend an action point to double the Defense bonus for one round. • Defensive Martial Arts: You can spend an action point to double the bonus for one round. • Dodge: You can spend an action point to double the bonus for one round. • Elusive Target: You can spend an action point to increase the penalty to -8 for one round. • Improved Initiative: You can spend an action point to double the bonus. • Power Attack: You can spend an action point to double the damage bonus for one round. Improve Threat Range: You can spend an action point to improve the treat range of your weapon by one point for one round. Stabilize: If you are dying, you can spend an action point to stabilize automatically. Sudden action: You can spend an action point to change your place in the initiative order of combat. You can move up or down in the order by plus/minus 6. Void massive damage: If you fail a massive damage save, you can spend an action point to negate the effect of the failed save, but you automatically take a severe injury.

A DVANCEMENT

Example

Top Spd

Check

Undergrowth, urban Thick undergrowth, dense urban

x¾ x½

-2 -4

Steep slope or mud Deep snow Darkness, thick fog

x½ x¼ x½

-4 -6 -4

Heavy rain, turbulence High winds Storm

x¾ x½ x¼

-2 -4 -6

Characters in Shadowrun/d20 Modern accumulate experience points just as characters in other d20 games; however, they do not advance in levels, gaining bonuses and benefits upon achieving a new level. Instead, you "spend" experience points when you desire, assuming the situations in the game are appropriate and your character has enough XP. You can spend XP to acquire the following:

ADVANCEMENT XP COST AND TIME TABLE

Sensor-Enhanced Gunnery Vehicles that have sensors capable of Mode 4 are can be modified to provide sensor-enhanced gunnery (SEG). To use SEG, make a Computer Use check to operate the sensors. The DC for this check is 5 + target Stealth. Anything that interferes with normal sensor operations and communications (such as EM interference, ECM, ECCM, etc) can impose penalties on this check. If the check is successful, the sensors are locked on. This provides a +2

5959

Purchase Ability scores Str, Dex, Con † Int, Wis, Cha † App Skills Non-weapon † Weapon † Feats Base Defense bonus (dodge) † Save bonuses Fortitude †

XP Cost

Training

100 x new score 150 x new score None

240 hours 480 hours Surgical

50 x new rank 200 x new rank 500 200 x new bonus

New rank x 10 hours New rank x 5 hours 120 hours 24 hours

150 x new bonus

24 hours

Section 5: Combat, Rules, and Gamemastering ADVANCEMENT XP COST AND TIME TABLE Purchase XP Cost Training Reflex † 150 x new bonus 24 hours Will † 150 x new bonus 24 hours Wealth bonus 1,000 per +1 240 hours Grey Wealth bonus 1,000 per +1 240 hours Reputation bonus 1,000 per +1 120 hours Magic Rating 1,000 per +1 240 hours Spell Varies Varies Contact [Con + Loy] x 1,000 Varies Action point 500 n/a Iterative attack 5,000 240 hours Hit Die d4 500 60 hours d6 750 90 hours d8 1,000 120 hours d10 1,250 150 hours d12 1,500 180 hours d20 2,000 210 hours † This is a rating or rank-based improvement. When increasing it, determine the XP cost by multiplying the listed XP by the new rating. For example, improving Axes 3 to Axes 4 costs 800 XP. Improving base Defense +2 to +3 costs 600 XP. XP Cost: This is the amount of experience points that you must spend on the acquisition. Training Time: This is the time you must spend training before you can actually acquire the ability. . Training assumes at least 4 hours per day on the goal. A character either can train up to (Wisdom) hours per day, on a single goal or divided between tasks (no more tasks per day than Wisdom bonus). • Ability scores: When improving an ability score, you can improve only by one point at a time. If you wish to improve Appearance, find a reconstructive surgeon. • Skills: If a skill is trained only, you must find some kind of teacher. You may be required to make Wealth checks when improving or learning skills to represent materials and other costs. You can improve a skill one rank at a time. • Feats: You may be required to make Wealth checks when improving or learning skills to represent materials and other costs. • Base Defense bonus: You can improve Base Defense only one point at a time. • Save bonuses: You can improve save bonuses one point at a time, but you can work on all three simultaneously. • Wealth bonus: You can improve Wealth bonus one point at a time. • Grey Wealth bonus: • Reputation bonus: You can improve Reputation bonus one point at a time. If you have multiple Reputation bonuses, they cannot be improved simultaneously. • Magic Rating: You can improve Magic Rating one point at a time. Keep in mind that there is a cap on your Magic Rating. • Spell: The cost and time required to learn new spells is described in Section 7: Magic. • Contact: You can attempt to develop contacts simultaneously. Gaining contacts in play is a cheaper option. • Action Point: You can purchase an Action Point any time you have the XP. • Iterative attack: You can learn only one new attack at a time. • Hit Die: You can gain only one new hit die at a time.

6060

Section 6: Friends and Foes

SECTION 6: FRIENDS AND FOES Saving Throw: Will negates (15 + Charisma mod + Magic Rating) If the target fails to save, he suffers a penalty to all attack rolls, ability checks, skill checks, initiative checks, and Defense that is equal to the critter's Magic Rating.

C RITTER Q UALITIES Powers

Dual Natured

Accident Type: Physical Casting Time: Standard action Range: LoS Target: One creature or object Duration: Instantaneous Saving Throw: See below When a critter targets a living creature with this power, it rolls 1d20 + Wisdom modifier + Magic Rating. The target rolls 1d20 + Wisdom modifier + Dexterity modifier. If the critter wins, the target suffers some sort of minor accident, based on the surrounding terrain. Typically, this results in the loss of actions for the round, although the terrain can cause this to be threatening. If the critter beats the target's roll by more than 10 points, the accident may deal up to 1d6 points of damage. Objects, such as cars, do not have any resistance to this ability. If used against a moving vehicle, the critter rolls as above. The operator of the vehicle must make a Drive or Pilot check against this roll or lose control.

Animal Control Type: Mana Casting Time: Standard action Range: LoS Target: See below Duration: Sustained Saving Throw: Will negates (15 + Wisdom mod + Magic Rating) This allows the critter to direct the behavior of a group of animals (creatures with the Animal type and an Intelligence of 1 or 2). Directing the behavior takes a move action every round. Creatures that leave the critter's line of sight cannot have their commands altered, but they follow the last received command for as long as the power is sustained. When commanding creatures of Tiny size or smaller, the critter can command a number of them equal to its Charisma score as long as they are within a radius of (Charisma x 5 ft.). When commanding creatures of Small size or larger, the critter can command a number of creatures equal to its Charisma modifier (minimum of 1).

Binding Type: Physical Casting Time: Standard action Range: LoS Area: One creature or object Duration: Instantaneous Saving Throw: See below This power causes the target to stick to the surface he is touching (or the critter itself). The target may attempt to break free as a full-round action. This requires a Strength check against a DC of 15 + critter's Wisdom modifier + Magic Rating. While stuck, attempting to break free is the only physical action that target may attempt.

Compulsion Type: Mana Casting Time: Standard action Range: LoS Target: One creature Duration: Instantaneous Saving Throw: Will negates (15 + Charisma mod + Magic Rating) The critter can compel the target to perform a specific action (many critters can compel only certain actions). If the target fails to save, he immediately (on his turn) follows through with the action.

Concealment Type: Physical Casting Time: Move action Range: LoS Target: Up to Magic Rating targets Duration: Sustained Saving Throw: No This allows the critter to hide itself or others. Apply the critter's Magic Rating x2 as a penalty to Listen, Search, and Spot checks to detect the target.

Confusion Type: Mana Casting Time: Standard action Range: LoS Target: One creature Duration: Sustained

Type: Physical Casting Time: None Range: Personal Target: You Duration: Constant Saving Throw: No The critter is simultaneously present in both the real world and the Astral Plane. He can perceive astrally and interact with astral forms. He suffers no penalty for seeing both worlds simultaneously.

Essence Drain Type: Physical Casting Time: Standard action Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates (15 + Wisdom mod + Magic Rating) The critter is able to drain the life force from a target. Despite the name of the power and the description, what the power does is actually force points of Essence upon the target. The critter must be in physical contact with the victim. Every round, the victim must make a saving throw or gain one point of Essence (as described under Cyberware). For each point of Essence the target gains, the critter gains 2 points that it can distribute between its Strength, Dexterity, or Constitution. It can also swap these points for a 2-for-1 boost to Magic Rating. Such a boost lasts for 12 hours, and the critter loses one-half of the acquired points after the duration ends. If this power pushes the victim's Essence beyond the victim's Constitution score, the victim dies. Beginning 24 hours after the Essence Drain, the victim is allowed a Fortitude save. The DC for this save is 15 + Essence gain from the attack. If successful, the victim sheds this newly gained Essence. If the save fails, the victim retains one-half of the gained Essence permanently. While this power has a listed casting time of Standard action, it is often part of a critter's natural attacks and occurs simultaneously.

Fear Type: Mana Casting Time: Standard action Range: LoS Target: One creature Duration: See below Saving Throw: Will negates (15 + Charisma mod + Magic Rating) If a victim fails to save against this power, he is panicked for a number of rounds equal to the critter's Charisma modifier + Magic Rating +1d6. Even after this duration, he must make a second Will save if he wishes to approach the critter again.

Guard Type: Physical Casting Time: Standard action Range: LoS Target: Magic Rating in creatures and objects Duration: Sustained Saving Throw: No This power provides protection against the Accident power. Living creatures add the critter's Magic Rating as a bonus to the check to oppose the Accident test. If used to protect an object, the Accident causing critter and the Guarding critter roll 1d20 + Wisdom modifier + Magic Rating, with high roll winning.

Infection Type: Physical Casting Time: None Range: Touch Target: Creature touched Duration: Constant Saving Throw: Fortitude negates (15 + Wisdom mod + Magic Rating) If a critter with this power and Essence Drain kills a victim with Essence Drain, there is a chance that the victim will be infected with the strain of HMHVV carried by the critter. The victim, though dead, must roll a saving throw. If this fails, he is infected, and will rise in 24 hours as the appropriate type of critter. He will also be starving.

Influence Type: Mana Casting Time: Standard action Range: LoS

6161

Section 6: Friends and Foes Target: One creature Duration: Instantaneous Saving Throw: Will negates (15 + Wisdom mod + Magic Rating) This power implants a single suggestion in the victim’s mind, like a powerful post-hypnotic command. The subject will carry out this suggestion as if it were her own idea and it will then fade. If confronted with the wrongness of the suggestion, the subject can make a new Will save to overcome the suggestion.

Magical Guard Type: Mana/Physical Casting Time: Move action Range: LoS Target: One creature Duration: Sustained Saving Throw: No The critter is able to provide a form of spell defense to a target. The target adds the critter's Magic Rating x 2 as a bonus to saving throws against spells.

Manifestation Type: Physical Casting Time: Move action Range: Personal Target: You Duration: Sustained Saving Throw: No The critter is able to physically materialize in the real world. When manifested in this way, the critter's physical ability scores will typically be some multiple of it's Force or Magic Rating. While manifested, critters have damage reduction [Force x 5]/magic. They also have energy resistance [Force x5]/magic energy.

Mist Form Type: Physical Casting Time: Standard action Range: Personal Target: You Duration: Sustained Saving Throw: No The critter is able to shift into a gaseous form. In this form, it has a movement rate of 30 ft. (no sprint), no physical attacks, and Immunity to Normal Weapons. However, winds can move the critter. Otherwise, it can move through spaces as a gas.

Movement Type: Physical Casting Time: Standard action Range: LoS Target: One creature or object Duration: Sustained Saving Throw: No The critter is able to affect the speeds of creatures and objects in its terrain. Multiply or divide the target's speed by the critter's Magic Rating.

Noxious Breath Type: Physical Casting Time: Standard action Range: 0 Area: Cone (5 ft. x Magic Rating) Duration: Instantaneous Saving Throw: Fortitude negates (15 + Constitution mod + Magic Rating) The critter is able to breathe a cone of gas that causes nausea in targets that fail to save. The nausea lasts for a 1d6 + Constitution modifier rounds.

Paralyzing Touch Type: Physical Casting Time: Standard action Range: Touch Target: Creature touched Duration: 1d6 + Magic Rating rounds Saving Throw: Fortitude negates (15 + Constitution mod + Magic Rating) The critter is able to reduce the victim's Dexterity with as touch (typically combined with an attack). If the victim fails to save, reduce his Dexterity by the critter's Magic Rating. Multiple hits are cumulative. Unless noted otherwise, a creature is immune to its own Paralyzing Touch.

Pestilence Type: Physical Casting Time: Standard action Range: Touch Target: Creature touched Duration: See below Saving Throw: See below. The critter carries VITAS-3. Any creature hit by the critter's natural weapons must save against the disease as normal.

Petrifying Gaze Type: Physical

Casting Time: Standard action or none Range: LoS Target: One creature Duration: Sustained Saving Throw: Fortitude negates (15 + Constitution modifier + Magic Rating) The critter can petrify targets with a gaze. Victims that fail to save are turned to stone-like calcium carbonate. Non-living material – including clothing, gear, and cyberware – is not affected. The target is not conscious while under the effects of this power, and any damage suffered by the stone-like form affects the target normally. While petrified, the target has Hardness and hit points as Stone. The critter can keep a number of creatures simultaneously petrified equal to its Magic Rating.

Psychokinesis Type: Physical Casting Time: Standard action Range: LoS Effect: Special Duration: Sustained Saving Throw: No This creates a psychokinetic effect, like "invisible hands" that can hold and manipulate items. The Psychokinesis has Strength and Dexterity equal to the critter's Magic Rating. The critter can use skills remotely with the spell, but such uses suffer a -4 check penalty. Even simple tasks like picking up a coin may require a Dexterity test. The critter can fight, pick a lock, or perform any other action, using the Psychokinesis as if they were real hands. The power can reach any point the critter can see.

Regeneration Type: Physical Casting Time: None Range: Personal Target: You Duration: Constant Saving Throw: No The critter heals wounds rapidly. Every round, make a DC 5 Fortitude save – if successful, the critter heals a number of hit points equal to its Magic Rating. The critter cannot regenerate damage to the brain or spinal cord. Damage from magical weapons and attack can be regenerated, but the Fortitude save DC is 20. If the critter has an allergy, it cannot regenerate while in the presence of the allergen.

Search Type: Physical Casting Time: Move action Range: Personal Target: You Duration: Constant Saving Throw: No The critter can track, as if possessing the feat, using the best of Search, Survival, Intelligence, or Wisdom, with a bonus equal to its Magic Rating x 2. It can track in one-half the normal time. If the critter is capable of astral perception or projection, it can use this power on the Astral plane also.

Weaknesses Essence Loss The critter must feed on the life force of others by using its Essence Drain power. The points it gains form successful use of this power are sustenance. Because of this, many critters are hesitant to utilize the gained points to boost ability scores or Magic Rating. The critter loses these gained points at a rate of d6 per week. If reduced to 0, the critter will die in 1d6 + Constitution modifier days. Many critters, when this starved, will attack targets with the ferocity of feral animals.

C RITTERS Banshee Medium Humanoid [Elf] Hit Dice: Base creature Mas: Base creature Initiative: Base creature Speed: Base creature Defense: Base creature Armor: • High impact: Base creature • Low impact: Base creature • Energy: Base creature • Fire: Base creature • Cold: Base creature • Acid: Base creature • Sonic: Base creature Attack Data: Attacks: Base creature

6262

Section 6: Friends and Foes Full Attack: Base creature Space/Reach: 5 ft./5 ft. Special Attacks: As base creature plus essence drain, fear, infection Special Qualities: As base creature plus enduring, immunities (aging, disease, poisons), mist form, regeneration, scent, weaknesses Saves: Base creature Action Points: Base creature Abilities: Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0, App -4 Magic Rating: Base creature Skills: Base creature; gains +6 species bonus to Listen checks Feats: Base creature; gains Run as a bonus feat Occupation: Base creature Environment: Base creature Organization: Solitary Allegiances: None COMBAT Enduring (Ex): For the purposes of endurance and stamina, treat the banshee's Constitution score as if it is double the listed value. Weaknesses: • Allergy (silver, moderate) • Allergy (sunlight, severe) • Allergy (wood, moderate) • Essence loss • Vulnerability (silver) – double damage • Vulnerability (wood) – double damage.

Barghest Medium Magical Beast Hit Dice: 21 + 3d10+15 (52 hp) Mas: 21 Initiative: +8 (+4 Dex, Imp. Init.) Speed: 50 ft. (10 squares) Defense: 14 (+4 Dex), touch 14, flat-footed 10 Armor: • High impact: • Low impact: • Energy: • Fire: • Cold: • Acid: • Sonic: Attack Data: Attacks: Bite +12 melee (1d6+4, AP -2) Full Attack: Bite +12 melee (1d6+4, AP -2) Space/Reach: 5 ft./5 ft. Special Attacks: Fear, paralyzing howl Special Qualities: Blindsight 240 ft., dual natured Saves: Fort +8, Ref +7, Will +3 Action Points: Abilities: Str 16+3, Dex 19+4, Con 21+5, Int 3-4, Wis 14+2, Cha 10, App Magic Rating: 6 Skills: Hide [4] +8, Listen [4] +6, Move Silently [4] +8, Natural Weapons [8] +12, Spot [4] +6, Survival [6] +8, Swim [2] +5. Feats: Improved Initiative, Track. Occupation: Environment: Forests, tundra, and moors Organization: Solitary or pair (breeding season); pack (12-20) Allegiances: COMBAT Paralyzing howl (Su): As a standard action, the barghest can howl. All creatures within 30 ft. (except for other barghests) must make Fortitude saves (DC 15 + Magic Rating (21). Those who fail take 1d6 points of temporary Dexterity damage. This is cumulative with multiple howls. Lost ability points return at a rate of 1 per minute.

Basilisk Medium Magical Beast Hit Dice: 10 hp Mas: 10 Initiative: -1 (-1 Dex) Speed: 20 ft. (4 squares) Defense: 9 (-1 Dex), touch 9, flat-footed 9 Armor: • High impact: 1d3-1 • Low impact: 1d4-1 • Energy: • Fire: • Cold: • Acid: • Sonic: Attack Data: Attacks: Bite +0 melee (1d6+7) Full Attack: Bite +0 melee (1d6+7) Space/Reach: 5 ft./5 ft. Special Attacks: Petrifying gaze (DC 21)

Special Qualities: Dual natured, weaknesses Saves: Fort +2, Ref +1, Will +1 Action Points: Abilities: Str 21+5, Dex 8-1, Con 10, Int 2-4, Wis 13+1, Cha 8-1, App Magic Rating: 6 Skills: Balance [2] +1, Climb [2] +7, Hide [2] +1, Listen [2] +3, Move Silently [2] +1, Natural Weapons [1] +0, Spot [1] +2. Feats: Occupation: Environment: Temperate or tropical woodland Organization: Solitary Allegiances: COMBAT Weaknesses: The basilisk is immune to the petrifying gaze of other basilisks, but not to its own gaze. In fact, it is so vulnerable to its own gaze that, if subjected, it takes a -4 penalty to save.

Cockatrice Medium Magical Beast Hit Dice: 11 hp Mas: 11 Initiative: +8 (+4 Dex, Imp. Init.) Speed: 40 ft. (8 squares), fly 15 ft. poor Defense: 16 (+2 base, +4 Dex), touch 16, flat-footed 10 Armor: • High impact: • Low impact: • Energy: • Fire: • Cold: • Acid: • Sonic: Attack Data: Attacks: Talon +5 melee (1d4+2, AP -1) Full Attack: 2 Talons +5 melee (1d4+2, AP -1) plus tail slap +3 melee (paralyzing touch) Space/Reach: 5 ft./5 ft. Special Attacks: Paralyzing touch (DC 21) Special Qualities: Dual natured Saves: Fort +2, Ref +6, Will +0 Action Points: Abilities: Str 15+2, Dex 18+4, Con 11, Int 2-4, Wis 11, Cha 8-1, App Magic Rating: 6 Skills: Listen [3] +3, Natural Weapons [1] +5, Spot [3] +3. Feats: Improved Initiative, Multiattack. Occupation: Environment: Plains and woodlands. Organization: Solitary or pair. Allegiances: -

Eyekillers Large Magical Beast Hit Dice: 21 + 4d10+20 (63 hp) Mas: 31 Initiative: +1 (+1 Dex) Speed: 30 ft. (6 squares) Defense: 10 (-1 size, +1 Dex), touch 10, flat-footed 9 Armor: • High impact: • Low impact: 1d4-1 • Energy: 3d6-3 (electricity only) • Fire: • Cold: • Acid: • Sonic: Attack Data: Attacks: Bite +4 melee (1d8+7, AP -1) Full Attack: Bite +4 melee (1d8+7, AP -1) Space/Reach: 10 ft./10 ft. Special Attacks: Electrical aura Special Qualities: Dual natured, low-light vision Saves: Fort +9, Ref +5, Will +3 Action Points: Abilities: Str 20+5, Dex 12+1, Con 21+5, Int 7-2, Wis 14+2, Cha 11, App Magic Rating: 6 Skills: Hide [3] +0, Listen [3] +5, Move Silently [3] +4, Natural Weapons [4] +5, Spot [3] +5, Survival [4] +6. Feats: Occupation: Environment: Desert Organization: Solitary or pair Allegiances: COMBAT Electrical aura (Su): As a standard action, an eyekiller can generate a field of electricity. This deals 4d6 points of damage to everything in a 5 ft. radius. A DC

6363

Section 6: Friends and Foes 23 Reflex save reduces the damage to half. Creatures that take full damage must roll C 23 Fortitude saves of be stunned for 1d4 rounds.

Ghosts Apparition Base Creature [Incorporeal, Undead] Hit Dice: Mas: Initiative: Speed: Defense: -, touch -, flat-footed Armor: • High impact: • Low impact: • Energy: • Fire: • Cold: • Acid: • Sonic: Attack Data: Attacks: Full Attack: Space/Reach: Special Attacks: Special Qualities: Immunity, incorporeal, undead traits Saves: Fort -, Ref -, Will Action Points: Abilities: Str -, Dex -, Con -, Int -, Wis -, Cha -, App Magic Rating: Skills: Feats: Occupation: Environment: Any Organization: Solitary Allegiances: COMBAT Immunity: Apparitions are immune to all attacks. Some apparitions may be destroyed by resolving their death issues.

Specter Base Creature [Incorporeal, Spirit, Undead] Hit Dice: Base creature Mas: Initiative: Base creature Speed: Base creature Defense: Base creature Armor: • High impact: • Low impact: • Energy: • Fire: • Cold: • Acid: • Sonic: Attack Data: These apply only when manifested Attacks: Slam (skill varies) (1d6 + Strength bonus x 1.5, AP -1) Full Attack: Slam (skill varies) (1d6 + Strength bonus x 1.5, AP -1) Space/Reach: Base creature Special Attacks: Fear, psychokinesis, possibly others Special Qualities: Incorporeal, manifestation, spirit traits, undead traits Saves: Base creature Action Points: Base creature Abilities: Str (F x 3), Dex +0, Con -, Int +0, Wis +0, Cha +0, App +0 (may vary) Magic Rating: 6 Skills: Base creature Feats: Base creature Occupation: Base creature Environment: Any Organization: Solitary Allegiances: Base creature COMBAT Spirit traits: A Specter typically has a Force equal to one-half the base creature's Charisma score.

Ghouls Medium Monstrous Humanoid Hit Dice: Base creature Mas: Base creature Initiative: Base creature Speed: Base creature Defense: Base creature Armor: • High impact: • Low impact: 1d3-1

• Energy: • Fire: • Cold: • Acid: • Sonic: Attack Data: As Base creature plus the following Attacks: Claw (skill varies) (1d3+ Strength) Full Attack: 2 claws (skill varies) (1d3 + Strength) plus bite (skill varies -5) (1d6 + ½ Strength, AP -1) Space/Reach: 5 ft./5 ft. Special Attacks: Base creature plus transmission Special Qualities: Base creature plus blind, dietary requirement, scent, weaknesses Saves: Base creature, +2 species bonus on Fortitude saves Action Points: Base creature Abilities: See below Magic Rating: Base creature or 1d6, whichever is greater Skills: Base creature; gains a +10 species bonus on Listen checks Feats: Base creature Occupation: Base creature Environment: Base creature Organization: Base creature Allegiances: Base creature COMBAT Blind (Ex): Ghouls are practically blind, being able to see only about 1 foot. Dietary requirement (Ex): Ghouls must consume non-cloned (meta) human flesh to survive. A ghoul must consume at least 5% of its body weight in this flesh per week. Failure to do so results in starvation. Transmission (Ex): Contrary to later texts, this conversion does not treat ghoulism as a result of a variant strain of HMHVV. Instead, they, like trolls and orcs, are goblinized. However, ghouls carry a mystical infection that can cause others to goblinized into ghouls. Whenever a ghoul deals damage with a claw or bite attack, the victim risks infection. The victim must make a Fortitude save. The DC is 15 + Con mod + Magic Rating. If the save fails, the victim is infected. Note that the infection only affects Homo sapiens sapiens. Weaknesses: • Allergy (sunlight, moderate)

Becoming a Ghoul When a human fails to resist the transmission power of a ghoul, he will become such a creature. The process takes 2d6 days, during which the character is nauseated. At the end of this time, the character must make a Fortitude save. The result of this save determines the character's ability score modifiers. Otherwise, the character is as described above.

BECOMING A GHOUL TABLE Fort Save 1 2 – 15 16 – 25 26+

Str +6 +4 +2 +2

Dex +2 +0 +0 +0

Con +6 +4 +2 +2

Int -8 -6 -4 -2

Wis -4 -2 -0 -0

Cha -8 -6 -4 -2

Griffin Large Magical Beast Hit Dice: 28 + 5d10+45 (100 hp) Mas: 38 Initiative: +4 (+4 Dex) Speed: 30 ft. (6 squares), fly 60 ft. average Defense: 13 (-1 size, +4 Dex), touch 13, flat-footed 9 Armor: • High impact: 1d3-1 • Low impact: 1d6-1 • Energy: • Fire: • Cold: • Acid: • Sonic:Attack Data: Attacks: Claw +8 melee (1d8+9, AP -2) Full Attack: 2 claws +8 melee (1d8+9, AP -2) Space/Reach: 10 ft./10 ft. Special Attacks: Special Qualities: Dual natured Saves: Fort +13, Ref +8, Will +2 Action Points: Abilities: Str 28+9, Dex 19 +4, Con 28 +9, Int 4-3, Wis 13+1, Cha 10, App Magic Rating: 6 Skills: Listen [4] +5, Natural Weapons [5] +9, Spot [5] +6, Survival [5] +6. Feats: Occupation: Environment: Temperate mountains. Organization: Solitary, pair, flock (3-6). Allegiances: -

6464

App -12 -10 -8 -6

Section 6: Friends and Foes

Harpy Small Monstrous Humanoid Hit Dice: 12 hp Mas: 7 Initiative: +2 (+2 Dex) Speed: 20 ft. (4 squares), fly 70 ft. average Defense: 15 (+1 size, +2 base, +2 Dex), touch 15, flat-footed 11 Armor: • High impact: • Low impact: • Energy: • Fire: • Cold: • Acid: • Sonic: Attack Data: Attacks: Bite +4 melee (1d4, AP +2) Full Attack: Bite +4 melee (1d4, AP +2) Space/Reach: 5 ft./5 ft. Special Attacks: Pestilence Special Qualities: Dual natured Saves: Fort +1, Ref +4, Will -1 Action Points: Abilities: Str 10, Dex 15+2, Con 12+1, Int 7-2, Wis 8-1, Cha 6-2, App 3-4 Magic Rating: 4 Skills: Balance [3] +5, Hide [3] +9, Listen [3] +2, Move Silently [3] +5, Natural Weapons [1] +3, Spot [3] +2. Feats: Fly-by Attack. Occupation: Environment: Any elevated. Organization: Solitary, pair, flock (2-20), community (21-100). Allegiances: -

Kraken Huge Animal Hit Dice: 30 + 6d8+60 (117 hp) Mas: 50 Initiative: +2 (+2 Dex) Speed: 10 ft. (2 squares), swim 40 ft. Defense: 10 (-2 size, +2 Dex) , touch 10, flat-footed 8 Armor: • High impact: 1d3-1 • Low impact: 2d6-2 • Energy: 1d2-1 • Fire: 1d2-1 • Cold: 1d4-1 • Acid: 1d2-1 • Sonic: 1d2-1 Attack Data: Attacks: Tentacle +8 melee (1d6+12, AP -1) Full Attack: 2 tentacles +8 melee (1d6+12, AP -1) Space/Reach: 15 ft./20 ft. Special Attacks: Constrict, improved grab Special Qualities: Low-light vision Saves: Fort +15, Ref +7, Will +3 Action Points: Abilities: Str 34+12, Dex 15+2, Con 30+10, Int 2-4, Wis 13+1, Cha 8-1, App Magic Rating: Skills: Hide [8] +2, Listen [4] +5, Move Silently [8] +10, Natural Weapons [8] +10, Spot [4] +5, Survival [4] +5, Swim [4] +24. Feats: Occupation: Environment: Ocean Organization: Solitary Allegiances: COMBAT Constrict (Ex): In addition to normal per-check grapple damage, a kraken deals 1d6+18 points of constriction damage every round. Improved grab (Ex): If a kraken scores a hit with a tentacle attack against a Large or smaller creature, it deals normal damage and attempts to start a grapple as a free action. This doesn't require a touch attack and doesn't provoke attacks of opportunity.

