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James Wyatt and Gwendolyn F. M. Kestrel d20 PAST Designers James Wyatt, Gwendolyn FM. Kestrel Additional Design Editors Design Manager Managing Editor Art Director Cover Artist Interior Artists Graphic Design Cartography Graphic Production Specialist Image Teehnieian Director of RPG RED Production Managers andall Crews “Tis put euesthe f the 20 vent eli Cote yl ls nth, Beh ade an Chres yon. Cesta el an econ theme we fh Merce nual Rae ects ned he 22) Manin Rieplesig Game heigl DUNGEONS & DRAGONS? ‘cee: Gry Cyn ad Dave Ares, and they DUNGEONS & DRAGONS gone despot uta Twat Mons Cech, Sip Willan Rihad Tier nk er Aeon ‘Sere rod ito Pip Hees by Darl Nexen Plo apd te 30 Mccann Pld 6D, Siegen Scheanhy Ratan abr (Dragon ADD, AMiy Forres y Seve Wier sa Fo Vey” b Cs Pans (Paved 88. tence woke conse nid 2a Corus Arms ar Ara by Stephen als Weapon Intrational Breage from SO00B.C 2000 ‘A.D. the Daya Co, al Wellpoint f ‘Ts WIZARDS OF THE COAST jane pods conta o Open Gane Conta No frst fis wor may beep nay frm whet itn Fermin Te eam ate dh Oss Gane lc sd e 39 Syn Ltro, pec vist vv arom. Yisit our website at wwvawlzard.comAlzOnodera, 20 PAR Introduction... 4 aD ADOW STALKERS « Canpaign Models 4 Equipment S19 Campaign in Bret Progeess Levels 5 Weapons The Rote of the Heros One: How Real is Your Past?.... 6 are ds eG ees $ Vehicle Movement and Combat... St SHADOW STALKERS “ Approaches to Campaigns 7 Cres 3 ‘The World of Shadows “i eases aaa 2 8 Scale sine a The Fellowship “ ‘Two: Rules Components. Facing and Firing Arcs. 0.00... 31 riends and Poes ee ting Occupations .. Gating Started 3 Baskerville Hound a Reali Yebicle Speed 3 Hide (Template)... 0c ooo 68 Advenarer Piloting Ship. u The Order of the Aristocrat Stunts a ‘Grimson Dawn “ Athlete Losing Cont 32 Fromier Marshal Blue Collar Dang Ships 3B CPrestige Class) Celebrity Grappling and Boarding 32 Mesmerist (Advanced Class) Cloistered Winds 33 Spiritualist (Advanced Class). Cosmopolitan Explorer (Advanced Class)... M4 Desert Tomb Creative ‘Three: AGE OF ADVENTURE. «....36 _‘Reteaching the Glyphs Criminal. Bete ea 38 _esearching Ape. Diataae The Role of the Heroes 7 pe pate Pree: fo § eagens eee ee sq Unearthly Guerin fegorsaied Ce he BBCi Investigative cia!) aid Dead Mon's Hands Masie 38 Li Enforcement eye ee 3 Plot Outhne Miltary Ree 38 Gathering information On the Run Mvcuman $3 Who's Who for the Gamemasier Primitive Sinaia Real ie Be Heirs of the Ancients 40 Five: Bute Hsxors Rural 1S Pirates and Privateers. 40 Campaign ia Brie Senvant oo. ce TS 7 Briendsand Foes....000.00c0005 41 ‘The Rofe af the Heroes ” slave care 15 Deed 41 Campaign Traits u ee = Drake. a Department in Pur Henots 77 lie 18 Ghost $2 PalpSoiences sss eecseeevecs 77 White Collar 15 eee owes a stl 5 Pirates 3 Nas 8 Compuier Use 45 Sea Devil 43 lying Ace (Prestige Clas) 80 Craft +18 Siren 2:48 Gangster (Advanced Class). 81 Demolitions...-.--ss-r-se0+ IS Zombie Master sss sess. $6 Sebetist (Advanced Clas). 3 Dra +38 Musketeer (Prestige Class)... 46 ANew Drug. 2 86 Ingoatgnl 16 Shaman (Advanced Class) 48 Optional Encounter — Knowledge 16 Sorcerer (Advanced Class). St What The Hacc Was That? 86 Pilot. 16 ices of Fight sa The riefing 86 Treat Injury 16 “saentre Se-tip ~ $4 ‘The Imvesigation a8 Pets (i in Motivations es pele, a8 iaoed carne teats) Sails, Ho! scree 4 Upper Deck 38 feral Operation, Optional Encounte Guard Room ws QQ ‘ntchase Weapons Profciney Svect Coonan te 54 Moreau Guards. 88 Bars Fre =x" Mark the Spot 5 TheMdScionise Proume? | 38 G utile Dead Men Tell No 55 Adapting the Adventure 80 Exot Firearms Proficiensy. A the Diamond Necklace Affair... $5 Preamble: Getting There °0 ‘nd Clues, 18 ‘Trouble Wears Wool ... 36 Rough Landing oo Force Stop... see ‘Trouble Wears Taffeta ....0.6.6 57 Optional: Jungle Pursuit 0 ane agen 18 Trouble Wears a Tabard 57 Ancient Guardisns a Minion eM rubs wean Se 5 iwchAoAbo Liteon gM Obscure Knowledge 18 Fire Burn and Cauldron Bubble $8 Nai Advanced Expedition. 9 ee Perils ofthe langle 8 ‘Mopping Up om pare Mem atk Dream Bubbles 5 Sidekick eee 2 1 RK Strat. When Shall We Three Surface Vehicle Operation ». pee” Ie Surgery The d20 Money Roleplaying Game ost action and adven ture in the modern word The 420 Furure supplement hat definition o works beyond the modem one, introduc ing science-fiction technology and alternative campaign setings to the of d20 Modes: Now d20 Past extend tin the other direction, pushing the early oundari tate adventures from the Renaissance to World War fundamental rules systn vdrity to I. Like €20 Future, this book presents alternatv ‘campaign models, along with all the rules you ne to play swashbuckling pirate adventures, Vietorian ho ind of adventure you might imagine between the end ror investigations, wahoo Pulp Era escapades, or any oh ofthe fifteenth century and the stat of the twentieth Past yween 1450 and 1950, The possiblities for adver nd th adsances of those ceatcies are brought fo ie in game mechan ies for equipment, starting occupations, skill, and feats. One advanced cass, the Explorer is presented in Chapter Twos a oration ofthe historical period e during sweep of history are explore echnological charactor archetype thats viable in any era of py. - Campaign Models (Chopters Th ‘use ofthe rules in Chapter Two. through Five pes settings that make hes a period of history and ad’ fantastic element thematically appro- priate to some key elements ofthat period. Like Urban ana in the #20 Moueew Roleplaying Gane, the inoduces high-fartasy <<, elements oa world pirates and musketeers inthe seventeenth century. The SHADOW STALKERS 6 ling ts SHADOW CuAsens in the nineteenth century, bringing supernatural horrrinto tbe Vietrian world im the tcadition of Gothic horror fiction, Fi tri and unexplained psychic powers to the word of the eely twentieth century, tthe fashion of the pul fiction ofthe time. ly Pour Henoes models te just ee examples of ways lo make use of the rales inthis book, You ean mix and match ‘nemati elements from the setings and historical periods as orific ele hy Pirates ofthe Caribbean), you can ments (pet use the rules for ssiling ships from Chapter Two, make use of tom ADVENTURE, eting-specific desis from the AGE of and incorporate the horror clemiens of SHADOW STALKERS, If Victorian setting whe lanterns replace gaslights is move your syle, you might use faeries inhabit Ireland and magic the magical elements from Urbem Arcama in the Suioow States and adopt a fighter tures, You might bring high fantsy i RAE pilots fly their Spitfires into dog ing dragons. Inthe other direction, you could iatzoduce weird Science after the fashion of PULP Heoes into the eighteenth century, following the lead of the Age ef Unreason series by J. Gregory Keyes 0 the Pulp Era, where 5 ith Fre-breath Of course, you can also leave the fantastic elements out of your game entirely instead playing a game much ¢ historical reali of adventure, rather than (while hopetully remaining heroic and fu rimly realist). Popular fetion and smoviesfrom The Three Musketeers to Band of Brothers—bave demonstrated that he historical eras covered inthis book need 0 Fantisic elements to hos interesting and exci lures. Even if yur choose to rua such ae npg (or even jus ‘one-shot adventures), the campaign models in this book can provide advanced and prestige classes and adventute iden for your game, While ao ss modular in its structure as 20 Future 's. €20 Pas is intended to be a toolbox to help you build the ame you want to play ach of the campaign settings provide inclaes (wo ni auventues. These adventures can bern as they are presented expanded ino full-length adventures wit title effort on the GM spar, or