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e20 Lite

version 0.5

Gary M. Sarli
Credits
Lead Designer & Developer
Gary M. Sarli

Additional Design
Robert Becker

Additional Development
Patrick Curtin, Jared Gaume, Lucas Jung, Randall Moe, Jimmy Plamondon, Frank Shea

Editing
Allison Bricker

Layout & Production


Gary M. Sarli

e20 Logo Design


Marc Caron

e20 Lite Cover Design


Marc Caron, Gary M. Sarli

Special Thanks
All the members of my semi-monthly STAR WARS® game (Mark Valetutto, Deni Anderson, Kenneth Dollar, Nathan Probst, David Dockery, and Allison
Bricker) for letting me use them as test subjects for countless house rules; Moe at Kush in Denton, Texas (kushofdenton.com) for always having a
table ready for me at his hookah bar when I need to write away from home; and all the patrons who pledged their time and money to assist in the
creation of this product.

Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook,
Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.
This product would not be possible without all the patrons who pledged their time and money to assist in its creation. Thank you for your efforts and
enthusiasm.

GMSarli Games
510 S Carroll Blvd
#150
Denton TX 76201
gmsarligames.com

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open
Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress.
(Elements that have previously been designated as Open Game Content are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this GMSarli Games product are Open Game Content, as
defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be
reproduced in any form without written permission.
e20 Lite version 0.5 is published by GMSarli Games under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. GMSarli Games, the GMS logo,
e20, e20 Lite, e20 System, and the e20 logo are trademarks of GMSarli Games. © 2010 GMSarli Games.

2
Contents
CREDITS 2 Trained vs. Untrained Skills 22 Prodigies 40 Emplaced Weapon 66
CONTENTS 3 Applications 22 8: EQUIPMENT 41 One-Handed Weapon 66
INTRODUCTION 4 Specialties 22 Using Items 41 Shield 66
What’s e20 Lite? 4 Metaskills 23 Containers 41 Two-Handed Weapon 66
What’s Different? 4 Skill Checks 23 Weapons 41 Movement 67
1: CHARACTER GENERATION 6 Types of Skill Checks 23 Weapon Tables 41 Limited Movement 67
The Basics 6 Making a Skill Check 24 Ammunition 46 Aerial Movement 68
The Core Mechanic 6 Target Number 24 Armor 48 Maneuvers 68
Dice 6 Success or Failure 25 Armor Tables 48 Losing Control 70
Rounding Fractions 6 Cooperative Skill Checks 26 Vehicles 49 Occupied Spaces 71
Number Progression 6 Challenges 26 Vehicle Table 49 Collisions 72
Ability Scores 6 Progress 26 General Equipment 51 Map Scale 72
Generating Ability Scores 6 Skills Used 27 Equipment Tables 51 Special Combat Rules 73
Characters at 1st Level 7 Difficulty 28 Encumbrance 54 Area Attacks 73
Character Advancement 7 Complexity 28 Weight and Load 54 Concealment 75
2: ORIGIN 8 Limit 28 Lifting and Dragging 54 Cover 75
Race 8 Time 29 9: ENHANCEMENTS 55 Damage Reduction 76
Human 8 Other Factors 29 Enhancement Basics 55 Damage Types 76
Occupation 8 Level and Experience 30 Using Enhancements 55 Disadvantaged Opponents 77
Occupation Descriptions 8 Running Challenges 30 Enhancement Slots 55 Dynamic Damage 77
Changing Occupations 10 List of Skills 30 Acquiring Enhancements 56 Hardness 77
3: CLASSES 11 5: FEATS 32 Creating Enhancements 56 Range 77
Class Descriptions 11 Defensive Feats 32 Creation Process 57 Size 78
Class Features 11 Style Feats 32 10: COMBAT 58 Threatened Areas 79
Talents 11 Class Feats 33 Attacks 58 Transport Combat 79
Vanguard 13 General Feats 34 Attack Roll 58 Characters on Transports 79
Class Features 13 6: TRAITS 35 Critical Hits 58 Transport Movement 82
Talents 13 Action Points 35 Defenses 58 Attacking a Transport 82
Dreadnought 14 Resources 35 Primary Defense 58 11: GAMEMASTERING 83
Class Features 14 Resources Modifier 36 Fortitude Defense 58 Experience Awards 83
Talents 15 Purchasing Equipment 36 Reflex Defense 58 Encounter XP Targets 83
Corsair 16 Losing Resources 36 Will Defense 58 Encounter Difficulty 83
Class Features 16 Gaining Resources 37 Saving Throws 60 Allies & Opponents 84
Talents 16 Combining Resources 37 Injury and Healing 60 Character Ranks 85
Savant 17 Cash on Hand 38 Hit Points and Reserves 60 Game Statistics by Level 85
Class Features 17 On-Hand Items 38 Massive Damage Threshold 60 Templates 86
Talents 17 7: POWERS 39 Healing and Repairs 61 12: GENRE & SETTING 88
Sentinel 19 Magic 39 Conditions 62 Genre 88
Class Features 19 Arcane 39 Combat Sequence 63 Genre as Mood 88
Talents 19 Divine 39 Surprise 63 Genre as Setting 89
Envoy 20 Pact 39 Initiative 63 Campaign Settings 90
Class Features 20 Primal 39 Combat Rounds 64 Ruins of Empire 90
Talents 20 Psionics 39 Actions in Combat 64 The Hollow Sky 90
Multiclassing 21 Clairsentience 39 Stunts 64 Metahuman Zero 90
Advanced Talents 21 Psychokinesis 39 Fighting Style 66 OPEN GAME LICENSE V1.0A 91
4: SKILLS 22 Psychometabolism 40 Driving 66
Skill Basics 22 Telepathy 40 Dual Weapon 66

3
Introduction
The goal of the e20 System Evolved project is to design a roleplaying Classes: There are six classes, each of which is roughly analogous to
game whose mechanics allow for fast game play, streamlined character the six basic classes found in d20 Modern: Vanguard (Strong Hero),
creation and advancement, and a cinematic storytelling experience Dreadnought (Tough Hero), Corsair (Fast Hero), Savant (Smart Hero),
adaptable to any genre or style of play. Its name inspired by the D20 Sentinel (Dedicated Hero), Envoy (Charismatic Hero). Each has an
SYSTEM family of games, this project intends to help that venerable rules assortment of class skills, and the number of skills chosen at 1st level is
system evolve into its newest incarnation. determined by your starting class.
Multiclassing is possible without penalty. There are no advanced

What’s e20 Lite?