Leshy Medium Humanoid Hit Dice: 10 hp Mas: 10 Initiative: +0 Speed: 30 ft. (6 squares) Defense: 10, touch 10, flat-footed 10 Armor: • High impact: • Low impact: • Energy: • Fire: -

6565

• Cold: • Acid: • Sonic: Attack Data: Attacks: Club +1 melee (1d6, AP -1) Full Attack: Club +1 melee (1d6, AP -1) Space/Reach: 5 ft./5 ft. Special Attacks: Confusion (DC 22) Special Qualities: Spirit affinity (Spirits of Earth) Saves: Fort +2, Ref +0, Will +2 Action Points: Abilities: Str 10, Dex 11, Con 10, Int 11, Wis 10, Cha 13+1, App 9-1 Magic Rating: 6 Skills: Craft (structural) [1] +1, Handle Animal [4] +7, Hide [1] +1, Listen [1] +1, Maces and Clubs [1] +1, Move Silently [1] +1, Spot [1] +1, Survival [2] +2. Feats: Animal Affinity. Occupation: Tribal (Handle Animal, Spot, Survival; Animal Affinity). Environment: Forests. Organization: Solitary, pair, group (3-8). Allegiances: Family.

Merrow Large Monstrous Humanoid [Aquatic] Hit Dice: 14 + 2d10+4 (29 hp) Mas: 29 Initiative: +4 (+4 Dex) Speed: 10 ft. (2 squares), swim 40 ft. Defense: 13 (-1 size, +4 Dex), touch 13, flat-footed 9 Armor: • High impact: • Low impact: • Energy: • Fire: • Cold: 1d4-1 • Acid: • Sonic: Attack Data: Attacks: Club (two-handed) +5 melee (1d6+6, AP -1) Full Attack: Club (two-handed) +5 melee (1d6+6, AP -1) Space/Reach: 10 ft./10 ft. Special Attacks: Special Qualities: Dual natured Saves: Fort +4, Ref +6, Will +0 Action Points: Abilities: Str 18+4, Dex 19+4, Con 14+2, Int 10, Wis 11, Cha 10, App 5-3 Magic Rating: Skills: Hide [1] +1, Listen [2] +2, Maces and Clubs [2] +6, Move Silently [2] +6, Spot [2] +2, Survival [4] +4, Swim {2] +14. Feats: Track. Occupation: Tribal (Hide, Spot, Survival; Track). Environment: Coastal waters. Organization: Solitary, pair, group (3-10). Allegiances: Family.

Naga Large Magical Beast Hit Dice: 16 + 4d10+12 (50 hp) Mas: 26 Initiative: -2 (-2 Dex) Speed: 30 ft. (6 squares) Defense: 7 (-1 size, -2 Dex), touch 7, flat-footed 7 Armor: • High impact: 1d3-1 • Low impact: 1d8-1 • Energy: 1d2-1 • Fire: 1d2-1 • Cold: • Acid: • Sonic: Attack Data: Attacks: Bite +3 melee (1d8+6 plus poison, AP -2) Full Attack: Bite +3 melee (1d8+6 plus poison, AP -2) Space/Reach: 10 ft./5 ft. Special Attacks: Poison Special Qualities: Dual natured, guard Saves: Fort +7, Ref +2, Will +3 Action Points: Abilities: Str 18+4, Dex 7-2, Con 16+3, Int 11, Wis 14+2, Cha 11, App Magic Rating: 4 Skills: Balance [3] +1, Climb [4] +8, Listen [3] +5, Move Silently [3] +1, Natural Weapons [6] +4, Spot [3] +5, Survival [3] +5, Swim [3] +7. Feats: Occupation: Environment: Tropical forests. Organization: Solitary, pair, family (3-24). Allegiances: Family.

Section 6: Friends and Foes COMBAT Poison (Ex): Injury (bite), Fortitude DC 20, Initial Damage 1d6 Constitution, Secondary Damage 1d6 Constitution.

Phoenix Small Magical Beast Hit Dice: 12 hp Mas: 7 Initiative: +3 (+3 Dex) Speed: 10 ft. (2 squares), fly 40 ft. good Defense: 14 (+1 size, +3 Dex), touch 14, flat-footed 11 Armor: • High impact: • Low impact: • Energy: 1d6-1 • Fire: 4d6-4 • Cold: 2d6-2 • Acid: • Sonic: Attack Data: Attacks: Talon +7 melee (1d4, AP -1) Full Attack: 2 talons +7 melee (1d4, AP -1) Space/Reach: 5 ft./5 ft. Special Attacks: Flame aura Special Qualities: Dual natured Saves: Fort +1, Ref +5, Will +2 Action Points: Abilities: Str 10, Dex 17+3, Con 12+1, Int 2-4, Wis 11, Cha 6-2, App Magic Rating: 6 Skills: Move Silently [3] +6, Natural Weapons [3] +6, Spot [3] +3. Feats: Fly-by Attack. Occupation: Environment: Woodlands. Organization: Solitary, pair. Allegiances: COMBAT Flame aura (Su): The phoenix is able to engulf itself in flames as a move action. Maintaining these flames requires no concentration. While the flame aura is active, the phoenix deals an additional 1d6 points of fire damage with its talon attacks. Grapplers take 2d6 points of fire damage per round. Creatures striking the phoenix with natural weapons take 1d6 points of fire damage.

Sasquatch Large Monstrous Humanoid Hit Dice: 21 + 2d10+10 (42 hp) Mas: 31 Initiative: +0 Speed: 30 ft. (6 squares) Defense: 9 (-1 size), touch 9, flat-footed 9 Armor: • High impact: • Low impact: 1d3-1 • Energy: • Fire: • Cold: 1d6-1 • Acid: • Sonic: Attack Data: Attacks: Unarmed +0 melee (1d4+4, AP +1) Full Attack: Unarmed +0 melee (1d4+4, AP +1) Space/Reach: 10 ft./10 ft. Special Attacks: Special Qualities: Dual natured, mimicry Saves: Fort +8, Ref +0, Will +2 Action Points: Abilities: Str 18+4, Dex 11, Con 21+5, Int 10, Wis 11, Cha 10, App 6-2 Magic Rating: 3 Skills: Climb [2] +6, Jump [1] +5, Listen [6] +6, Move Silently [1] +1, Spot [3] +3, Survival [3] +3, Unarmed [1] +1. Feats: Occupation: Environment: Forests. Organization: Solitary, pair, family (3-7). Allegiances: Family. COMBAT Mimicry (Ex): A Sasquatch has an innate ability to mimic the sounds of animals. Determining that a sasquatch's animal call is false requires a DC 25 Knowledge (earth and life sciences) or DC 20 Survival check.

Shapeshifter There are several species of shapeshifters (animals with the ability to become human in appearance). In both forms, a shapeshifter maintains its mental ability scores. In human form, a shapeshifter has normal human physical ability scores, and in animal form, it has the physical ability scores of the animal type +2.

Medium Animal [Shapeshifter] Hit Dice: Varies Mas: Varies Initiative: Varies Speed: Varies Defense: Varies Armor: • High impact: Varies • Low impact: Varies • Energy: Varies • Fire: Varies • Cold: Varies • Acid: Varies • Sonic: Varies Attack Data: Attacks: Varies Full Attack: Varies Space/Reach: Varies Special Attacks: Varies Special Qualities: Varies plus dual natured, regeneration (animal form only), shapeshifting, weaknesses (animal form only) Saves: Varies Action Points: Varies Abilities: Varies Magic Rating: 4 Skills: Varies Feats: Varies Occupation: Varies Environment: Varies Organization: Varies Allegiances: Varies COMBAT Shapeshifting (Su): Shapeshifting is a full-round action. The critter's equipment and clothing do not change shape with the critter. Weaknesses: • Allergy (silver, moderate, animal form only) • Vulnerability (silver, animal form only) – double damage.

Thunderbird Large Magical Beast Hit Dice: 13 + 3d8+3 (29 hp) Mas: 23 Initiative: +8 (+8 Dex) Speed: 10 ft. (2 squares), fly 60 ft. average Defense: 17 (-1 size, +8 Dex), touch 17, flat-footed 9 Armor: • High impact: • Low impact: • Energy: 4d6-4 (electricity only) • Fire: • Cold: • Acid: • Sonic: Attack Data: Attacks: Talon +12 melee (1d6+6, AP -1) Full Attack: 2 talons +12 melee (1d6+6, AP -1) plus bite +10 melee (1d8+3, AP -2) Space/Reach: 10 ft./5 ft. Special Attacks: Ball lightning Special Qualities: Dual natured, low-light vision Saves: Fort +4, Ref +11, Will +1 Action Points: Abilities: Str 23+6, Dex 26+8, Con 13+1, Int 5-3, Wis 10, Cha 8-1, App Magic Rating: 4 Skills: Listen [3] +3, Natural Weapons [5] +13, Spot [6] +6, Survival [3] +3. Feats: Fly-by Attack, Multiattack. Occupation: Environment: Mountains. Organization: Solitary, pair. Allegiances: COMBAT Ball lightning (Su): As a standard action, a thunderbird can breathe a streak of lightning with a range of 100 ft. When the streak reaches the destination, it explodes, dealing 4d6 points of electrical damage to a 20 ft. radius. Those in the area are allowed DC 20 Reflex (15 + Con mod + Magic Rating) saves for half damage.

Unicorn Large Magical Beast Hit Dice: 21 + 2d10+10 (42 hp) Mas: 31 Initiative: +3 (+3 Dex) Speed: 50 ft. (10 squares) Defense: 12 (-1 size, +3 Dex), touch 12, flat-footed 9 Armor:

6666

Section 6: Friends and Foes • High impact: • Low impact: • Energy: • Fire: • Cold: • Acid: • Sonic: Attack Data: Attacks: Hoof +4 melee (1d6+6, AP +1) Full Attack: 2 hooves +4 melee (1d6+6, AP +1) Space/Reach: 10 ft./5 ft. Special Attacks: Special Qualities: Dual natured, immunity (diseases, poison), magical guard Saves: Fort +8, Ref +6, Will +2 Action Points: Abilities: Str 23+6, Dex 16+3, Con 21+5, Int 4-3, Wis 13+1, Cha 14+2, App Magic Rating: 6 Skills: Listen [4] +5, Natural Weapons [2] +5, Spot [4] +5, Survival [3] +4. Feats: Occupation: Environment: Grasslands. Organization: Solitary, pair, or herd (3-12). Allegiances: -



Vulnerability (wood) – double damage

Wendigo

Vampire Medium Humanoid Hit Dice: Base creature Mas: Base creature Initiative: Base creature Speed: Base creature Defense: Base creature Armor: • High impact: Base creature • Low impact: Base creature • Energy: Base creature • Fire: Base creature • Cold: Base creature • Acid: Base creature • Sonic: Base creature Attack Data: Attacks: Base creature plus bite (skill varies) (1d4 + ½ Strength, AP +1) Full Attack: Base creature plus bite (skill varies) (1d4 + ½ Strength, AP +1) Space/Reach: 5 ft./5 ft. Special Attacks: As base creature plus blood drain Special Qualities: As base creature plus boost, darkvision 60 ft., dietary requirement, immunities (aging, disease, poisons), mist form, regeneration, scent, spawning, weaknesses Saves: Base creature Action Points: Base creature Abilities: Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0, App -1 Magic Rating: Base creature or 1d6, whichever is higher. Skills: Base creature; gains +6 species bonus to Listen checks Feats: Base creature Occupation: Base creature Environment: Base creature Organization: Solitary Allegiances: None COMBAT Blood drain (Ex): Vampires drain the blood of their victims for sustenance. When a vampire successfully grapples and bites a target (or a victim submits), the vampire can drain roughly one point of Constitution every 2d6 rounds. A vampire can "stock up" on blood, draining more than his Constitution score. He can store up to (Constitution score x2) in drained blood. Boost (Su): A vampire can use stored blood to boost his ability scores. This takes a move action. For every point of blood the vampire uses, he gains a +2 bonus to Strength or Dexterity. The boost lasts for one hour. However, whenever a vampire uses boost, there is a 25% chance that he will spend an additional 1d2 points of blood with no benefit. Because of this, vampires tend to be cautious about using this ability. Dietary requirement: Vampires survive by consuming blood. Vampires prefer fresh (meta) human blood, but preserved blood and animal blood provide equal sustenance. Every day, a vampire loses one point of Constitution. He replenishes this by draining blood or using stored blood. If the vampire's Constitution drops to 0, he dies. Spawning (Su): If a vampire reduces a victim to 0 Constitution through blood drain, the victim must make a Fortitude save. The DC for this save is 15 + Con mod + Magic Rating. If the save is successful, the victim dies. If the save fails, the victim arises in 24 hours as a starving vampire. Weaknesses: • Allergy (sunlight, moderate) • Dormancy – when suffering from a lack of air, a vampire falls into a coma-like state until exposed to breathable air again • Food intolerance – vampires cannot consume foods other than blood without vomiting within 1d6 minutes. Alcohol causes both vomiting, and nausea that lasts for 1d6 x 10 minutes • Swimming – Vampires take -8 species penalty to Swim checks

6767

Medium Monstrous Humanoid [Orc] Hit Dice: Base creature Mas: Base creature Initiative: Base creature Speed: Base creature Defense: Base creature Armor: • High impact: Base creature • Low impact: Base creature • Energy: Base creature • Fire: Base creature • Cold: Base creature • Acid: Base creature • Sonic: Base creature Attack Data: Attacks: Claw (skill varies (1d4 + Strength, AP -1) Full Attack: 2 claws (skill varies) (1d4 + Strength, AP-1) plus bite skill varies) (1d6 + ½ Strength, AP -1) Space/Reach: Base creature Special Attacks: Base creature plus essence drain, fear, infection, influence Special Qualities: Base creature plus immunities (aging, disease, poisons), Magician trait, regeneration, scent, weaknesses Saves: Base creature Action Points: Base creature Abilities: Base creature Magic Rating: Base creature or 1d6, whichever is greater. Skills: Base creature; gains a +6 species bonus to Listen and Spot checks. Feats: Base creature Occupation: Base creature Environment: Base creature Organization: Solitary Allegiances: Base creature, evil, chaos, death. COMBAT Dietary requirement: A wendigo must consume (meta)human flesh when he drains Essence. Magician trait: The transformation into a wendigo bestows the critter with the Magician trait. He gains 1d4 spells automatically, and can learn more in time. Most wendigo are shamans of predatory totems. Weaknesses: • Allergy (ferrous metals, moderate) • Allergy (sunlight, moderate) • Essence Loss • Vulnerability (ferrous metals) – double damage

D RAGONS Dragon Traits Dragons have certain qualities in common, regardless of type. Astral armor (Ex): All dragons have a hardness of (Magic Rating x 2) against astral attacks. Blindsight (Ex): All dragons have blindsight with a radius equal to Wisdom x 10 ft. Breath weapon (Su): All dragons have some form of breath weapon. See the table below to determine the type of breath weapon. A dragon can use its breath weapon every 1d4 rounds. Using a breath weapon is a standard action. Note that some dragons may have multiple or combination breath weapons. Damage reduction (Ex): All dragons have damage reduction equal 10/-. This is applied after applying the dragon's armor protection. Darkvision (Ex): All dragons have darkvision with a range of 240 ft. Low-light vision (Ex): All dragons have superior low-light vision (twice normal ranges). Magician trait: All dragons have the Magician trait, and most know all spells listed in this document. Scent (Ex): All dragons have the sent ability at 5 times the normal ranges. Spell resistance (Ex): All dragons have spell resistance equal to 10 + Magic Rating. Telepathy (Su): Dragons cannot speak, but they can communicate with any creature within line of sight. Dragons can simultaneously communicate with multiple creatures this way. Wide-band hearing (Ex): Dragons have a +10 species bonus to Listen checks, and can hear high and low frequencies as well.

Eastern Dragon Gargantuan Dragon Hit Dice: 104 + 13d12+104 (292 hp) Mas: 56 Initiative: +2 (+2 Dex) Speed: 40 ft. (8 squares), fly 90 ft. poor Defense: 8 (-4 size, +2 Dex), touch 8, flat-footed 6 Armor: • High impact: 3d12-3

Section 6: Friends and Foes • Low impact: 4d12-4 • Energy: 3d10-3 • Fire: 4d10-4 • Cold: 4d10-4 • Acid: 3d10-3 • Sonic: 2d10-2 Attack Data: Attacks: Claw +11 melee (2d8+14, AP -3) Full Attack: 2 claws +11 melee (2d8+14, AP -3) plus bite +9 melee (4d6+7, AP -4) Space/Reach: 20 ft./20 ft. Special Attacks: Dragon traits Special Qualities: Dragon traits Saves: Fort +16, Ref +10, Will +15 Action Points: 13 Abilities: Str 38+14, Dex 15+2, Con 26+8, Int 24+7, Wis 25+7, Cha 30+10, App 20+5 Magic Rating: 1d8+6 Skills: Balance [13] +15, Climb [13] +27, Concentration [13] +21, Decipher Script [13] +20, Diplomacy [13] +23, Intimidate [13] +23, Jump [13] +27, Knowledge (arcane lore) [13] +20, Knowledge (history) [26] +33, Listen [13] +30, Natural Weapons [13] +15, Search [13] +20, Sense Motive [13] +20, Spellcraft [26] +33, Spot [13] +20, Survival [13] +20. Feats: Aerial Combat, Animal Empathy, Assensing, Astral Projection, Astral Tracking, Combat Casting, Crush, Diehard, Fly-by Attack, Greater Fly-by Attack, Improved Counterspell, Multiattack, Power Attack, Power Dive, Quick Counterspell, Steely Gaze. Occupation: Environment: Any Organization: Solitary Allegiances: Varies

Feathered Serpent Gargantuan Dragon Hit Dice: 88 + 9d12+54 (200 hp) Mas: 52 Initiative: +5 (+5 Dex) Speed: 40 ft. (8 squares), fly 90 ft. average Defense: 11 (-4 size, +5 Dex), touch 11, flat-footed 6 Armor: • High impact: 3d10-3 • Low impact: 4d10-4 • Energy: 3d8-3 • Fire: 4d8-4 • Cold: 4d8-4 • Acid: 3d8-3 • Sonic: 2d8-2 Attack Data: Attacks: Claw +10 melee (2d8+14, AP -3) Full Attack: 2 claws +10 melee (2d8+14, AP -3) plus bite +8 melee (4d6+7 plus poison, AP -4) Space/Reach: 20 ft./20 ft. Special Attacks: Dragon traits, poison Special Qualities: Dragon traits Saves: Fort +14, Ref +13, Will +15 Action Points: 9 Abilities: Str 30+10, Dex 20+5, Con 22+6, Int 24+7, Wis 25+7, Cha 30+10, App 20+5 Magic Rating: 1d8+6 Skills: Balance [9] +14, Climb [9] +19, Concentration [9] +15, Decipher Script [9] +16, Diplomacy [9] +19, Intimidate [9] +19, Jump [9] +10, Knowledge (arcane lore) [9] +16, Knowledge (history) [18] +25, Listen [9] +26, Natural Weapons [9] +14, Search [9] +16, Sense Motive [9] +16, Spellcraft [18] +25, Spot [9] +16, Survival [9] +16. Feats: Aerial Combat, Animal Empathy, Assensing, Astral Projection, Astral Tracking, Combat Casting, Crush, Diehard, Fly-by Attack, Greater Fly-by Attack, Improved Counterspell, Multiattack, Power Attack, Power Dive, Quick Counterspell, Steely Gaze. Occupation: Environment: Any Organization: Solitary Allegiances: Varies COMBAT Poison (Ex): Injury, Fortitude DC 25 (15 + ½ HD + Con mod), Initial Damage 2d6 Constitution, Secondary Damage 2d6 Constitution.

Western Dragon Gargantuan Dragon Hit Dice: 120 + 16d12+160 (384 hp) Mas: 60 Initiative: +0 Speed: 40 ft. (8 squares), fly 70 ft. poor Defense: 6 (-4 size), touch 6, flat-footed 6 Armor: • High impact: 4d12-4 • Low impact: 5d12-5 • Energy: 3d12-3 • Fire: 4d12-4 • Cold: 4d12-4 • Acid: 3d12-3 • Sonic: 2d12-2 Attack Data: Attacks: Claw +15 melee (2d8+14, AP -3) Full Attack: 2 claws +15 melee (2d8+14, AP -3) plus bite +9 melee (4d6+7, AP -4) Space/Reach: 20 ft./20 ft. Special Attacks: Dragon traits Special Qualities: Dragon traits Saves: Fort +18, Ref +8, Will +15 Action Points: 16 Abilities: Str 42+16, Dex 11, Con 30+10, Int 24+7, Wis 25+7, Cha 30+10, App 20+5 Magic Rating: 1d8+6 Skills: Balance [16] +16, Climb [16] +32, Concentration [16] +26, Decipher Script [16] +23, Diplomacy [16] +26, Intimidate [16] +26, Jump [16] +32, Knowledge (arcane lore) [16] +23, Knowledge (history) [32] +39, Listen [16] +33, Natural Weapons [16] +16, Search [16] +23, Sense Motive [16] +23, Spellcraft [32] +39, Spot [16] +23, Survival [16] +23. Feats: Aerial Combat, Animal Empathy, Assensing, Astral Projection, Astral Tracking, Combat Casting, Crush, Diehard, Fly-by Attack, Greater Fly-by Attack, Improved Counterspell, Multiattack, Power Attack, Power Dive, Quick Counterspell, Steely Gaze. Occupation: Environment: Any Organization: Solitary Allegiances: Varies

Great Dragon Great Dragon is a template applied to certain dragons. Use the base statistics provided above, modified as follows. Base creature Hit Dice: Base creature, except apply maximum hit points per Hit Die Mas: Base creature Initiative: Base creature Speed: Base creature Defense: Base creature Armor: • High impact: Add 1dx-1 • Low impact: Add 1dx-1 • Energy: Add 1dx-1 • Fire: Add 1dx-1 • Cold: Add 1dx-1 • Acid: Add 1dx-1 • Sonic: Add 1dx-1 Attack Data: Attacks: Base creature Full Attack: Base creature Space/Reach: Base creature Special Attacks: Base creature Special Qualities: Base creature Saves: Base creature Action Points: x2 Abilities: Str +10, Dex +2, Con +10, Int +6, Wis +6, Cha +6, App +0 Magic Rating: +1d6 Skills: Base creature Feats: Base creature Occupation: Base creature Environment: Base creature Organization: Base creature Allegiances: Base creature

DRAGON BREATH WEAPON TABLE d% Roll 01 – 10 11 – 20 21 – 30 31 – 85 86 – 95 96 97

Type Line of acid Line of electricity Cone of acid Cone of fire Cone of cold Cone of sleep gas Cone of repulsion gas

Range Constitution x 10 ft. Constitution x 10 ft. Constitution x 5 ft. Constitution x 5 ft. Constitution x 5 ft. Constitution x 5 ft. Constitution x 5 ft.

Damage (Magic Rating)d10 (Magic Rating)d10 (Magic Rating)d10 (Magic Rating)d10 (Magic Rating)d10 Save or fall asleep for 1d6 + Magic Rating rounds Save or move away for 1d6 + Magic Rating rounds

6868

Save Reflex (DC 15 + Con mod + Magic Rating) Reflex (DC 15 + Con mod + Magic Rating) Reflex (DC 15 + Con mod + Magic Rating) Reflex (DC 15 + Con mod + Magic Rating) Reflex (DC 15 + Con mod + Magic Rating) Will (DC 15 + Con mod + Magic Rating) Will (DC 15 + Con mod + Magic Rating)

Section 6: Friends and Foes DRAGON BREATH WEAPON TABLE d% Roll 98 99 100

Type Cone of slow gas Cone of weakening gas Cone of paralysis gas

Range Constitution x 5 ft. Constitution x 5 ft. Constitution x 5 ft.

Damage Save or half speed for 1d6 + Magic Rating rounds Save or take Magic Rating temporary Strength damage Save or paralyzed for 1d6 + Magic Rating rounds

S PIRITS This is another section where the conversion diverges significantly from the core text. The spirits below are converted from Shadowrun Fourth Edition.

Spirit Traits All Spirits have certain qualities in common. Astral ability scores: On the Astral Plane, a spirit's Strength, Dexterity, and Constitution all equal Force x 3. Attacks: Manifested spirits deal damage with their attacks as Humanoids of the same size category. Extra Powers: In addition to the powers described below, each type of spirit has a list of optional power. A spirit has one of these optional power for every 4 full points of Force it has. Incorporeal (Ex): Spirits on the material plane, but not manifested are incorporeal. Manifestation (Ex): Spirits have the critter power of Manifestation. Size: A spirit's size category is based on its Force as follows:

SPIRIT SIZE CATEGORY TABLE Force 1–3 4 – 11 12 – 17 18 – 25 26 – 30 31+

Size Small Medium Large Huge Gargantuan Colossal

damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the spirit’s size (see the table). Creatures trapped in the whirlwind cannot move except to go where the spirit carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC equals Caster Check) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The spirit can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume. The spirit can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned spirit always ejects trapped creatures before returning to its home plane. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the spirit and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC equals Caster Check) to cast a spell. A spirit in whirlwind form cannot make slam attacks and does not threaten the area around it. Spirit Size

Skills: A spirit's skill ranks equal its Force.

Spirits of Air Spirit [Incorporeal] Hit Dice: [½ F x 1d4] Mas: Varies Initiative: Varies Speed: Fly [F x 10 ft.] perfect Defense: Varies Armor: • High impact: • Low impact: • Energy: • Fire: • Cold: • Acid: • Sonic: Attack Data: Attacks: Slam (skill varies) (damage varies) Full Attack: Slam (skill varies) (damage varies) Space/Reach: Varies Special Attacks: Accident, whirlwind Special Qualities: Concealment, confusion, movement, search, spirit traits Optional Powers: Fear, guard, noxious breath, psychokinesis Saves: Fort [Good], Ref [Good], Will [Good] Action Points: Abilities: Str [Fx1], Dex [Fx6], Con [Fx1], Int [Fx3], Wis [Fx3], Cha [Fx3], App [Fx3] Magic Rating: [Fx1] Skills: Hide, Listen, Move Silently, Spot, Unarmed. Feats: Assensing, Dodge, Improved Initiative. Occupation: Environment: Air Organization: Solitary Allegiances: COMBAT Whirlwind (Ex): The spirit can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the spirit can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the spirit’s size. The spirit controls the exact height, but it must be at least 10 feet. The spirit’s movement while in whirlwind form does not provoke attacks of opportunity, even if the spirit enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the spirit moves into or through the creature’s space. Creatures one or more size categories smaller than the spirit might take

6969

Save Fortitude (DC 15 + Con mod + Magic Rating) Fortitude (DC 15 + Con mod + Magic Rating) Fortitude (DC 15 + Con mod + Magic Rating)

Small Medium Large Huge Gargantuan Colossal

Save DC 3 + Force 5 + Force 7 + Force 9 + Force 11 + Force 13 + Force

Whirlwind Damage 1d4 1d6 2d6 2d8 2d8 2d8

Height 10–20 ft. 10–30 ft. 10–40 ft. 10–50 ft. 10–60 ft. 10–60 ft.