simply seadas examples ofthe sys of edventures appropriate to their campaign settings Qeogress Levels For thousands of the greatest have been technological rather than biological, At certain caps in human evoltion points during is devel how to make pment, the human species has learned eter tse oF accumulated knowledge: a other points, « breakthrough in knowledge, in the form of « new Aiseovery has bred tain technological advancements. These advances, in whatever form they take, define and delineste the differences between Progress Levels in d20 Past as they doin d20 Fare Simply pot. Progress Level (PL) isan indication ofthe sate of technology that exisis ia particular society or civil This state of technoogieal development gor 1s unlikely _roup of humans tobe at one Progress Level in some respects ly pervades all aspoets of a cu out not impossible—for& and at another one in othe respects Progress Levels my sary willy from place to place om the same world or even on the same continent. Consider the eat d the deepest teaches ofthe Congo cr the Amazon jungle, encountering naive :wentieth-centary explcers who finally penetra tribes who sil used Stone Age technology. Through much of the period covered in d20 Past, Burope an its colonies are at ‘higher Progress Level than most ofthe rex ofthe world. ‘The Dunatons & Deacons roleplaying game is assumed! to take place in a siting somehere around Px 20 PAST though some campaign settings cr regions mig ‘at PLD (Stone Age) or PL 1 Bronse/lran Age), or make ss into PL 3 The scope af d20 Past begins in PL3 and Carries the 20 System: rules forward to the very end of PL 4 The 420 MovERS rules cover PL 5, and 420 Faure continues ‘on tothe higher Progress Levels PL 3: AGE or REASON The Age of Reaso of ideas and systems of tho takes precedence opm 2 ‘ober echnclogical invention, The scientific method improves humenkine's understanding of the world, Experimentation bocomes the means by which the physical properties of nature ‘are systematically examined. The study ofthe vatious scientific disciplines —chemisiry electromagnetics, medicine, biology ‘and astroncmy—floarishes. Insiruments such a microscopes and telescopes enable scientists to greatly extend the range of ther observations and discoveries The cannon becomes the dominant Factor in naval wart while massed musket fie and horse-pulled field pieces rule the battlefield. Even the reliable bow vanishes, replaced bythe flintlock. Tn humanity’Shistory, dis was atime of great strides saci as Gallo, Kepler and Newion refined the word of phys: ies and astronomy, and knosedge in all he sciences advznced, Most of the world was mapped by explorers ofthis period, ad ‘the Old Word met the New. The Accor Aovexturr campaign model presented in Chap- ter Three is PL 3, PL 4: INDUSTRIAL AG In the fourth Progress Level the theoretical knowledge ofthe previous ere matures into widespread practical application, The harnessing of hydraulic, slam, and eletric pow ates an explosion of commerce and industry. Developments ‘sch as the telegraph, telephone, and radio make true global Breakthroughs in mart communication possible techniques allow the consruction of heavy ironclad vessels, size. Pioneers venture high into the atmosphere and descr Jno the depths ofthe se. ‘The means of var change swifly through the period. Aira ava submersibles jon the lis of military assets: Reliable ard asportaton, and architecture of previously imagined accurate rifles, pistols, and machine guns become common Mechanized war mushines herald the frst great ‘ar of battle since the end of the Knight For humanity, the (raniion to an industriel way of life ‘ame tumultuously and spread slowly. New sciences such 3s -wolutionary biology, and geneties broadened our paychology lundestaning of wha our species ind where itis come from, [Economies ad societies based onagrcuure faded into history Countries such asthe United States and Rusia were ravaged, ian este wracked by conflict toward the end of by oil wars as the ag vay to industrial ization. The world this Progres Level, when humankind had quipped itself with ‘weapons of wass destruction and the means to transport those weapons ona global cae “The SHADON STALKHHS and PUL» Hinoss campaign mode's presented in Chapters Four and Five are set st opposite ends orPL a NOILONGOUINI Latin Proverb Some people view history as an ordetly succession of and verifiable facs. Many scholars assert tat there 1 sto them, history is merely an int no objective truth lppoaches to History Mark Twain, Advice to Youth fore starting your campaign, consi how the Ganoendastr and her payers look at history in reality anlin the campaign. Is ugh draftofa more perfect present or sit the perfect ial snore flawed #8 the years pss? Howe much ne players have to influence events? al approach 10 a sory of progress. Th nement ands seedy drive th this approach, each generation is smarter, tougher, and better than the one before. Each invention and innovation is accepted as an improvement, History is a tory building a and utopian climax This is history wrt large Al ofthe pr nl accarmslation of pas events wean be a wlopian vision of a beter fife forall, oF it can contribute to more racist jews such asthe “white man’s burden” oF ‘manifest destiny DECLINING ‘Another popalarized viewpoint is that history merely tells the story of a fall from perfection This worldview mi logical utopia or merely for “the good old days an ideal corrupted by each successive change. This viewpoint focises on the Heroes can alter the outcome of history as we know i shining brightness of the past ané contrasts i with the tarnished present. PREDESTINED History is history as it was, as it most have been. [nevtabilty ives this view: Each person hs prearranged ime tobe horn, live his or her life, and die, Each invention has definite time Foccoming imo use. Everything fom gunpoxde othe assem. bly Line plas it ole i histor. This view has a nareow range ef Hit ‘of posbilities: For ins hadnt come to power in Germany, another autocratic dictator would have seized po and woul have produced the same histories results, Prophevies often ply an important olen such a worldview Iv possible to precisely predict what ill come to pass MANIPULATED A powerful group (or coalition of the rps) works bel ‘scones to manplate the evens history. All the mij evens ly oreesirated to Further the organization's ambi tons. The group uses a varity of ordinaty resources, and often has incredible mystiel powers a its disposal, Variations on this nizations from the Free view include alleged contrl by o ‘sons to luminati conspiracies alien overionds ‘This approach isa conspiracy theorists dream. offers the GM clear focus for opponents who endeavor fo thwart the hotoes. The DARK® MATTER setting (presented fr 420 MODERN in DUNGEON Magazine #108) ses this concept ind con easily be adapted tow d20 Pest campaign. RanboM Evens happen without ire peter predictability, Napoleon night welfhave decked aunt his esoure- draining campaign st Russa, Vitoria became Queen of England becass of serie of lakes that placed heron the throne at the a of 18 petciallyunderprepared. Nothing is usr sew happen ctpproaches to Campaigns tie st in unconforiabe like hiwory when you are tving through inays looks confusing and mesey, ad it alweys fee Joba W. Gardner, No Eazy Victories Once you've identified your approach to history, how will you approach your campaign syle? HIsroricaL This model isthe most resekstive, When playing or running «a campaign devoted o seeuratehistorial ropresentation is essential to consider the role the heroes fulfil in the world. If Ihe GM wants to keep the events campaign world purely int ns are restrcied. TWO. he