classes or prestige classes, but advanced talent trees are available for
higher-level characters.
Talents: Rather than fixed class features, in the e20 System you select
This product gives you an overview of the lead designer’s vision of the talents from lists called “talent trees,” each of which is associated with a
game mechanics that will be found in the final version of the e20 Core particular class. Some talents require a minimum class level to be
Rulebook. In addition to building directly on Open Game Content from selected, so if you dedicate yourself to one class you can access exclusive
sources such as Unearthed Arcana (DUNGEONS & DRAGONS®), Pathfinder, talents that a multiclass character might not be able to learn.
and Mutants & Masterminds, it draws inspiration from the innovations Talents are divided into two categories: core talents (usable once per
found in other games such as STAR WARS® ROLEPLAYING GAME Saga Edition, round) and major talents (usable once until you rest for 1 minute).
DUNGEONS & DRAGONS 4th edition, Savage Worlds, and many other games. Talents scale to match your overall power at any given level, and all
Above all else, e20 Lite is very much a work in progress. This product talents—core and major—have approximately equal value.
contains the current game mechanics and concepts preferred by the lead Skills: Like STAR WARS Saga Edition and DUNGEONS & DRAGONS 4th
designer, but patron input can and will result in substantial changes from edition, the e20 System does not use skill points and ranks to measure
this starting point. This product is a living document that serves as a beta proficiency. Instead, all skill improve automatically as you gain levels
test for exploring new game mechanics; as such, it is given a distinct (bonus equal to half your level), and you are either untrained (+0),
version number (starting at version 0.1) to represent major revisions as trained (+2), or focused (up to +5) in a given skill.
the process moves forward. Unlike previous d20-based games, e20 System skills are not associated
with a single ability score. Instead, you match your skill modifier with the
most appropriate ability modifier, determined by the specific action you
What’s Different? are taking.
Challenges, inspired by complex skill checks in Unearthed Arcana and
If you’re familiar with d20-based games in general, much of the skill challenges in DUNGEONS & DRAGONS 4th edition, provide game
structure of the e20 System will be familiar despite having been mechanics for resolving situations that are too long, complex, or
substantially rebuilt. Unless described as changing in e20 Lite, assume dangerous for a single skill check. The rules contain extensive guidelines
that other rules work roughly the same as they did in DUNGEONS & on how to build a challenge (including several variant options that serve
DRAGONS edition 3.5 or d20 Modern. (There are exceptions, but most to make your encounter unique) and even how to use a challenge as a
major changes are covered, at least in brief.) standalone encounter.
Character Advancement: You gain feats, talents, and stunts (see below) Feats: For the most part, feats work similarly to those found in previous
based on your total character level rather than your individual class d20-based games. However, feats that had previously granted a unique
levels. Ten encounters of average difficulty will provide enough action that required a task resolution roll (such as Whirlwind Attack) are
experience points to advance a level, and you always gain at least one usually recast as talents. In addition, feats generally have fewer
talent, feat, or stunt when you advance. You can retrain these mechanics prerequisites.
as you gain levels, so it is not necessary to pre-plan your character’s There are four types of feats: general, class, defensive, and style.
entire adventuring career in order to have a relatively optimized Anyone who meets the prerequisite can take a general or defensive feat,
character. but some defensive feats are limited to characters who have at least one
Races: Races play the same role as they did in previous d20-based level in one of two classes. Class feats provide signature abilities that
games. Inspired by DUNGEONS & DRAGONS 4th edition, racial modifiers to help to define each class’s role (such as Sneak Attack for a Corsair), and
ability scores are always positive, never negative. As before, humans are only members of a given class can take its associated class feats. Style
the most customizable race, gaining +2 to an ability score of their feats work with your fighting style (such as two-handed weapon or
choice, an additional trained skill, an additional feat, and an additional weapon and shield), providing a specific benefit to match your approach
stunt at 1st level. Most setting-specific races (such as elves or dwarves in to combat. You can use only one style feat at a time, but you can switch
high fantasy) gain +2 to two specific ability scores and several fixed to a different style feat you know as a free action once per round on your
racial traits, trading flexibility for greater specialization. In addition, your turn.
race provides some of your possible skill choices at 1st level. Enhancements: Enhancements are abilities acquired through play
Occupations: Occupations help to define your character’s background rather than because of your class and level. They might be physical items
and experience prior to becoming a 1st-level character. Your occupation, (like magic items in a high fantasy setting) or learned tricks and exploits
like your race and class, provides some of your possible skill choices at your character has acquired as a direct result of overcoming a particular
1st level. In addition, your occupation provides some other details (such challenge. In addition, you can build or learn enhancements between
as starting resources) that help to flesh out a character’s standing in the adventures; however, enhancements that you build yourself are less
campaign world. powerful than the best that you might acquire during an adventure.

4
Enhancements are particularly useful for niche situations that are too
unusual to be worth spending a talent or feat.
Stunts: Stunts provide you with special options when you make an
What’s “Lite” About This?
attack, allowing you to produce an additional effect such as disarming, In its current incarnation, e20 Lite has been expanded in scope to provide
tripping, or bull rushing a character. In addition, you can perform any a virtually complete rules engine for the game, giving playtesters
talent as a stunt so long as you know at least one talent of the same everything they need to run scenarios, adventures, and even whole
type from the same talent tree and you otherwise meet the talent’s campaigns. In addition, it serves as a core development guide for those
prerequisite. patrons who wish to contribute design work for the game.
Because of their complexity, stunts require either significant effort Because of this, the document is quite large, and playtesters will have
(you take a –5 penalty on your attack roll) or a bit of luck (on a critical access to additional material as the project moves forward in its final
hit, you can perform a stunt instead of dealing double damage). You stages of development.
learn to master individual stunts and avoid the –5 penalty as you By the time e20 Lite reaches version 1.0, it will be trimmed down to
advance in level, and you can choose to learn additional stunts by taking provide a solid set of “quick start rules” that give new players a quick
the Stunt Mastery feat. introduction to the essentials of the e20 System.
Hit Points: Players familiar with other d20-based games might find
that hit points and damage levels are a bit higher than they were in Encounters: Combat encounters are more fluid and volatile than in
other games. However, relative power levels (damage compared to hit previous d20-based games; combatants rarely remain in fixed positions
points) are generally similar to those in comparable game systems. for very long. Drawing inspiration from DUNGEONS & DRAGONS 4th edition,
In addition to hit points, in the e20 System you have reserves, which threat levels are scaled such that a standard 1st-level opponent is an
are essentially a pool of “backup hit points” that you can use to recover appropriate challenge for a single 1st-level character. Encounters are
more quickly than typically possible in d20-based games. Once your thus very easy to scale for parties of different sizes; if you have six 3rd-
reserves are drained, however, damage has the potential to cause serious level characters, pick out six 3rd-level standard opponents (or any other
injury and death. combination that adds up to roughly the same amount of experience
Defenses and Saving Throws: Much like STAR WARS Saga Edition and points).
DUNGEONS & DRAGONS 4th edition, the e20 System has multiple static Opponents are rated as basic (simpler attack options and lower hit
defenses (Primary, Fortitude, Reflex, and Will) that serve as the target points, much like minions in DUNGEONS & DRAGONs 4th edition), standard,
number for an attack roll. In addition, the e20 System uses a simple or elite (higher hit points and defenses, and an even match for a
saving throw mechanic for recovery from lasting conditions. character of the same level). As a comparison, a 4th-level elite opponent
Attacks: Unlike previous d20-based games, you do not have a base is roughly the equivalent to a 6th-level standard opponent or a 10th-
attack bonus. Instead, each weapon group has an associated skill, such as level basic opponent.
Firearms or Melee. Because of this, attacks, defenses, and skills all scale Experience Points: Much as in DUNGEONS & DRAGONS 4th edition, level-
at exactly the same rate as you gain levels. independent experience awards help to make encounter building easier
Equipment: Weapons are similar to those in previous d20-based and more intuitive.
games, and damage levels are comparable if not actually identical to Genre and Setting: Though its base rules nicely fill the action and
their earlier counterparts. Range modifiers function differently, using adventure genres appropriate to many roleplaying games, the e20 System
broad range categories instead of flat range increments. For example, a is a universal system that allows true compatibility between games of
typical pistol has a point blank range of 5 squares, a short range of 10 many different genres and settings. To that end, the rules are generally
squares (–2 to attacks), a medium range of 25 squares (–5 to attacks), a modular by design and easy to plug into any campaign. Whether you’re
long range of 50 squares (–10 to attacks), and an extreme range of 100 looking for comic book superheroics, cinematic action, or grim and gritty
squares (–20 to attacks). horror, the game can be set anywhere, and with the addition of new
Armor provides a modest bonus to both your Primary Defense talent trees and feats you can represent genre-specific tropes such as
(analogous to Armor Class in DUNGEONS & DRAGONS) and your massive magic and psionics.
damage threshold, making you less likely to be fatigued, impaired,
disabled, or killed by an attack.