Spirits of Beasts Spirit [Incorporeal] Hit Dice: [Fx3] Mas: Varies Initiative: Varies Speed: [F x 5 ft.] Defense: Varies Armor: • High impact: • Low impact: • Energy: • Fire: • Cold: • Acid: • Sonic: Attack Data: Attacks: Claw or bite (skill varies) (damage varies) Full Attack: Claw or bite (skill varies) (damage varies) Space/Reach: Varies Special Attacks: Fear Special Qualities: Animal control, low-light vision, movement, scent, spirit traits Optional Powers: Concealment, confusion, guard, noxious breath, search, venom. Saves: Fort [Good], Ref [Good], Will [Good] Action Points: Abilities: Str [Fx5], Dex [Fx4], Con [Fx5], Int [Fx3], Wis [Fx3], Cha [Fx3], App [Fx3] Magic Rating: [Fx1] Skills: Listen, Natural Weapons, Spot. Feats: Assensing, Dodge. Occupation: Environment: Varies Organization: Solitary Allegiances: COMBAT Venom (Ex): Injury, Fortitude DC [10 + Force], Initial/Secondary Damage equals ½ Force, rounded to nearest die Constitution damage.

Section 6: Friends and Foes

Spirits of Earth Spirit [Incorporeal] Hit Dice: [Fx3] Mas: Varies Initiative: Varies Speed: [F x 5 ft.] Defense: Varies Armor: • High impact: • Low impact: • Energy: • Fire: • Cold: • Acid: • Sonic: Attack Data: Attacks: Slam (skill varies) (damage varies) Full Attack: Slam (skill varies) (damage varies) Space/Reach: Varies Special Attacks: Binding Special Qualities: Guard, movement, search, spirit traits Optional Powers: Concealment, confusion, earth glide, engulf, fear Saves: Fort [Good], Ref [Good], Will [Good] Action Points: Abilities: Str [Fx7], Dex {Fx1], Con [Fx7], Int [Fx3], Wis [Fx3], Cha [Fx3], App [Fx3] Magic Rating: [Fx1] Skills: Listen, Natural Weapons, Spot. Feats: Assensing, Improved Bull Rush, Stability. Occupation: Environment: Earth Organization: Solitary Allegiances: COMBAT Earth Glide (Ex): The spirit can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. Engulf (Ex): The spirit can attempt to engulf a creature at least one size category smaller. This requires a grapple check. If successful, the creature is engulfed. An engulfed creature takes damage every round equal to the spirit's slam damage, plus 150% Strength bonus. It also risks suffocation. While engulfed, a creature can take no physical actions other than an escape attempt. Escaping is a full-round action and the spirit and the creature roll Strength checks. If the creature wins, it escapes. The spirit, if large enough, may be able to engulf multiple creatures. While engulfing, the spirit can still move and take actions and attacks.

Spirits of Fire Spirit [Incorporeal] Hit Dice: [Fx3] Mas: Varies Initiative: Varies Speed: Fly [F x 5 ft.] perfect Defense: Varies Armor: • High impact: • Low impact: • Energy: • Fire: • Cold: • Acid: • Sonic: Attack Data: Attacks: Fiery touch (skill varies) (damage varies by size – Strength does not apply, does not include fiery aura) Full Attack: Fiery touch (skill varies) (damage varies by size – Strength does not apply, does not include fiery aura) Space/Reach: Varies Special Attacks: Accident, burn, confusion, fiery aura Special Qualities: Spirit traits, weaknesses Optional Powers: Engulf, fear, guard, noxious breath, search Saves: Fort [Good], Ref [Good], Will [Good] Action Points: Abilities: Str [Fx1], Dex [Fx5], Con [Fx4], Int [Fx3], Wis [Fx3], Cha [Fx3], App [Fx3] Magic Rating: [Fx1] Skills: Listen, Natural Weapons, Spot. Feats: Assensing, Dodge. Occupation: Environment: Varies Organization: Solitary Allegiances: COMBAT Burn (Ex): Creatures hit by the spirit's fiery touch risk catching on fire. The

creature must make a DC 15 Reflex save. If this fails, the creature catches on fire. Engulf (Ex): The spirit can attempt to engulf a creature at least one size category smaller. This requires a grapple check. If successful, the creature is engulfed. An engulfed creature takes damage every round. It also risks suffocation. While engulfed, a creature can take no physical actions other than an escape attempt. Escaping is a full-round action and the spirit and the creature roll Strength checks. If the creature wins, it escapes. The spirit, if large enough, may be able to engulf multiple creatures. While engulfing, the spirit can still move and take actions and attacks. Fiery aura (Ex): The spirit generates a constant flaming aura. This enhances its fiery touch damage, and any creature that strikes the spirit unarmed or with natural weapons takes 1d6 points of damage. Weaknesses: Spirits of Fire have a Severe Water Allergy. Size Small Medium Large Huge Gargantuan Colossal

Fiery Touch Damage 1d4 1d6 1d8 1d10 1d12 1d20

Engulf Damage 3d4 3d6 3d8 3d10 3d12 3d20

Spirits of Man Spirit [Incorporeal] Hit Dice: [Fx3] Mas: Varies Initiative: Varies Speed: [F x 5 ft.] Defense: Varies Armor: • High impact: • Low impact: • Energy: • Fire: • Cold: • Acid: • Sonic: Attack Data: Attacks: Slam (skill varies) (damage varies) Full Attack: Slam (skill varies) (damage varies) Space/Reach: Varies Special Attacks: Accident, confusion, influence Special Qualities: Concealment, darkvision 60 ft., guard, low-light vision, search, spirit traits Optional Powers: Fear, movement, psychokinesis, spellcasting Saves: Fort [Good], Ref [Good], Will [Good] Action Points: Abilities: Str [Fx1], Dex [Fx3], Con [Fx4], Int [Fx3], Wis [Fx3], Cha [Fx3], App [Fx3] Magic Rating: [Fx1] Skills: Listen, Natural Weapons, Spellcraft, Spot. Feats: Assensing, Dodge. Occupation: Environment: Varies Organization: Solitary Allegiances: COMBAT Spellcasting (Sp): If the spirit has this ability, it is able to use its Spellcraft skill to cast a single spell known by the summoner (selected at the time of summoning). The spirit follows the normal rules for spellcasting.

Spirits of Water Spirit [Incorporeal] Hit Dice: [Fx3] Mas: Varies Initiative: Varies Speed: [F x 5 ft.], swim [F x 20 ft.] Defense: Varies Armor: • High impact: • Low impact: • Energy: • Fire: • Cold: • Acid: • Sonic: Attack Data: Attacks: Slam (skill varies) (damage varies) Full Attack: Slam (skill varies) (damage varies) Space/Reach: Varies Special Attacks: Confusion, engulf Special Qualities: Concealment, movement, search, spirit traits, weaknesses Optional Powers: Accident, binding, guard, vortex

7070

Section 6: Friends and Foes Saves: Fort [Good], Ref [Good], Will [Good] Action Points: Abilities: Str [Fx3], Dex [Fx3], Con [Fx5], Int [Fx3], Wis [Fx3], Cha [Fx3], App [Fx3] Magic Rating: [Fx1] Skills: Listen, Natural Weapons, Spot, Swim (+8 species). Feats: Assensing, Dodge. Occupation: Environment: Water Organization: Solitary Allegiances: COMBAT Engulf (Ex): The spirit can attempt to engulf a creature at least one size category smaller. This requires a grapple check. If successful, the creature is engulfed. An engulfed creature takes damage every round equal to its slam damage plus 150% Strength bonus. It also risks drowning. While engulfed, a creature can take no physical actions other than an escape attempt. Escaping is a full-round action and the spirit and the creature roll Strength checks. If the creature wins, it escapes. The spirit, if large enough, may be able to engulf multiple creatures. While engulfing, the spirit can still move and take actions and attacks. Vortex (Su): The spirit can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the spirit can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or taller, depending on the spirit’s size. The spirit controls the exact height, but it must be at least 10 feet. The spirit’s movement while in vortex form does not provoke attacks of opportunity, even if the spirit enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the spirit moves into or through the creature’s space. Creatures one or more size categories smaller than the spirit might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the spirit’s size. Creatures trapped in the vortex cannot move except to go where the spirit carries them or to escape the vortex. Creatures caught in the vortex can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the vortex take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The spirit can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume. The spirit can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned spirit always ejects trapped creatures before returning to its home plane. If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the spirit and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. A spirit in vortex form cannot make slam attacks and does not threaten the area around it. Spirit Size Small Medium Large Huge Gargantuan Colossal

Save DC 3 + Force 5 + Force 7 + Force 9 + Force 11 + Force 13 + Force

Vortex Damage 1d4 1d6 2d6 2d8 2d8 2d8

Height 10–20 ft. 10–30 ft. 10–40 ft. 10–50 ft. 10–60 ft. 10–60 ft.

Weaknesses: Spirits of the Water has a Severe Fire Allergy. They take double damage from fire attacks. They have no protection against fire attacks.

7171

72

Section 7: Magic

SECTION 7: MAGIC M AGIC R ATING For spellcasters, perhaps no other number on the character sheet is as important as Magic Rating. Without Magic Rating, a character cannot cast spells. Magic Rating also caps the maximum Force of a spellcaster's spells. Magic Rating also determines the maximum number of spells you can retain in your memory simultaneously (Magic Rating x 2) + Intelligence modifier). The maximum your Magic Rating can be is equal to one-half the average of your Constitution + Wisdom. Regardless, your Magic Rating cannot exceed 10 without the process of Initiation. For example, a character with a 10 Constitution and a 12 Wisdom has a maximum Magic Rating of ((10 + 12 = 22) / 2 = 11 /2) 5.

T RADITIONS Two traditions with a significant presence in Shadowrun are hermeticism and shamanism. Hermetic magic is intellectual. These magicians see the universe as a complex pattern of forces that can be controlled with the right formulae and rituals. Magical knowledge comes from intense study and research. Hermetic magicians often call themselves mages. Shamanic magicians focus their magic through their relationship with the world of nature and the power of emotion and inspiration. To them, the world is a swirl of natural energies, most of which have personalities of their own. Shamanic magicians are referred to as shamans.

Hermetic Tradition Concept: The scientific study of magic as a complex pattern of elemental forces that can be controlled with the right formulae and rituals. Combat: Fire Detection: Air Health: Man Illusion: Water Manipulation: Earth A hermetic magician’s ability to perform magic comes from the study of a complex set of theories that describe mana, the dimensions of astral space and how they interact with the physical world. The science of thaumaturgy, as this discipline is called, draws those who rely on logic and reason as their means of evaluating the world. As with any vibrant field, while the basics are largely agreed upon, the theories as to how it all works and what magic can do are as varied as the mages themselves. By seeking understanding, mages can perform magic through ritual and focused power of will. Hermetic magic was studied widely even before the Awakening. The reasoned, intellectual nature of thaumaturgy appealed to corporate and government interests, who fostered hermetic magic even as society at large retained its skepticism. Once shamans like the Ghost Dancers proved the power of magic to the public at large, however, people took serious interest in the arts of the mage. While both traditions were eventually legitimized in the eyes of the public, far more mages work for corporations than shamans do even today. (You try telling Coyote he only gets an hour for lunch.) Mages are scholars who study and practice magic using tried and established formulas and procedures. Mages continuously research the theories and laws of magic, seeking a deeper understanding of the structure of the universe. As their knowledge increases, so does their power. Mages summon spirits that represent the basic building blocks of the universe: air, earth, fire, and water. These are called elemental spirits in hermetic theory. In addition, they may summon a “fifth element” of consciousness: the spirits of man. The realization of these elemental spirits of the mind is a recent development and mages differ on what they believe these spirits to be. Some refer to the spirits of man as ghosts, while others call them mind or consciousness elementals. Some few even view these entities as ancestor spirits.

Shamanic Tradition Concept: Magic comes from a shaman’s connection to the power of nature and the spirits. These latter forces are the manifestation of the living earth; her children, the spirits, guide and aid the shaman, often through the auspices of a mentor spirit they call a totem. Combat: Beasts Detection: Water Health: Earth Illusion: Air Manipulation: Man When the Awakening brought magic to the world, native tribal shamans were some of the first to successfully use it. Shamanism also developed in many urban areas during the boom in occultism at the close of the 20th century. These “urban shamans” discovered the old ways worked in the cities just as well as in the wilderness. Shamans are in tune with the natural flow of the energies of life and magic. To a shaman, the world is filled with living spirits, powers the shaman calls on for magical aid. Shamanic magicians summon spirits that are tied to nature: air, earth, water, beasts, and man. To a shaman, these are the spirits of the natural world. They are spirits of the skies and storms, of the mountains and valleys, of lakes and rivers, of birds and rats, and the spirits of the mass of

7373

humanity, for even man is a part of nature. Communion and trafficking with such spirits is a venerable and honored tradition among shamans Most shamans have a mentor spirit called a totem who gives the shaman magical power and knowledge. The shaman, in turn, follows the ideals represented by the totem and works toward its goals where applicable. Many shamans find that this totem expresses itself through them when they use magical skills, often changing their appearance slightly to suggest their totem animal. This phenomenon is called a shamanic mask.

M AGICAL L ODGE The Magical Lodge is a combination of the Shadowrun Third Edition concepts of the Hermetic Library and the Medicine Lodge. The lodge consists of the research materials and other items necessary to improve magical ability. Spellcasters of the same traditions can share lodges. A magical lodge is required for characters who want to improve their Spellcraft skill, learn new spells, and perform Ritual Sorcery. A lodge has a Force rating that is used to measure its power. The Force of a lodge must be at least equal to the skill rank being learned or the force of a spell being cast (in the case of Ritual Spellcasting) or learned. A lodge has a varying cost, based on the Force rating, and the lodge’s rating can be improved later. The money is spent to buy the supplies used to build the lodge. Once the supplies are gathered, the magician must complete an activation ritual that will “awaken” the lodge and construct its astral presence. The actual process requires 1 day per point of Force desired. An activated lodge acts as (lodge Force) Mana Barrier and Physical Barrier. The dimensions of the barriers conform to the dimensions of the lodge (to the maximum size of the respective spells). Any magicians involved in the activation of the lodge are unaffected by this barrier, and can allow other astral forms to pass through it at will. A lodge contains the astral signature of the magicians who activated it. A lodge is magically linked to the magicians who activated it. This link can be tracked using astral projection. If the magician wishes to increase the rating of an existing lodge, additional materials must be acquired to bring the Force up to the desired level. An activation ritual must also be performed, taking a number of days equal to the difference between the current Force and the desired Force. To determine the Purchase DC for increasing a lodge's rating, determine the Purchase DC of the new rating, and subtract the current rating Purchase DC. Apply one-half of this difference to the current Purchase DC. For example, if you have a magical lodge with a Force of 10 (Purchase DC 25), and wish to improve it to Force 14 (Purchase DC 29), the Purchase DC is 27.

T OTEMS Shamans follow Totems; entities and ideas that provide the shaman with power. Each totem provides various modifiers to the shaman’s abilities as noted below. Note that a shaman does not select a totem; the totem selects the shaman. The following totems are found on pages 163 – 166 of Shadowrun 3rd Edition. Totemic Metagame Note: Unlike a Mage, a Shaman doesn’t just decide to learn to be a Shaman. A Mage can study and research, and seek tutelage until he meets the requirements for the Mage advanced class. On the other hand, becoming a Shaman requires a deep spirituality and connection with the totem to be. In Metagame terms, the totem of your choice is absolutely subject to the approval of the Gamemaster, based on the manner in which you have played your would-be Shaman. For example, if you have avoided combat, and portrayed a stealthy, shadowy character, and you decide to select Wolf as your totem, well, it’s not going to happen. The Gamemaster will either tell you out of game “No. Wolf is not appropriate. The way your play your character indicates that Rat would be the appropriate totem for you”, or he will deal with it in game, for example “You are on your way to the Alpine forest in an attempt to commune with Wolf, to receive his blessing, when, out of the corner of your eye, you notice a large rat. It suddenly occurs to you that you have been seeing a lot of rats lately, far more than usual. Perhaps this is a sign of some sort.” A Note: Modifiers to spell categories also apply when dispelling applicable spells; modifiers to Summoning checks also apply to banishing and binding checks.

Bear Environment: Forest. Advantage: +4 Caster Check and Drain Test bonus when casting Health spells; free Hit Die (1d10). Disadvantage: berserker rage – whenever a bear shaman is required to make a Massive Damage save, if successful, he must roll a DC 15 Will save or fly into a berserker rage, attacking the nearest living creature, be it friend or foe, with his most powerful weapons (mundane or magical) for 1d6 rounds.

Buffalo Environment: Plains. Advantage: +4 Caster Check and Drain Test bonus when casting Health spells; +4 Summoning Check and Drain Test bonus for Spirits of Earth. Disadvantage: -4 Caster Check and Drain Test penalty when casting

Section 7: Magic

Raven

Illusion spells.

Cat Environment: Urban. Advantage: +4 Caster Check and Drain Test bonus when casting Illusion spells; +4 bonus to either Hide or Tumble. Disadvantage: cat’s play – cat shamans, like their totem, prefer to play around with victims initially. When casting a damaging spell, a cat shaman must roll a DC 20 Will save. If this fails, the shaman casts the spell at the minimum power possible. Once the shaman is wounded, this restriction no longer applies (until healed of course).

Coyote Environment: Land. Advantage: None. Disadvantage: None.

Dog Environment: Urban. Advantage: +4 Caster Check and Drain test bonus when casting Detection spells; Scent. Disadvantage: loyalty – a dog shaman is loyal to an extreme. He can never leave someone behind, betray comrades, or let another sacrifice themselves in his place unless he succeeds in a DC 20 Will save.

Environment: Open sky. Advantage: +4 Caster Check and Drain test bonus when casting Manipulation spells; +4 Summoning Check and Drain Test bonus for Spirits of Air. Disadvantage: opportunist – the shaman must make a DC 20 Will save to avoid exploiting someone else's misfortune for his own advantage.

Shark Environment: On/in/near the sea. Advantage: +4 Caster Check and Drain test bonus when casting Combat spells; +4 Summoning Check and Drain Test bonus for Spirits of Water. Disadvantage: berserker rage – whenever a shark shaman is required to make a Massive Damage save (if successful), or when he kills an opponent, he must roll a DC 15 Will save or fly into a berserker rage, attacking the nearest living creature, be it friend or foe, with his most powerful weapons (mundane or magical), or the body of his victim, for 1d6 rounds.

Snake Environment: Land (Urban or Wilderness). Advantage: +4 Caster Check and Drain test bonus when casting Detection spells; +6 bonus to Binding checks. Disadvantage: -2 Caster Check and Drain Test penalty when casting Combat spells.

Dolphin Environment: On/in/near the sea. Advantage: +4 Caster Check and Drain test bonus when casting Detection spells; +4 Summoning Check and Drain Test bonus for Spirits of Water. Disadvantage: -4 Caster Check and Drain Test penalty when casting Combat spells.

Eagle Environment: Mountains. Advantage: +4 Caster Check and Drain test bonus when casting Detection spells; +4 Summoning Check and Drain Test bonus for Spirits of Air. Disadvantage: allergy (pollutants, mild).

Gator Environment: Swamp, river, or urban. Advantage: +2 Caster Check and Drain Test bonus when casting Combat and Detection spells; +4 Summoning check and Drain Test bonus for Spirits of Beast or Spirits of Water (once selected, cannot change). Disadvantage: -4 Caster Check and Drain Test penalty when casting Illusion spells; direct action – in order to break off from a fight, end a chase, or otherwise end a direct action, the gator shaman must roll a DC 20 Will save.

Lion Environment: Prairie. Advantage: +4 Caster Check and Drain test bonus when casting Combat spells; +4 Summoning Check and Drain Test bonus for Spirits of Beasts. Disadvantage: -4 Caster Check and Drain Test penalty when casting Health spells.

Mouse Environment: Urban or fields. Advantage: +4 Caster Check and Drain test bonus when casting Detection spells; +6 Hide. Disadvantage: -4 Caster Check and Drain test penalty when casting Combat spells.

Owl Environment: Anywhere. Advantage: At night, +2 bonus to Caster Checks, Drain Tests, and Summoning checks. Disadvantage: During the day, -2 penalty to Caster Checks, Drain Tests, and Summoning checks.

Raccoon Environment: Any non-desert. Advantage: +4 Caster Check and Drain test bonus when casting Manipulation spells; +4 Summoning Check and Drain Test bonus for Spirits of Man. Disadvantage: -4 Caster Check and Drain Test penalty when casting Combat spells.

Rat Environment: Urban. Advantage: +4 Hide and Move Silently; +4 bonus to save versus diseases and poisons. Disadvantage: coward – when caught in a combat situation, the shaman must make a DC 20 Will save to avoid immediate either seeking cover or fleeing.

Wolf Environment: Forest, prairie, or mountains. Advantage: +4 Caster Check and Drain test bonus when casting Combat spells; +4 Summoning Check and Drain Test bonus for Spirits of Beasts. Disadvantage: no surrender no retreat – the shaman must make a DC 20 Will save to retreat from a conflict.

A STRAL P LANE Astral Perception To shift perceptions in order to observe the Astral Plane, you must have the Astral Sight feat, the Astral Perception Adept power, a critter ability, or some other method. Expanding your vision to the Astral Plane is a move action that does not provoke attacks of opportunity. When using astral sight, you can still see the normal plane; the astral plane appears superimposed over the mundane world. Using astral sight allows you to see anything present in the astral plane that is within your line of sight. Living creatures and magicked items and beings have glowing auras when viewed astrally. In addition, when you are using astral sight, you can physically interact with things present only in the astral plane, and these things can physically interact with you. You can use Mana spells to attack and affect things on the Astral Plane. When using astral sight, you suffer a -4 penalty to mundane tasks (driving a car, shooting a gun, etc). Astral perception is a type of psychic sense; a blind magician can still perceive the Astral Plane, and a deaf magician can still hear astral sounds. Note that when using astral perception, you are considered Dual-Natured.

Astral Signatures and Assensing When viewing the Astral Plane, you can attempt to glean information about a subject through the interpretation of its aura. This is called Assensing. To do this, you must have the Assensing feat. To assense a subject, make a Search check. This is referred to as an Assensing check. If you have 5 or more ranks in Knowledge (arcane lore), you gain a +2 synergy bonus to this check.

ASSENSING TABLE DC 15

20 25

Time

Information General state of health; presence of cyberware; general 1 round emotional state; spell school of an effect; if you have seen the aura before, you automatically recognize it. Idea of what type of illnesses or injuries; exact emotional state; 2 rounds general location of cyberware; whether the subject is a more or less powerful spellcaster than you. Exact illnesses and injuries; cause of emotional state; type of 3 rounds cyberware; exact spellcaster level.

If you are capable of Assensing, and you have the Astral Tracking feat, you can attempt to track a target through its astral signature. The astral signature is a residue of energy left on the Astral Plane by magical skill, abilities, items, and some powers. It is like a magical fingerprint of the creature who left it. An astral signature lasts for a number of hours equal to the Force of the effect. Foci, lodges, and other magic items always contain the astral signatures of their creators. A deactivated magic item still generates a constant signature, but it is much more faint, increasing all detect and track DCs by +10. To detect an astral signature, make an Assensing check. The DC for this check is 25 – the Force of the effect. Once you've detected a signature, you may recognize it when you see it again (similar to recognizing a person. This may require an Intelligence test to determine). A character using astral perception can erase his astral signature. This

7474

Section 7: Magic takes a Spellcraft check with a DC of 15 + effect Force and a number of fullround actions equal to the Force of the effect +1d6.

Tracking an Astral Signature Tracking an astral signature requires an Assensing check. The DC for this check is 30 – (magician Magic Rating + effect Force). If the astral signature is more than an hour old, you suffer a -4 penalty per additional hour. If the target is behind a mana barrier of some form, the Force of the barrier is added to the DC. Tracking an astral signature takes 3d6 x 2d10 minutes. If the time required to track the signature is longer than the duration of the signature, the tracking attempt fails.

Astral Projection If you have the Astral projection feat, you have the ability to separate your astral self from your physical form and move about the mundane and Astral Planes. To leave your body, you must make a DC 15 Concentration check (certain factors may alter the DC). This takes a full-round action. The maximum amount of time you may remain safely out of body is a number of hours equal to your Magic Rating.

Astral Movement Movement in the Astral Plane is often three-dimensional and incredibly fast. There are two basic speeds in the Astral Plane – Walk and Run. Walking speed is Wisdom x Magic Rating ft. per round. At this and lower speeds, you can still observe your surroundings. Running speed is (Wisdom x Magic Rating) x 1 mile per round. At these speeds, you cannot observe your surroundings and take a -6 penalty to actions. As noted, movement is threedimensional – therefore, you can fly in the Astral Plane. However, you have a ceiling of about 50 miles. Astrally projecting entities that have attempted to fly higher have typically been driven mad or died.

Astral Forms When astrally projecting, your physical body has no effect on your astral body. In astral form, your mental Ability scores remain the same. Your Appearance typically gains a point or two. Your mental ability scores determine your "physical" ability scores as follows: • Strength is equal to your Charisma • Dexterity is equal to your Intelligence • Constitution is equal to your Wisdom. You must maintain a separate sheet for your astral statistics, since your bonuses, hit points, initiative and the like are based on different statistics than your physical form. If you are physically damaged when you astrally project, then you carry the same percentage of wounds into your astral form. On the astral plane, you can see and hear normally, but you have no sense of smell or taste. You can only touch astral objects and beings. Due to the nature of the astral plane, you cannot read mundane texts, but you can glean the emotional state behind such texts. In astral form, you are incorporeal to material persons and objects. As a move action that provokes attacks of opportunity, you may manifest; that is, become visible and audible to material plane beings. You do not register on machines, as you are more a psychic manifestation than anything. De-manifesting is a free action. While astral, you may pass through material objects; living creatures have a chance to detect an astral form passing through them. This requires a DC 30 Spot check. If the character is a spellcaster, adept, or similar magic user, he receives a +4 bonus. If the target is capable of astral sight, he receives a +4 bonus. If successful, the target gets a tingling sensation. Many security personnel are trained to recognize this feeling. The Earth is solid on the Astral Plane.

While You Were Out The physical and astral forms are inextricably linked – what happens to one affects the other. If you are damaged when you astrally project, that damage carries into your astral form. If you are damaged in astral form, your body suffers equal damage. If your body is killed, you can remain astrally solvent for Magic Rating x 2 hours. Then you die. If your astral form dies, your body slips into a coma and takes its natural course – typically, death through exposure, dehydration, and/or starvation. However, if connected to proper life support, your body can live its full lifespan as a mindless shell. If your body is moved while you are astrally projecting, you do not have awareness of this movement. If you return to the location of your body and it is missing, you must track it astrally, following the rules provided above.

Astral Combat Combat on the Astral Plane follows the normal rules for combat, with the exception of the altered astral ability scores, and the fact that there aren't ranged weapons on the astral. Wholly astral creatures receive a +10 initiative bonus on the Astral Plane, and can take an additional standard action every round. When a physical character (using astral perception, or being dual-natured) attempts to engage in combat with an astral creature, the physical creature uses his Wisdom modifier instead of Dexterity for his attack rolls and damage bonus.

Mana Barriers Magic can be used to create mana barriers on the physical plane, the Astral Plane, and dual-natured barriers that exist on both planes. See the Mana Barrier spell for information on mana barriers. See the Physical Barrier spell for

7575

information on physical barriers. Magical lodges create dual-natured barriers, as do wards. Mana barriers do not affect their creators, nor any creatures designated by the creator. The creator of a mana barrier is instantly aware if the barrier is brought down.

Wards Wards are a temporary form of dual-natured mana barrier that can be created by any Awakened being with astral perception (including spirits and adepts with the Astral Perception power). Wards are specifically used as a security measure, to protect locations from astral intruders. The maximum area that can be warded is the creator’s Magic Rating x 50 5-ft. cubes. A group of characters can ward an area measuring 50 5-ft. cubes x the sum of their Magic Ratings. A number of firms and freelance magicians contract to maintain wards for those who value their astral privacy, generally charging around Purchase DC 10 per hour (per magician). A ward must be placed on a non-living thing (walls, rocks, and so on). A ward cannot be moved from its physical component to another location. The warding ritual takes a number of hours equal to the Force of the ward and requires no special materials. At the end of the ritual, make a Spellcraft check. The DC for this check is 15 + ward Force. If more than one character is helping, apply modifiers as with ritual sorcery. To determine the duration of the ward, subtract the DC from the actual result – this is the number of days the ward lasts. A ward can be made permanent by spending (Force x 10) XP. Creating wards is a draining task. Each participant suffers non-lethal Drain equal to Force x 1d3. If the ward’s Force exceeds the character’s Magic Rating, this damage is lethal. The maximum Force a character can give a ward equals twice the character’s Magic Rating.