players’ op Fist, the characers could be the macrocosmie fore for keep ing history as written, The word rans smoothly only because y VIN. The characters may need to ensure th assassination of oftheir efforts, They might act as matchmakers for Het Austrian Archduke Ferdinand, which contributes tothe tart of ‘World War L Akernatively, the characters could be involved in small scale, migrocosmic activites tha! would not register in a general 20 PAST survey of history, They could seek to apprehend bank robbers ina small tven in the Old West, sp fora world power, or cout ‘unmapped regions of Africa For most Gamemasters and plye aig players will enjoy attempting to fulfill «predetermined result playing an inconsequential role trying to make adhere firmly to history is ultimately unsatisfying, Few ‘SEMIHISTORICAL ng with the playing of «game. a semihis torical approach uses history as the backdrop forthe action The heroes can alter the outcome of history and ate chang Options iscussed below range from a conservative, mostly historical ration to history ean vary wid ‘model to « much looser construction SelfCorrecting: Toe major events ‘nied, but ariations ae allowed. History will lkimstly wen ‘ut the same. For example, if Thamas Edison die in infancy someone else (ove person or many people) would be credited ‘wit inventing eletic lights. (As a matter of historieal record, sd the {W, Swan, working independently of ison, also crea clectric light in 1880.) This Format relies on the premise that any ‘will happen and that deviations will nx last long. Fr example ifthe heroes foit Rooth’s assassination of President Linco the theater, Lincoln will die vei at night because of a car ‘or lt that week from an abut illness This campaign style is easier fora Gamemaster to admin. inter because historical texts will be reliable and only need. ‘small adjustments to account forthe player's actions. Some f campaign unsatisfying over the kg iy; what they do matiers only on a very run becaws, ikima short-term bass Diverging: A common type of alternative history. a diverging campaign is one in which historical events hap: pened exactly as they did in reality, wnt a specific moment in ime (kely the 1g can happen, For example, if in 1492, the heroes greet alin the New World with armed resistance Columbus's ari ‘and rebuff the Spanish expeition, the history ofthe Americas changes dramatically This mode the part fhe Gamemsster She mest be willing to wires age eal of thou (local and exen global) in response tothe heroes’ actions. Using the example of Columbus, the Gamemaster decides whether Spain lounches another litle plunder or if be does not return tal Playerscten enjoy the opportunity th ives them o "oi right See it. Such a eampaign offers satisfying opportunities toestend the Tokugawa dynasty rule of Japan, o avert World War, to prevent the assassination of Martin Luther King, J. Blended History and Fiction: Sorvecampsign worlds blend history and fiction. This approach relies on history only asa bred canvas. takes very liberal view of what eam happen in pediton if Columbus retorns with adver ad20 Pas ame Theses lings often use well-known fictional ‘characters and events, Sueh world ean take mumerois bits 0f| Fiction as Worlds that take this approach vary oa work” teallowing multiple fantastic elements. Using this model, Sherlock Holmes, Sir Art ally battles arhvillin James Moriarty at Reichenbach Falls, ‘Conan Doyle's fous leah, acs é61S¥d JNOA SIT¥ II MO HOW REALIS YOUR PAST? Ina fentasy-rich environment, Mary Shelley and Bram Stoker might have been writing nonfiction accounts when they related the stories of Frankenstein and Dracul. When running o pleying in such a gam i's very valuable to seus the extont wo which the eampaign adopts fietin as realty. ‘Can one really take a balloon tothe moon, as Jules Verne sus ‘Bet IL ine wo make these decisions slows the campaign progresses, but i's a god idea to keep track of whats accepted sft inthe eampaign Ganring in the Bast History studies wot just fats and instvation: its real subject is the hua spirit —Fustel de Coulonge, ta Cité Antique ‘The sichest source of merit 10 se In a 420 Past game is the past iself. Wherever your Fievon-hstory spectrum, your lea library or bookstore as mpaigi is Sivated along the ‘muliuades of source material for you 1 ws, Goa IssuEs Some conceps, des, and asp ved when playing or Gamemastering in 420 Past, Depending on the favor of the campaign you crete, you might choose to made hos elements based on their historical roles or use 3 proach to sit your needs of society should be consid moe ibe Communication Unli che advent of the te locally by people on foo or horseback. Messengers could be raph, messages were delivered ‘delayed. waylak, or ile. Messages tos lands often wen by ship. Weather both on land and sa, often Sowed denn com ‘munications. Early methods of communication were slow and ‘cumbersome, and frequently dangeroas forthe messenger. The lock of convenient ted communities, All but the most noteworthy of ents and personages were alms unknown From location + quick communication ere rather on, Criminals would rarely be pareued beyond the locale oftheir crimes. The telegraph wes invented near the ond ofthe eighteenth tary, The early, noneleetric mode! required signal post con structions with messages visually conveyed between them They covered limited routes and relied on clear weather for ws. ‘The electric telegraph became popular and widespread throughout European the United States the second hal of the nineteenth conary. enabled nearinsantaneons communications between mulipl loacons in any Kind of weather, OF course Dra the seaing and receiving locations required eles cates tcoanect them, In 1876, Alexander Graham Bell patented a new invention: the telephone. By 1915, telephone seri and San Francisco, connected New York Gaine Implications: News of deeds and misdoscs tavels ‘Slowly in most eras. Unless particularly significant. thy, ts not apt to spread vry fr. Wel informed heroes might beable to use this situation to their advantage. IF an adventure g0es awry, the blemish t0 ther reputations won't be widely notewor known Ifthe characters are experienced tryelers or explorers, ‘many smaller setlments will weleome ther waemly forthe rows and stories they bring. Gender Roles Sociaty dictates socially acceptable roles far eaeh gender Throughout history, females have had «narrower ches imos when the genera s80pe of female roles forused on marriage, children, and family, individual women sill found ways wo engage in grand adventurous activites. have been Extraordinary Women: in every cemsy, the vwomien ssho openly dared humbed disobey. These women of 1 and parsed male roles, ing maleate, bat sill aan ity. Mary Read'and Anne Bonny earned infamy 2 peates. The Aisregards fr “a woman's role” she dresed in men's clothing and smoked a cigar traordinary “Men”: Sometines females deck ‘he societal inconveniences oftheir gender by passing as mer, fema lsuthor Georg Sand lived wncomversion For example, during the Napoleonic Ere, a female posing a a male joined the Russgn cavalry. Passed over several ti rorntion du to “his customary officer's mustache), Nadeznda Durova nevertheless achieved the rank of captain by masquerading as aman. Inthe twentieth century, Billie Tipton, a jazz msc, passed as a aren yout and inability to grow the male until her death in 1988 Game fnplications: The’ lie shoul be resiiied based on gender. The should be able to son why female heroes chocse whatever occupation, elas, oF advanced class they please, although thelr choice may pat them outside the nas of seciety In addition, for eres prior tothe medern one, Gamemasters cn choose to