5
1: Character Generation
Regardless of your specific origin and class, your character’s progression Variations: In cases where values deviate from these progressions, the
and ability scores operate using the same mechanics throughout your rules will clearly explain what pattern to use. For example, size modifiers
campaign. mostly follow the standard progression, but the growth is truncated and
expands by only 5 at every step beyond +10.

The Basics Ability Scores


If you’ve played other d20-based games, you’re probably familiar with
many of the concepts at the heart of the e20 System. The following basic Ability scores are calculated with the standard formula used in previous
rules apply in almost every aspect of the game. d20-based games. The ability modifier for a given ability score is equal to
the following:
The Core Mechanic (ability score)/2 – 5, rounded down
Whenever you attempt an action that has some chance of failure, you
The function of each ability score is summarized below.
roll a twenty-sided die (d20). To determine if your character succeeds at
a task you do the following: • Strength: Power, musculature, and the ability to apply force to other
characters.
• Roll a d20.
• Constitution: Toughness, mass, and overall resistance to physical
• Add any relevant modifiers.
effects.
• Compare the result to a target number.
• Dexterity: Speed, movement, and fine motor skills.
If the result equals or exceeds the target number, your character • Intelligence: Logic, reason, abstract thought, and accumulated
succeeds. If the result is lower than the target number, you fail. knowledge.
• Wisdom: Awareness, intuition, and insight.
Dice • Charisma: Self-confidence, presence, and force of personality.

Dice rolls are described with expressions such as “3d4+3,” which means
“roll three four-sided dice and add 3” (resulting in a number between 6
Generating Ability Scores
and 15). The first number tells you how many dice to roll (adding the The Gamemaster chooses which of the following methods to use for
results together). The number immediately after the “d” tells you the type generating ability scores. All of these produce heroic characters
of die to use. Any number after that indicates a quantity that is added or appropriate for any action or adventure game; genre-specific materials in
subtracted from the result. the e20 System Core Rulebook provide other methods that create
d%: Percentile dice work a little differently. You generate a number characters with lower or higher ability scores.
between 1 and 100 by rolling two different ten-sided dice. One
(designated before you roll) is the tens digit. The other is the ones digit. Point Buy Method
Two 0s represent 100. All ability scores start at 8, and you have an allotment of points to spend
to improve them above that. In a standard heroic campaign (the assumed
Rounding Fractions default for the e20 System), you have 30 points to spend on your ability
scores. Other campaign styles might have higher or lower point totals
In general, if you wind up with a fraction, round down, even if the available.
fraction is one-half or larger.
Exception: Certain rolls, such as damage, have a minimum of 1. Ability Score Point Cost Ability Score Point Cost
9 1 14 7
Number Progression 10 2 15 9
11 3 16 12
Many numbers in the game use a common pattern in their growth,
12 4 17 15
making it easy for you to extrapolate higher and lower values as needed
13 5 18 19
in different situations.
Standard Progression: The standard progression is the most commonly Default Array Method
used. Each step up is roughly twice as large as the one before it, and You start with a specific set of ability scores—15, 14, 13, 12, 11, 10—and
every three steps up is exactly ten times larger. you arrange them as desired among your six abilities.
The standard progression follows this pattern: 1, 2, 5, 10, 20, 50, 100,
and so on. It can be extended upward or downward, as needed. Random Scores Method
Expanded Progression: The expanded progression is used for some Roll 4d6, drop the lowest single die, add the other three, and note the
specific mechanics that require more nuance. Each step up is roughly total. Repeat this five more times to generate a set of six ability scores,
50% larger than the one before it, every two steps is roughly twice as and you arrange them as desired among your six abilities.
large, and every six steps is exactly ten times larger.
The expanded progression follows this pattern: 1, 1.5, 2, 3, 5, 7.5, 10,
15, 20, 30, 50, 75, 100, and so on. Like the standard progression, it can
be extended upward or downward, as needed.

6
Table 1–1: Character Advancement
Level Core Major Feats Stunts
Total XP Level Bonus Summary Talents Talents Known Known
0 1st +0 1 core talent, 1 major talent, 1 feat, 1 stunt, class and origin traits 1 1 1 1
1,000 2nd +1 +1 stunt 1 1 1 2
2,500 3rd +1 +1 feat, +1 core talent 2 1 2 2
4,500 4th +2 +1 major talent 2 2 2 2
7,500 5th +2 +1 feat, +1 to 2 abilities, +1 specialization 2 2 3 2
12,500 6th +3 +1 stunt 2 2 3 3
20,000 7th +3 +1 feat, +1 core talent 3 2 4 3
30,000 8th +4 +1 major talent 3 3 4 3
45,000 9th +4 +1 feat, +1 to 3 abilities, +1 specialization 3 3 5 3
65,000 10th +5 +1 stunt 3 3 5 4
95,000 11th +5 +1 feat, +1 core talent 4 3 6 4
145,000 12th +6 +1 major talent 4 4 6 4
220,000 13th +6 +1 feat, +1 to 4 abilities, +1 specialization 4 4 7 4
320,000 14th +7 +1 stunt 4 4 7 5
470,000 15th +7 +1 feat, +1 core talent 5 4 8 5
670,000 16th +8 +1 major talent 5 5 8 5
970,000 17th +8 +1 feat, +1 to 5 abilities, +1 specialization 5 5 9 5
1,470,000 18th +9 +1 stunt 5 5 9 6
2,220,000 19th +9 +1 feat, +1 core talent 6 5 10 6
3,220,000 20th +10 +1 major talent 6 6 10 6