Passing Through Barriers Barriers may be attacked, following the normal rules for attacking structures. Awakened characters have learned other methods for bypassing astral barriers however, and may "press through" an astral barrier by succeeding on a Charisma check (add Magic Rating as a bonus) against a DC of 15 + (barrier Force x 2). The character may also bring a number of friends, spirits, active foci, sustained spells, or other astral forms with him through the barrier equal to 1 per 5 points by which he beat the DC. In some cases, a spell, focus, spirit, or even a character may be unintentionally forced into a situation where either they or the barrier must give. For example, a character who unknowingly walks through a mana barrier carrying an active focus, or a dual being in an elevator that passes through a ward on its way up. In this case, make the same test as described above. If the barrier wins, however, the item or entity still breaks through but is automatically disrupted. Disrupted spells immediately end and disrupted foci deactivate. Disrupted spirits are sent back to the spirit’s metaplane, whereas disrupted characters are knocked unconscious

C ONJURING S PIRITS Conjuring is the art of calling, dismissing, and controlling independent astral forms called spirits. Conjuring can compel a spirit to come to the magician and provide services or favors (Summoning), force an already-summoned spirit into more lasting service (Binding), or dismiss or destroy a spirit (Banishing). There are six basic types of spirits presented here. While these are not the full gamut of spirits that exist in the Sixth World, they are the most common. These are the spirits summoned by followers of the hermetic and shamanic traditions: air, beasts, earth, fire, man, and water. Hermetic magicians summon the base elements of the world: air, earth, fire, and water, as well as the spirits of man. Shamans summon what they view as the natural spirits: air, beasts, earth, man, and water. A shamanic spirit of clouds and storms has the same game statistics as an air elemental summoned by a magician. They are different spirits, as envisioned by the magicians who summon them, but their powers and abilities are the same.

Spirit Forms The natural form of a spirit is its astral form. Most spirits also have the Manifestation power, which allows them to create a physical form. Changing between the two forms is a full-round action for the spirit. In astral form, a spirit exists entirely on the astral plane. All the spirit’s astral attributes are equal to its Force x3. Such spirits follow all of the normal rules for astral forms. While in astral form, spirits can only perform services that affect the astral plane or that directly affect their summoner through the magical link between them. Astral spirits can also manifest in the same manner as projecting magicians, and many of them prefer this to materialization if they need to interact with a physical person. Spirits use the Manifestation power to assume physical form when they must use a power on a target not present in astral space. Physical spirits have Physical attributes determined by their individual descriptions. Spirits in physical form are in fact dual natured, interacting with the physical and astral planes simultaneously. Spirits dislike taking physical form because it makes them vulnerable to physical attacks. As a rule, spirit forms are metahuman-sized or smaller and tend to have an obvious ethereal or otherworldly nature (there is no mistaking them for real people). Materialized physical forms are not subject to gravity, though most spirits (except air spirits) stay earthbound or close to it (perhaps floating or hovering).

Section 7: Magic

Spirit-Summoner Link A telepathic link exists between a spirit and its summoner at all times. This allows the spirit to communicate with its summoner from astral space without revealing itself. This link also allows communication over a distance—though it does not extend to the metaplanes. For this reason, a summoner will know when a spirit she has summoned has been disrupted, as she will feel the loss of the mental link.

Spirit Services The manner in which a spirit helps a magician is measured by services. A service is a single continuous task the summoner demands or requests from a spirit (depending on her tradition); the number of services obtained depends on the magician's Summoning check. A spirit will perform the services it owes until the next sunrise or sunset. At that time, regardless of any remaining services or what it was doing, the spirit will depart and return to its home deep in astral space. Continual use of a specific power counts as only one service. A spirit can use its powers on an individual target or a group, depending on the power. If the parameters of a service are changed, for example by requesting a spirit use its Concealment power on more characters than it had been affecting previously, another service is used. The use of combative powers or abilities by a spirit on behalf of its summoner only counts as one service, regardless of the number of foes involved. Spirits in physical form can also perform any physical task as a service, as appropriate to their form, of course. A fire elemental can burn through a door, for example, or a mountain spirit can move a great weight, and any spirit might use its powers against an enemy of the summoner. Asking a river spirit to put out a fire, however, might get the magician in hot water.

Spirit Range Spirits must remain within the summoner’s Magic Rating x 300 ft. (if forced out of this radius, they will return as quickly as they can). If a spirit is sent beyond this range, it counts as a remote service.

Remote Services Spirits can also be commanded to undertake a remote service, allowing it to leave the summoner’s immediate area. Remote services forfeit any other services the spirit might owe. The magician sends the spirit off to perform a particular task (or set of tasks, if more than one service is owed), which the spirit will single-mindedly pursue until it completes the task(s), is destroyed, or its time of service ends (at sunrise or sunset). A spirit can perform a remote service in either astral or physical form, and may switch between the two as needed. Once a spirit has been given a remote service, it is technically released. Spirits on remote services no longer count against the limit of summoned spirits.

Summoning Summoning a spirit requires a full-round action, and only one spirit may be summoned at a time. The magician decides how powerful a spirit to summon, choosing the spirit’s Force. Make a Spellcraft check. The DC for this check is 15 + spirit Force. This is called a Summoning Check. Mentor spirit (totems) modifiers and summoning foci can provide bonuses to this check. For every 4 points by which the Summoning check beats the DC, the magician gains one spirit service, plus one for simply succeeding on the check. Whether a spirit comes or not, the magician must resist Drain. The summoned spirit’s Force is limited by the magician’s Magic Rating. If the magician wants to summon a spirit with Force higher than her Magic Rating, follow the same rules as given for Overchanneling spells. No magician may summon a spirit whose Force is greater than twice her Magic Rating. Summoned spirits appear on the astral plane and manifest so that they are visible in the physical world as a ghostly image. The spirit can hang around in astral space awaiting orders, or the magician can instruct it to return from where it came to be called at a later time – as long as it is called before its services expire. Calling a spirit placed on “stand-by” takes only a move action. A magician may only have one unbound spirit summoned at any given time, and no more bound spirits than her Charisma bonus. Spirits on remote service and on standby count toward this total. To summon a spirit, you must have the appropriate materials on hand. These materials are reusable, but limit the maximum Force spirit you can summon.

Summoning Drain Summoning spirits requires a Drain test. Roll a Will save. The DC for this save is the spirit's Force x 3. If the test fails, the magician suffers non-lethal damage equal to the spirit's Force x 1d4. If the spirit's Force exceeds the magician's Magic Rating, this damage is lethal. If the drain damage kills or incapacitates the magician, the spirit is free to leave.

Banishing Banishing is the process of un-summoning a spirit. Banishing requires a fullround action. To banish a spirit, make a Summoning check. This is called a Banishing Check. A banishing focus can provide bonuses to this check. If the spirit is unbound, it receives a Will save to oppose the check. If the spirit is bound, the DC is 15 + spirit Force. For every 4 points by which you beat the DC, the services owed by the spirit are reduced by one, plus one for simple success. If the services are reduced to 0, the spirit will attempt to flee on its next action. The banishing magician (or any magician within line of sight) may attempt to use Summoning against the spirit before it flees, assuming they can beat the

spirit's initiative. Banishing inflicts Drain on the banisher, using the same numbers as presented in Summoning drain.

Binding Binding is used to compel long-term service from a spirit the magician has already summoned. Binding requires a ritual of a number of hours equal to the force of the spirit. To determine the cost of the ritual materials, multiply the Force of the spirit by 500¥ and compare to Table 7-1: Purchase DC. Magical lodges are not required for binding, but they are often used out of habit. At the end of the ritual, make a Spellcraft check. This is a Binding check. The spirit receives a Will save to oppose this check. If you beat the spirit, it owes one service, plus an additional service for every 4 points by which you beat its Will save. If the Binding check is a natural 1, the spirit becomes uncontrolled. A magician may have up to his Charisma bonus in simultaneous bound spirits. Dismissing a bound spirit to Astral space, or calling one from the Astral is a standard action. Spirits dislike being bound and occasionally struggle against the binder's will. In these instances, maintaining control over the spirit imposes a -4 penalty on all of the magician's skill checks, ability checks, and attack rolls.

Binding Drain Binding spirits requires a Drain test. Roll a Will save. The DC for this save is the spirit's Force x 3. If the test fails, the magician suffers non-lethal damage equal to the spirit's Force x 1d4. If the spirit's Force exceeds the magician's Magic Rating, this damage is lethal. If the drain damage kills or incapacitates the magician, the spirit is free to leave. If the magician is killed or incapacitated by the Drain, the spirit becomes uncontrolled.

Rebinding A magician can attempt to rebind an already bound spirit. This follows all the normal rules for binding a spirit (including the ritual time and cost), with success on the Binding check adding even more services. Unlike the standard Binding check, if the magician is killed or incapacitated by the Drain, the spirit does not become uncontrolled.

Bound Spirit Services Binding is the method of compelling long-term services from a spirit. A bound spirit will not vanish at sunrise or sunset – its services remain until they are used regardless of how long it takes. A bound spirit may perform any of the types of services listed in Spirit Services, above. In addition, the services of a bound spirit may be given to another character, and bound spirits can assist the magician with magical tasks. Remote Services: A bound spirit performing a remote service acts in the same manner as an unbound spirit. It will pursue the course of the service until it is complete. A bound spirit’s terms of service do not expire at sunrise or sunset, however, so the spirit can continue on for a considerable time. A bound spirit that still owes services will go on standby when it finishes its remote task, unless specifically instructed otherwise. Loaned Services: By ordering a bound spirit to obey another character, magical or mundane, a magician may effectively grant one or more of the spirit’s services to the other character. Naturally, a mundane cannot use a spirit to learn, cast, or sustain spells. Any other type of service may be demanded of the “borrowed” spirit. Even if the spirit is loaned out in this manner, it is bound to the summoning magician, not the character she ordered it to serve (and the summoner can reclaim those services without penalty if she desires). Since the character loaned the services cannot call the bound spirit, the spirit must remain in her vicinity to receive orders (usually meaning that it will follow the character astrally until needed). Magical Services: The magical services available from a bound spirit are Aid Sorcery, Aid Study, Spell Sustaining, and Spell Binding. A spirit intended to assist the magician with magic must match the category of magic, according to the magician’s tradition. That is, a hermetic mage may use a fire elemental to Aid Sorcery for the magician’s combat spells, while a shaman may call on a spirit of the sky to maintain an illusion spell such as Invisibility. A bound spirit may provide any of these magical services to its summoner while remaining in astral form. • Aid Sorcery: When a spirit aids sorcery, it adds its Force as a bonus to the magician's checks for Spellcasting, Ritual Spellcasting, or Counterspelling, regardless of the time required by the attempt. In the case of Spellcasting and Ritual Spellcasting, the spell being cast must be of a type appropriate to the spirit and the magician’s tradition. With Counterspelling, the spell being countered must be of the appropriate type. • Aid Study: Spirits can provide extra dice to help magicians learn new spells through Aid Study. Doing so costs a service. The spirit adds its Force as a bonus to the magician's Spellcraft check to learn the spell. A spirit can only help with a spell within the appropriate category (as described in the magician’s tradition). A character can only use one spirit for the learning of a particular spell. • Spell Sustaining: A magician can call upon a spirit for Spell Sustaining a spell in the appropriate category. While the spirit maintains the spell, the magician does not suffer any sustaining modifiers for that particular spell. One service is used up for each period equal to the spirit’s Force in rounds that it sustains the spell. A Force 3 spirit that owes two services, for example, can only sustain a spell for 6 rounds. The magician can take over sustaining the spell as

7676

Section 7: Magic



the spirit finishes this service (or at any time) so that the spell does not end. If a spirit is disrupted or banished while sustaining a spell, the spell ends. Spell Binding: Similar to Spell Sustaining, a magician can also engage a bound spirit for Spell Binding, maintaining a spell for even longer periods. Doing so, however, irrevocably depletes the spirit’s Force. A spirit can maintain a spell for a number of days equal to its Force. Each day, or part thereof, permanently reduces the spirit’s Force by 1. When its Force reaches 0, it disappears, completely consumed – which explains why spirits dislike this service and will grow reluctant to aid a magician who abuses spirits this way. The magician can release the spirit before it runs out of Force in order to end the spell ahead of schedule, but the spirit is still free of its bond. Spell Binding uses up all of a bound spirit’s remaining services.

Uncontrolled Spirits Uncontrolled spirits owe no services. An uncontrolled spirit will typically attack the character that attempted the binding in an effort to kill the character. If the spirit's Force is less than one-half of the character's Magic Rating, the spirit will probably flee instead. If the binder is already incapacitated or dead, the uncontrolled spirit may go on a rampage, directing its wrath against all near by living creatures, especially any it perceives as allies of the binder. An uncontrolled spirit may be brought back under control with a Summoning check.

Watcher Spirits Watchers are simple servant spirits that exist solely on the Astral Plane – they cannot materialize in normal space or ascend to the metaplanes. They may manifest in the same manner as astral beings however. A watcher's Force is 1, and it's ability scores equal its Force +2. Watchers are single-minded and clever about carrying out their assigned tasks, but everything else tends to go over their little astral heads. Their intelligence can be compared to that of a well-trained, loyal dog. They also take their commands quite literally (never tell a watcher to search every corner of that building … ). Watchers rarely manage to overcome unforeseen difficulties. For example, if a watcher sent somewhere finds its path blocked by an astral barrier, it will most likely simply remain there until its time runs out and it dissolves.

Summoning a Watcher Spirit To summon a watcher spirit, roll a Summoning check. The DC for this check is 5 + the number of hours you wish the watcher to remain in existence. As with other summonings, you must make a Drain test. The DC for this is 5 + watcher lifespan in hours. Drain damage is the lifespan of the watcher in hours. Watcher drain damage is always non-lethal. You may maintain a simultaneous number of watchers equal to twice your Charisma bonus. You may dismiss a watcher at will, regardless of whether or not it is present. Watchers do not count against the number of spirits under your control. Watchers share the same mental link as other spirits. Watchers may be banished, replacing lost services with lost hours of life.

Watcher Tasks Watchers will obey the commands of their summoner to the best of their limited abilities for as long as they last. Watchers do not need to remain in the summoner’s vicinity, but they may get lost if sent on a remote mission. Watchers are commonly used for the following tasks: • Tracking: Watchers excel at astral tracking, thanks in part to their one power: Search. • Astral Alarm: Watchers can be instructed to watch or patrol an area of astral space, and to alert a specified person if they spot an intruder. • Attack Dog: Though largely ineffective in astral combat, watchers can be used to harry or distract opponents. • Courier: A watcher can be sent to a specific place or person known to its summoner to manifest and deliver a spoken message. It can also display simple pictures, up to the complexity of a twodimensional, non-moving photograph, shown to it by its summoner. If required, the spirit will get a reply and return to its master with it. • Irritant: A watcher can be ordered to find a person and follow him or her around, loudly repeating some offensive slogan or insult or even carrying on an argument. For this job, the watcher manifests visibly and audibly on the physical plane. Alternatively, the watcher can go to a specific place and hang around, sounding off on its assigned theme. “Hey, there! Welcome to Hannibal’s Grill. I hear the ratburgers are really tasty today. Hiya, welcome to Hannibal’s Grill. Got your DocWagon card paid up?” And so on. • Shadow: Watchers can be instructed to follow or even eavesdrop on someone astral or physical and then report back to its summoner. If the target passes through an astral mana barrier or projects onto a metaplane, the watcher will lose track of him.

S PELLCASTING To cast a spell, the spellcaster must make a Spellcraft check. The DC for this check varies by the spell and the desired Force. The base DC is listed with each spell. Add the desired Force to this number. If successful, the spellcaster casts the spell. If the check fails, the spell doesn't go off. This is called a Caster Check.

7777

When a spellcaster casts a spell, he may take damage. Certain spells deal non-lethal damage, while others cause the caster to suffer lethal damage. This process of taking damage is called Drain. The spellcaster can resist the Drain of a spell by rolling a successful saving throw. Physical spells require a Fortitude save, while Mana spells require a Will save. The DC to resist drain varies by the spell and the Force at which the spell is cast. The base DC is listed with the spell. Add the Force to this number. If the save is successful, the caster suffers no damage. This is a Drain test. It is possible to suffer Massive Damage from Drain. The maximum Force at which you may cast a spell is equal to your Magic Rating x 2. However, casting a spell at a Force that exceeds your Magic Rating is dangerous. This is called Overchanneling.

Overchanneling It is possible to cast a spell with a Force up to twice your Magic Rating. However, when you overchannel, you automatically suffer the listed Drain damage. If the Drain damage is normally non-lethal, it is considered lethal. If the Drain damage is normally lethal, you suffer double the damage. You must still make a Drain test though. If this fails, you suffer temporary Constitution damage equal to one-half the Force of the spell, rounded up.

Noticing Spellcasting The base chance for a character to notice the casting of a spell (assuming the caster doesn't have flash and flare as a part of his individual style) is a Spot check. The DC for this check is 20 – spell Force. Certain conditions reduce the DC as noted below.

NOTICING MAGIC TABLE Condition Observer is Awakened Observer is using Astral Sight Shamanic magic * Shamanic magic with a Totem advantage

DC -2 -5 -4 -6

C OUNTERSPELLING Counterspelling is used to interrupt other spells, either as they are being cast (spell defense) or while they are sustained (dispelling).

Spell Defense A magician can use Counterspelling to defend herself and others against a spell being cast. To use Counterspelling, you must take a move action and declare whom you are protecting. If you do not declare a Counterspelling attempt, then you cannot use Counterspelling, unless your readied a specific Counterspelling action. A protected character must remain in your line of sight to be protected by Counterspelling. You can always use Counterspelling to defend yourself. Maintaining Counterspelling requires a free action every round. When you use Counterspelling, you assign a portion of your Magic Rating as defense. Whoever is protected receives this number a bonus to saving throws and Defense against spells. However, while you are maintaining Counterspelling, your Magic Rating is reduced, affecting your maximum Force and other aspects of your magic. It is possible for more than one spellcaster to provide Counterspelling to a target. You can provide Counterspelling to multiple simultaneous targets, up to a number equal to your normal Magic Rating. Note that Counterspelling is not “used up” after it defends against a spell – it continues to protect the designated characters against other spells until the magician decides to end it. A magician who is actively Counterspelling can even defend against spells she is unaware of – specifically, Detection spells and Illusion spells – as the magician is actively “jamming” the mana around him. This does not mean, however, that the magician is aware such spells are being used. To determine if the magician notices the attempted spell use, roll a Spot check. The DC is 20 – spell Force. Counterspelling does not cause Drain.

Dispelling Counterspelling also allows a magician to dispel a sustained or quickened spell, canceling its effect. You must be on the same plane, must be able to perceive the spell you are targeting, and must use a full-round action. To dispel the spell, roll 1d20+ Magic Rating. If you have 10 or more ranks in Spellcraft, add an additional +2 to this check. The DC for this check is the Caster Check for the targeted spell. If you are successful, you reduce the Force of the spell by the amount by which you beat the DC. If this reduces the Force to 0 or less, you completely dispel the effect. After you attempt to dispel and effect, regardless of your success, you must make a Drain test as if you had cast the targeted spell at the Force it started with. If that Force exceeded your Magic Rating, treat the Drain as Overchanneling. The caster of a sustained or quickened spell that is targeted by dispelling is automatically aware of the attempt.

Section 7: Magic

R ITUAL S ORCERY Ritual spellcasting works much like regular spellcasting, except that it is cast over a longer period of time and can affect targets outside the magician’s visual range. In addition, a group may collaborate and combine their skills using ritual spellcasting to make a spell more potent.

Requirements All members taking part in the ritual must be of the same tradition, must know the spell, and must have the Ritual Sorcery feat. In order to cast ritual sorcery, you must have a magical lodge appropriate to the tradition of those involved. The Force of the lodge limits both the number of spellcasters who can successfully contribute to the ritual and the Force of the spell cast. A group cannot ritually cast a spell of a higher Force than that of the magical lodge used. The maximum size of a group casting a ritual is equal to either the Force of the lodge or the lowest Spellcraft skill ranks among the members of the group, whichever is less.

Ritual Targeting Ritual spells can be used on any target, whether within visual range or not. If the target is not in sight, the spellcaster or group needs someone who can see the target for them, generally referred to as a spotter. The individual acting as the spotter must be a member of the group casting the ritual—or a spirit bound to a member of that group—and must be able to astrally perceive the target. The spotter must be present in the lodge when the ritual begins, and then must travel physically or astrally to where she can assense the target of the spell. The target does not have to be astrally active (and it’s often safer for the spotter if she isn’t); the spotter must just be able to assense him. For the duration of the ritual, a link is present between the spotter’s astral form and the ritual group. If the spotter is noticed by the target, it is possible to use the link to track her back to the ritual team’s physical location. Note that magicians have a limit on the length of time they can astrally project. Any ritual that cannot be completed before an astrally projecting spotter has to return to her body must be aborted at that time. When a Ritual Spellcasting attempt must be aborted, the spell fails with no effect and all members must immediately resist Drain. Because of this limitation, bound spirits are often used as spotters for ritual teams—spirits that are not bound to a member of the ritual team cannot be used as spotters.

Team Leader Each ritual spellcasting team must have a leader. This is often the most powerful or skilled magician, but it doesn’t have to be. The spell’s Force is limited by the leader’s Magic Rating—if the Force is higher than the leader’s Magic Rating, then the entire team is assumed to be overchanneling.

Casting a Ritual Spell Ritual Spellcasting is carried out in the same manner as Spellcasting, except that the ritual requires twelve hours, minus the leader’s Magic Rating (minimum 1 hour). When casting begins, all participants, except the leader must make Casting Checks for the spell. Each successful Caster Check provides the team leader with a +3 bonus to his Caster Check when he makes the actual Caster Check for the spell.

Ritual Sorcery and DNA A long-standing belief in magical lore is that certain types of magic are more potent, or in some cases, possible only with something that belonged to the victim, such as a scrap of clothing, lock or hair, fingernail clippings, skin, or blood. This was a primitive way of using the victim's DNA to focus the magic. If the ritual team has such a connection, the team leader receives a +4 bonus on his Caster Check.

Noticing Ritual Spellcasting There is a chance that the target of ritual magic may notice the buildup of mana around him. One hour after the ritual begins, the target makes a Spot check. The DC for this check is 25 – spell Force. If the target is Awakened, he gains a +2 bonus to this check. If he is using astral sight, he gains a +5 bonus.

Ritual Drain At the end of the ritual, each member of the ritual team – including the spotter – must resist the Drain of the spell. Individual magicians with foci or bound spirits not otherwise occupied may use them to help with Drain.

S PELLS Learning Spells Before a magician can cast a spell, she must learn it. A magician can learn a spell either from a spell formula or from another magician, but the source has to be of a compatible tradition (GM's discretion). A magician must have a magical lodge in order to experiment with and master what she has learned, adapting it to her own personal style and understanding of the magical world. For most magicians (especially mages), the archaic master-apprentice model of learning a spell has largely passed by the wayside. Given the proliferation of magical information on the Matrix, learning from formulae has become the default method of learning new spells. Finding a spell formula is as easy as checking the Matrix.

The Matrix is also a good source of instructors, without the hassle of traveling to a remote location to learn a single spell. An increasing number of magicians of all traditions have been seeking out instructors online and learning their trade without ever meeting their teachers face-to-face. The nature of sorcery, however, makes virtual spell instructors useless. In order to gain access to a formula or instructor, the character must pay the costs as listed on the Spell Formulae Costs table. Individual NPCs and sources may vary their prices somewhat depending on circumstances, but the table lists the going market rate. Certain spells (especially combat spells and mental manipulations) are illegal or controlled in some jurisdictions, so characters must engage caution when pursuing them, or look to black market providers/teachers. In addition, a character must expend 500 XP per spell learned. The costs are the same whether the instruction is in person or through the Matrix. Once the magician has access to a spell formula or teacher, he must make a Spellcraft check. The DC for this check is 20. If successful, he leans the spell. The time required to learn the spell is Magic Rating x 8 man-hours. A character engaged in learning a spell must work on it for consecutive days. Learning a spell does not require all of the character’s attention during those days, but the magician must be able to devote 8 hours each day solely to learning the spell until she has it mastered. Should a day be missed, the character automatically fails the test and does not learn the spell. No XP are expended in this case, but any money spent on instruction is lost.

Limited Spells When learning a spell, a magician may choose to accept limitations on her ability to cast that spell. In exchange, the magician will have an easier time resisting the drain caused by the limited spell. These limitations on spellcasting come in the form of fetishes—reusable objects with minor enchantments appropriate to the magician’s tradition. Fetishes are available for sale from talismongers or other magicians, and are made for a specific category of spells (combat, detection, and so on). A given fetish can only be used for spells of that category. When the spell is learned, it is attuned to that particular fetish. When casting a spell attuned to a fetish, you receive a +4 bonus on the Drain test.

Spell Descriptions Type: This indicates whether the spell is Mana or Physical. Base Caster Check DC: This is the base DC for the Caster check. Add the Force used to the DC. Base Drain DC: The is the base DC for the Drain resistance test. Add the Force of the spell to the DC. Casting Time: This is the amount of time required to cast the spell. Range: This is the range of the spell. Many spells have a range of LoS, or Line of Sight. This means the spellcaster can cast the spell at any target he has direct line of sight to. LoS spells cannot target creatures or objects seen with magical, technological, or any other kind of aid. Target/Area/Effect: This indicates the target of the spell, area of effect, or general effect. Duration: This indicates how long the spell effect remains in existence. Durations are Instant, sustained, or Permanent. • Instant: The spell ends the moment it is cast, and its effects are felt immediately. • Sustained: A sustained spell lasts for as long as the magician concentrates on it. Maintaining this concentration requires a standard action every round. While sustaining a spell, the magician suffers a -4 penalty to ability checks, skill checks, attack rolls, Reflex saves, and Will saves. This penalty is cumulative for each spell being sustained. If the magician is damaged while sustaining a spell, he must make a Concentration check against a DC of 10 + damage. If the magician is sustaining an area effect spell, he can move the effected area with a full-round action, as long as the new area is still within line of sight. • Permanent: A permanent spell must be maintained for a number of rounds equal to the Force to fully enable. During this time, the magician can take no other actions. Drain Damage: This is the damage a failed Drain test deals to the spellcaster. Saving Throw: This indicates what, if any saving throw is allowed to resist the spell, and the DC for the save. Unless noted otherwise, save DCs are 15 + Force. In some cases, the save is listed as "xxx opposes". In this case, the saving throw is a check that opposes the Caster Check with the results varying according to the checks. Spell Resistance: This indicates if the spell can be negated with spell resistance.

Combat Spells Combat spells in Shadowrun/d20 Modern are relatively similar, with the primary differences being in the range, area of effect, and damage type. Therefore, these spells are presented in a table format. One table for Mana spells, and one table for Physical spells.

Mana Combat Spells Mana combat spells travel through the Astral plane to reach their target. Because of this, they bypass physical protection (including armor, windows, etc). If you can see the target directly, you can target him with a mana spell. However, if the target is behind any kind of mana barrier, you reduce the Force of the spell by

7878

Section 7: Magic the Force of the barrier. If you are targeting the victim astrally and he is behind a barrier, you may suffer a visibility modifier to the Caster Check if it acts as an attack roll as well. Mana combat spells can affect only living objects. Mana combat spells typically deal non-lethal Drain.

Physical combat spells actually cross the intervening distance between caster and target. Because of this, simple obstructions such as a window may block them. Armor and other physical protections act normally. Physical combat spells can affect both living and non-living objects. Physical combat spells typically deal lethal Drain.