eliminate the opposite gender for with remarkable sucess, e penalty for disguising oneself as males, History proves itean be done Life Expectancy People dda ive as lon in the second millenia es thoy do tov Mees an diseae took harsh tolls During the epdemica ofthe Back Death nthe foucicemh century, the death count was enormous, Tinetables of History asserts tat in the four years from 1347 to 1351, the disease claimed about 75 million Fives. Few inckdents iy ofthe nce then can compete with the sv Black Death but eholera, smallpox, and other comm diseases rg Game Implications: Weil time o see if hs character has gotten sick w ly claims ives into the twentieth done wants to roll dice al the illness, di se can b an outbreak might guide herces” travels, The threat of someone 11001 forthe GM in other ways. Rumors of sidenally or intentionally spreading a virulent plague ean eaily seeve asthe basis for an adventure plot. Literacy Over the course of history, few members of the world’s popula thm hye been able to ead and weg, Lit y depends upon ndvidas 50 the era and is predicated upon the status, iy iy weren't necessarily the most Hikely grap 10 occupation, gender, and nat The wea know how to read and write Literacy mos ofien accompanied repiring for he clergy or for bureaucratic work, Males gener aly had more opportunities to cultivate tracy More than any national deity determined who in reading and writing ‘other faci. one's clr received taining Game tmplications: Camemasters right opto have lieracy restricted to those from selected occupations. Other ch an choose to know how to read and write at a cost of 2 sail pois Nationalism/Group Identity Nationality oF opk. often provides clear alliances and enmitis, The PULP ences canmpaign sting offers mode! catnpeign word hnicty forms nucleus of identity for most Anationality-based Game Implications: Most history books focus on conics between mations or major groups. Nationality or ethnicity ean unify group of heroes with common background and serve as the spurto venture forthe good oftheir cause, Inthe Sengok ed the Onin Era) of warring states in Japan, For ‘nnance, clan ailition determined oyaltio. Religion/Philosophic Worldview For most people thoughout history part of ther lives. In general, religion sh 1s the major events fof a person's life: birth, marrage, and death: it ao affects Udy-to-tay details seh a the fou one eats and the clothes Game Implications: Selective use of region- and era dependent a campaign ard make the setting fee significantly diferent, know edge about one's ancestors is of central importance. Allowing Kaowiedge (history) a class skill is reasonable skills can be powerful 1000 lend flavor 0 in. Confycian society, re For exer Movement Chara ace another. A character whoneeds to reaeha distant locaton tig ets spent alot time getting from o choose be oad, hire a boa to row along the river, or cut ross-country on horseback, The GM moderates the pace ofa game session, so she deter: ‘mines when movemen isso important that i's worth measuring. ‘owa ao Daring casaal scenes, you usually’ won't have to worry about ‘movement rates If your character has come toa new city and takes astral to the place, no one needs to know exactly how many ou incuit takes. There are three movement scales i the game, a fellows + Tectical, for combot, mes red in feet (or squares) per round, + Los I, for exploring an area, measured in feet per ‘minute + Overland, for getting fom miles per hour or miles per day 1 to place, measured in Modes of Movement: While moving a the different move iment scales, creatures generally walk, hustle, or run. Walk: walk presents unhurried xe purposeful mo 113 mikes per hour foram unencumbered hum, iste: A bustle is a «single round, moving that speed inthe same round tht he makes an attack ation or another move action, is hustling when he or she moves. umn (3): Moving three times speed is running pace for & character in heavy stor. Kreprescats about 9 mikes per hour for umn about 6 miles per hour for an scter moving hs speed twice in d20 PAST ‘One Round (Tactical) Walk Is 20 30K, 404. Hoste 30h Of GOT ——ADNL RunGD ASLO 9A 2D Run(d) U.S OKE.20. 6K One Minute (Local) walk 1s0R /200e sone ava. Hoste 300001600. 00 Runa) 40.600. 900K. L200 Run(ed) 6008. 800i. 1.2008. 1.6008. One Hour (Overland) Walk 1/2 miles 2ites Smiles 4 miles Hostle Smiles miles Gmiles Smiles Run == soe es One Day (Overtand) Walk T2ailes miles 24 miles 32 miles Hustle Ron zs SSIS measured in squares onthe ha tid (| square = 5 fet) rather than feet. See page I42 ofthe 20 Moacex Roleplaying Game for mere information on taetieal movement in combat Run (44); Moving four times speed is «running pace for a ‘character i ight, medium, or no srmor. I epresents about 12 miles perhoue for an unencumbered human, 8ailes per hour for human in light or medium armor. Tactical Movement Use tactical movement for combat, asexplsined on page 142 of the d20 Monrny Roleplaying Game. Characters generally don't walk uring combxt—they hustler ran. A character who mos his orherspeed and takes ana a spell is hustling for about half the round and doing something else the other hal. Hanapered Movement: Dificli terrain, obstacles, 0 poor visbiiy can barager movement, When movement is hampered, squares, Tet reducing the distance a character can cover in a move. For on, such a attacking cach square moved into usually counts.as rain och as squave moved character moving through difficul cumple tundergrow'h) pays Fino doable the normal cos) I more than one condition applies, multiply together all saldtional costs that apply. (This is a specific exception to the normal rule for doubling: see page 30 of the 20 Mapes sof movernent pe rough Roleplaying Game.) For instance mov iffcult tecrain in darkness would pay 4 squares of move ment per square moved into double cost times double cost is ‘quadruple cos) Ta some sitvations,yourmovement may be sobampered that yourdon't have sufficient speed even move 5 feet (I square) Ins acase, you may ase a fullround action to move $ fet (1 square) in any direction, even disgonally. Eventhough this Took lke $-ooe step, i's no, and thas i provokes atacks of ‘opportunity normally. (You can't take advantage ofthis rleto rove through impasse nor o move whensll movement is prohibited to You, soch as while paralyzed You can't run or charge through any square that would hamper your movement é61S¥d INOS SIT¥ AI MO HOW REALIS YOUR PAST? Se tundorsrowth, keep x2 2, racked and pated Surface, uneven floor Diol terrain ‘onset! Low wall deadfall, broken pillar 2 Poor visibility Darkness orf x2 Iinpasable—Floorto-ceiling will lose door — blocked passage 1 May roquite a skill check, Local Movement Characters exploring an area use local movement, measured in feet per minute Walk: A character ean walk without a problem on the local sate Haste: Ac scale. See Overland Movement, below, for movement measured acter canst ‘problem on the local in miles per hour Run: & character with Constitution score of 9 or higher can rin fora minute without a problem. Generally character can run fora minute oF two before having ores fora minute. Overland Movement (Characters covering lng distances cross-country use overland movement, Overland movement is measured in mile per hour crmiles per day. A day represents 8 howrs of actual travel time For rowed wotercrafia day epresenis hours of rowing. For sailing ship, it represents 24 hous. Walk: A character can alk $hoursin a day of ravel without 4 problem. Walking for longer than that ean wear him or her ‘ut (see Forced March, below), Hustle: character an histle for I hour without a prob lem, Husiling for a second hour in and e en sleep eycles Ahaddito eats point