• Core Talent: Select one core talent from any talent tree available to

Characters at 1st Level


your class.
• Major Talents: Select one major talent from any talent tree available
to your class.
To create a 1st-level character, use the following checklist. You don’t • Stunts: Select any one stunt, which you can now perform without
necessarily have to follow this checklist in order, so you can adjust earlier the normal –5 penalty. You can select either a universal stunt or a
decisions if you change your mind later in the process. talent stunt. (A talent stunt allows you to use a talent you already
know to perform another talent from the same tree and of the same
• Ability Scores: Use the method your Gamemaster selects (described type—core or major—so long as you otherwise meet the prerequisite
above). of the talent you select.)
• Class: You can be a Vanguard, Dreadnought, Corsair, Savant, • Specializations: For any trained skill that has specializations (such as
Sentinel, or Envoy. Your class determines your starting hit points, Knowledge), select one specialization that you know. Select another
your number of trained skills at 1st level, and a list of possible skills specialization if you have Skill Focus for the skill. In addition, you
at 1st level. In addition, your class provides three automatic feats can select a number of bonus specializations equal to your
and your choice of one class feat and one bonus feat, and it Intelligence modifier (if positive). Among other things, you can use
determines which talents you are eligible to select. these specializations to learn additional languages (specializations of
• Race: Your race modifies your ability scores, provides one or more the Linguistics skill).
racial traits, and adds one or more racial skills to your list of possible
skills at 1st level.
• Occupation: Your occupation provides a list of possible skills at 1st
level and a modifier to your starting Resources score. Character Advancement
• Starting Skills: Your class determines your number of starting skills
at 1st level. These skills can be chosen from any skill on your class, As you gain levels, you gain additional talents and feats as well as
occupation, and racial skill lists. In addition, you have the option to increases to your ability scores, as summarized in Table 1–1: Character
use a starting skill slot to gain Skill Focus for a trained skill instead Advancement.
of becoming trained in a new skill. At 1st level, at least half your Retraining: Every time you gain a level, you have the option to retrain
trained skills (rounded down) must be nonweapon skills. one feat, talent, or stunt you already know. This represents a gradual
• Automatic Feats: Your class provides three defensive feats shift in what techniques you practice; over time, the old falls into disuse
automatically. as you focus on something new. You must meet the prerequisite of the
• Class Feat: Your class provides a choice of one class feat. new selection, and you cannot retrain something if doing so would
• Bonus Feat: Your class provides a choice of one bonus feat. prevent you from meeting the prerequisite for another feat, talent, or
• Other Feats: Select any one additional feat for which you meet the stunt you still know.
prerequisite.

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2: Origin
Origins reflect your character’s history before becoming a 1st-level hero. Skills: Analytics, Focus, Influence, Knowledge, and Linguistics.
Some of these details can change over the course of a campaign. Resources Modifier: +0.

Administrative
Race Office workers such as clerks, administrative assistants, and secretaries
are the backbone of any large organization. Their duties require them to
A race represents your biological (and, in some settings, cultural) be flexible enough to navigate bureaucracies, keep abreast of office
heritage. Each race provides a list of racial traits, such as your base politics, and multitask on a wide range of day-to-day tasks.
speed, your size, modifiers to your ability scores, and one or more others. Prerequisite: Age 18+.
Racial modifiers to ability scores are always positive, never negative. Skills: Deception, Influence, Intuition, Knowledge, and Perception
Most setting-specific races (such as elves or dwarves in high fantasy) (awareness).
gain +2 to two specific ability scores and several fixed racial traits, Resources Modifier: +0.
trading flexibility for greater specialization. In addition, all races provide
some additional skills that you can choose at 1st level from your starting
Adventurer
Adventurers include professional daredevils, big-game hunters, relic
skill allotment (determined by your class).
hunters, explorers, extreme sports enthusiasts, field scientists, thrill-
A sample race—human—is described below.
seekers, and others called to face danger for a variety of reasons.
Prerequisite: Age 15+.
Human Skills: Acrobatics, Athletics, Mechanics, Nature, Perception
In most settings, human is the default race unless otherwise specified. (awareness), Stealth, Vehicles, and any one weapon skill.
Humans are particularly adaptable and flexible in their capabilities, Resources Modifier: –3.
making them suited to specialize in nearly any task.
Size: Medium.
Athlete
Speed: 5 squares. Athletes include amateur athletes of Olympic quality and professional
Ability Modifiers: +2 to a single ability score of your choice. athletes of all types, including gymnasts, personal trainers, wrestlers,
Bonus Skill: Choose one additional skill, which need not be on your boxers, martial artists, swimmers, skaters, coaches, and others who
occupation or class skill lists. You are trained in this skill. engage in any type of competitive sport.
Bonus Feat: Choose one additional feat for which you meet the Prerequisite: Strength 13, Constitution 13, or Dexterity 13.
prerequisite. Skills: Acrobatics, Athletics, Influence, Focus, Perception (awareness),
Bonus Stunt: Choose one additional stunt. This can be either a and any two weapon skills except Gunnery.
universal or a talent stunt. Resources Modifier: –2.

Blue Collar
Occupation Blue collar occupations include factory work, food service jobs,
construction, service industry jobs, taxi pilots, postal workers, and other
types of work that are usually not considered to be desk jobs.
Your starting occupation presents your background prior to becoming a Prerequisite: Age 18+.
1st-level character. It provides a list of possible starting skills as well as Skills: Athletics, Influence, Mechanics, Nature, Vehicles, and any one
other details, such as your overall resources and social standing. A hero weapon skill except Gunnery.
may hold other jobs as his or her career unfolds. Resources Modifier: –1.

Occupation Descriptions Celebrity


A celebrity is anyone who, for whatever reason, has been thrust into the
Choose one occupation from the available selections and apply the
spotlight of the public eye. Actors, entertainers of all types, newscasters,
benefits to your character as noted in the occupation’s description. When
radio and television personalities, and more fall under this starting
creating a 1st-level character, your starting occupation provides some
occupation.
possible selections for your starting skills and a bonus to your starting
Prerequisite: Age 15+.
Resources equal to its listed modifier. After character creation, your
Skills: Influence.
occupation’s Resources modifier also provides a bonus to skill checks
Resources Modifier: +4.
made to earn money by working at a job.
Specializations: Some occupations list a specialization with a given
skill, such as Influence (persuasion). If you select this skill as a trained
skill, you must select the designated specialization as well unless other
specializations are available from your race or class skill lists.

Academic
Academics include librarians, scholars, professors, teachers, and other
education professionals.
Prerequisite: Age 23+.

8
venture. These owners of small to large businesses have a knack for
Creative putting together business plans, gathering resources, and getting a new
The creative starting occupation covers artists of all types who fan their venture off the ground. Some don’t like to stick around after the launch,
creative spark into a career. Illustrators, copywriters, cartoonists, graphic however, as they prefer to put their energies into the next big thing.
artists, novelists, magazine columnists, actors, sculptors, game designers, Prerequisite: Age 18+.
musicians, screenwriters, photographers, web designers, and dancers all Skills: Computers, Influence (persuasion), Intuition, and Knowledge
fall under this occupation. (business)*.
Prerequisite: Age 15+. * Required skill.
Skills: Acrobatics, Athletics, Computers, Deception, Influence, Intuition, Resources Modifier: +2.
Knowledge, and Perception.
Resources Modifier: –3. Investigative
There are a number of jobs that fit within this occupation, including
Criminal investigative reporters, photojournalists, private investigators, police
This illicit starting occupation reveals a background from the wrong side detectives, criminologists, criminal profilers, espionage agents, and others
of the law. This occupation includes con artists, burglars, thieves, crime who use their skills to gather evidence and analyze clues.
family soldiers, gang members, bank robbers, and other types of career Prerequisite: Age 23+.
criminals. Skills: Deception, Influence (persuasion), Intuition*, Knowledge
Prerequisite: Age 15+. (streetwise), Perception (awareness), Stealth, and any one weapon skill
Skills: Athletics, Deception*, Intuition, Knowledge (streetwise), except Gunnery.
Mechanics, Perception (awareness), Stealth, and any one weapon skill * Required skill.
except Gunnery. Resources Modifier: +0.
* Required skill.
Resources Modifier: –2. Law Enforcement
Law enforcement personnel include uniformed police, state troopers,
Dilettante federal police, federal agents, SWAT team members, and military police.
Dilettantes usually get their wealth from family holdings and trust funds. Prerequisite: Age 20+.
The typical dilettante has no job, few responsibilities, and at least one Skills: Influence (persuasion), Intuition, Knowledge (civics or
driving passion that occupies his or her day. That passion might be a streetwise), Perception (awareness), Tactics, Vehicles, and any one
charity or philanthropic foundation, an ideal or cause worth fighting for, weapon skill.
or a lust for living a fun and carefree existence. Resources Modifier: –1.
Prerequisite: Age 18+.
Skills: None. Law and Politics
Resources Modifier: +5. This occupation covers lawyers, legal scholars, judges, and politicians at
all levels of government.
Doctor Prerequisite: Age 23+.
A doctor can be a physician (general practitioner or specialist), a surgeon, Skills: Deception, Influence (persuasion or bureaucracy), Intuition, and
or a psychiatrist. Knowledge (civics)*.
Prerequisite: Age 25+. * Required skill.
Skills: Analytics (life sciences or behavioral sciences), Knowledge, and Resources Modifier: +2.
Medicine*.
* Required skill. Military
Resources Modifier: +3. Military covers any of the branches of the armed forces, including army,
navy, air force, and marines, as well as the various elite training units
Drifter such as Seals, Rangers, and Special Forces.
Not everyone has a traditional occupation. Characters that have no Prerequisite: Age 18+.
permanent job (and often no permanent home other than a vehicle) are Skills: Athletics, Mechanics, Nature (survival), Perception (awareness),
survivors, adapting to circumstances to make a living in whatever way Tactics*, Vehicles, and any one weapon skill.
they can. * Required skill.
Prerequisite: Age 15+. Resources Modifier: –1.
Skills: Athletics, Deception, Influence, Intuition, Mechanics, Nature,
Perception, Vehicles, and any one weapon skill other than Gunnery. Religious
Resources Modifier: –4. Ordained clergy of all persuasions, as well as theological scholars and
experts on religious studies fall within the scope of this starting
Emergency Services occupation.
Rescue workers, firefighters, paramedics, hazardous material handlers, Prerequisite: Age 23+.
and emergency medical technicians fall under this category. Skills: Focus, Influence (persuasion), Intuition, Knowledge (history or
Prerequisite: Age 18+. religion), Linguistics, Perception.
Skills: Athletics, Knowledge, Medicine, Perception (awareness), Resources Modifier: +0.
Vehicles, and any one weapon skill other than Gunnery.
Resources Modifier: –1.