Physical Combat Spells MANA COMBAT SPELLS TABLE Spell Death touch Knockout Manaball Manabolt Stunball Stunbolt

Caster Check 12 12 16 14 16 14

Drain DC 10 10 18 14 18 14

Casting Time Range Effect Duration Drain Dmg Standard action Touch 1 creature Instant F x 1d3 nl Standard action Touch 1 creature Instant F x 1d3 nl Standard action LoS F x 5 ft. rad Instant F x 1d6 nl Standard action LoS Bolt Instant F x 1d4 nl Standard action LoS F x 5 ft. rad Instant F x 1d6 nl Standard action LoS Bolt Instant F x 1d4 nl

Save Will ½ Will ½ Will ½ Will ½ Will ½ Will ½

SR Yes Yes Yes Yes Yes Yes

Attack Roll Unarmed Unarmed No Spellcraft No Spellcraft

Damage F x 1d6 F x 1d6 F x 1d6 F x 1d6 F x 1d6 F x 1d6

Type N/A N/A N/A N/A N/A N/A

Save

SR

Attack Roll

Damage

Type

Ref ½ Ref ½ Ref ½ No Ref ½ No No Ref ½ No No No Ref ½

No No No No No No No No No No No No

No No No Spellcraft No Spellcraft Spellcraft No Spellcraft Unarmed Unarmed No

F x 1d6 F x 1d6 F x 1d6 F x 1d6 F x 1d6 F x 1d6 F x 1d6 F x 1d6 F x 1d6 F x 1d6 F x 1d6 F x 1d6

Acid Electricity Bludgeon Bludgeon Fire Fire Electricity HI HI Bludgeon HI Acid

PHYSICAL COMBAT SPELLS TABLE Spell Acid stream Ball lightning Blast Clout Fireball Flamethrower Lightning bolt Powerball Powerbolt Punch Shatter (sonic) Toxic wave

Caster Check 14 16 16 14 16 14 14 16 14 12 12 16

Drain DC

Casting Time

Range

Effect

17 21 18 14 21 17 17 19 15 10 11 21

Standard action Standard action Standard action Standard action Standard action Standard action Standard action Standard action Standard action Standard action Standard action Standard action

LoS LoS LoS LoS LoS LoS LoS LoS LoS Touch Touch LoS

5 ft. line F x 5 ft. rad F x 5 ft. rad 5 ft. line F x 5 ft. rad 5 ft. line 5 ft. line F x 5 ft. rad Bolt 1 creature 1 creature F x 5 ft. rad

Duration Drain Dmg Instant Instant Instant Instant Instant Instant Instant Instant Instant Instant Instant Instant

Detection Spells Detection spell have a general measure of success based on the amount by which you succeed on the Caster Check as follows. • Exact DC: Only general knowledge, no details. Detect Life Example: A group of metahumans. • DC +1 to +4: Major details only, no minor details. Detect Life Example: Three male orks and a female troll, coming your way. • DC +5 to +8: Major and minor details, with some minor details obscured or missing. Detect Life Example: They are all running and armed, with weapons out. The troll is leading. • DC +9 or better: Completely detailed information. Detect Life Example: The troll is your contact, Moira, and she’s wounded and being chased by three ork gangers!

Analyze Device Type: Physical Base Caster Check DC: Special Base Drain DC: Caster check DC +2 Casting Time: Standard action Range: Touch Target: One item within (Magic Rating x Force) x 5 ft. Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: Fortitude negates (object, harmless) Spell Resistance: No This spell allows the subject to analyze the purpose and operation of a device or piece of equipment. A successfully cast spell provides a +2 bonus to use/operate the device. For each additional 4 points over the DC, the bonus increases by +2. The Caster Check base DC is based on the complexity of the device as follows: • DC 10 Natural objects (trees, soil, unprocessed water) • DC 15 Manufactured low-tech objects and materials (brick, leather, simple plastics) • DC 20 Manufactured high-tech objects and materials (advanced plastics, alloys, electronic equipment) • DC 25 Highly processed objects (computers, complex toxic waste, drones, vehicles)

Analyze Truth

F x 1d4 F x 1d6 F x 1d6 F x 1d4 F x 1d6 F x 1d4 F x 1d4 F x 1d6 F x 1d4 F x 1d3 F x 1d3 F x 1d6

Saving Throw: Will negates Spell Resistance: No This spell allows the subject to determine if a creature in the area of effect statements is true. Half-truths or falsehoods the target believes to be true are not detected.

Clairaudience Type: Mana Base Caster Check DC: 15 Base Drain DC: 14 Casting Time: Standard action Range: Touch Area: Radius equal (Magic Rating x Force) x 5 ft. Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No The subject can hear distant sounds as if physically present at a chosen point within the sensory range of the spell. The “listening point” may be moved to any other point within range of the spell. While using clairaudience, the subject cannot use her normal hearing.

Clairvoyance Type: Mana Base Caster Check DC: 15 Base Drain DC: 14 Casting Time: Standard action Range: Touch Area: Radius equal (Magic Rating x Force) x 5 ft. Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No The subject can see distant scenes as if physically present at a chosen point within the sensory range of the spell. The “visual point” may be moved to any other point within range of the spell. The subject cannot use normal vision or astral perception while using it. This spell does not translate sound, only vision. Any augmented vision possessed by the subject does not function through this spell, nor does astral perception. Magicians cannot use clairvoyance to target others with spells.

Combat Sense

Type: Mana [Mind-affecting] Base Caster Check DC: 15 Base Drain DC: 15 Casting Time: Standard action Range: Touch Target: One creature within (Magic Rating x Force) x 5 ft. Duration: Sustained Drain Damage: Force x 1d2 non-lethal

Type: Mana Base Caster Check DC: 15 Base Drain DC: 17 Casting Time: Standard action Range: Touch Area: Radius equal (Magic Rating x Force) x 5 ft. Duration: Sustained

7979

Section 7: Magic Drain Damage: Force x 1d3 non-lethal Saving Throw: No Spell Resistance: No The subject can subconsciously analyze combat and other dangerous situations within range, sensing events a split-second before they happen. This allows the subject to apply up to Force in dodge bonus during a surprise round, and he gains Force as a dodge bonus to Defense. Creatures with protection against mental attacks and effects reduce the Force of this effect by their protection, with regards to the bonuses the spell would provide against the protected creature.

Detect [Life Form] Type: Mana Base Caster Check DC: 15 Base Drain DC: 14 Casting Time: Standard action Range: Touch Area: Radius equal (Magic Rating x Force) x 5 ft. Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No The subject detects all of a specified type of life form within the range of the sense and knows their number and relative location. Each different life form requires a separate spell (Detect Orks, Detect Elves, Detect Dragons, and so forth).

Detect [Life Form] – Extended Type: Mana Base Caster Check DC: 15 Base Drain DC: 16 Casting Time: Standard action Range: Touch Area: Radius equal (Magic Rating x Force) x 50 ft. Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No The subject detects all of a specified type of life form within the range of the sense and knows their number and relative location. Each different life form requires a separate spell (Detect Orks, Detect Elves, Detect Dragons, and so forth).

Detect [Object] Type: Physical Base Caster Check DC: 15 Base Drain DC: 14 Casting Time: Standard action Range: Touch Area: Radius equal (Magic Rating x Force) x 5 ft. Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No The subject detects all of a specified type of object within range of the sense and knows their number and relative location. Each type of object requires a separate spell (Detect Guns, Detect Computers, Detect Explosives, and so forth).

Detect Enemies Type: Mana [Mind-affecting] Base Caster Check DC: 16 Base Drain DC: 17 Casting Time: Standard action Range: Touch Area: Radius equal (Magic Rating x Force) x 5 ft. Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: No Spell Resistance: No The subject can detect living targets within range who have hostile intentions toward him. The spell does not detect traps (since they are not alive), nor can it detect someone about to shoot into a crowd at random (the hostility is not directed at the subject of the spell). The spell can detect targets preparing an ambush or other surprise attack.

Detect Enemies – Extended Type: Mana [Mind-affecting] Base Caster Check DC: 16 Base Drain DC: 19 Casting Time: Standard action Range: Touch Area: Radius equal (Magic Rating x Force) x 50 ft. Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: No Spell Resistance: No The subject can detect living targets within range who have hostile

intentions toward him. The spell does not detect traps (since they are not alive), nor can it detect someone about to shoot into a crowd at random (the hostility is not directed at the subject of the spell). The spell can detect targets preparing an ambush or other surprise attack.

Detect Individual Type: Mana [Mind-affecting] Base Caster Check DC: 15 Base Drain DC: 14 Casting Time: Standard action Range: Touch Area: Radius equal (Magic Rating x Force) x 5 ft. Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No The subject can detect the presence of a particular individual anywhere within range of the sense. The magician names the individual during casting; she must know the target or have met him in the past.

Detect Life Type: Mana Base Caster Check DC: 15 Base Drain DC: 15 Casting Time: Standard action Range: Touch Area: Radius equal (Magic Rating x Force) x 5 ft. Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No The subject detects all living beings (but not spirits) within range of the sense and knows their number and relative location. In a crowded area, the spell is virtually useless, picking up a blurred mass of traces.

Detect Life – Extended Type: Mana Base Caster Check DC: 15 Base Drain DC: 17 Casting Time: Standard action Range: Touch Area: Radius equal (Magic Rating x Force) x 50 ft. Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No The subject detects all living beings (but not spirits) within range of the sense and knows their number and relative location. In a crowded area, the spell is virtually useless, picking up a blurred mass of traces.

Detect Magic Type: Mana Base Caster Check DC: 15 Base Drain DC: 15 Casting Time: Standard action Range: Touch Area: Radius equal (Magic Rating x Force) x 5 ft. Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No The subject can detect the presence of all foci, spells, wards, magical lodges, and spirits within range of the sense. Its does not detect Awakened characters or critters, astral signatures, or the effects of permanent spells once they have become permanent.

Detect Magic – Extended Type: Mana Base Caster Check DC: 15 Base Drain DC: 17 Casting Time: Standard action Range: Touch Area: Radius equal (Magic Rating x Force) x 50 ft. Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No The subject can detect the presence of all foci, spells, wards, magical lodges, and spirits within range of the sense. Its does not detect Awakened characters or critters, astral signatures, or the effects of permanent spells once they have become permanent.

Mindlink Type: Mana [Mind-affecting] Base Caster Check DC: 18 Base Drain DC: 19 Casting Time: Standard action Range: Touch

8080

Section 7: Magic Area: Radius equal (Magic Rating x Force) x 5 ft. Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Mindlink allows the caster and one voluntary subject to communicate mentally, exchanging conversation, emotions, and mental images. The subject must remain within range of the spellcaster for the Mindlink to work.

Mind Probe Type: Mana [Mind-affecting] Base Caster Check DC: 18 Base Drain DC: 20 Casting Time: Standard action Range: Touch Area: Radius equal (Magic Rating x Force) x 5 ft. Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: Will opposes Spell Resistance: Yes This spell allows the subject to telepathically probe the mind of a specific target within range of the sense (chosen when the spell is cast). The target is aware of the probing, though they may not know the source of the spell. The target of the spell rolls a Will save that opposes the Caster Check. If the Caster Check is successful, consult the following: • Beat DC by 0 to +6: Subject can only read the person's surface thoughts. • Beat DC by +7 to +12: The subject can find out anything the person consciously knows and can view the person's memories. • Beat DC by +13 or better: The subject can probe the person's subconscious, gaining information the person may not even be consciously aware of, like psychological quirks, deep fears, or hidden memories. The subject may probe for one piece of information as a full-round action. Additional uses of Mind Probe against the same target within a number of hours equal to the target’s Wisdom bonus are at a -4 penalty to the Caster Check.

Health Spells Healing Cyber Characters: The presence of cyberware interferes with a magician's ability to channel healing energies into the target. When attempting to use a Health spell on a character with cyberware, the magician suffers a penalty to his Caster Check equal to twice the target's full Essence (round fractions normally). For example, if Bob attempts to Heal Joe (Essence 2.6), he suffers a (2.6 x 2 = 5.5_ -5 penalty to his Caster Check. If the target's Essence x2 is greater than the Force of the spell, the spell deals lethal Drain.

Antidote Type: Mana Base Caster Check DC: Poison save DC Base Drain DC: Caster Check DC -2 Casting Time: Standard action Range: Touch Target: Creature touched Duration: Permanent Drain Damage: Force x 1d3 non-lethal Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell helps a person overcome a toxin. It is of little use against the primary damage, but if applied before the secondary damage takes effects, the subject adds the Force as a bonus to his saving throw.

Spell Resistance: Yes This spell weakens the target by decreasing the specific ability score. A version of this spell exists for each of the ability scores. It affects both natural and augmented ability scores. If the Caster Check beats the target's save, decrease the ability by one point, plus one point per 4 points by which the Caster Check beats the save, to a maximum of the spell Force. If Strength or Dexterity is reduced to 0, the target falls to the ground helpless. If Constitution is reduced to 0, the target falls to the ground unconscious. If Intelligence, Wisdom, or Charisma are reduced to 0, the target stands in place, doing nothing. Reduced ability scores affect derived attributes normally.

Detox Type: Mana Base Caster Check DC: Poison Save DC -2 Base Drain DC: Caster Check DC -2 Casting Time: Standard action Range: Touch Target: Creature touched Duration: Permanent Drain Damage: Force x 1d2 non-lethal Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Detox relieves the side effects of a drug or poison. Detox does not heal or prevent damage done by toxins, but it eliminates any side effects they may have on the victim (dizziness, hallucinations, nausea, pain, and so forth). Detox is the hangover cure of choice among those who can afford it.

Heal Type: Mana Base Caster Check DC: 30 – target Constitution Base Drain DC: Caster Check DC -2 Casting Time: Standard action Range: Touch Target: Creature touched Duration: Permanent Drain Damage: Force x 1d4 non-lethal Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Heal restores lost hit points (it does nothing for non-lethal damage) for a stable subject. Heal restores a number of hit points equal to the amount by which the Caster Check beats the DC +1, to a maximum of the spell's Force. Heal can only be used once per set of injuries (essentially, once per combat). If the target is not stable, this spell does nothing for him until he is stabilized.

Hibernate Type: Mana Base Caster Check DC: Target Constitution Base Drain DC: Caster Check DC -3 Casting Time: Standard action Range: Touch Target: Creature touched Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: Will negates Spell Resistance: Yes The caster must touch a voluntary or unconscious subject. The spell puts the subject in a form of suspended animation. The subject’s bodily processes are slowed by a factor equal to the amount by which the Caster Check beats the DC. For example, if the Caster Check beats the DC by 4, the subject’s metabolism is slowed by a factor of 4. Such a subject sealed into a chamber with enough air to keep it alive for a day would be able to last four days.

Increase [Attribute]

Cure Disease Type: Mana Base Caster Check DC: Disease save DC Base Drain DC: Caster Check DC -2 Casting Time: Standard action Range: Touch Target: Creature touched Duration: Permanent Drain Damage: Force x 1d4 non-lethal Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell is used at any point after infection to help the subject fight off the disease. The spell must be cast before the damage for the day is determined. The subject adds the Force as a bonus to his saving throw that day.

Decrease [Attribute]

Type: Physical Base Caster Check DC: Target ability score Base Drain DC: Caster Check DC -2 Casting Time: Standard action Range: Touch Target: Creature touched Duration: Sustained Drain Damage: Force x 1d4 non-lethal Saving Throw: Fortitude opposes (harmless) Spell Resistance: Yes (harmless) This spell increases an ability score (natural or augmented) for a voluntary subject. A version of this spell exists for each ability score. If the Caster Check beats the target's save, increase the ability by one point, plus one point per 4 points by which the Caster Check beats the save, to a maximum of the spell Force.

Increase Reflexes

Type: Physical Base Caster Check DC: Target ability score Base Drain DC: Caster Check DC +1 Casting Time: Standard action Range: Touch Target: Creature touched Duration: Sustained Drain Damage: Force x 1d6 non-lethal Saving Throw: Fortitude opposes

Type: Physical Base Caster Check DC: Target Dexterity Base Drain DC: Caster Check DC +2 Casting Time: Standard action Range: Touch Target: Creature touched Duration: Sustained Drain Damage: Force x 1d4 non-lethal

8181

Section 7: Magic Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) This spell increases the reflexes of the target, providing him with a bonus to Reflex saves, initiative checks, and a dodge bonus to Defense. If the Caster Check hits the DC exactly, the bonus is +1. For each additional 4 points over the DC, the bonus increases by +1, to a maximum of the spell's Force.

Oxygenate Type: Physical Base Caster Check DC: Target Constitution Base Drain DC: Caster Check DC -1 Casting Time: Standard action Range: Touch Target: Creature touched Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) This spell oxygenates the target's blood, providing him with bonus to save to resist suffocation, strangulation, inhaled gases, or any other effect of oxygen deprivation. This spell also allows the target to breathe underwater. The bonus is +1, with an additional +1 per 4 points by which the Caster Check beats the DC, to a maximum of the spell Force.

Prophylaxis Type: Mana Base Caster Check DC: Target Constitution Base Drain DC: Caster Check DC -2 Casting Time: Standard action Range: Touch Target: Creature touched Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: Will negates Spell Resistance: Yes This spell provides bonuses for a voluntary subject to resist infection, drugs, and toxins. The spell does not discriminate between harmful and beneficial drugs, so the subject also resists medicines and other helpful drugs while under the effects of the spell. The bonus is +1, with an additional +1 per 4 points by which the Caster Check beats the DC, to a maximum of the spell Force. A bonus of +2 or better negates the effects of alcohol.

Resist Pain Type: Mana Base Caster Check DC: 30 – target Constitution Base Drain DC: Caster Check DC -4 Casting Time: Standard action Range: Touch Target: Creature touched Duration: Permanent Drain Damage: Force x 1d3 non-lethal Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Resist Pain eliminates non-lethal damage for a stable subject. Resist Pain eliminates an amount of non-lethal damage equal to the amount by which the Caster Check beats the DC +1, to a maximum of the spell's Force. It also eliminates pain-based penalties, up to the spell Force. Resist Pain can only be used once per set of injuries (essentially, once per combat).

Stabilize Type: Mana Base Caster Check DC: 30 – target Constitution Base Drain DC: Caster Check DC -2 Casting Time: Standard action Range: Touch Target: Creature touched Duration: Permanent Drain Damage: Force x 1d2 lethal Saving Throw: No Spell Resistance: Yes This spell stabilizes a creature, allowing him to begin the process of healing, and halting any continuing loss of hit points. While the spell is being sustained, the target may continue to lose hit points. This spell may also bring a recently deceased individual back to life. It must be made permanent within one minute of the target's death. This allows the subject a DC 30 Fortitude save (adding the spell Force as a bonus) to revive. If successful, the target returns to life, but is not stable and must receive immediate medical care. If Stabilize is used to revive a deceased creature, it cannot then be used to actually stabilize the target.

Illusion Spells Mana illusions affect only living minds. They have no effect on things like cameras. Physical illusions can affect technological items as well as living minds. To affect technological items, the Caster Check must beat certain DCs. See Analyze Device for details. Mana-based illusions can be foiled by Assensing. Illusion spells are an oddity, in that, even with the physical spells, Will is most often the save type used against them.

Chaos Type: Physical Base Caster Check DC: 15 + special (for object) Base Drain DC: 16 Casting Time: Standard action Range: LoS Target: One creature or object Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: Fortitude opposes Spell Resistance: Yes This spell produces a storm of conflicting sensations and images to confuse the senses. If the Caster Check is successful, the subject suffers a -1 penalty, with an additional -1 per 4 points by which the Caster Check beats the DC, to all attack rolls, ability checks, skill checks, initiative checks, and Defense, to a maximum of the spell Force.

Chaotic World Type: Physical Base Caster Check DC: 15 + special (for object) Base Drain DC: 18 Casting Time: Standard action Range: LoS Area: Force x 5 ft. radius Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: Fortitude opposes Spell Resistance: Yes This spell produces a storm of conflicting sensations and images to confuse the senses. If the Caster Check is successful, the subjects suffer a -1 penalty, with an additional -1 per 4 points by which the Caster Check beats the DC, to all attack rolls, ability checks, skill checks, initiative checks, and Defense, to a maximum of the spell Force.

Confusion Type: Mana [Mind-affecting] Base Caster Check DC: 15 Base Drain DC: 15 Casting Time: Standard action Range: LoS Target: One creature or object Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: Will opposes Spell Resistance: Yes This spell produces a storm of conflicting sensations and images to confuse the senses. If the Caster Check is successful, the subject suffers a -1 penalty, with an additional -1 per 4 points by which the Caster Check beats the DC, to all attack rolls, ability checks, skill checks, initiative checks, and Defense, to a maximum of the spell Force.

Entertainment Type: Mana [Mind-affecting] Base Caster Check DC: 15 Base Drain DC: 16 Casting Time: Standard action Range: LoS Area: Force x 5 ft. radius Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: Will opposes Spell Resistance: Yes These area spells create obvious, but entertaining, illusions. Success on the Caster Check measure how creative, interesting, and captivating the audience finds the illusion. The caster can reproduce just about anything from her imagination, or re-create something she has experienced. The gamemaster might require higher Caster Check results for exacting detail. This spell is used for amusement as well as art. The entertainment industry uses illusionists as literal “special effects wizards.” Magical designers and artists work to create new and interesting sensations, including sensations that can’t otherwise be experienced in the real world. Only the wealthy can afford the unique experiences offered by such spellcasters firsthand.

Hush Type: Mana [Sonic] Base Caster Check DC: 15 Base Drain DC: 17 Casting Time: Standard action Range: LoS Area: Force x 5 ft. radius Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No This spell creates an area that damps sound. Sonic attacks into or out of the field, as well as critter powers using a sonic medium (such as Paralyzing Howl), are resisted by protection equal to the Force (or the subject gains a save

8282

Section 7: Magic bonus equal to the Force). Anyone attempting to hear a sound from within or across the silenced area must make a Listen check with a penalty equal to Force x 2.

Improved Invisibility Type: Physical Base Caster Check DC: 16 Base Drain DC: 17 Casting Time: Standard action Range: LoS Target: One creature Duration: Sustained Drain Damage: Force x 1d4 non-lethal Saving Throw: No Spell Resistance: Yes This spell makes the subject more difficult to detect by normal visual senses (including low-light, thermographic, and other senses that rely on the visual spectrum). The subject is completely tangible and detectable by the other senses (hearing, smell, touch, etc.). Her aura is still visible to astral perception. An invisible character may still be detected by non-visual means, such as hearing or smell. To determine if someone can see the target, note the Caster Check. Anyone who may have the opportunity to see through the spell must roll a Will save. The DC for this save is the Caster Check + spell Force. Improved Invisibility actually warps light around the subject. Because of this, apply the Force as protection against light-based attacks.

Invisibility Type: Mana [Mind-affecting] Base Caster Check DC: 16 Base Drain DC: 16 Casting Time: Standard action Range: LoS Target: One creature Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: No Spell Resistance: Yes This spell makes the subject more difficult to detect by normal visual senses (including low-light, thermographic, and other senses that rely on the visual spectrum). The subject is completely tangible and detectable by the other senses (hearing, smell, touch, etc.). Her aura is still visible to astral perception. An invisible character may still be detected by non-visual means, such as hearing or smell. To determine if someone can see the target, note the Caster Check. Anyone who may have the opportunity to see through the spell must roll a Will save. The DC for this save is the Caster Check + spell Force.

Mask Type: Mana [Mind-affecting] Base Caster Check DC: 14 Base Drain DC: 14 Casting Time: Standard action Range: Touch Target: Creature touched Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: Yes The Mask spell requires the caster to touch the subject. The subject assumes a different physical appearance (of the same basic size and shape) chosen by the caster. This alters the subject’s voice, scent, and other physical characteristics as well. This provides a +10 bonus to Disguise checks. Anyone who might see through the disguise must first successfully resist the spell. To determine if someone can see through the disguise, note the Caster Check. Anyone who may have the opportunity to see through the spell must roll a Will save. The DC for this save is the Caster Check + spell Force.

Mass Confusion Type: Mana [Mind-affecting] Base Caster Check DC: 15 Base Drain DC: 17 Casting Time: Standard action Range: LoS Area: Force x 5 ft. radius Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: Will opposes Spell Resistance: Yes This spell produces a storm of conflicting sensations and images to confuse the senses. If the Caster Check is successful, the subjects suffer a -1 penalty, with an additional -1 per 4 points by which the Caster Check beats the DC, to all attack rolls, ability checks, skill checks, initiative checks, and Defense, to a maximum of the spell Force.

Phantasm Type: Mana [Mind-affecting] Base Caster Check DC: 17

8383

Base Drain DC: 19 Casting Time: Standard action Range: LoS Area: Force x 5 ft. radius Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No These area spells create convincing illusions of any object, creature, or scene the caster desires. They can create an illusion of anything the caster has seen before, from a flower or a credstick to a dragon breathing fire, as long as the illusion is no larger than the spell’s area. Anyone who might pierce the illusion must successfully resist the spell. To determine if someone can see through the illusion, note the Caster Check. Anyone who may have the opportunity to see through the spell must roll a Will save. The DC for this save is the Caster Check + spell Force.

Physical Mask Type: Physical Base Caster Check DC: 14 Base Drain DC: 14 Casting Time: Standard action Range: Touch Target: Creature touched Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: No Spell Resistance: Yes The Physical Mask spell requires the caster to touch the subject. The subject assumes a different physical appearance (of the same basic size and shape) chosen by the caster. This alters the subject’s voice, scent, and other physical characteristics as well. This provides a +10 bonus to Disguise checks. Anyone who might see through the disguise must first successfully resist the spell. To determine if someone can see through the disguise, note the Caster Check. Anyone who may have the opportunity to see through the spell must roll a Will save. The DC for this save is the Caster Check + spell Force.

Silence Type: Physical [Sonic] Base Caster Check DC: 15 Base Drain DC: 18 Casting Time: Standard action Range: LoS Area: Force x 5 ft. radius Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No This spell creates an area that damps sound. Sonic attacks into or out of the field, as well as critter powers using a sonic medium (such as Paralyzing Howl), are resisted by protection equal to the Force (or the subject gains a save bonus equal to the Force). Anyone attempting to hear a sound from within or across the silenced area must make a Listen check with a penalty equal to Force x 2.

Stealth Type: Physical [Sonic] Base Caster Check DC: 15 Base Drain DC: 16 Casting Time: Standard action Range: LoS Target: One creature or object Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: No Spell Resistance: No Stealth makes the subject less audible to normal hearing (including augmented hearing). The subject moves in silence makes less or no noise. Things not directly touched by the subject can still make noise, so a character under a Stealth spell would make no noise knocking on a door, but the door would make noise hitting the floor or wall if it was kicked in. Unless the subject uses a subsonic weapon, firearms discharge will be audible due to the crack of the bullet. The subject gains a bonus to move Silently equal to +1, with an additional +1 per 4 points by which the Caster Check beat the DC, to a maximum of the spell Force.

Trid Entertainment Type: Physical Base Caster Check DC: 15 + special (object) Base Drain DC: 17 Casting Time: Standard action Range: LoS Area: Force x 5 ft. radius Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: Will opposes Spell Resistance: Yes

Section 7: Magic These area spells create obvious, but entertaining, illusions. Success on the Caster Check measure how creative, interesting, and captivating the audience finds the illusion. The caster can reproduce just about anything from her imagination, or re-create something she has experienced. The gamemaster might require higher Caster Check results for exacting detail. This spell is used for amusement as well as art. The entertainment industry uses illusionists as literal “special effects wizards.” Magical designers and artists work to create new and interesting sensations, including sensations that can’t otherwise be experienced in the real world. Only the wealthy can afford the unique experiences offered by such spellcasters firsthand.

Trid Phantasm Type: Physical Base Caster Check DC: 17 Base Drain DC: 20 Casting Time: Standard action Range: LoS Area: Force x 5 ft. radius Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: No Spell Resistance: No These area spells create convincing illusions of any object, creature, or scene the caster desires. They can create an illusion of anything the caster has seen before, from a flower or a credstick to a dragon breathing fire, as long as the illusion is no larger than the spell’s area. Anyone who might pierce the illusion must successfully resist the spell. To determine if someone can see through the illusion, note the Caster Check. Anyone who may have the opportunity to see through the spell must roll a Will save. The DC for this save is the Caster Check + spell Force.

Manipulation Spells Armor Type: Physical [Force] Base Caster Check DC: 20 Base Drain DC: 23 Casting Time: Standard action Range: LoS Target: One creature or object Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: No Spell Resistance: No Armor creates a glowing field of force around the subject. This provides High-, and Low-Impact protection equal to the Force, and Energy protection equal to one-half Force (round down).