of nonlethal dara hour eals twice the damage taken during the previous hour of hustling, character who takes any nonlethal damage from hustling becomes fatigued. A fatigued character can't run or charge and takes a penalty of ~2 to Strength and Des: terity. Eliminating the nonlethal damage also eliminates the fatigue Run: A characcer can’t run for an extended period of time. Attempts to run and rest in cycles effectively work ut (0 a hustle Terrein: ‘The terrain through which a charooter travels affects how much distance he or she can cover in an ho day (6ee Table 1-3: Terrain and Overland Movement), Travel i quickest on a highway, not quite as fst on a rondo tral and slowest through tracklesstereain. A highway is 2 major paved road. A road is typically x dit track, A valli Like a oad, except tha it allows only single-file travel and does not benefit a party traveling with vehicles, Trackless te wil area with no paths Forced March: ln aday of noel walk foe § hours Te rest ofthe daylight ime is pent making smd breaking camp, esting, and eating Neh ‘making & foreed marca, For ea 8 hours, « Constitution check (DC 10, +2 per extra hour) is g.achoracterwalss ean walk for more than 8 hours ina hour of march; TABLE 1~ Decit sandy xl Forest xl Hills x1 ut x Moor x Mounts a8 Plains “L swamp x Tundra, frozen xh v4 x34 Neier Memento Lighthoreorlghwartone miles aemles Light horse (1S1-450 Ib)? Files 32 miles Light wathorse 231-690 1b) bmiles 32 miles Heavy horse orheasy wathoise Stiles 40 miles Heavy horse (201-600 Th) 28 miles Heavy wathosse (01-900 16)" 28 miles Pony or warpony 22 miles Pony (26-225 Ib! 24 miles ‘Warpony (101-300 Ib. 2 miles Donkey or mule miles Donkey (51-150 Ib) 2m vo miles Male 231-660 1b)" 2miles —T6miles Dos. riding ‘miles miles Dog. riding 101-3005)! 3imiles 24 miles (Cart 0 wagon 2miles miles Raft orbarge (poled or towed)* 1/2 mile 5 miles Keelboat (rowed) Umi YO miles Rowboat (rowed)? 11/2 mites 1S miles Salling ship (sailed) 2miles 48 miles ‘Warship Gailed and jowed) PAID mies 60 miles LLongship sailed and roved) 3miles 72 Galley (rowed and sled) miles 96 miles | Quedrupeds, such as horses, ca carry heavier loads than characiers can, See Bigger and Smaller Creatures, pag 21 ofthe 420 Moveey Roleplaying Game, abave, for nore information 2Ratts, barges, Keclboats, and rowboats are used on lakes and rivers. If going downstream, add the speed of the current [typically 3 miles per nove) t the speed of the vehicle, In addition t0-10 hours of being rowed, the vehi an addtional 14 hours if someone val 42 miles to the daily icles can’t be rowed against y can be pulled upstream distance traveled. These ve any significant current, but by draft animals oo the shores. ins of recited. IF the check fils, the character takes 16 p nonlethal damage. A character who takes any nonletldam from a forced mareh bes damage also eliminates the fatigue. It's possible nes Fatigue. Eliminating the na. ‘march into unconsciousness by pushing himself tow bard Mounted! Movement: A moun: bearing der can mene at saute, The damage i takes when doing vo, however, is thal ridden ssaulomticll fi, damage, ot nonlethal damage. The creature ean also {na foroed mare, butts Constitution ee snd again, the damage it takes is lethal damage, Mounts also a20 PAST In addition wo loud the straightness or curvature ofthe track Trevihiek Smpr_— and the type of slope over which the train passes also afects same com coe eel ane With the introduction of the diesel engine, train travel Travel in mountains is at 1/2 speed. Chic this trip represented an even more revolutionar speeds fr veicls pulled by Waterborne Movement: Soe Table 1-4 Mounts and Vehicles for speods for water ve Train Travel: The on al rains were tracks upon which a cart of carriage was placed to be pulled by horses or people. The firs attempt at a locomotive vas rmade in 1804 by Richard Trevit roxd engine” in South Wales. His experimental train hed lop speed of Smiles er hour and pulled 10 tors, bat proved unreliable and vnsate Improvements. in tain travel came quickly, though, By the mid- 1800s, train travel linked maior locations within the Sta Where these routes ran, travel time reduced dramatically ‘counties of England the Uni France, and German For instance, in 18 ‘a carsiage ride between Paris and Dieppe lasted 12 hours by tran, it took only In 1855, the frst inereortinentl ral the ay, opened, By the 187 cond technology had spread as fa Panama Rs Train travel proved liberating: It pro vided an inexpensive way to travel quick ‘overlong distances, Travelers would often gt from one place to another, and trai Frequently, made their travel plans sasier The speed of paced by the weil Express trans are usualy ssnaller and carry loads of passengers and mail Freight trains are é61S¥d INOS SIT¥ IT MO Sree ee ry al in this chaptor gives you all the rules you need campaign that takes place in any time from the beginning of PL 3 (1453) to the end of PL 4 (1945), New ‘occupations, advanced classes, skills and feats, equipment, id vehicle combat rales lay the groundwork for an action 1nventure game with the flavor of d20 Moers but set durin arth’ past, Sorting Occupations By their mature. occupations a fairly generic, and th sented inthe d20Mooeny Roleplaying Game arcbyoed encugh npaign. This section intro esa few new occupations, primarily ioconer archetypes of ‘ertin genres of historical ction, including pulp actionand Gothic hortor. tealso addresses exch ofthe staring oceupa tions fom the core rulebook in the context ofthe cette betveen 1450 and 1950, describing what a character of ‘occupation might be li ACADEMIC ‘The academic occupation has changed litle since the Middle Ages. except by growing significantly in si Before the senieth century, education isthe province of he wealthy clit, and higher education remains sothrough the end of the period covered in this book, Particularly in the earlier pat ofthe Age of Reason, education is closely Tinked o the religious establish professors might choose either this occupation or the religious starting occupation ADVENTURER The adventurer isa more prominent oocupation in 420 in more modern times. AC the start oF the he European explorers who mode the the Atlantic oF down the coast of Africa were adventurers, as were the pioneers of trade with China, Japan, and Indonesia, By the Elizabethan ra (1580-1650) the gentleman adventurer was the rod ofthe madera soldier, traveling across Europe oF its colonies as a soldier, mercenary. bodyguard, or officer, The Three Musketeers are a classic ‘ecample ofthis occupation during that period, The end of the century produced adventurers in the form of pit and peivateers, ‘The many wars of the eighteenth and nineteenth centuries proudoced more adverturer-sollier like the geneman adven- turers of eatlie times. Horatio Hornblower duting the French Revoltion tn CS, Foresier’s novels) and Jack Aubrey during the War of 1812 (in Patrick O'Ba novels) re examples of adventurers from these wars ry an! fo tury, adventurers flourished! in the colonial possessions ofthe European poners. British rulein nda and Egypt, forexampie prodvced the big-g2me hunter—a thril-seeker who hunted Uigrs, elephants, and lions for no purpose ther than to seek % Maser andl Conmmaner Tn the late nineteenth sin! over ARISTOCRAT ‘The arisiorat is the predecessor of the mod Befo with a measure of celebrity Thus, the an expand skil list, Before the American and French evolutions and continuing afer them in many parts of the world, aristocrats carry noble tes, though thee ancestral holdings might be quite small. Aris tocrat heroes are enti tobe called Lord Lady, ad probly n dileante he modern et that it vores and ofien # noble tile to