Entrepreneur
Entrepreneurs have an obsession about being their own boss. They
believe in themselves, have an abundance of confidence, and the ability
to acquire the funds necessary to bankroll their newest moneymaking

9
White Collar
Rural Professional occupations such as accountants, insurance agents, bank
Farm workers, hunters, and others who make a living in rural
personnel, financial advisors, tax preparers, sales personnel, real estate
communities fall under this category.
agents, and a variety of mid-level managers fall within the scope of this
Prerequisite: Age 15+.
starting occupation.
Skills: Athletics, Mechanics, Nature, Perception (awareness), Vehicles,
Prerequisite: Age 23+.
and any two weapon skills except Gunnery.
Skills: Computers, Influence, Intuition, and Knowledge.
Resources Modifier: –2.
Resources Modifier: +1.
Student
A student can be in high school, college, or graduate school. He or she Changing Occupations
could be in a seminary, a military school, or a private institution. A You can change your occupation at any time after creating your
college-age student should also pick a major field of study. character, but there are some requirements to do so. First, you must be
Prerequisite: Age 15+. trained in at least one skill listed in the occupation’s description,
Skills: Analytics, Focus, Knowledge, Perception, any four nonweapon including all of the occupation’s required skills (if any). Second, you must
skills, and any one weapon skill except Gunnery. spend time finding your new job; the difficulty depends on the job’s
Resources Modifier: –4. normal salary as well as the size and wealth of the community or
company in which you search.
Technician Finding a job is a challenge: Check SKILL (Cha) DC 15 + occupation’s
Scientists, engineers, and programmers of all types fit within the scope of
Resources modifier; Complexity 60 – Resources modifier of community or
this starting occupation.
company; Base Time 1 day; Completed you find a job in the occupation
Prerequisite: Age 23+.
you seek; Terminated your search has exhausted every lead and you must
Skills: Analytics, Computers, Knowledge, and Mechanics.
start from scratch after polishing your resume, practicing your
Resources Modifier: +1.
interviewing techniques, and researching new job opportunities.

10
3: Classes
The e20 System has six universal classes suitable for any campaign valuable in any given encounter, these talent represent unique
setting and genre, and each class has access to talent trees and exclusive capabilities that you can’t learn except by continuing to take levels in the
feats that fit their role in the game. A summary of each class is provided Savant class.
below.
Talent Tree
Starting hp A talent tree includes a thematically consistent group of talents that
Class (hp/level) Trained Skills1 Defense Bonus2 represent a specific approach to problem-solving common to a particular
Vanguard 110 (11) 6 +3 Fort, +2 Reflex class. Each talent tree includes three core talents and six major talents.
Dreadnought 120 (12) 5 +3 Fort, +2 Will Prerequisite: Some talent trees have a prerequisite that you must meet
Corsair 90 (9) 8 +3 Reflex, +2 Fort in addition to having levels in an associated class. When applicable,
Savant 70 (7) 10 +3 Reflex, +2 Will talent tree’s description lists them here.
Sentinel 100 (10) 7 +3 Will, +2 Fort
Envoy 80 (8) 9 +3 Will, +2 Reflex
Talent Name [Type]
1 At least 1/2 of your starting trained skills must be nonweapon skills Type: Each talent has a type—core or major—listed in brackets
2 Defense bonus provided by automatic feats at 1st level immediately following the talent’s name.
• Core Talents: These represent the fundamentals of a given series of

Class Descriptions talents, serving as prerequisites for some major talents in each talent
tree and providing the ability to perform relatively simple actions
that you can use once per round.
The six character class descriptions use a common format to summarize • Major Talents: More complex than core talents, major talents provide
the most important information. you with more powerful options. However, they are more taxing to
perform, difficult to duplicate once an opponent has witnessed them,
Class Features or both, so they can be used only once per encounter. You can use a
major talent again after you take 1 minute to rest or you spend an
Every class provides a specific set of features that help to determine your Action Point to regain it.
character’s game statistics.
Description: Below the talent’s name and listed in italics, the talent
Hit Points provides a brief description that provides some insight into how the
At 1st character level, you gain a set number of starting hit points based talent works or what it might look like in play.
on your starting class. As you gain levels, you gain a smaller number of Prerequisite: If a talent has any specific prerequisite (such as a
hit points determined by the class you select. If you multiclass, you do minimum level in a class), it is listed here. You cannot select a talent
not gain your new class’s starting hit points. unless you meet its prerequisites.
Requirement: If a talent works only in specific circumstances, its
Starting Skills description specifies them here.
At 1st character level, your class grants you a set number of skills Trigger: If a talent allows you to respond immediately to an event, its
(including a minimum number of nonweapon skills) chosen from your description specifies it here. Any talent that is an interruption or reaction
class, racial, and occupation skill lists. If you multiclass, you do not gain has a trigger.
any starting skills from your new class. Action: The talent’s action type (standard, move, swift, free, reaction,
or interruption) is specified here. For standard, move, and swift actions,
Starting Feats you can perform the talent only if you have the listed action available on
At 1st character level, your class grants you some feats automatically in your turn.
addition to giving you the choice of one class feat and one bonus feat. If
Keywords: Many talents have keywords, which identify important
you multiclass, you do not gain any starting feats from your new class.
details that can interact with other mechanics. Some common keywords
are described below.
Talents • Weapon: The talent is performed using a weapon of some sort. You
In the e20 System, you customize your capabilities both in and out of must be trained with the weapon you wield to use it with this talent.
combat by selecting different talents from the talent trees available to Some characteristics of the talent (such as the skill used, the talent’s
each class. range, the talent’s damage, and so forth) might be effected by the
Fundamentally, talents provide exclusive skill applications—that is, a weapon you wield; in that case, use the appropriate weapon statistic
new way to use a skill you already know. All talents scale by character to determine the talent’s statistics. In addition, some weapon talents
level, and talents available at higher levels aren’t more powerful than have an additional keyword that limits them to specific types of
low-level talents in any absolute sense. However, higher-level talents weapons.
provide unique and exclusive options that you can’t get without focusing o Autofire: The talent can be performed only with an automatic
on a single class. weapon, such as a machine gun. Unless otherwise specified, an
In a fantasy setting, for example, a 1st-level Savant might learn arcane autofire talent expends 10 shots, and your weapon must have at
magic talents such as Sleep or Magic Missile, and their power levels scale least 10 shots remaining to use this talent.
up as the Savant gains levels. At higher levels, the Savant might learn
talents such as Flight or Invisibility; though designed to be equally