Control Actions Type: Mana Base Caster Check DC: Target Charisma Base Drain DC: Caster Check DC Casting Time: Standard action Range: LoS Target: One creature Duration: Sustained Drain Damage: Force x 1d4 non-lethal Saving Throw: Will negates Spell Resistance: Yes The caster of this spell controls the physical actions of a target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but the caster controls the victim’s body. The target uses any skills or abilities at the caster’s orders, but all such tasks suffer a penalty equal to the target's Charisma bonus, as a result of resisting the compulsion. Controlling a target character requires the caster to spend a standard action; when not directly controlled, the victim may act as normal.

Control Emotions Type: Mana [Mind-affecting] Base Caster Check DC: Target Wisdom Base Drain DC: Caster Check DC Casting Time: Standard action Range: LoS Target: One creature Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: Will negates Spell Resistance: Yes The target feels an overwhelming emotion chosen by the spellcaster (such as love, hate, fear, joy, sorrow, and so forth). The target believes the emotion wholeheartedly, but not mindlessly. A target who acts in accordance with the emotion (for example, fighting while filled with anger or hate) suffers no penalty. If the target takes action not relevant to the emotion (trying to drive while laughing hysterically), she suffers a -4 penalty for the distraction. The caster may switch emotions with a standard action.

Control Thoughts Type: Mana [Mind-affecting] Base Caster Check DC: Target Wisdom Base Drain DC: Caster Check DC +2 Casting Time: Standard action Range: LoS Target: One creature Duration: Sustained Drain Damage: Force x 1d4 non-lethal Saving Throw: Will negates Spell Resistance: Yes The caster seizes control of the target’s mind, directing everything the target does. The caster mentally gives commands with a move action and the target is compelled to obey.

Fling Type: Physical Base Caster Check DC: 15 Base Drain DC: 16 Casting Time: Standard action Range: LoS Target: One object Duration: Instant Drain Damage: Force x 1d2 non-lethal Saving Throw: Fortitude negates (object) Spell Resistance: Yes (object) This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target (within the area of effect) with a Strength equal to the Force. Use the Caster Check as the attack roll.

Ice Sheet Type: Physical [Cold] Base Caster Check DC: 15 Base Drain DC: 18 Casting Time: Standard action Range: LoS Area: Force x 5 ft. radius Duration: Instant Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No This spell creates a slippery sheet of ice over the affected area. Creatures walking on the ice must make Balance checks every round or fall prone. The DC for this check is 15 + Force. Vehicles risk crashing. The ice melts, losing 5 ft. of radius per minute in normal temperatures.

Ignite Type: Physical [Fire] Base Caster Check DC: Target Constitution or special (object) Base Drain DC: Caster Check DC Casting Time: Standard action Range: LoS Target: One creature or object Duration: Permanent Drain Damage: Force x 1d4 non-lethal Saving Throw: Special Spell Resistance: Yes The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Once the target ignites, it burns normally until it is consumed or extinguished. The flames deal 1d3 + Force damage per round. Against objects, see Analyze Device for the appropriate Caster Check DCs.

Influence Type: Mana [Mind-affecting] Base Caster Check DC: Target Wisdom Base Drain DC: Caster Check DC +1 Casting Time: Standard action Range: LoS Target: One creature Duration: Permanent Drain Damage: Force x 1d3 non-lethal Saving Throw: Will negates Spell Resistance: Yes This spell implants a single suggestion in the victim’s mind, like a powerful post-hypnotic command. The subject will carry out this suggestion as if it were her own idea and it will then fade. If confronted with the wrongness of the suggestion, the subject can make a new Will save to overcome the suggestion. The caster can also withdraw the suggestion at any time.

Levitate Type: Physical Base Caster Check DC: 10 + 1 per 10 pounds Base Drain DC: Caster Check DC +1 Casting Time: Standard action Range: LoS Target: One creature or object

8484

Section 7: Magic Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: No Spell Resistance: Yes Levitate allows the caster to telekinetically lift a person or object and move it around. The subject of the spell can be moved anywhere in the caster’s line of sight at a base speed equal to the spell’s Force x 10 ft. Objects flung into other things should be handled as a ranged attack, using the Caster Check to hit. Such attacks deal damage at the GM's discretion (typically non-lethal). If the caster is attempting to levitate a living being, or an item held by a living being, roll 1d20 + Force. This is opposed by the victim's Strength check. You can use this spell to levitate yourself, if desired.

Light Type: Physical [Light] Base Caster Check DC: 15 Base Drain DC: 14 Casting Time: Standard action Range: LoS Area: Force x 5 ft. radius Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No This creates a mobile point of light that illuminates a (bright) radius equal to Force x 5 ft. The Force determines the intensity of the light, reducing darkness penalties by the Force. See Section 5: Combat, Rules, and Gamemastering for darkness penalties. The following table provides a rough comparison to existing light sources. Force 1 2 3 4 6 8 9 10

Equivalent Candle Penlight Small campfire Torch, flashlight Flashlight, normal campfire Halogen lantern Large campfire Battery flood flashlight

Magic Fingers

Mob Control Type: Mana [Mind-affecting] Base Caster Check DC: Target Charisma Base Drain DC: Caster Check DC +2 Casting Time: Standard action Range: LoS Area: Force x 5 ft. radius Duration: Sustained Drain Damage: Force x 1d4 non-lethal Saving Throw: Will negates Spell Resistance: Yes The caster of this spell controls the physical actions of a target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but the caster controls the victim’s body. The target uses any skills or abilities at the caster’s orders, but all such tasks suffer a penalty equal to the target's Charisma bonus, as a result of resisting the compulsion. Controlling a target character requires the caster to spend a standard action; when not directly controlled, the victim may act as normal. Mob Control affects any living targets, up to the spell Force, within the area of effect. Victims of a Mob Control may be manipulated individually (with separate standard actions) or issued the same command as a group (with a single standard action).

Mob Mind Type: Mana [Mind-affecting] Base Caster Check DC: Target Wisdom Base Drain DC: Caster Check DC +4 Casting Time: Standard action Range: LoS Area: Force x 5 ft. radius Duration: Sustained Drain Damage: Force x 1d6 non-lethal Saving Throw: Will negates Spell Resistance: Yes The caster seizes control of the target’s mind, directing everything the target does. The caster mentally gives commands with a move action and the target is compelled to obey. Mob Mind affects any living targets, up to the spell Force, within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate move actions) or issued the same command as a group (with a single move action).

Mob Mood

Type: Physical Base Caster Check DC: 15 Base Drain DC: 16 Casting Time: Standard action Range: LoS Target/Area/Effect: Duration: Sustained Drain Damage: Saving Throw: No Spell Resistance: No This creates a psychokinetic effect, like "invisible hands" that can hold and manipulate items. The Magic Fingers have Strength and Dexterity equal to the spell Force. The caster can use skills remotely with the spell, but such uses suffer a -4 check penalty. Even simple tasks like picking up a coin may require a Dexterity test. The caster can fight, pick a lock, or perform any other action, using the Magic Fingers as if they were real hands. The spell can reach any point the caster can see, and Clairvoyance or remote-viewing technology can be used to get a close-up of the scene as long as it is within the caster’s normal line of sight. This spell comes in very handy for disarming bombs and handling other hazardous work from a safe distance.

Mana Barrier Type: Mana [Force] Base Caster Check DC: 15 Base Drain DC: 16 Casting Time: Standard action Range: LoS Area: (dome) Force x 5 ft. radius; (wall) line Force x 5 ft. long Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No Mana Barrier creates an invisible barrier of magical energy. This barrier does not restrict living beings or physical objects, but it does impede spirits, foci, dual beings, and spells. If cast on the astral plane, it also impedes astral forms and restricts visibility. Against such forces, treat the Mana Barrier has having a Hardness equal to the Force x2, hit points equal to Force x 5, and a Break DC of 15 + Force. The barrier can be shaped as a dome (radius equal to Force x 5 ft., height equal to Force x 5 ft.) or a straight wall (length Force x 5 ft., height Force x 5 ft. ). Reduce the Force of any spell that must cross a Mana Barrier by the Force of the barrier. A Mana Barrier can be destroyed with concentrated effort, but this is very difficult since, as long as the barrier has hit point remaining, it regenerates Force x 1d6 hit point every round.

8585

Type: Mana [Mind-affecting] Base Caster Check DC: Target Wisdom Base Drain DC: Caster Check DC +2 Casting Time: Standard action Range: LoS Area: Force x 5 ft. radius Duration: Sustained Drain Damage: Force x 1d4 non-lethal Saving Throw: Will negates Spell Resistance: Yes The target feels an overwhelming emotion chosen by the spellcaster (such as love, hate, fear, joy, sorrow, and so forth). The target believes the emotion wholeheartedly, but not mindlessly. A target who acts in accordance with the emotion (for example, fighting while filled with anger or hate) suffers no penalty. If the target takes action not relevant to the emotion (trying to drive while laughing hysterically), she suffers a -4 penalty for the distraction. The caster may switch emotions with a standard action. Mob Mood affects a number of living creature sin the area up to the spell Force.

Petrify Type: Physical Base Caster Check DC: Target Constitution Base Drain DC: Caster Check DC +2 Casting Time: Standard action Range: LoS Target: One creature Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: Fortitude opposes Spell Resistance: Yes Petrify transforms living tissue into stone-like calcium carbonate. In addition to the opposing Fortitude save, Petrify does not work unless the target's Constitution is less than (Force x 2). Non-living material – including clothing, gear, and cyberware – is not affected. The target is not conscious while under the effects of this spell, and any damage suffered by the stone-like form affects the target normally. While petrified, the target has Hardness and hit points as Stone.

Physical Barrier Type: Physical [Force] Base Caster Check DC: 18 Base Drain DC: 21 Casting Time: Standard action Range: LoS

Section 7: Magic Area: (dome) Force x 5 ft. radius; (wall) line Force x 5 ft. long Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: No Spell Resistance: No Physical Barrier creates a glowing, translucent force fields. The barrier has a Hardness equal to Force x 2, hit points equal to Force x 5, and a Break DC of 20 + Force. The barrier can be shaped as a dome (radius equal to Force x 5 ft., height equal to Force x 5 ft.) or a straight wall (length Force x 5 ft., height Force x 5 ft. ). Anything the size of a molecule (or less) can pass through the barrier, including air or other gases. Anything bigger treats the barrier as a normal physical wall. The barrier is translucent and provides one-half concealment (20% miss chance). The barrier does not impeded spells unless they are elementalstyle manipulations and physical combat spells. Physical attacks can bring the barrier down if they deal sufficient damage, but as long as the spell is sustained, it regenerates Force x 1d6 hit points on the caster's turn each round. Physical Barrier cannot be used on the Astral Plane.

Poltergeist Type: Physical Base Caster Check DC: 15 Base Drain DC: 18 Casting Time: Standard action Range: LoS Area: Force x 5 ft. radius Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: Reflex half Spell Resistance: No Poltergeist picks up all small objects (up to 2 pounds in mass) within the spell’s area and whirls them around in random patterns. Those ins the area of effect suffer a -4 penalty to attack rolls and any other checks that rely on visibility. In addition, the spell deals Force non-lethal damage every round to everyone in the area. A Reflex save reduces this to half damage. Poltergeist may do more damage in cluttered environments, or inflict lethal damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example).

Shadow Type: Physical [Darkness] Base Caster Check DC: 15 Base Drain DC: 16 Casting Time: Standard action Range: LoS Area: Force x 5 ft. radius Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: No Spell Resistance: No This spell creates a globe of shadow (darkness with a high enough Force). This imposes visibility penalties as darkness, with the penalty equal to the Force. Note, this also restricts light-enhanced vision and reduces the effect of lightbased attacks in and out of the area by the Force.

Shapechange Type: Physical Base Caster Check DC: Target Constitution Base Drain DC: Caster Check DC +3 Casting Time: Full-round action Range: LoS Target: One creature Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: Fortitude negates Spell Resistance: Yes Shapechange transforms a voluntary subject into a normal (nonparanormal) critter, though the subject retains human consciousness. This spell does not transform clothing and equipment. Magicians in critter form can still cast spells, but cannot perform other tasks requiring speech. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than the Force (or the subject’s HD, whichever is lower. You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form. Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead. The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities. Incorporeal or gaseous creatures are immune to being shapechanged, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Turn to Goo Type: Physical Base Caster Check DC: Target Constitution Base Drain DC: Caster Check DC +2 Casting Time: Standard action Range: LoS Target: One creature Duration: Sustained Drain Damage: Force x 1d3 non-lethal Saving Throw: Fortitude negates Spell Resistance: Yes Turn to Goo transforms living tissue into a sticky, glue-like substance. In addition to the opposing Fortitude save, Turn to Goo does not work unless the target's Constitution is less than (Force x 2). Non-living material – including clothing, gear, and cyberware – is not affected. The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. While gooey, the target has damage reduction of Force/-.

(Critter) Form Type: Physical Base Caster Check DC: Target Constitution Base Drain DC: Caster Check DC +1 Casting Time: Full-round action Range: LoS Target: One creature Duration: Sustained Drain Damage: Force x 1d2 non-lethal Saving Throw: Fortitude negates Spell Resistance: Yes [Critter] Form transforms a voluntary subject into a normal (nonparanormal) critter, though the subject retains human consciousness. This spell does not transform clothing and equipment. Magicians in critter form can still cast spells, but cannot perform other tasks requiring speech. Each form is a different spell, such as Eagle Form, Dog Form, Wolf Form, etc. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than the Force (or the subject’s HD, whichever is lower. You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form. Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead. The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities. Incorporeal or gaseous creatures are immune to being shapechanged, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

M AGIC I TEMS Foci Bonding a Focus Before a focus can be used, it must be bonded to its owner. This takes time and XP. Bonding a focus requires a ritual ( a DC 15 Knowledge (arcane lore) check indicates knowledge of the ritual). The ritual takes a number of hours equal to the Force of the focus. In addition, you must spend XP to bonud the focus. The amount of XP required is as follows.

FOCI BONDING XP COST TABLE Focus Banishing Binding Counterspelling Power Spellcasting Summoning Sustaining Weapon Fine Diminutive Tiny Small Medium Large

8686

XP Cost Force x 30 Force x 30 Force x 30 Force x 80 Force x 40 Force x 40 Force x 20 Force x 10 Force x 20 Force x 20 Force x 30 Force x 30 Force x 40

Section 7: Magic

A DEPTS

FOCI BONDING XP COST TABLE Focus Huge Gargantuan Colossal

XP Cost Force x 50 Force x 60 Force x 70

Adept Powers ADEPT POWERS TABLE

Once bonded, only the person to whom a focus is bonded may use it. If you acquire another person's focus, you must bond it to yourself. You can have a number of bonded foci equal to your normal Magic Rating. A focus retains the astral signature of the person to whom it is bonded, and this may be used for astral tracking.

Activating a Focus You must activate a focus before it can be used. It takes a move action to activate a focus (this does not provoke attacks of opportunity), but requires no action to use or apply, except for weapon foci, which are weapons. Deactivating a focus is a free action and can be done at any time. The number of foci you can have active at one time is equal to your Wisdom bonus. Once activated, a focus continues to operate as long as it is on the your person, be it worn, carried, handheld, or in a pocket or pouch. If the focus is snatched away or dropped, it immediately deactivates and all benefits are lost until it is recovered and reactivated. When activated, foci have an astral form and will accompany an astrally projecting magician to whom they are bound. A projecting magician must activate any foci she wishes to take with him in advance (though she can deactivate them at any time).

Power Foci Add the Force of a power focus as a bonus to everything in which your Magic Rating is involved. This allows you to cast more powerful spells without overchanneling, summon more powerful spirits and so forth. Essentially, for most purposes, you simply add the Force to your Magic Rating.

Spell Foci Each of the three following types of spell foci must be tuned to a specific spell category (Combat, Detection, Health, Illusion, or Manipulation) when created, and once set, cannot be changed. • Counterspelling Foci: Add the Force x 2 as a bonus to Counterspell spells and effects of the appropriate category. • Spellcasting Foci: A spellcasting focus provides (Force x 2) in bonus. You may divide this up once per round to aid in the Caster Check and/or Drain Test with spells of the appropriate category. • Sustaining Foci: You may cast a spell through a sustaining focus, allowing the focus to sustain the spell instead of you. This negates the penalty you normally suffer for sustaining a spell. A spell sustained by a sustaining focus cannot have a Force greater than the Force of the focus. If the spell is disrupted, it ends, but the focus is still bonded to you and may be reused.

Power Astral Perception Ability Boost Combat Sense Critical Strike Enhanced Perception Great Leap Improved Physical Ability Improved Reflexes Level 1 Level 2 Level 3

Cost 1 F x 0.25 F x 0.5 F x 0.25 F x 0.25 F x 0.25 Fx1 2 3 5

Power Improved Sense Improved Skill Weapon Other Killing Hands Missile Parry Mystic Armor Natural Immunity Pain Resistance Rapid Healing Spell Resistance

Cost 0.25 per F x 0.5 F x 0.25 0.5 F x 0.25 F x 0.5 F x 0.25 F x 0.5 F x 0.25 F x 0.5

Astral Perception This allows the Adept to see into the Astral Plane, following the rules for astral perception.

Ability Boost This power must be purchased separately for each of Strength, Dexterity, and Constitution. To boost the ability score, roll 1d20 + Force. The DC for this check is the ability score in question. If successful, the ability score increases by +1, with an additional +1 per 4 points over the DC, to a maximum of Force. The boost lasts for a number of rounds equal to Magic Rating. When the boost ends, roll a Fortitude save. The DC for this save is 10 + Force. If this fails, suffer non-lethal damage equal to the Force. The attribute bonus from Ability Boost is not compatible with any other attribute augmentations, whether from implants or spells, with the exception of the Improved Physical Ability adept power.

Combat Sense This allows the Adept to apply up to Force in dodge bonus during a surprise round, and he gains Force as a dodge bonus to Defense.

Critical Strike This power increases your unarmed damage. Add the Force as a damage bonus.

Enhanced Perception Add the Force to Listen, Search, and Spot checks. You cannot have a Force greater than your Wisdom bonus.

Great Leap

Spirit Foci As with Spell Foci, Spirit Foci must be attuned to a certain type of spirit upon creation. Once so attuned, the setting is permanent. • Banishing Foci: Add the Force x 2 as a bonus to the Banishing check when banishing the appropriate spirits. • Binding Foci: Binding foci are similar to spellcasting foci. The binding foci provide (Force x 2) in bonuses that you can split between the Binding check and Drain Test against the appropriate spirits. Binding foci also apply when attempting to re-bind spirits. • Summoning Foci: Summoning foci are similar to spellcasting foci. The summoning foci provide (Force x 2) in bonuses that you can split between the Summoning Check and Drain Test against the appropriate spirits.

Weapon Foci Unlike most foci, which are typically small, unobtrusive items, weapon foci are exactly that – weapons. Melee weapons to be specific. Ranged weapons and ammunition cannot be made into weapon foci. Well, they can, but they provide no benefits. A weapon focus adds its Force as a bonus to attack and/or damage rolls. You decide the distribution on your turn as a free action. For example if you have a Force 6 Katana focus, on your turn, you can decide to add 3 points to attack and 3 points to damage, or 5 points to attack and 1 to damage, etc. Weapon foci also allow astrally perceiving characters to attack and damage astral entities and structures. Add the Force as a bonus to both attack and damage rolls in such cases. An astrally projecting character with a weapon focus takes a copy of the focus with him into the Astral Plane. His attacks in the Astral Plane follow the normal rules for that plane, but he gains the Force of the focus as a bonus to both attack and damage rolls.

8787

Add the Force x 2 to Jump checks.

Improved Physical Ability This power must be purchased separately for each of Strength, Dexterity, and Constitution. Increases the ability score by the Force x2. This is treated as an inherent bonus.

Improved Reflexes There are three levels to this power. These bonuses do not stack with like bonuses gained from magic or technology. • Level 1: +2 dodge Defense bonus, +2 initiative bonus, +2 Reflex save bonus. • Level 2: +3 dodge Defense bonus, +4 initiative bonus, +3 Reflex save bonus. • Level 3: +4 dodge Defense bonus, +6 initiative bonus, +4 Reflex save bonus.

Improved Sense This power provides you with additional senses not normally found in your species. Each must be purchased separately and cannot be changed once selected. Certain senses may be purchased more than once, increasing the effect. Available senses include: • Darkvision: You have darkvision with a range of 60 ft. You may select this multiple times, with each selection increasing the range by 60 ft. • Direction Sense: Your sense of direction is so acute you know what direction you are facing, and whether you are above or below the local ground level, with a successful DC 5 Spot check. • Flare Compensation: This does not prevent blindness or glare from sudden bright light, such as that provided by a flash-pak, but it does provide a +4 bonus to save against those effects. It eliminates vision penalties from glare, such as caused by walking on a field of snow at mid-day. • High-Frequency Hearing: This allows you to hear high frequency sounds.

Section 7: Magic •

Improved Taste: You can recognize the ingredients of food or beverage by taste alone. If you have Craft (chemical), a successful DC 10 Spot check allows you to identify ingested poisons and drugs concealed in food or drink. A successful DC 10 Spot check allows you to determine if a sample of water is pure enough to drink. In both cases, the sample required is not large enough to deliver the toxins or impurities. • Low-Frequency Hearing: This allows you to hear low-frequency sounds. • Low-light Vision: You have low-light vision as per the normal rules. You may select this twice, gaining superior low-light vision (double the normal distance). • Scent: You gain the scent ability. This opens you up to the Scent feat chain. • Sound Damping: This provides you with a +10 bonus to save against sound-based attacks that have effects actually based on the sounds (a siren's song, for example), and provides an energy resistance of 4 versus sonic damage. Almost any enhanced sense that can be provided by cyberware that does not rely on radio or a tv-style broadcast is available.

Improved Skill This must be purchased separately for each skill (Assault Rifles, Hide, Spot, etc.). Apply the Force as a bonus to applicable skill checks. You cannot have a Force greater than the ranks you possess in the skill.

Killing Hands This power allows you to deal lethal damage with you unarmed attacks. It improves your unarmed threat range by one point. It also allows you to deal damage in astral combat while unarmed. When fighting creatures with damage reduction, your unarmed attacks are treated as magical.

Missile Parry This allows the Adept to catch slow-moving missile weapons (arrows, thrown items, shuriken, grenades, etc).To use this, roll an unarmed attack roll with a bonus equal to the Force (and, if using full defense, your dodge bonus to Defense). If this roll equals the attack roll, the projectile is deflected. If the roll exceeds the attack roll, the Adept catches the object. Using Missile Parry is a free action, but can be used a maximum of Force times per round. If an Adept has Missile Parry at a Force of 20 or better, he can use the power to deflect single bullet shots, but this takes a -5 penalty on the check.

Mystic Armor This provides you with damage reduction equal to Force/magic or (adamantineequivalent). This DR applies to astrally based damage as well.

Natural Immunity This power provides a bonus to saving throws against diseases and poisons equal to Force.

Pain Resistance This power provides damage reduction of Force/- against non-lethal damage, in addition, the Adept gains the Force as a bonus to save against pain-based effects.

Rapid Healing Add the Force of this ability to the number of hit points you heal with each period of healing.

Spell Resistance This power provides the Adept with spell resistance equal to Force x 2.

8888

Section 8: The Matrix

S E C T I O N 8 : T H E M AT R I X In terms of conversion, this is one of the more divergent-from-source sections of the book. The Matrix and decking rules in Shadowrun Third Edition were far too complex and un-standard for easy use. Therefore, this conversion draws on Shadowrun Fourth Edition, Netspace: The Definitive d20 Guide To Virtual Reality, OGL Cybernet, and probably other sources I can't cite because I can't remember them. A note: I will not stat out every single node, network, and so forth. Therefore, I reserve the right to use simplified rules, typically consisting of roll versus roll, at any time, in any session.

G ETTING I N , G ETTING , O UT , AND G ETTING A ROUND THE M ATRIX Most access to the Matrix occurs using telepresence and telimmersion devices. See below for more information on these devices. Some users opt for the more advanced cyberdeck. This device essentially transfers your mind to the Matrix. Cyberdecks are more efficient and powerful but the risks for the user are much greater. Legitimate users have little difficulties accessing the Matrix and performing actions in the nodes that their access allows. The user's privileges provide bonuses to his Computer Use checks. For those who wish a greater level of privacy, legitimate access isn't the best option, since legit access is constantly monitored and tracked, forming a strong datatrail.

Virtual Reality Those using cyberdecks to access the Matrix essentially thrust their minds into the virtual reality of the Matrix. Cyberdecks contain an override that effectively blocks the user's control of his body, in order to prevent him from harming himself. However, with concentration, the user can still perceive the actual world, but he suffers a -12 penalty to Listen, Search, and Spot checks while doing so. Cyberdeck users have two basic modes they can operate in while decking – cold sim, and hot sim. Cold sim is the default mode. A decker can switch between cold and hot sim as a free action. If he does switch from cold to hot in the middle of a round, he does not gain the bonuses until the next round. If he switches from hot to cold in the middle of the round, he immediately loses the bonuses gained from hot sim mode.

Hot Sim Hot sim mode gives the decker an edge in the Matrix, increasing his reaction time and sheer ability to manipulate the virtual world. While running in hot sim mode, the decker's icon gains a +2 initiative bonus, +2 Defense bonus, and an additional partial action every round. He also gains a +4 bonus to all Matrix action skill checks. However, hot sim also makes the decker more vulnerable to the effects of lethal IC and dumpshock. Hot sim is also addictive in the same manner as a Better-Than-Life chip.

Dumpshock When you are dumped from the Matrix, you suffer dumpshock – a physical attack on your flesh-and-blood body. When you suffer dumpshock, you take 6d6 points of non-lethal damage. A DC 15 Fortitude save reduces this damage to one-half normal. If you are running in hot sim when you suffer dumpshock, you instead take 3d6 points of lethal damage. Regardless of sim mode or the Fortitude save, when you suffer dumpshock, you are dazed for 2d6 rounds. A DC 15 Will save reduces the duration by one-half.

Accounts, Authorization, and Privileges Every Matrix node has a set of authorized users – individuals with the proper accounts, passcodes, and privileges that allow them to take certain actions on the node. Authorized users frequently don't have to make skill checks to perform tasks, while deckers must make checks to do anything. Many nodes have public access areas, or may be entirely public (similar to standard websites).

Passcodes Basic passcodes are the most common types of codes used to access legitimate accounts. Basic passcodes are typically alphanumeric, but may also include images, tunes, or specific movements. Linked passcodes requires an extra bit of input from the user – an extra level of identification specific to a person or a device. This can be a scan from a security scanner (retinal, fingerprint, palmprint, and so on) linked to the commlink/terminal or the correct signature from the device’s OS or a unique RFID tag. If the scan or signature doesn’t match the records, access will be denied. Passkeys are one of the most secure ways of controlling access to a node. Passkeys are unique encrypted modules that plug into a commlink or terminal. Many corporations require this accessory for telecommuting workers. When a logon is attempted, the node queries the module; if it doesn’t receive the proper code, the user is denied access.

8989

User Account Privileges All legitimate users of a node have one of the following levels of privileges. The level of privileges modifies skill checks made to perform actions in the node. • User: +0 Computer Use. Common access. Typical for wage slaves. • Power User: +2 Computer Use. Common for assistant managers and the like. • Super User: +4 Computer Use. Typically for subordinate administrators. Security deckers typically have this level of privilege. • Root User: +8 Computer Use. Reserved for top-level admins.