boot erat has a better reputation bon han if servant, but cary litle or no politial power as result of neste staffed with ei ation, Briish aristocrats carry thirties through the end of the period covered by 420 Past, from Arthur Holmwood in Dracula to Lord Peter Wimsy inthe palp-era novels of Dorothy Sayers Prerequisite: Age Is. Skills: Choose one ofthe following skills as» permanent tass skill, IF the skill you select s already a receive'a +1 competence bonus on checks using that skill Diplomacy, Gamble, Katimidate, Knowlecge Perform (any), Ride, or adda new ss sil, you vents or poplar culture Speak Language Reputation Bonus Increase: +2. Wealth Bonus Increase: +6. ATHLETE Athletic competition has been a popular form of recreation since the dawn of human history, bat professional stiles are iy in istry before the middle ofthe nineteenth century: A character ins campaign set curing an eater period might sul choote the athlete occupation to represent an active pat= ‘scipation in sports on aa-amteur lve, Such acharacter might regularly frequent inns or averns where athlete competitions are held to stimulate Business. By the mié nineteen century, spectator sports become mare leagues, common and begin organizing into association allowing athletes to make sports their oseupation, Most ofthe professional sports that nage ha ‘oir professional beginnings i tis er, nain popalar in the mo BLUE COLLAR The blue collar occupation i ancient in origin, though the Industrial Revolution transformed it significantly. Carpenters, ‘shipatabts, carriage driver, innkeepers, and sailors could all ‘presents occupation ina preinduswrial campaign. With the 20 PAST. indostratizaion of manufacturing. the ble collar occupation begins more stongly to resemble is modern form (CELEBRITY The occupation of celebrity has changed lite from the Age Reason to the moder ert, withthe primary difference being the cause of celebrity. In a campaign set daring the Fite tbe political er of some repute to eighteenth centuries, celebrity mi iu Mari ‘4 renowned soldier (Alivect von Wallensein), (Oliver Cranwell) religious le Lathes, Wellaveled explorer Francis Drake (Galileo) farnous play wright (Shakespeare stage actor (Pawar Alleyn). As newspapers prow in circuz= tion, certain writers and publishers of newspapers (Bejan Franklin) become celebrities, and the widespread publ books leads to celebrity for some novelists, satirist, and other ul radio become popular forms of entertainment in he 1920s, radio and seen personali= ‘an infamous scientist ora iasiios writers (Voltaire). When movies ties (Orson Welles) achieve widespread popularity, much Tike television and move sarscaim in the modern ea CLOISTERED The clestered occupation designed for characters Who grew ‘pin Bia ond ote pl of aseoetsocieryaclostered character beneis from rigors /an mountain foritsses hidden Vatican capes, es isolated from society a large Orien the ward training, but usally knows lie about the outside world Prerequisite: Age 22 Skills: Choose (wo othe fellowing ski shill. -+Teompetence bonus on checks sin skill. you receive that skill Concentration, Decipher Seript. Knowle ie (arcane fre ar, behavioral sciences, history, or theology snd phidosophy) Researeh, Sense Motive Bonus Feat: Selectone ofthe following: Acrobatic, Archaic Weapons Profiiency, Athletic, Blind-Fight, Combat Mei Ars, Creative, Defensive Martial Ars, Eki ‘Weapon Proficiency, Focused, Nimble, Stealthy, Suaious Woulth Bonus Inerease: +2 nl Exoiie Melee CosMopoLitaN “The cosmopolitan cocupation represents world irvelers— people wha’ ve been wealthy trvelers, but others toured the world because thee parents were diplomas cr are themselves accomplish ere and dane thal. Many cosmopolitans Of course, century to century asthe commonly held view of the world iuelf what defines. “world traveler” varies from the Americas ges. Before the colonization ‘world traveler might be a Europest who had weed as far as ‘Constantinople, The essential ingredient for this cecupstion is expose to a culture d ‘whether ic is in a neighboring country or around the world Prerequisite: Age 25 Skills: Choose two of the following ils 2s pe sills. Ifa ski] you select fs already’a clas ski, your +41 competence bonus on checks using that si Bluff, Drive, Gamble, Gather Information, Knowledge ent events, or history), Navigate, Srvval Bonus Feat satcaly diferent from one on (civic Select one of the following: Atentive Confident, Educated, Guide, Renown, Trost ce) a Ee ry aw Q ° = ° © a me a vl wa d20 PAST Other: You speak, read, and write wo othe ently, in a languages fa jon w your native tongue Wealth Bonus Increase: +3 CREATIVE ‘The creative occupation is very mac the suine from he early ‘geo Reason othe modern ea Ine the primary consumers of at and act as patrons to composer, painters, seulptors. and troupes of actors. Throuzhout the years covered by 20 Past though talented entertainers could make living oo the popula stage, msicians could find workin the church tbe secular world and writers and i tit could fi an audience foe thee work ouside the srstocrcy CRIMINAL The eriminal occupation is no different in any era of d20 Past tan in the modern er, DILETTANTE This starting cccupation is replace by the aristocrat occupation priar tothe modern era, Doctor ‘While the technology of medical practice develops dram from the sar oft profession of doctor actually c od covered by 420 Pasi to send, the litle. In contrast 10 the more likely 10 ‘workin pater’ homes athe than excusvely ina office, and alos. certainly know al oftheir patients by name. Several ofthe permanent class skills available to dociors are not available before thetmentcth century, including Computer Use, Craft (pharmaceutical), Knowledge (behavioral sciences) ‘and Knowledge (Cechnology). For this reasen,a doctor in ad20 ‘Past campaign sethefore the twentieth contury ean choose two ‘of the folowing skills as permanent class skill Craft (chemical, Knowiedge (earth and life sciences or ‘theology and philosophy), Research, Search, Treat Injury, oF ‘adda now Read/Write Language or 4 new Speak Language. modern age, doctors in any era of 20 Pas a EMERGENCY SERVICES ‘Organized emergency services dx! not become professionalized ‘until the end of the nineteenth century. The fist Fire brigades ‘and ambulances were developed beginning around 1870; before that ime, this starting occupation i nt available ENTREPRENEUR An enepienenr might be an investor or ship capian withthe Dutch East India Comp industrials in the 1930s, in the 1600s, or an enterprising IMPOVERISHED ‘An impoverished character comes from a background of ‘ter destitution, This occupation covers orphans, hobos, and = B Ase rs Bor = Se 1b 202 16 Savile aun ease 7 ete Tee 8 25S ee 9 OA ee 20 0 aaa SONNE a oe see a teed 2 [saa EEE 23 Oo ee (DARE CE ERSIIET 254 EC ‘Leader tribute Moaitiee CConsideved fair and generous +L Displays special power a Has had well-publicized failure = Considered albof orcrusl =) Kown for unsurpassed megalemania 3 Has sent base 2 Moves arourd a lot “1 Provides uniforms # OpscuRE KNOWLEDG! ‘You know and remember unustal bits of knowiedg ety of topics, Your command of iia sometimes comes in handy when ote sources of information fl DC Type of Knowledge (Examples) 10 Common: known by atleast a substantial minority of the locas, (The mayor's reputation for drinking; folklore about a local Haunied house) 20/7) Uncommon but available: knownto only few locals, ‘local pros’ shady past: rumors about a ponertul corporation) 30 Obscure: Known to only a few people anywhere i's family history; rumors about an 40 Extremely obscure: know t0 ety few or fergoten ‘compleely. (The history fan ordinary building, why ‘the