11
qualify, but an assault rifle does because it can use both
Talent Tree Structure •
automatic and semiautomatic fire.)
Transport: You must be driving a transport (either riding a mount or
Talent trees use a common structure that provides ample variety at 1st piloting a vehicle) to use the talent.
level in addition to several higher-level talents that reward you for • Mind-Affecting: The talent depends on the target having a conscious
focusing on a given class. Basic talent trees have 3 core talents and 6 mind, so it affects only creatures with an Intelligence score.
major talents with the following level requirements: • Healing: The talent restores hit points or provides some other benefit
to living creatures. It does not affect objects or nonliving creatures
• 1st level: 2 core talents, 2 major talents unless otherwise specified.
• 2nd level: 1 major talent • Magic: The talent produces a magic effect and is available only in
• 3rd level: 1 core talent settings that include magic.
• 6th level: 1 major talent • Psionic: The talent produces a psionic effect and is available only in
• 10th level: 1 major talent settings that include psionics.
• 14th level: 1 major talent
Target: This line specifies the target or targets of the talent. It can be a
Advanced talent trees—available to two or more classes at higher level— set number of characters, a specific type of character (such as creatures,
also have 3 core talents and 6 major talents, but their level requirements objects, or vehicles), all characters in a specified area, or some
increase: combination of the above. Area attacks might list an area that modifies a
weapon’s normal area; for example, “all characters in area [WEAPON +
• 7th level: 2 core talents, 2 major talents 1]” would mean that a machine gun that normally affects an area 2
• 8th level: 1 major talent squares wide on each side would instead affect an area 3 squares wide
• 9th level: 1 core talent on each side. All targets must be within the talent’s maximum range (see
• 12th level: 1 major talent below).
• 16th level: 1 major talent Range: This specifies the range at which you can use the talent and
• 20th level: 1 major talent under what circumstances you suffer a penalty. A talent can have more
than range type listed; in that case, you must satisfy the requirements of
On its surface, the talent tree structure might seem somewhat “front all listed range types when using the talent.
loaded,” with no immediate reward for going beyond 3rd level in a class.
• [number]: This specifies the talent’s point blank range. You take a
However, class feats help to fill the gaps: New class feats become
range penalty against targets beyond this range: Short (range × 2), –
available at most levels, and most existing class feats improve as you
2; Medium (range × 5), –5; Long (range × 10), –10; Extreme (range ×
gain class levels. Upon advancing to any level in a class, you’re almost
20), –20. You cannot use the talent beyond extreme range.
certain to gain access to a new talent, new class feat, or an improvement
• Within [number]: The talent cannot be used at all beyond the
in a lower-level class feat.
specified range.
The level requirements for talents don’t align perfectly with when you
• Weapon: The talent’s range equals that of the weapon you wield. All
gain new talents for three reasons. First, when you gain a new known
weapons also have a direct range (see below) unless otherwise
stunt, you can use it to learn a talent stunt of the same tree and type as
specified.
any talent you know; therefore, you might learn new talents as stunts
instead of as talents. • Sight: The talent requires line of sight and can affect any target that
Second, every time you gain a level you can retrain one feat, talent, or does not have total concealment against you so long as you are
stunt you already know. Even if you don’t gain a talent selection at the aware of the target (such as when you have noticed its presence
time you qualify for a new talent, you could choose to replace an with a Perception check).
existing talent to learn it right away. • Direct: The talent requires a direct line of effect and can affect any
Third, you might have more than one class, so your class level (which target that does not have total cover against you. In addition, if the
determines which talents you can learn) won’t necessarily line up with target has total concealment, you must guess the target’s location; if
your character level (which determines when you learn new talents and you guess wrong, your action is wasted.
stunts). You have an incentive to continue taking levels in any given • Communication: The talent can affect any target that can
class because the next set of new options usually becomes available in understand you and your language. For verbal communication, the
only one more level. target must be able to hear you; for written communication,
gestures, or signals, the target must be able to see you.
(Communication devices might allow a target to see or hear you at
o Barrage: The talent can be performed only with an automatic or very great distances.)
semiautomatic weapon, such as a 9mm pistol. Unless otherwise
specified, a barrage talent expends 5 shots, and your weapon Attack: If a talent harms, impairs, or otherwise limits the target in
must have at least 5 shots remaining to use this talent. some way, it is an attack. Make the attack roll using the listed skill and
o Blast: The talent can be performed only with a blast area weapon, modifiers (if any) and compare to the target’s listed defenses. When an
such as a grenade or other explosive device. attack uses a weapon skill, it will often say “SKILL” rather than any
o Light: The talent can be performed only with a light weapon specific weapon skill; in this case, use whichever skill matches the
wielded in one hand. weapon you wield.
o Melee: The talent can be performed only with a melee weapon. If your attack roll equals or exceeds the target’s defense, you hit;
(Natural weapons count as melee weapons, and unarmed otherwise, you miss. If you roll a natural 1, your attack automatically
attacks count as melee weapons so long as you are trained in misses. If you roll a natural 20, you automatically hit if your attack bonus
the Unarmed skill.) is +0 or more (after subtracting penalties for range, concealment, and so
o Ranged: The talent can be performed only with a ranged weapon forth) and you score a critical hit if your attack roll equals or exceeds the
that isn’t limited to automatic fire. (A machine gun doesn’t target’s defense.