Logging On (On-the-fly Decking) Logging on for legit users is easy – input the appropriate passcode. This is a fullround action. Illegal access requires several things to occur. The first thing required is an access point. This may be an online site (directly hacking a terminal – this is required for isolated nodes and servers), or more commonly, a remote access point. A remote access point can be a home Matrix connection, although this is uncommon. Typically, a common jackpoint is physically hacked into a fiber-optic cable. Hacking into a fiber-optic cable requires a tool kit, 1d6 minutes, and a Disable Device check. The DC for the Disable Device check is based on the location. Secure urban zone cable are protected and have DC of 25+. Places like the Barrens have worn cables and access point, with DCs of 15 to 20. For every 5 points over the DC, reduce the time required by one minute, to a minimum of 30 seconds. Once the cable is hacked, it takes 1d6 rounds and a DC 15 Computer Use check to set up a connection. At this point, the decker is ready to log on. Logging on is a full-round action and requires a Computer Use check. The DC for this check is based on the security code of the area of the Matrix in which the decker's icon will appear (the System DC). If you beat the DC by more than 10, you can log on as a standard action. An Exploit program provides bonuses to this check. This gets you into the system with User Account Privileges. If you want to break in with Power User Account Privileges, increase the DC by +4. For Super User Privileges, increase the DC by +8. For Root User Privileges, increase the DC by +12. Logging on must be performed any time the decker attempts to enter a new server or node. Breaking into nodes and systems in this manner is known as onthe-fly decking. When you deck into a system in this manner, every time you make a skill check (successful or not), the target node gets a free test to notice your presence. This is a d20 + System + Scanner skill check against your Computer Use + Cloak program. If the node detects you – whether you hack in or not – an alert is triggered.

Probing the Target On-the-fly decking works if you have to use it, but the preferred method of decking is by probing the target. This requires that you have sufficient time to scout your target ahead of time, searching for system weaknesses that can make penetration easier. To use this method, you must be able to examine the target for at least one hour, and you must succeed in a Computer Use + Probe program check against the system DC. If successful, you have found an exploitable weakness. After probing, you must break in as described above. However, you gain a +4 bonus to the check to Log On, and the system only gets one free check to detect you, instead of a check for every test you make.

Security Codes All nodes, networks, LTGs, and RTGs have a security rating. In most cases, the security rating is obvious, since it is color-coded. Some installations may strip the color theme away though. The codes, in order of weakest to strongest, are: Green – Blue – Yellow – Red – Black. The security code also imposes a modifier to the decker's Matrix skill checks if he lacks proper credentials. Additionally, the security code often acts as a base Firewall/Response/System rating for constructs (IC) used by the system. This is noted on the table below as "Rating".

SECURITY CODE TABLE Security Green Blue Yellow Red Black Ultraviolet

System DC 21 22 23 24 25 ???

Skill DC Mod +1 +4 +8 +12 +16 ???

Rating Examples 6 7 8 9 10 ???

Public areas Small business Unimportant government database Corporate and military systems Top secret systems ???

Section 8: The Matrix

Logging Off Logging off the Matrix follows the same procedure as logging on, and takes a move action. The DC may be higher than listed if the decker has set off any kind of security alerts. If the decker has triggered the Scanner utility of the server, the DC is automatically at +5. If you beat the DC by more than 10, you can log off as a standard action. Unlike the Log On, you can directly Log Off, bypassing all the nodes, networks, and grids. This process is known as a Graceful Log Off. You can also jack out – that is, pull the plug connecting you to your deck. Jacking out is a free action, but does not terminate your Matrix connection. Jacking out is usually a final method when faced with physical damage. Jacking out causes dumpshock.

Accessing Multiple Nodes It is possible for you to access multiple nodes – it is like switching windows. However, you can only be active in a single node at a time (meaning each action only applies to a single node). The maximum number of nodes you can access simultaneously is equal to your System rating. If your persona must make a test in a node that is not currently "active", the test is made only with the associated program (assuming it is active), and not with your Computer Use skill. Your icon appears in each node you are accessing, including the nonactive nodes, and each icon may be attacked in cybercombat. If multiple icons are being attacked, you have to divide your actions between them. Any damage suffered by one icon is suffered by all of your icons.

Movement in the Matrix Movement in the Matrix is faster even than movement in the Astral Plane, occurring at nearly the speed of thought. Certain nodes and servers may impose limits on the speed at which data travels. For convenience, use the following ratings. • General movement (moving from public node to public node without pressure): (Cyberdeck System rating + Intelligence modifier) x 1,000 miles per round. • Tactical movement, which typically occurs once initiative has been rolled, follows the same basic rules as real world movement. A typical icon will have a base speed of (Response x 5 ft.) per round (sprint x 4), although certain programs can increase this.

Finding Your Way in the Matrix Once your enter the Matrix, you have to find your way to your destination, assuming that you don't start in your desired location. Finding a destination in the Matrix requires a Research check. This is often referred to as a Matrix Search Check. For every 5 ranks in Computer Use, you gain a +2 synergy bonus to this check. Ready access to a public directory may provide a +4 bonus to find common locations, but not specific nodes. The Scanner program provides a bonus to this check. The Matrix Search Check is frequently used as a Listen/Spot check equivalent. The DC for this check is based on the security code of the target server/node (using the System DC), modified by any type of stealth programs, or simple obfuscation. The time requires to search is based on the size of the grid or network and the breadth of the query.

MATRIX SEARCH TIME TABLE Network Size Tiny Small Large Huge Massive

Base Time Move action Full-round action 2 rounds 5 rounds 10 rounds

Examples Personal computer Home network Business network LTG RTG

A vague request (find all the security cameras controlled by this computer) reduces the DC by 5, but you then have to spend additional time searching for specific cameras. A general request (find all the cameras on the 3rd floor that are controlled by this computer) doesn't alter the DC. A specific request (find the camera that monitors the eastern stairwell door on the 3rd floor) increases the DC by 5, but if successful, you know the exact location of the system.

Nodes, Servers, Networks and Grids The Matrix consists of several enormous grids. These are known as Regional Telecommunications Grids, or RTGs. Each RTG is made up of several Local Telecommunications Grids (LTGs). Each LTG is made up of several networks. A network is a grouping of servers (also called nodes). Nodes are individual devices and files in the Matrix. For example, if your home is online, and many in the Sixth World are, you may have a trideo unit, telecomm unit, radio, home computer, and security system. Each of these is a node on the Matrix. Together, they form your home network. Your home network, along with the home networks of your neighbors are part of the LTG. To access a network, you must be in the appropriate LTG. As noted above, it requires a separate Log On check to access each of these. For example, Bob wants to hack Joe's shower controls Why? Because Joe (Bob's neighbor) cut Bob off in traffic the other morning. Bob is not stupid, so he decides that he won't perform his hacking from his home. He goes about a mile away, cracks open a cable, and taps into Ma Bell's system.

Bob is attempting to Log On to a public system (Green, DC 21). He rolls a 24, and easily logs on to the LTG. Next, Bob must find Joe's home network. Joe's network is on a public (Green) grid, so Bob makes his DC 22 (21 +1 for illegal access to a public area) Research check with no problems. Bob moves to Joe's network, only to find that Joe has some computer security – blue to be specific. Bob must hack his way into Joe's network. This is a base Computer Use check DC of 22, +4 for illegal access, so Bob has to beat a DC of 26. He rolls a 27 – barely successful. Once inside of Joe's network, Bob must make another Research check to find Joe's shower node. The DC for this check is the same as the System DC (blue 22 +4 illegal access), or 26. Again, Bob is successful, and locates and moves to Joe's shower node. Now Bob can have his way (assuming he manages to take control of the node).

Firewalls Many servers and networks, and most cyberdecks in the Matrix are protected by firewalls – additional layers of security. The firewall provides the icon with a base Defense rating.

M ATRIX A CTIONS There are varieties of actions users can take in the Matrix. The table below notes which actions may be taken on tortoises and cyberdecks, and if any additional penalty is incurred.

MATRIX ACTIONS TABLE Action Free Actions Jack Out Speak/Text Phrase Terminate Data Transfer Move Actions Alter/Swap Icon Data Search Deactivate Program Decrypt (with key) Issue Command Log Off Spoof Command Transfer Data Standard Actions Attack Edit Observe in Detail Redirect Trace Repair Icon Full-Round or Longer Actions Control Device Crash Program/OS Data Search Decrypt (without key) Disarm Data Bomb Edit Encrypt Intercept Traffic Log On Reboot Spoof Datatrail Track User

Tortoise

Cyberdeck

No Yes Yes

Yes Yes Yes

Yes Yes Yes Yes Yes Yes Yes -2 Yes

Yes Yes Yes Yes Yes Yes Yes Yes

Yes Yes Yes Yes -2 Yes

Yes Yes Yes Yes Yes

Yes Yes Yes Yes -2 Yes -2 Yes Yes -2 Yes Yes Yes Yes -2 Yes -2

Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes

Alter/Swap Icon: You can perform this action to change your current icon. This does not affect the stats of your icon, only its appearance. Swapping or altering an icon is a move action. [Skill check – Computer Use v. DC 10]. Attack: You use this action to attack an icon that is capable of fighting back. This is a standard action. [Skill check – System + Intelligence modifier + Attack program v. Defense]. Control Device: You can control all sorts of Matrix-enabled devices remotely through the Matrix, from simple automatic security doors and elevators to drones and agents to entire automated factories full of robotic assemblers – virtually any device that can be electronically accessed. Note that you must first gain access to the device before you can control it. At the gamemaster’s discretion, some control tasks may be simple enough that no test is necessary, such as opening a locked door. Some tasks may require an additional appropriate skill to be used – controlling a repair drone to remotely fix a car, for example, may call for Repair and Pilot checks. Note that remotely controlling a drone in this matter is different from rigging a drone (requiring you to “jump into” the drone with full VR and “become” the drone) or issuing commands to a drone (in which case it acts on its own accord).

9090

Section 8: The Matrix Controlling a device is typically a full-round action. [Skill check – varies (Computer Use v. variable DC, plus others)]. Crash Program/OS: You can attack active programs that don't fight back in cybercombat (programs like IC fight back) with a Crash Program/OS action. Want to disable a combat drone’s targeting program? Crash its Gunnery autosoft. Want to force a node to shut down? Crash its OS. To crash a particular program or device OS, make a Computer Use check plus the Icepick program rating. The target opposes this with a d20 + System + Firewall check. If you win, the node crashes. Attempting to crash a node's OS automatically triggers an alert. This is a full-round action. Some programs that crash may automatically restart – treat this as Reboot. Some IC programs will attempt to crash a decker's programs rather than engage in cybercombat. [Skill check – Computer Use + Icepick program v. System DC + mods]. Data Search: You can attempt to locate information, icons, servers and a host of other things on the Matrix. The time required to perform a Data Search varies according to the size of the network upon which you are searching. [Skill check – Research + Scanner + mods]. Deactivate Program: This is the action you take to deactivate a program, including an active Agent. This is a move action. [Skill check – Computer Use v. DC 10]. Decrypt (with key): If you have the proper key, you can decrypt a file as a move action with no skill check. Decrypt (without key): If you lack the proper key to decrypt a file, you must break through the encryption. This requires a Computer Use + Decrypt check. The DC for this check is the Encrypt result of the original check to protect the file. This takes 10 rounds, minus one round per 5 points by which you beat the DC (minimum full-round action). [Skill check – Computer Use + Decrypt program v. DC Computer Use + Encrypt program]. Disarm Data Bomb: You may attempt to disarm a data bomb attached to a file. To disarm the data bomb, you must first have detected it (Matrix Search Check). Make a Computer Use skill check, adding any bonus from a Defuse program. This is a full-round action. The DC for this check is the Data Bomb rating x 2. Some data bombs may require more than one check to disarm. If successful, you disarm the data bomb and can access the attached file following the normal rules. If you fail, the data bomb detonates with normal effects. Depending on its settings, the data bomb may also trigger an alert, and/or destroy the attached file. [Skill check – Computer Use + Defuse program v. DC Data Bomb rating x 2]. Edit: You can take a standard action to create, change, or erase a file. You can only make minor changes to a file on the fly per action – manually altering one line of print or one image, for example, subject to gamemaster approval. You may also copy some or all of a file, or insert pre-readied material. More extensive changes require longer periods. You can also alter a device’s output—video taken by a security camera, for example, or telemetry data taken by a vehicle sensor. A single Edit action only alters output for a short period (one round). In order to alter output for a longer period, you must first take control of the device prior to the Edit action. [Skill check – Computer Use + Edit v. security code DC + mods]. Edit can also be used for creative output, such as crafting a life-like 3-D holo to use as a distraction, or forging a convincing set of fake credential printouts. In these cases, not only will you make the normal Edit skill check, you may required to make other skill checks. Encrypt: This is the action you take to encrypt a file. This takes 10 rounds. Make a Computer Use check, adding any Encrypt modifiers. Note the result. This sets the DC for any decryption attempts. [Skill check – Computer Use + Encrypt program open]. Intercept Traffic: In order to intercept traffic between any two nodes or users, you must first have access to a node that the traffic passes through. For example, to intercept a comcall between a Mr. Johnson and his lackey, you either need to compromise one of their phones or gain access to the Matrix nodes that the comcall passes through (which could be a challenge unto itself ). Note that this action only applies to traffic passing through a wired medium. The gamemaster may also require you to succeed in a Matrix Search Check to locate the traffic flow you seek to intercept. To eavesdrop, make a Computer Use + Sniffer program check. The DC for this check is based on the security of the area. Note your skill check result. If someone attempts to detect your tap, this is their DC. This is a full-round action, not including the actual time required to monitor the traffic. Taps of this nature are difficult to detect. In order for someone to detect interception of his wired traffic, he must make a Matrix Search Check in the specific node on which the Sniffer program is running. Intercepted communications can be copied/recorded without any additional tests. If you wish to block some parts of the traffic or add in your own, you must perform a successful Edit action. If you want to insert faked traffic, so that it looks like it comes from one party or the other, you must beat the recipient in an opposed check between your Computer Use + Sniffer and the target’s d20 + Firewall + System. Note that some communications may be encrypted. In this case, a Decrypt action is necessary to capture and decode the traffic. [Skill check – Computer Use + Sniffer program open test]. Issue Command: While online, you can issue commands to Agents, drones, or other devices under your control with a move action. Note that you can issue the same command to multiple drones or combat buddies at once with the same action; different commands, however, require separate actions. Note that drones and combat buddies will only take orders from their controlling persona, unless another persona spoofs an order. If the controlling character chooses, he can instruct the agent or drone to receive orders from other specified personas. [Skill check (if necessary) – varies.] Jack Out: This is a quick log off, pulling yourself free from the deck. This is

9191

a free action. Jacking out does not turn off your icon, and in fact, leaves it vulnerable. [Skill check – n/a]. Log Off: This is a graceful log off. Performing a graceful log off is a move action. [Skill check – Computer Use v. variable DC]. Log On: You use this action to log on to a server, network, or node. This is a full-round action. [Skill check – Computer Use v. variable DC]. Observe in Detail: A standard Matrix Search check allows you to notice and find things in the Matrix. However, not all things are what they seem in the virtual world. You can attempt to observe a construct in detail, possibly gaining additional information about it. [Skill check – Research + Scanner v. DC security code + mods]. Reboot: A persona or node can shut down and reboot, but the process takes time. Initiating a reboot is a full-round action. The actual process takes (System) rounds, minus one round per 5 points over the DC that Computer Use skill check scores (minimum of one round). The DC for this check is 10 if the person initiating the reboot is an authorized user; otherwise, the DC is based on the security code of the area, plus any mods. A rebooted persona starts again in its personal node, not wherever it was in the Matrix when it rebooted. [Skill check – Computer Use v. variable DC]. Redirect Trace: As a standard action, you may attempt to spoof an active trace or Track by sending a flurry of information into the system. [Skill check – Computer Use + Cloak program + Redirect program (opposes)]. Repair Icon: You can use the Medic program to repair damage to an icon. This is a standard action. [Skill check – Computer Use + Medic skill check v. DC 5 + icon System]. Speak/Text Phrase: You can speak or text a few words (equal to Intelligence bonus +2) as a free action. [Skill check – n/a]. Spoof Command: Use the Spoof Command action to transmit forged instructions to a drone or Agent controlled by another user. In order to spoof orders, you must first complete a successful Matrix Search Check on the persona you are impersonating in order to gain its access ID. To spoof commands, you must make a Computer Use + Spoof program. The target must roll a Will save against a DC equal to your check result. If the save fails, the target believes the orders came from its controlling persona. [Skill check – Computer Use + Spoof program opposed by Will save]. Spoof Datatrail: Many deckers use their Edit program to eliminate any records of their tampering or illicit activity on a node. To do this, the decker first needs to locate the node’s security logs (requiring a Matrix Search Check action), and then edit them to remove all traces of his activity. This is a full-round action. Depending on your account privileges, Edit may also be used to create, change, or delete accounts on a particular node. Deckers are fond on making back doors (hidden accounts) into systems they have hacked this way, so they can get inside later with having to hack in again. [Skill check – Computer Use + Edit program v. DC security code + mods]. Terminate Data Transfer: You can terminate a data transfer as a free action. [Skill check – n/a]. Track User: With a Track action, you can trace a user’s datatrail from his icon back to his physical location. This is different from a Data search action (which is like looking up someone’s commcode in a directory); a trace follows the target’s current connections node-by-node all the way back to the source. Note that you must have detected the target with a Matrix Search Check in order to trace him. Make a Track check (Computer Use + Track program). The DC for this check is the target icon's Cloak program rating. The attempt takes 1d6+1 rounds. If the target performs a Redirect Trace action, the DC is the target's check result. Make the Track check each round for as long as the trace attempt lasts. If successful, you’ve identified the target’s originating node and access ID. If the node is wired to the Matrix, you’ve ascertained its physical location. If the node is a mobile wireless device, the device’s rough current physical location has been triangulated (to within 150 ft.). You can continue to monitor the device’s location if it moves, as long as the device stays on and maintains a wireless connection. System security will often trace deckers this way, and then either dispatch a corporate threat response, notify the police, or launch their own hacking attack on the decker’s home node (either by dispatching a security specialist or IC programs) to give the decker a taste of his own medicine. [Skill check – Computer Use + Track program (v. Computer Use + Cloak program + Redirect program)]. Transfer Data: You can transmit or receive data from one node to another – including uploading and downloading files, sending messages, and so on – with a Transfer Data move action. Note that bandwidth and transfer speeds in the modern Matrix are fast enough to make all but the largest of file transfers almost instantaneous. Unless the gamemaster rules otherwise, transfers complete at the end of the round in which they were started. A transfer can be terminated at any time with a free action. [Skill check (if necessary) – Computer Use + Edit program v. variable DC].

P ROGRAMS Programs are software utilities that provide bonuses to certain Matrix actions, or allow you to perform certain actions. Programs are normally rated from 1 to 10, although there are rumors of even more powerful programs. You can purchase programs (legally and illegally), download pirated programs, write programs during downtime, and write programs on the fly. To use a program, it must be loaded into Active Memory. Loading a program into active memory requires enough memory space, and a Transfer Data action. Downloading a program back into Storage Memory is also a transfer Data action.

Section 8: The Matrix Regardless of a program's rating, it cannot operate at a rating greater than the System rating of the deck. Reading the Program Table: • Program: This is the name of the program. • Skill: This is the minimum number of Computer Use ranks required to operate the program effectively. If you fail to meet the requirement, there is a 10% chance per rank below the requirement that the program will simply fail. • Prog: This is the DC required to write the program yourself, at a rating of 1. See Writing Programs below for more information. • Dur: This is the standard duration of the program. If the duration is listed as "Session", the program runs until you deactivate it or it is crashed. Rating indicates that the duration is a number of rounds equal to the rating. • Mem x: Multiply the rating of the program by this number to determine the amount of Active Memory required to run the program. For example, a rating 3 Armor program requires (3 x 3) 9 blocks of memory. • Purchase DC: This is the Purchase DC of the program at rating 1. For programs above rating 1, add +1 Purchase DC per point of additional rating. Legally acquired programs typically have additional information encoded in them. This can impose a penalty of -1 to -10 on Edit checks to spoof datatrails. • Illegal DC: This is the Purchase DC of the program is you acquire it through less than legal channels. Depending on the source, illegal programs may have additional coding that is malicious. Some programs may be acquired through pirate channels (for free). • Res: This is the restriction level of the program.

PROGRAMS TABLE Program Agent Alacrity Armor Attack Autosoft Clearsight Defense Elec warfare Maneuver Targeting Bewilder Biofeedback filter Cloak Data bomb Decoy Decrypt Defuse Edit Encrypt Exploit IC Black IC Blaster Crippler Killer Probe Scramble Sparky Tar Baby Tar Pit Icepick Lock on Medic Pilot Reality filter Redirect Regeneration Run Scanner Shield Spoof Track Variable ability

Purchase Illegal DC DC 11 14 15 18 9 12 9 12

Skill

Prog

Dur

Mem x

10 10 4 4

32 40 22 22

Session Session Session Use

5 8 3 3

4 4 4 4 4 4 4 6 8 4 4 6 2 4 4

18 32 34 24 34 22 14 24 26 22 22 24 12 22 22

Use Use Use Use Use Rating Session Session Special Rating Use Use Use Use Use

3 4 3 3 4 4 3 3 4 3 1 2 1 1 3

7 14 15 10 15 9 5 9 9 9 9 9 5 9 9

10 17 18 13 18 12 8 12 12 12 12 12 8 12 12

Lic Res Res Lic Res Res Res Res Res Res Lic Res Lic Ill

15 8 8 8 6 8 8 6 8 5 6 4 4 4 6 10 4 4 4 4 6 10

41 30 30 28 20 30 30 20 28 23 24 22 24 14 24 34 14 14 22 22 24 34

Use Use Use Use Use Use Use Use Use Use Special Use Special Session Use Special Session Session Session Use Use Use

10 6 6 5 4 6 6 4 5 3 3 4 2 3 2 5 2 1 3 3 8 8

13 11 11 10 7 11 11 7 10 9 9 9 10 5 9 12 5 5 9 9 9 12

16 14 14 13 10 14 14 10 13 12 12 12 12 8 12 15 8 8 12 12 12 15

Res Res Res Res Res Res Res Res Res Res Res Lic Lic Res Res Res Lic Res Res Res Res

Res Lic Lic Res Res

Agent: An agent is a semi-autonomous program capable of using other

programs. See below for more information on Agents. Alacrity: This program improves the speed and actions of your icon. Add one-half the rating (round down) as a bonus to initiative and Defense. For every 5 full points of rating, you receive an additional partial action every round. Armor: This program provides your icon with damage reduction of (rating x 3)/-. Whenever the Armor program fails to completely negate the damage from an attack, it loses one point of rating. You can swap a fresh copy in as per the normal Matrix Actions. Attack: This program deals damage to other Matrix constructs. Apply the rating as an attack bonus. A successful attack deals (rating)d6 damage. Autosoft: These are programs used on drones to improve their remote control and autonomous performance. • Clearsight: When the drone is required to make a Sensor check, add the Clearsight program rating as a bonus. • Defense: Add the Defense program rating to the drone's Defense. In addition, a drone with this program can fight defensively and use total defense. • Elec warfare: This program allows the drone to use Computer Use (System) to jam transmissions and scramble/unscramble transmissions, with a bonus equal to the program rating. • Maneuver: This program improves the drone's maneuverability by adding its rating to the drone's Piloting checks. In addition, a drone with this program can attempt to perform vehicular stunts. • Targeting: The Targeting programs are essentially Weapon Skill programs. A separate program must be purchased for each weapon skill. Add the program rating to the drone's attack rolls with the appropriate weapon. A drone that doesn't have the appropriate Targeting program cannot operate the weapon. Bewilder: Bewilder confuses IC by bombarding it with data streams. The IC must make a Will save. The DC for this save is 14 + Bewilder rating. If the save fails, the IC is confused for the duration. Confused IC acts erratically. Every round, roll d%. On a 01-50, the IC does nothing. On a 51-75, the IC flees at its maximum speed for the round. On a 76-95, the IC acts normally for the round. On a 96-100, it attacks the closest viable target. Biofeedback Filter: This program acts as a shield for your flesh body against virtual attacks. Apply the rating as a bonus to the save to reduce dumpshock damage. Cloak: Cloak acts to spoof Scanner checks. Whenever the cloaked icon is subject to a Scanner search, make an opposed Computer Use + Cloak check. If successful, the Scanner fails to detect the cloaked icon. The margin of success determines how "suspicious" the Scanner becomes. If the Scanner wins, the cloaked icon is detected, and immediately marked as hostile, possibly sending the system into alert. Data Bomb: This is a trap program attached to a file. It is attached to a specific file or device and set to detonate if someone accesses the file/device without authorization. A detonating data bomb deals (rating) d6 damage to the triggering icon, and typically crashes the file to which it is attached. It may also be set to trigger an alert. Decoy: This modified Agent program creates a duplicate of your icon and sends it off at a sprint (x4 base speed) in a direction of your choosing. The decoy has the same Defense values as your icon, but can perform no actions other than fleeing and defense. When the decoy sets off, it may fool near-by IC. Roll an Intelligence check for the IC. The DC for this check is 10 + Decoy rating. If the check fails, the IC attempts to engage the decoy. If the decoy takes any damage, it decompiles. IC that successfully strikes a decoy and deals damage still loses any remaining attacks that round. Decrypt: This improves your chances of decrypting a file. Add the rating as a bonus to decrypt actions. Defuse: This program aids in disarming Data Bombs. Add the program rating to the skill check. Edit: This is a multi-purpose program that adds a bonus to Computer Use checks when performing the Edit action. Encrypt: This improves your chance of encrypting a file. Add the rating as a bonus to Encrypt actions. Exploit: This program adds its rating to your checks to break into a system, and to resist a connection termination by the system. IC: These are various programs designed to stop intruders into systems. Icepick: This program aids in crashing programs and OS. Add the rating to the Crash Program/OS skill check. Lock On: Lock On is a targeting utility for use in cybercombat. To use it, you must make a Lock On check (Computer Use + Lock On program). The DC for this check is the target's Defense. If successful, subtract the DC from the result and apply the remainder (up to the rating of the Lock On program) as a bonus to your attack rolls against the target. Using Lock On is a full-round action. Medic: This program repairs damage to an icon. When used, it repairs (rating) d6 hit points. Every time Medic is used, it loses one point of rating. You can swap in a fresh copy as per the Matrix Actions. Pilot: Each Pilot program is a special program installed in vehicles and drones. It allows the drone to operate autonomously. Essentially, it allows the drone's System to act as Intelligence (and Wisdom). See Section 9: Rigging for more information on drones and Pilot programs. Reality Filter: This program allows you to overwrite the existing metaphorical structure of a system for your own. In order to determine which system's metaphor dominates, you make a Computer Use + Reality Filter program check opposed by the system's d20 + System + Response. If you win, your system overrides the node's, and you gain a +1 initiative bonus while in that node. If the node wins, it overwhelms your system, and you suffer a -1 initiative penalty while operating in the node. Redirect: This program adds and bolsters the info stream used to spoof a

9292

Section 8: The Matrix Track attempt. Add the rating to the skill check when making a Redirect Trace action. Regeneration: This program allows an icon to repair itself slowly. While running, the icon restores (Constitution modifier + Regeneration rating) hit points every minute of inactivity for a number of minutes equal to the rating. Each use of this program reduces the rating by one point. You can swap a fresh copy as per Matrix Actions. Run: This increases the base speed (and therefore, sprinting speed) of your icon. Add (rating x 5) ft. to the icon's base speed. Scanner: This detects icons, servers, files, and anything you need to find in the Matrix. Apply the rating of the Scanner as a bonus to Research checks made in the Matrix. Shield: Shield provides you with Defense against attacks. Apply the rating as a bonus to your icon Defense. Spoof: This program aids you in issuing fake orders to Agents and drones. Track: This program provides bonuses when you attempt to perform the Track action. Variable Ability: This allows you to reallocate the points in your icon's Strength, Dexterity, and Constitution. Reallocating ability points is a full-round action. The maximum number of points you can shift in a round is equal to the Variable Ability rating. For example, if you are running a rating 5 Variable Ability, with a full-round action, you can swap 5 points worth of ability scores.

Agents Agents are semi-autonomous programs capable of using other programs. Regular Matrix users employ agents as assistants or search-bots, while deckers also use them as decking aides, decoys, watchdogs, or even weapons platforms. Agents exist independently of the user in the Matrix, and are the equivalent of Matrix drones. They are capable of piloting themselves to a degree and can comprehend complex orders. Agents have a System attribute just like drones that determines just how “smart” the agent is. System acts as the agent’s brain, interpreting orders. Agents have their own built-in Firewall attribute, equal to their System rating. Agents use the Response attribute of whatever node they are run on; this means that the attributes of an agent operating independently may vary as it moves from node to node. The Agent's System rating equals its Program rating.