industrialists lst Wo was “Rosehivd") Prorequisites Gather Benefit: You ca maks with a bons equal o your ch formation 6 ranks. special Obseure Knowledge check ster level + your Ine modifier to devermi ‘mation about people, items, or places. Tis eek won't reveal he fdenity ofa ile, but it might give you aie to his Keri whether or not you know relevant infor You cant take 10 or take 20 on this cheek, and be made only once per subject. The GM determines the DC ofthe Obscure Knowledge check using the above table Normal: Depeeing on the inform category of the Knowledge skill may also allow Quick RELOAD With this fat, you can teload an early firearm (hee! lock, sought particular saplock, matchlock, or blundesbuss) as single fullround action, Normally, relosding an early firearm requires to fall-r9and ations. IF you have this feat, you ean also reloud a crossbow as & re action, cr a hesvy crossbow as « move aetion, Normally, reloading a evssbow isa move action, and rloading a heavy crossbow isa full-round action Secret IDENTITY You have 1wo identities: an innocuoas private identity for when ou nant to be unobirusive, and publi person for those times your repuation wo work for you. Benefit: You have wo Reputation scores, one for exch iden tity: One deny (you choose which one) kes the Reputation score you've earned prior to aking this feat. The other identity has a Reputation score of 0, Most peoph two identities unless confronted with incomirovertib that yout one person. ‘Special: If your pubic persona adopts a distinctive style of ress or mois, increase yout Reputation score by2. You oaly get the Repotation increase once, ven if you chang your public: personas costume or niskrame, SIDEKICK You nave sm individual follower of some abil Prerequisite: 6th level Benes: ust as with the Minion feat above, you use your 10 derermine the exaet benefit of this feat, But oup of low-level GM charac GM characte ust always beat least one level lower then the kvel receive a single higher However, your sidekick of your character Leader Sidekick Leader Sidekick Sore Level Seore Level Tor lower = 1 Toth 2 1s 15 10s 3 2nd 6 ith # Sal a 124 5 3rd 18 Den 6 ath 6 Bt 7 Sih 20 Hah 8 Sih 20 Iss 5 oth 2 Ista 0 7h B Joh io Th 24 Tih 2 ih Asorhigher 7H 3 oth Leader Seore: Yous aderscowe is equal tothe sum of your character level, your Reputation score, and your Charisma modifier, modified by the fectors listed below Leader Attribute Modifier Considered fair and generous + Displays special power 4 Hes had well-publicized failure 1 Considered aloof oe cruel EI Known for unsurpassed megalomania 2 His a secret bas 2 Moves around lot aI Provides unifirms # Just like minions sidoicks are consider Loyal, and they might sk. takes about ‘even sacrifice themselves fr their eaderi three months o acral anew sidekick sf one dis o eaves STRAFE This feat i mot avaiale wil personal fi autofite are developed, beginning with the Tommy gun in capable of 1921. Among the campaign models presented inthis book, it is available only inthe Pur HeRors campaign E VEHICLE Op! elect a class of surface vehi lependont sis sot The following table shows the year in which SURFAC You mv RATION le each time you take this feat, The classes availa time in which your ‘ach vehicle class becomes gonecally available Seagoing ships include both sailed ships, such as ‘and carracks, and oated ships such a8 the galley. Steamships include paddle-whscted riverboats aswell oseangoing ships, Locomotives are ste powered engines that travel on Falls ‘The other classes of vehicle are deserted in the 420 Monsaw Roleplaying Gam 20 PAST Year ‘Yeniele Classas pre-1800 Seagoing ships 1807 Steam Locomotives Heavy wheeled vebleies Powerboats ‘Tracked vehisies SURGERY The Surgery feu is rot available until around 1850. The fst sical operation with anesthesia performed in 1842. Before that time, you ean attempts take the 4 penalty on your Treat Injury check for os having the Surgery Feat. (Also, bec the se the surgery kt is ot availabe unt carly ten this check.) ih century, you take an additional ~4 penalty on VEHICLE DoDGE This feat as ability not posible before about 1900, and is therefore not available 4 level of vehicle maneuy etl hat time Equipment Ahistorical campaigns almost define by th able, What makes a game set Renaissance lel play an feel dlfferent from a game set in Victorian E nd is, ina lange par, the weapons, Yehiles ans other gear the characters can use in each seting. Swashbuckling adventures on eighteenth century galleons with single-shot flintlock pistols are very dltferent from polp liffhangors aboard Nazi zeppoins with Lugers and Tomay guns. Most 20 Past campaigns feature more mel 10 Monn cam al gear, and 0 combat and basting than atypical and fewer high-spo computer hack WEAPON The petiod covered by 420 Pos includes viruly the encne history of firearms, so the rules inthis hook eover weapons fromthe first maichiock maskes upto World War Tecra assault Fifles—somnecf which remain in use inthe modern ea, Pati Tanly inthe carly part of this period, “archaic” weapons suchas jm introduces rapiees and spears are stil common, and this new archaic eepons, such as halberd, pikes and lances, to reflet their widespread use In contrast to the modsen world, ope i much more sceptable ly carying a weapon oven expected —in history. Gentiemeon in the Elizabethan era always wears rapiee ‘and dagger in public, just as travelers in the OL West always ry guns. Before the twentieth century, the onthe weapons tables ae practically meanin ein imple neal rise of licensing reg ior periods of etions shown 3s. Some coun sting gu regulations around 1865, bu the ations ccus in the 1910s and Tater, generally in response to high-profile erimesor the rhreat of iil sirfe or external invasion. Early Weapons The ist firearms ae cifclto load, aim, ond fis: Powder ad shot must be poured into the barrel and packed! dow, Reload ing any hind of eatly frearm requires two fullcound ations A character with the Quick Reload feat can reload with single a Gq i rR “A a S = 0 © a mr a ~y “A” T 0 PAST, RULES COMPONENTS full-roand action. Soldiers commonly care Pistols or resort to melee weapons after firing a si rather tha taking time in combat 10 oioad Since the ballet of an early fest is smaller in diameter a brace of loaded shot ‘hanthe bane, itbounces dwvn the bare when the gun is ied, leaving the barrel in an essemially random direction. For this reason, a character wielding an cary firearm cannot apply his Dexterity bonus te his attack ol, though any Dexterity penalty stil applies. arly iearms ar also prone to misfire. Ifa characte rolls ‘anatural Ion an atgck rol using an early firearm, the weapon ‘misfire and connote ied again unit thoroughly leaned which takes 10 minutes, Optional: Early firearms are particulary difficult fire in ler: Atthe GM's discretion, the chance to misfine tan early firearm increases in rain of other wet conditions, 30 ‘that the weapon misfires on «natural rol of 1, 2 0F 3 Matchloek Rifles: Wien they appeared inthe early Ht teenth century, matchlock firearms revolutionized warfre ope until 1700, and in Japan and Tada well imo the nineteenth century. Pulling the rigger of 4 matchlock plan path into a pan of priming posrder.This mechanism presents svera difficulties, including Kooping the maich lit particulrly in wet weather) and having to manually open the pan cover bofore firing Wheel Loek Firearms: Wheel lock firearms originate in the early 1500s, Though far mone efficient than matchlocks, ‘they require an expensive mechanism and te rare ‘comnvon soldiers. Pulling the igger slides open the pan cover They remained in ase in Eu and preses crystal of ion pyrite agains steel wheel, produc ing sparks