12
Hit: This describes the effect of a successful attack. If the target suffers you attract on the battlefield. This class is most analogous to the Strong
any effect in addition to damage dealt, it is listed here. Hero in d20 Modern.
• WEAPON: Add the weapon’s damage dice to the damage dealt.
• [Skill]: Add your skill modifier to the damage dealt. If “SKILL” is Class Features
listed, use whichever skill matches the weapon you wield. If any The following are features of the Vanguard class.
abilities are listed in parentheses after the skill, add that ability
modifier to your skill modifier when determining damage. Hit Points
• +[Number] dice: If additional dice are specified, use your weapon’s At 1st character level, Vanguards have (110 + Constitution modifier) hit
damage die type. For example, “+1 die” when wielding a rifle (2d8) points. You gain (11 + Constitution modifier) hit points for each
would add +1d8 to the damage dealt. additional level in Vanguard.
• [Type] damage: This specifies the attack’s damage type (see page
76). If no type is specified, the attack deals the normal damage type Starting Skills
for the weapon you wield. At 1st character level, you are trained in your choice of six skills
• [Penetrating/Devastating/Ongoing] [number]: The target suffers the (including at least two nonweapon skills) from your class, racial, and
effect of the indicated type of dynamic damage (see page 77). occupation skill lists.
• ([Defense] save ends): The specified effect ends if the target makes Class Skills: Athletics, Perception, and any three weapon skills.
the indicated saving throw at the end of its turn. Some effects might
worsen if a save is failed, as noted in the talent’s description.
Starting Feats
At 1st character level, you gain the following feats:
• Hit by [number]: If your attack roll exceeds the target’s defense by
Automatic Feats: Great Fortitude, Improved Great Fortitude, Lightning
the listed amount, the specified additional effect occurs.
Reflexes
Miss: If the attack has any special effect on a miss, the description Class Feats: any one Vanguard class feat for which you meet the
notes it here. prerequisite (see Feats, page 32)
Bonus Feats: Advanced Weapons, Armor Proficiency, Combat Reflexes,
• 1/2 damage: Roll damage as if you had hit and divide the result by 2 Dodge
to determine how much damage you deal to the target. Unless
otherwise specified, the target is not subject to any other effect that
occurs on a hit. Talents
• Miss by [number]: The miss effect applies only if the target’s defense The following three talent trees show some sample talents available to
exceeds your attack roll by less than or equal to the listed number. the Vanguard.
Check: Any talent that is not an attack is resolved as a task with a Assault Talent Tree
normal skill check. Make the skill check using the listed skill and In the belief that there is no problem so great that it can’t be solved with
modifiers (if any) and compare to the listed DC, opposed check, or sufficient firepower, you have become an expert with modern heavy
target’s defense. weapons such as machine guns, missile launchers, and artillery.
Success: If your skill check result equals or exceeds the target number, Prerequisite: trained in Gunnery or Advanced Weapons (Firearms)
the listed effect occurs. Some talents have additional that effects if you
beat the target number by some amount (“Success by [number]”), just as Strafe [Core]
with attacks. Your experience with automatic weapons allows you more flexibility in
Failure: If the skill check has some effect that occurs on a failure, the how you lay down your fire.
description notes it here. Some failure effects apply only if the target Action: Standard; autofire, weapon
number exceeds your check result by less than or equal to the listed Target: all characters in (1) adjacent area 4 or (2) area 3; Range: weapon
number (“Failure by [number]”), just as with attacks. Attack: SKILL (Str) vs. Primary
Effect: If the talent has any effect that occurs regardless of the result Hit: WEAPON + SKILL damage
of your attack roll or skill check, the description notes it here. Miss by 5 or less: half damage
Action Point: All major talents have an additional effect that you can
trigger by spending an action point prior to making your attack roll or Rolling Barrage [Major]
skill check. Unless otherwise specified, this effect stacks with the normal You lay down a heavy assault, hitting one target after another over a
effect of the talent. wide area.
Stunt: You can use any talent to perform a universal stunt Action: Standard; barrage, weapon
corresponding to its keywords. In addition, you can use a talent to Target: 1 character; Range: weapon
perform any other talent of the same type (core or major) from the same Attack: SKILL (Str) vs. Primary
talent tree so long as you meet its prerequisite. If you can perform any Hit: WEAPON + SKILL (Str) damage, and repeat this attack at a
other stunt with this talent, the description notes it here. cumulative –2 penalty against a different character within 5 squares.
Special: If the talent has any other effect, restriction, or situational You cannot attack any target more than once.
modifier that does not fit into any of the above categories, the talent’s Miss by 5 or less: half damage
description notes it here. Action Point: Instead take cumulative –1 penalty on each successive
attack.

Vanguard
If you want to be a front-line fighter who uses brute strength and your
intimidating presence to dominate opponents, the Vanguard class is a
good choice that has a great deal of hit points to absorb the punishment

13
Devastating Blast [Major] Cleaving Strike [Core]
Your focused attack overwhelms the target and inflicts massive damage. Your might allows you to build momentum as you smash through one
Action: Standard; weapon target so you can strike another.
Target: 1 character; Range: weapon Action: Standard action; weapon, melee
Attack: SKILL (Str) vs. Primary and Fortitude Target: 1 character; Range: reach
Hit vs. Primary: WEAPON + SKILL (Str + Dex) damage (devastating 5) Attack: SKILL (Str) vs. Primary
Hit vs. Fortitude: target is slowed until the end of its next turn Hit: WEAPON + SKILL (Str) damage, and make a secondary attack
Hit by 5 or more vs. Fortitude: target is instead staggered (Fort save against a different character in range.
ends) Attack: SKILL (Str) – 5 vs. Primary
Action Point: If damage exceeds target’s threshold, it takes double the Hit: WEAPON + SKILL damage
normal fatigue or impairment penalty.
Combat Throw [Core]
Brute Talent Tree You take advantage of a foe’s momentum to throw him to the ground
By capitalizing on brute strength and furious rage, you crush your after a missed attack.
enemies, see them driven before you, and hear the lamentations of their Action: Reaction; weapon, melee
spouses. Trigger: a creature misses you with a melee attack
Prerequisite: trained in Melee or Unarmed Target: creature that missed you; Range: reach
Attack: Unarmed vs. Reflex
Melee Smash [Core] Hit: Target is knocked prone.
You throw all of your weight into your savage attack, crushing your Hit by 5 or more: Force target into an unoccupied square within your
target with a ferocious blow. reach, dealing WEAPON + Unarmed (Str) damage
Requirement: You must move at least 1 square this turn prior to your
attack. Whirlwind Attack [Major]
Action: Standard action; weapon, melee Your awareness of your surroundings allows you to strike all foes in
Target: 1 character; Range: reach range with a flurry of blows.
Attack: SKILL (Str) vs. Primary Action: Standard action; weapon, melee
Hit: WEAPON + SKILL (Str + Con) damage Target: all enemy characters; Range: reach
Attack: SKILL (Str) vs. Reflex of each target
Furious Charge [Major] Hit: WEAPON + SKILL (Str) damage
You charge your foe, landing a mighty blow that leaves your target Miss by 5 or less: half damage
fatigued. Action Point: Instead deal WEAPON + SKILL (Str + Dex) damage on hit.
Requirement: You must be able to charge your target.
Action: Standard action; weapon, melee
Target: 1 character; Range: reach
Effect: You move adjacent to your target, subject to the same
Dreadnought
requirements as the charge action. Your turn ends immediately after If you want to be a tireless warrior who protects allies and pilots enemies
your attack. to his advantage in combat, the Dreadnought class is an excellent choice,
Attack: SKILL (Str) + 2 vs. Primary and Fortitude typically having the most hit points in a given group of characters and
Hit vs. Primary: WEAPON + SKILL (Str + Con) damage continuing to fight after anyone else would have succumbed to enemy
Miss by 5 or less vs. Primary: half damage attacks. This class is most analogous to the Tough Hero in d20 Modern.
Hit vs. Fortitude: Target takes –1 fatigue penalty
Action Point: On hit vs. Fortitude, target is also slowed (Fort save ends).
Class Features
Knockout Blow [Major] The following are features of the Dreadnought class.
You strike a vulnerable point on a disadvantaged foe to knock out your
target. Hit Points
Action: Standard action; weapon, melee At 1st character level, Dreadnoughts have (120 + Constitution modifier)
Target: 1 disadvantaged living creature; Range: reach hit points. You gain (12 + Constitution modifier) hit points for each
Attack: Unarmed (Str) vs. Primary and Fortitude additional level in Dreadnought.
Hit vs. Primary: WEAPON + Unarmed (Str + Dex) nonlethal damage.
Hit vs. Primary and Fortitude: Target is dazed (Fort save ends). Starting Skills
Hit by 5 or more vs. Fortitude: Target is instead stunned (Fort save At 1st character level, you are trained in your choice of five skills
ends). If the target fails its save, it becomes disabled. (including at least two nonweapon skills) from your class, racial, and
Action Point: On hit vs. Primary, you deal double damage. occupation skill lists.
Class Skills: Athletics, Tactics, and any three weapon skills.
Tempest Talent Tree
Like a gladiator, street fighter, or martial artist, you have become an Starting Feats
expert at fighting while surrounded by multiple foes. At 1st character level, you gain the following feats.
Prerequisite: trained in Melee or Unarmed Automatic Feats: Great Fortitude, Improved Great Fortitude, Iron Will
Class Feats: any one Dreadnought class feat for which you meet the
prerequisite (see Feats, page 32)
Bonus Feats: Advantageous Cover, Armor Proficiency, Dodge,
Toughness