Using Agents Agents can be loaded into your persona like other programs (taking a full-round action), allowing the agent to accompany you to any nodes you access. Agents can also access other nodes independently if instructed to and if they either have the passcodes or are carrying an Exploit program and can hack their own way in (as independent icons). Agents loaded into your persona have the same datatrail, so Track programs that go after an agent will trace back to your own point of origin. If you wish for your agent to operate in the Matrix independently, you must load it on a particular node separate from your persona. The agent will continue to operate in the Matrix even if your persona goes offline. In this case, the agent doesn’t count toward your persona’s active program limits like running programs do.

Response (hardware), and System (software). • Firewall: This is a layer of protection built into the deck. It is the first line of defense against hostile actions taken against the deck. It also provides the base Defense for your icon. • Response: Response measures the speed at which your deck responds to input and processes commands and information. Combined with your Intelligence modifier, this determines your Matrix initiative bonus. Response slows down when you run too many programs. If you are running more programs than your System rating, your Response decreases by one per additional program. • System: This is the operating system of your deck. It measures the stability of your information, multitasking capabilities, code quality, and resource control. System is limited by Response – if your Response is lower than your system, your effective System is reduced to the Response rating. System also limits the number of programs you may run simultaneously (equal to System). System also determines the hit points of your icon (typically 5 x System), and your base attack bonus. For calculations involving Hit Dice, your System equals the number of Hit Dice. Cyberdecks use memory, found in swappable Optical Memory Chips. • Active Memory: This is the equivalent to early computer RAM. This is the memory that powers active programs. Therefore, you are limited in active programs not only by your System rating, but also by the amount of active memory you have and the memory the programs use. • Storage Memory: This is simple on-board storage space, like a hard drive. This is where programs are stored when not in use, along with files, media, and whatever else you download to the deck. Reading Cyberdecks Table: • Deck: This is the name of the cyberdeck. • Fire: This is the firewall rating of the deck. • Resp: This is the response rating of the deck. • Sys: This is the system rating of the deck. • Active Mem: This is the number of Optical Memory Chips x the size of the OMC used in active memory. For most decks, these are standard 10 block chips, and thus are presented as "number of chips x blocks per chip". • Storage Mem: This is the number of Optical Memory Chips x the size of the OMC used in storage memory. For most decks, these are standard 10 block chips, and thus are presented as "number of chips x blocks per chip". • Str: This is the default Strength of the deck's Icon. • Dex: This is the default Dexterity of the deck's icon. • Con: This is the default Constitution of the deck's icon. Note that these rules do not include rules for constructing complexly custom cyberdecks. Thus, at best, you are stuck with modifying off-the-shelf decks.

CYBERDECK TABLE

Payload Agents can be loaded up with copies of your programs so that the agent may employ them on its own. If an agent is acting independently, any programs it’s carrying must be active, and so may affect its Response. Any program run by an agent is limited by the System rating.

Writing Programs If you do not wish to purchase a program, or pirate a program, you have the option of writing a version of the program yourself. Writing a program uses Computer Use. The Computer Use DC to write the program is noted on Programs Table above. The DC is for a rating 1 program. For each additional point of rating, increase the DC by +1. Writing a program takes a base amount of time equal to (Rating x Memory Multiplier) x 1 hour. For every 5 points by which you beat the DC, reduce the time by one hour (minimum of 30 minutes). You can take 10 when writing a program with normal time reduction. You can take 20 when writing a program, but as usual, this takes 20 x longer than normal. If you have an existing copy of the program (regardless of rating), you gain a +2 circumstance bonus to your check.

Writing Programs on the Fly Some programmers are so skilled and talented that they can write programs in a fraction of the normal time. Writing a program on the fly follows the same procedure as writing a program, but the Computer Use checks suffers a -15 penalty. The time required to write a program on the fly is (Rating x Memory Multiplier) x 1 round. For every 5 points by which you beat the DC, reduce the required time by 1 round. The maximum rating of an on the fly program is equal to one-half your ranks in Computer Use (round down). Writing Agents or IC on the fly incurs an additional -15 penalty.

C YBERDECKS Cyberdecks have certain attributes. These attributes determine the basic abilities of your icon/persona. The basic cyberdeck attributes are Firewall (software),

9393

Deck

Fire

Resp

Sys

Radio Shack CD-100 Allegiance Alpha Sony CTY-360 Fuchi Cyber-4 Fuchi Cyber-6 Fuchi Cyber-7

1 2 4 6 7 8

1 1 2 3 4 6

2 4 5 6 7 8

Fairlight Excalibur

10

8

10

Active Storage Mem Mem 2 x 10 5 x 10 2 x 10 5 x 10 10 x 10 10 x 10 20 x 10 50 x 10 20 x 10 50 x 10 40 x 10 100 x 10 100 x 100 x 10 10

Str Dex Con 3 6 8 10 11 13

4 8 9 10 13 14

3 6 8 10 11 13

16

18

16

Cyberdecks and Icons Icons, including those generated by cyberdecks and IC, have stat blocks similar to those of flesh-and-blood creatures, with some alterations. Below is the basic stat block. Virtual Construct Hit Dice: Equal to System rating. Hit Points: Typically equal to System x 5. When icon hit points are reduced to 0, you are dumped from the Matrix and suffer dumpshock. Mas: Firewall + Constitution Initiative: Response + Alacrity program modifier + Computer Use check Speed (general): (System + Intelligence modifier) x 1,000 miles per round Speed (tactical): (Response + Run program) x 5 ft. per round (sprint) base speed x 4 Base Defense: Firewall + Shield program + Computer Use check Base Attack: System + Attack program + Computer Use check Attack: System + Attack program + Computer Use check Full Attack: System + Attack program + Computer use Checks Special Attacks: Varies (typically Programs) Special Qualities: Varies (typically Programs) Saves: Fort , Ref , Will - See below Abilities: Str , Dex , Con , Int , Wis , Cha – See below

Section 8: The Matrix TORTOISE TABLE

Skills: Varies (typically equal to System) Feats: Varies Challenge Rating: Varies Allegiances: Varies

Deck

Fire

Resp

Sys

10

8

5

Fairlight Excalibur COMBAT Varies.

All icons have the ability Scores of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Icons do not have an Appearance ability score. To determine the Strength, Dexterity, and Constitution scores of an icon, multiply the System rating by 5 and divide those points among the three ability scores. Off-the-shelf decks have fixed ability scores, but for an increase in price, these can be adjusted. Deckers typically just run a Variable Ability program. In no case can one of these ability scores be reduced to less than the System rating. Intelligence and Wisdom are equal to the operator's scores (assuming a (meta) human operator) or the System rating x2 for IC and similar programs. (Meta) human powered icons have Charisma scores equal to the operator's. Autonomous icons (IC) have Charisma scores of 1-2. These constructs are not self-aware.

9

8

RANDOM ALERT RESPONSE TABLE 1d6 1 2 3 4 5 6

Saving Throws

Tortoises are tabletop computers that do not allow the full VR immersion of cyberdecks. Compared to cyberdecks, tortises are slow, and unresponsive (hence the nickname). However, tortoise operators are not subject to damage by IC or feedback, or dumpshock. Tortoises are also much less expensive than cyberdecks. For the most part, any action that can be performed in the Matrix with a cyberdeck can be performed with a tortoise. Tortoises have ratings similar to those of cyberdecks, but at lower ratings. Tortoises also cannot utilize certain programs (noted below). There are two basic types of tortoise – telepresence, and telimmersion. These devices impose penalties on certain Matrix actions, and icons.

Telimmersion Telimmersion devices consist of goggles and a full-body suit that provides forcefeedback, or simsense trode rigs. Telimmersion devices impose the following penalties. • Initiative: Telimmersion icons suffer a -4 initiative penalty. • Defense: Telimmersion icons take a -5 penalty to Defense. • Hit Points: System x 4. • Programs: Reduce the effective ratings of programs on these systems by one point.

Telepresence Telepresence devices use monitors and simple devices (joysticks, keyboards, mice, motion-sensitive gloves) for interaction. Telepresence devices are still common, being used in most wage slave cubicles. The standard computer available on the equipment list is a telepresence device. • Initiative: Telepresence icons take a -8 initiative penalty. • Defense: Telepresence icons take a -5 penalty to Defense. • Hit Points: System x 3. • Programs: Reduce the effective ratings of programs on these systems by two points. On the Tortoise Table below, standard cyberdeck names are used. The brands are comparable, except for the modified ratings. A notation of TI indicates a telimmersion system, while a TP indicates a telepresence system.

TORTOISE TABLE Active Mem

Storage Mem

Response Launch non-combative IC Launch Killer IC Launch Black IC Scramble Security Decker Terminate Connection System Reset./Shutdown

Active Alert

T ORTOISES

Telepresence Systems (TP) Radio Shack CD-100 1 Allegiance Alpha 2 Sony CTY-360 4 Fuchi Cyber-4 6 Fuchi Cyber-6 7 Fuchi Cyber-7 8 Fairlight Excalibur 10 Telimmersion Systems (TI) Radio Shack CD-100 1 Allegiance Alpha 2 Sony CTY-360 4 Fuchi Cyber-4 6 Fuchi Cyber-6 7 Fuchi Cyber-7 8

8

If a node is aware that it has been hacked, it will immediately go on alert and initiate various countermeasures. These include launching IC, terminating connections, and—as an extreme measure—initiating a shutdown and rebooting. For gamemasters who want to randomly determine what a system’s alert response is, consult the following table.

Fortitude saves are equal to Firewall + Constitution modifier if any. Reflex saves are equal to Response + Dexterity modifier if any. Will saves are equal to System + Wisdom modifier if any.

Fire

Str Dex Con

I NTRUDER A LERT

Ability Scores

Deck

Active Storage Mem Mem 50 x 10 100 x 10

Resp

Sys

Str Dex Con

1 1 2 3 4 6 8

1 2 2 3 3 4 5

1 x 10 5 x 10 1 x 10 5 x 10 5 x 10 10 x 10 10 x 10 50 x 10 10 x 10 50 x 10 20 x 10 100 x 10 50 x 10 100 x 10

1 3 3 5 5 6 8

2 4 4 5 5 8 9

2 3 3 5 5 6 8

1 1 2 3 4 6

1 2 2 3 3 4

1 x 10 5 x 10 1 x 10 5 x 10 5 x 10 10 x 10 10 x 10 50 x 10 10 x 10 50 x 10 20 x 10 100 x 10

1 3 3 5 5 6

2 4 4 5 5 8

2 3 3 5 5 6

A node on alert status has verified an intrusion or other unauthorized activity. Most nodes are programmed to automatically alert security personnel or the owner/user of the device when an alert is triggered. If the node contains security deckers (or if there are any on call), they will be alerted and will come looking for the interloper. A node on alert receives a Firewall bonus of +4 against the intruder that triggered the alert. This applies to all tests made by or against the node’s Firewall.

Launch IC Program Once an alert is triggered, the node will typically launch IC programs to attack or interfere with the intruder. The gamemaster determines which programs the node has on hand, and in what order it uses them. Secure corporate systems will have an entire library of IC to throw at deckers, whereas some goon’s cyberarm is only likely to have a single defensive program (if any). If the intruder has been traced, the node may even send IC to launch its own hacking attempts on the intruder’s system.

Terminate Connection Once an intruder is identified, a node may attempt to sever the decker’s connection by shutting down the port through which he is accessing. On some isolated high-security nodes or hand-held devices that do not often rely on remote access, all outside connections may be severed. In order to sever a connection, the node immediately rolls 1d20 + Firewall + System opposed by the intruder's Computer Use + Exploit program check. If the decker used a passcode and legitimate account to log on, rather than hacking his way in with an exploit program, then the Exploit program does not apply to the test. If the node is successful, it disconnects the decker. The decker can attempt to log back on, but the node will be on alert (and may have closed down all outside connections).

System Reset As a last resort, many nodes will simply reset themselves or shut down in order to purge an intruder before he wreaks too much havoc. This is a Reboot action. Anyone accessing the node when it shuts down is logged off; all active programs are saved and shut down.

Intrusion Countermeasures There are several basic types of IC that may be encountered in the Matrix. Some IC may be battled in cybercombat, others cannot. If the IC is non-combative, is cannot engage in cybercombat, but can be attacked with the Crash Program/OS action. Combative IC must be engaged in cybercombat and has a full stat block. Virtual Construct Hit Dice: Equal to System rating. Hit Points: Typically equal to System x 5. When IC hit points are reduced to 0, the IC "dies" – this may have additional effects Mas: Firewall + Constitution Initiative: Response + Alacrity program modifier + Computer Use check Speed (general): (System + Intelligence modifier) x 1,000 miles per round Speed (tactical): (Response + Run program) x 5 ft. per round (sprint) base speed x 4 Base Defense: 10 + System + Firewall + Shield program Base Attack: System + Attack program + Computer Use check* Attack: System + Attack program + Computer Use check* Full Attack: System + Attack program + Computer use check* Special Attacks: Varies Special Qualities: Varies Saves: Fort , Ref , Will - [Special] Abilities: Str , Dex , Con , Int [System x 2], Wis [System x2], Cha 1-2 Skills: Varies (typically equal to System)

9494

Section 8: The Matrix Hit points: Hit points and damage function just as in regular combat. However, unlike combat of the living, icons cannot be reduced to less than 0 hit points. At 0 hit points, the icon dies. For programs, this means the construct decompiles. For deckers, it means they are dumped from the Matrix and suffer dumpshock. Massive Damage: If a decker fails a massive damage save, he can send an action point to void the effects of dumpshock.

Feats: Varies Challenge Rating: Varies Allegiances: Varies COMBAT Varies. * For IC, a Computer Use check is 1d20 + System Black IC: Black IC is combative IC that can cause severe damage to a decker. It attacks in the same manner as Killer IC. However, unlike Killer IC, Black IC also deals damage directly to the decker. The decker can resist this damage as if it were dumpshock damage (save DC 15 + Black IC rating). Black IC is available in both lethal and non-lethal forms, determining the type of damage the decker deals. Black IC has additional properties. Once it scores a successful hit, even if it deals no damage, it interferes with the decker's ability to log off or jack out. Once the IC scores a successful hit, the decker cannot jack out as a free action. Any attempt to log off or jack out becomes a full-round action and the decker must succeed in a Will save against a DC of security DC + Black IC rating. If this fails, the decker cannot currently log off. If successful, the Black IC gets a free attack against the decker, at a +6 bonus to attack. If the decker is jacked out by someone on-site pulling the plug, the Black IC also receives a free attack. If the icon is killed before the decker dies or manages to jack out, the Black IC usurps the deck's bandwidth and forces the connection to stay open. This increases the IC's rating by +4. If the Black IC manages to kill the decker, the Matrix connection is shut down, but the IC gets a free shot at the deck's System, as Blaster IC of (Black IC rating x 2). If this reduces the System rating to 0, the Black IC deletes all data on the deck and connected storage mediums. If lethal Black IC reduces a decker to -1 or worse hit points, it may cause permanent brain damage. The decker must make a Fortitude save (DC equal to the Black IC rating). If this fails, the decker takes 1d4 points of permanent ability drain to (equal chance) Intelligence, Wisdom, or Charisma. Blaster: Blaster IC is modified Killer IC that attacks in cybercombat. In all respects, Blaster functions as rating Killer IC. However, if the Blaster forces a dump (by reducing the icon to 0 hit points), it then attacks the deck. Roll 1d20 + System + Blaster rating. The DC for this check is the deck's Firewall + System. If the Blaster is successful, subtract the DC from the check result. Permanently reduce the deck's System rating by this amount (up to the Blaster rating). Crippler: Crippler IC is proactive, designed to directly attack the attributes of a deck. There are three kinds of Crippler IC – acid (attacks Firewall), binder (attacks Response), and crusher (attacks System). Crippler IC engages in cybercombat normally, except that when it scores a successful hit, the target icon must make a Fortitude save (DC security code) or lose a point from he targeted attribute. The Armor program does not protect against this damage. Killer: Killer IC is an attack program that deals damage to an icon in cybercombat. It deals damage as a (System) rating Attack program. Probe: Probe is non-combative IC that makes it more difficult for a decker to perform actions in a node. When you are performing on-the-fly decking in a Probe-protected node, the node adds the Probe rating to its checks to detect your presence. Scramble: Scramble IC is non-combative IC that acts as encryption on a file, node, or even an entire network. When you attempt to access, use, or manipulate Scramble-protected files, you must first break the Scramble-rating encryption. Scramble IC will destroy data if it detects unauthorized access. Sparky: Sparky IC is modified Killer IC that attacks in cybercombat in the same manner as Killer IC. However, if Sparky dumps the target, it continues to pump power into the deck, attacking the System rating in the same manner as Blaster IC. In addition, it deals (rating)d6 non-lethal damage to the decker as if dumpshock. Tar Baby: Tar Baby is non-combative IC that attempts to crash specific programs. Tar Baby is linked to a specific active program (non-active programs, such as Armor are never targeted). When the trigger program is activated in the Tar Baby's sphere, the Tar baby rolls 1d20 + System + Tar Baby rating. The DC for this check is the icon's Firewall +5. If the Tar Baby is successful, it crashes both itself and the targeted program. Tar Pit: Tar Pit is identical in function to Tar Baby. However, if it successfully crashes a program, it virally attacks all copies of the program on the deck, including those in storage memory (and any storage devices connected to the deck). The IC must make a second check (d20 + System + Tar Pit rating) against a DC of deck Firewall +5. If successful, it destroys all extant copies of the program.

C YBERCOMBAT Cybercombat is identical to standard real world combat in most respects. It has surprise rounds, initiative, attack rolls, damage, etc. Initiative: To determine initiative in the Matrix, all involved roll a Computer Use check + Response + modifiers. Attack Rolls: Deckers roll attack rolls with a Computer Use check + System + Attack program rating. IC and similar constructs roll (essentially) 1d20 + System + System + Attack program. Defense: Deckers and other living operators must constantly operate their systems. Because of this, they must generate a Defense score every round by rolling Computer Use + Firewall + Shield program rating. IC and similar icons have a Defense equal to 10 + System + Firewall + Shield program rating. Ability Scores: Ability scores don't come into play much in the Matrix, being used only for the occasional action, such as a bull rush.

9595

D EVICES Every computerized device has a set of Matrix attributes. Response is determined by the machine's hardware capabilities. System and Firewall are determined by the device's OS. However, for convenience, most devices have a single, simplified rating that accounts for all of the attributes. Programs have ratings as well, indicating the bonuses they provide to certain tasks.

Device Rating (Universal) There are far too many electronics in the world of Shadowrun/d20 Modern for a gamemaster to keep track of their individual Matrix attributes. Instead, each device is simply given a Device rating. Unless it has been customized or changed in some way, assume that each of the Matrix attributes listed above for a particular device equals its Device rating. If a particular device plays an important role in an adventure, the gamemaster should assign a full complement of Matrix attributes to it. If the item only plays a passing role, then a simple Device rating will suffice. The Sample Device Rating table lists typical Device ratings for common electronics.

SAMPLE DEVICE RATING TABLE Device Type Dumb Simple

Rating 1 2–3

Average

4–6

Complex

7–8

Smart Cutting Edge

9 10+

Examples General appliances, bodyware Public terminals, entertainment systems Standard personal electronics, headware, vehicles, drones, home/business terminals Security vehicles, alphaware, research terminals, security devices High-end devices, betaware, security terminals, military vehicles Deltaware, credsticks

96

Section 9: Rigging

SECTION 9: RIGGING Essentially, Riggers are deckers that operate vehicles and other non-Matrix machines through a VR/Matrix like interface. Some of the mechanics for rigging are similar to those of decking, but others are, by necessity, different. Riggers tend to use modified cyberdecks to control drones and systems by remote. However, they also have the ability to "jump in' to a drone or rigger-adapted system. When a rigger is jumped into a drone, his mind inhabits the drone – he effectively becomes the machine.

Virtual Reality Those using cyberdecks to rig essentially thrust their minds into the machine. Cyberdecks contain an override that effectively blocks the user's control of his body, in order to prevent him from harming himself. However, with concentration, the user can still perceive the actual world, but he suffers a -12 penalty to Listen, Search, and Spot checks while doing so. Cyberdeck users have two basic modes they can operate in while rigging – cold sim, and hot sim. Cold sim is the default mode. A rigger can switch between cold and hot sim as a free action. If he does switch from cold to hot in the middle of a round, he does not gain the bonuses until the next round. If he switches from hot to cold in the middle of the round, he immediately loses the bonuses gained from hot sim mode.

Hot Sim Hot sim mode gives the rigger an edge while rigging, increasing his reaction time and sheer ability to manipulate the machine. While running in hot sim mode, the rigger gains a +2 initiative bonus, +2 Defense bonus (for the system), and an additional partial action every round. He also gains a +4 bonus to all Rigging action skill checks. However, hot sim also makes the rigger more vulnerable to the effects of damage to the machine and dumpshock. Hot sim is also addictive in the same manner as a Better-Than-Life chip.

Dumpshock When you are dumped from the machine, you suffer dumpshock – a physical attack on your flesh-and-blood body. When you suffer dumpshock, you take 8d6 points of non-lethal damage. A DC 15 Fortitude save reduces this damage to one-half normal. If you are running in hot sim when you suffer dumpshock, you instead take 4d6 points of lethal damage. Regardless of sim mode or the Fortitude save, when you suffer dumpshock, you are dazed for 2d6 rounds. A DC 15 Will save reduces the duration by one-half. These numbers are higher than those caused by Matrix dumpshock due to the manner in which a rigger interfaces with the system.

RIGGING ACTIONS TABLE Free Actions Activate/Deactivate Sensors Activate/Deactivate ECCM Arm/Disarm a Weapon System Call Up a Status Report Move Actions Actively Subscribe a Drone Issue Command Jump into/Leave a Drone Observe in Detail Standard Actions Fire a Weapon System Jam Signal

simple. When directly rigging, the rigger does not use his senses or physical ability scores. He "sees" through the machine's sensors, and he receives real-time updates on the machine's condition. He cannot take physical actions other than trying to perceive with his own senses (with the same penalties as described in virtual reality, above). The rigger gains bonuses to his abilities and Drive/Pilot checks based on his current sim mode and his vehicle control rig. He controls all systems on the machine with his mind. When rigging in this manner, the rigger's Intelligence modifier replaces Dexterity modifier for several rolls, including: • Attack rolls with on-board weapons • Defense: Normally you do not apply an ability score modifier to vehicle Defense. A rigger jacked into a vehicle applies his Intelligence bonus as a dodge Defense bonus. • Drive/Pilot skill checks • Initiative checks • Reflex saves When directly rigging, the rigger gains the use of the Free Driving feat, allowing him to drive as a free action (second stunts require a Drive or Pilot check however). In addition, when making Computer Use checks for sensor operations, add the rigger's Wisdom modifier to the checks as an additional modifier.

D RONES Nearly any kind of vehicle – matchbox-sized cars, dwarf-sized rotorcraft, ground patrol vehicles the size of a large dog, even modified sports cars – may serve as drones. The key difference that sets drones apart from ordinary vehicles is the rigger adaptation that provides drones with a Pilot program, which enables the drone to act independently of its controller to a limited degree. All drones that are incapable of carrying passengers are usually automatically pre-adapted for rigger control. Passenger vehicles or larger passenger drones are not usually pre-adapted, but can be adapted quickly by the manufacturer, a mechanic, or even a rigger character.

Controlling Drones To control a drone by remote control, the rigger must have the drone on his subscriber list. The subscriber list is a list of machines and systems your computer is registered to access. You subscriber list is divided into two columns – passive and active. The passive list is unlimited in size and notes all the systems you are subscribed to. The active list indicates which systems are actively connected to your deck. The maximum size of the active list is System rating x 2. Adding or dropping a drone from the active list is a move action. Drones acting autonomously use their own Pilot and autosoft ratings for all necessary tests, and act on their own Initiative. A rigger can choose to have multiple drones subscribed as a single device. This allows the rigger to have more devices actively subscribed, but is limiting since all the drones must receive the same orders. Alternately, a rigger can choose to issue orders to a drone and then unsubscribe it and trust its dog-brain to carry out the orders. If instructed to, drones can subscribe to each other and share data, allowing them to coordinate attacks and other actions.

Jumping into Drones A rigger can jump into a drone – this is effectively the same as direct rigging the drone, except that the rigger isn't physically onboard the drone. However, his mind, his essential self is onboard the drone. While jumped into a drone, the rigger gains all the same benefits as if using direct rigging, including VCR modifiers.

Activate/Deactivate ECCM: You can activate or deactivate a single drone's ECCM as a free action. Activate/Deactivate Sensors: You can activate or deactivate a single drone's sensors as a free action. Actively Subscribe a Drone: You can add or remove a drone from your active subscriber list as a move action. Arm/Disarm a Weapon System: You order a drone to arm or disarm a single weapon system as a free action. A drone may only have one weapon system armed at a time. Call Up a Status Report: You may monitor the position, heading and speed, damage report and/or current orders of a single drone as a free action. Fire a Weapon System: You may fire a single drone weapon system as a standard action. Jump into/Leave a Drone: You can jump into or out of a drone as a move action.

D IRECT R IGGING (O N -B OARD ) The most basic, simple and direct for of rigging is on-board rigging. The rigger is in the vehicle or system he intends to rig, and plugs his VCR and datajack directly into the rigging and datajack ports. Mechanically, this is also the most

9797

Captain's Chair Command Captain's Chair mode is the term used to refer to a rigger that is controlling drones via remote control, instead of being jumped into a drone. In this mode, the rigger is using his remote control deck to supervise and order the drones as necessary. The rigger can directly control a single drone via remote control in this mode. However, he does not gain the benefits of his VCR (hot and cold sim still apply). Therefore, when applicable, he uses his physical ability score modifiers. Drones have limited intelligence – when a rigger issues a command to a drone (or the same command to several drones), the simplicity of the command is important. Simple commands ("circle this area", "shoot that car", etc) are easy for the drone to follow. More complex commands, however, require the drone to make a Pilot program check to properly obey. The DC for this check varies based on the complexity (GM discretion), but generally begins at 10 and can scale upwards a tremendous amount. If successful, the drone will follow the command as ordered. The greater the success, the more leeway the drone has in following the command (to the rigger's benefit). If the drone fails the check, it becomes confused and will spend its action requesting more information.

Section 9: Rigging

Drone Combat Drone Initiative Jumped-in drones act on the rigger's initiative. Drones acting under remote control act immediately after the rigger. Autonomous drones roll initiative, adding their Response as a bonus.

Drone Attacks When operated by remote control, a drone's attack roll is 1d20 + rigger Dexterity modifier + Autosoft program rating. When acting autonomously, a drone rolls 1d20 + Autosoft program rating.

Drone Defense When operated by remote control, a drone's Defense is 10 + size modifier + rigger Dexterity modifier + Autosoft program rating. When acting autonomously, the drone's Defense is 10 + size modifier + Autosoft program rating.

Sensor Checks When a drone is required to make a Listen, Search, Spot, or any other test described as a Sensor check, roll 1d20 + System + Sensor rating + Autosoft program rating.

Drone Movement Drones must make Pilot checks as other characters. A Drone's Pilot skill is equal to its Pilot program rating. Drones cannot attempt vehicular stunts however.

Drone Memory (Active Memory) A drone has a number of OMC slots (and 10-block chips) equal to its System rating. This acts as both active and storage memory.

Signal Signal represents a device’s raw broadcasting power. The higher the Signal, the farther the device can transmit. Though many factors can affect a device’s Signal rating, the most important are antenna size and raw electrical power. Consequently, a device’s size tends to limit how high its Signal rating can be. Note that for two devices to communicate with each other (as opposed to one-way communication), the devices must be within the range of the weakest signal rating involved. For this reason, riggers tend to prefer high Signal rating in both their drones and remote control decks.

SIGNAL RANGE TABLE Signal 0 1 2 3 4 5 6

Range 10 ft. 130 ft. 330 ft. 1,300 ft. 0.5 mi. 2.5 mi. 6 mi.

7

25 mi.

8 9 10

62 mi. 248 mi. 621 mi.

Examples Nanoware transceivers, cyberware RFID tags, handheld electronics Headware transceivers, micro-drone sensors Residential/small business wi-fi routers, vehicular sensors Crawler-drone sensors Cyberlimb transceivers, heavy drone surveillance sensors Cell-phone towers, public access wi-fi routers Targeting sensors for ground vehicle weapons (ATGMs, tank guns, etc) Flight radar, dedicated ground surveillance radar Maritime/naval radar, commercial AM/FM radio ???

9898

Related Documents