C6 ignite the priming in the pan. Though muskets, rifles, and carbines exist, wheel lock pistols are more common, and are favored by cavaley and offices. Wheel Lock Horse Pistol: This is a large pistl, usually ‘equipped witha larg ball atthe end of he stock to make it easier ‘o.graband draw on horseback Cavalry fiers commonly carry woof these piston haters attached wo thei saddles. Wheel Lack Bel Pistol: A swaller pistol designed wo be car ed atthe bel, this weapon is bet Aefense ‘Maichlock Arquebus: Not exactly the first personal fre arm, the matchlock arquebus (or harquebus) is derived from hhand-maich weapons that ae essentially miniaturized cannon. (While the arquebus is difficult to use and sit reload i's a tee improverne 1 for military use, and starts revolition ‘over eaier neapo inthe way war is condcted arly Handguns (require the Personal Firearms Proliciency Whee ook hase pial 20620 Bullisio™ 151 Wheelock beltpistol 204 20—allisic 10 Because the wheel lock mechenism is expensive compared to the popular mi used in muskets intended for common soldiers and it newer ehlock, i rarely centnely displaces the matehlack. Wheel lock muskets are us ally elaborately decorated weapons owned (and possibly used) by members ofthe nobility Wheel Lock Carbine: Tis weapon ssa the wheel look sifl but shorter, micking it more suitable for use on horsoback, Matchlock Musket: weapon typically steadied by ground-the precursor of mo Matchlock Cativer: A lighter descendant of {he caliers igh enougt This isthe firs firearm tohaveitsbore calibrated tas The matchlock musket is a hesvy a short pole planted on the madern teipod mounts exqucs, to beused eectively from borseack, dard size, pexmiiting soldiers to exchange bullets Cannon At the begin ‘of bronze, bt by the sateen he period covered by 420 Past, cannon are try, cannon ate eas of l1on, which such less expensive than bronze. By the end of the sixieenth cemury, enon calibers ranged from I-/2 inches (firing L-pound shot 108 inches icing 60-pound shoo. Inthe carly seventeenth century, King Gustavus Adolphus of ‘Sweden divided his ati shot and mounted om light carriages. Cannon Shot ‘Typical cannon shotis anion or stone sper called round shot, which ca be fainly secu ely fired andi particularly effective against walls, ships, and other objects Chain Shot: Consisting of 90 balls connected by length of chain, chain shot is intended to attack a ship's ging and sails. Wis use within that distan sins a ship, Grapeshor: Grapestot is designed for antipersonnel use. I consists of adozen smaller lea balls ina c to scatter throughout enemy i contained in a metal can iti called canister or case shot ld with gropeshot mekes sep ry target in a 10-oot-square area, dealing a numer of 6-ided die of darn e numberof 12 oops when ied, (When the sot instead, tack rolls against equal to when loaded with round shot. For 412) deals ha sccessfulaiack roll against each target in sided dice the eannon example, an I8-pounder cannon (normal damage $546 damage w 1 10-foot-square area Early Longarms (require the Personal Firearms Proficiency feat) Matchlock arqucbus 206 20——Ballistie 301. Wheelock mike 2d8——-20.—=Ballisie. 408 \Wriee Took carbine "208/20 Bulle 3081. Matchlock musket 208 ——20—Ballitie 40 Mucchlock caver 2420 Ballisie 2081. ren Purchase 5 Per eee eat Single Vin Met ai 8 180 Single Liat. Med Ib, 17 1530 “Single Huge 10 1S 1S Sinole Large Sib. 23 — 1ST ‘Sinsle Large! 7b. 22 0 Single Huge 20117 = 1387 ‘Single Tage 8b 14 180. Field Cannon (require the Exotic Firearms Proficiency (eannons} reat) i220 Balls IS 2di2—20——Ballisic 30% 8:pounder 3ul2) 20 Ballistic 45 pounder di2 20 Ballistic 60K ‘Siege Cannon (require the Exotie Firearms Proficiency (can ‘8-pounder S42 20 Ballist ‘90 pounder Bd2 20 Ballistic 125 1. 60-pounder Woa12 20° Balls /2508. Flintlock Firearms eginning with the snaplock in the late sinteenth centary ems, dor the Flintlock is a leap forward in fir nating warfare ino the early inet the flintlock also sees the intros ino ceurate by controlling the spin ofthe bullet. Better ing techniques also make breesh-loading possible at around the same time Like erly fi oad. Rebs sms, intlocks ae diffi ‘otherwise noted inthe wespan description. A character sith the Quisk Relood f Flimks are can reload with a htly more accurate than matchlocks and wie looks therefore, characters can apply thet Dexterity modi fierst attack ells with fitlck, Tit small full-round action. to modern Fireaens, st their inaccuracy mpare Optional: Like early fi fire in wet weather. Atthe GMs dsereton, lintlock weapon misfites in rain of other wet conditions, on & aatarl attack roll of | Snaplock Pistol and Musket: Snaplock (a: napa 1s liadlacks are difficult 0 called weapons are an catty form offline pons developed by the Dutch between 1550 and 1570, (The Spanish miquelt, developed around the same time, is similar mechanism Pulling the trigger cpens the pan cover and strikes a pace of int the pening it somewhat more complen than the simpler and less expensive lock we inst steel, eating sparks to ignite 2 pan, Although ef flintlocks that developed From it, Range ee ee rilock Handguns require the Personal Firearms Proficie Shaplock pistol 24420 alist 10. Blundcrbuss pistol 248 30—_Ballistic St. Four barre pistol (32/244 20 “Ballstie. 15 fu Doeling pistol(.50) 26 -20——«Ballstic 20 Tt. Je Vin Huge MoM 22 le tin. Huge 400124 Single Vink Huge S001. 26 = Single Tint. Huge 8001.28 3] feat) Single Huge 100018 300 Single Huge 2.0001, 32 Single Huge 400018 34 Blunderbuss Pistol and Musket: These veapons ar he intlocks with short barrels nd large calibers ded with small shot. Their flav arels are crroncously bl ange. Blunderbass pistols are popular with favored by th pirates, and blunderbuss muskets a ins, Four-Barrel Pistol: This ioalock has four identical barrels arranged so the wer can rotate ezch barel under the hammer, allowing four shots before reloding. Oa the downside, al four barrels requires thr full-round aetions with the Quiek Reload fea) Achar relosd two barrels with two fl round ations (or one fll ound action withthe Quick Reload fa! ‘Dueling Pistol: n te eighteemth century, lock pistols fullsoand actions (or 100 specially designed for dueling are created. These are often shorately decorated and usually come ty the piein an atta: te and conveniently portable wooden box. (The paccse DC shown on the table i for a single pistol the DC for a set of Pistols is 20) Brown Bess: The standard longarm of the British army for once 200 years, the “Brown Bess flindock masketis inexpensive und reliable Ferguson Rift: warfare, the Ferguson couk have revolution possibly changed the. ‘he British army had fully recognized its pe relatively high purchase DC reflects the fact that only The first breech-loading rifle used in outcome of the American Revolution) if sia. The weapon's these weapons Were made or used. A charas riflecan eld it witha single flxound setion, o wth mov scion if the character has the Quick Reload feat Plains Riffe: The famous trade rifles supplied to various ate eighteenth and extly Flintlock Longarms (requtre the Personal Firearms Proficiency feat) Shaplock musker 208° 20. ‘alls’ 30 Blinderbuss musket 241020 Ballistic Sf Bro%n Boss 240 20—Ballisic” 20 (7S amuske) Fergusonifle. 2410 -20—&Ballstiec a0. (65 breechloicer) Plains rifle (38) 24820 Keatucky rifle (52) 2d10 20 Ballistic 301 Ballsic 40. Lint Med 3h 20 1580 Single lint Med Ol 19 —_—_1680 Single int “Med 312 1780 ingle lint. Med 31.19 ins Hin Lage 4,21 1570 Tint. Large 14Ib. 19 16s Lint 1b 13 1680 Vint sh 1776 Single Lage 91 12 0 Single Lage ib, 1835 a G Et PR A Qa So = ig) So a RP a wy A”

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