14
Talents Powerful Charge [Core]
The following three talent trees list some sample talents available to the You mount a crushing charge, leaving your target out of position and
Dreadnought. disadvantaged.
Requirement: You must be able to charge your target.
Bulwark Talent Tree Action: Standard action; weapon, melee
With your unshakable, unmovable might, you stand fast in the face of Target: 1 character; Range: reach
overwhelming force and become the anvil on which your foes are Effect: You move adjacent to your target, subject to the same
crushed. requirements as the charge action. Your turn ends immediately after
your attack.
Hold the Line [Core] Attack: SKILL (Con) + 2 vs. Primary and Fortitude
Your relentless assault cuts off an enemy’s room to maneuver. Hit vs. Primary: WEAPON + SKILL (Con) damage
Requirement: You cannot move this turn. Hit vs. Fortitude: Target is forced 1 square away from you.
Action: Standard action; weapon Hit by 5 or more vs. Fortitude: Target is disadvantaged until the end
Target: 1 creature; Range: weapon of its next turn.
Attack: SKILL (Con) vs. Primary
Hit: WEAPON + SKILL (Con) damage, and the target is slowed until the Overwhelming Charge [Major]
start of your next turn. You plow through one target to reach another with your unstoppable
charge.
Trap Enemy [Major] Requirement: You must be able to charge your target.
You cut off your opponent’s every avenue of escape as you crush it under Action: Standard action; weapon, melee
a withering assault. Target: 1 creature; Range: reach
Action: Standard action; weapon Effect: Your speed is increased by 2 during this action. You move
Target: 1 creature; Range: weapon adjacent to your target, subject to the same requirements as the
Attack: SKILL (Con) vs. Primary charge action. Your turn ends immediately after your attack.
Hit: WEAPON + SKILL (Str + Con) damage. If your target moves before Attack: SKILL (Con) + 2 vs. Primary and Fortitude
the start of your next turn, make a secondary attack as an Hit vs. Primary: WEAPON + SKILL (Con) damage
interruption. Hit vs. Fortitude: Target is knocked prone, and you can continue your
Attack: SKILL (Con) vs. Primary movement through its space. If your movement brings you in contact
Hit: WEAPON + SKILL (Str + Con) damage, and your target’s with another target, you can repeat this attack against that target.
movement ends immediately. You cannot move more than your speed during this action.
Action Point: On hit, target is slowed until the end of its next turn. Hit by 5 or more vs. Fortitude: Target is dazed until the end of its
next turn.
Shift Formation [Major] Action Point: On hit vs. Primary, instead deal WEAPON + SKILL (Con)
Your attacks force your enemies to move to defend themselves, putting damage.
them at a disadvantage.
Action: Standard action; weapon Crushing Advance [Major]
Target: all enemy creatures in reach or area 2; Range: weapon Your tireless onslaught drives your enemies before you.
Attack: SKILL (Con) vs. Primary and Fortitude Action: Standard action; weapon
Hit vs. Primary: WEAPON + SKILL damage Target: 1 creature; Range: weapon
Hit vs. Fortitude: Target is forced a number of squares equal to your Attack: SKILL (Con) vs. Fortitude
Wisdom modifier (minimum 1) and slowed until the end of its next Hit: WEAPON + SKILL damage, and you force the target 1 square away
turn. from you. In addition, you can step 1 square and repeat this attack
Hit by 5 or more vs. Fortitude: Target is disadvantaged (save ends) (cumulative –2 penalty for each previous hit) against the same
Action Point: On hit vs. Primary, instead deal WEAPON + SKILL (Con + target or another character adjacent to that target. Your total
Int) damage movement cannot exceed your speed.
Action Point: Gain +2 bonus to all attacks you make with Crushing
Juggernaut Talent Tree Advance this turn.
You capitalize on your size, mass, and momentum to plow through the
ranks of your enemies, pummeling them into submission and leaving Soldier Talent Tree
them in disarray. You dominate the battlefield, drawing fire away from your allies and
Prerequisite: trained in Melee or Unarmed helping them to maneuver toward victory.

Draw Fire [Core]


You dominate the attention of your enemies, forcing them to focus on
your rather than your allies.
Action: Swift action; weapon
Target: all enemy characters in area 2; Range: weapon
Attack: SKILL (Con) vs. Will of all targets in area
Hit: Until the start of your next turn, the target cannot make an attack
that doesn’t include you as a target so long as you are not
unconscious and you are an eligible target.
Stunt: Suppress

15
Covering Attack [Major] Shadow Talent Tree
Your focused attacks create an opening that allows your allies to You thrive in the shadows, feeding on your enemies’ fear as you stalk
reposition before the enemy can respond. them and silently move in for the kill.
Action: Standard action; weapon Prerequisite: Sneak Attack feat or trained in Stealth
Target: 1 character; Range: weapon
Attack: SKILL (Con) vs. Primary Fleeting Ghost [Core]
Hit: WEAPON + SKILL (Con) damage, and one allied creature in sight of You quickly move from shadow to shadow to remain out of sight.
both you and the target can step up to its speed as an immediate Action: Move action
free action. Target: all characters that gain line of sight as you move; Range: sight
Action Point: One additional allied creature can step up to its speed as an Effect: You move up to your base speed through areas with concealment.
immediate free action. Check: Stealth (Dex) vs. passive sense (Wis)
Stunt: Suppress Success: If you have concealment to the target throughout your
movement, you instead gain total concealment.
Sudden Assault [Major]
You make a quick move to take advantage of an enemy, forcing it to shift Disappear [Major]
its attention to you. You step back into the shadows, disappearing from view as you hide in
Action: Standard action; weapon plain sight.
Target: 1 character; Range: weapon Requirement: You must have concealment.
Effect: You move up to your speed, ending your movement in a position Action: Swift action
where you can attack your target. Target: all characters with line of sight to you; Range: sight
Attack: SKILL (Con) vs. Primary and Will Check: Stealth (Dex) vs. passive sense (Wis)
Hit vs. Primary: WEAPON + SKILL (Dex) damage Success: You gain total concealment to target.
Hit vs. Will: Target is disadvantaged and slowed (Will save ends both). Action Point: Your sudden disappearance leaves your opponents
Action Point: On hit vs. Will, target is instead stunned (Will save ends). dumbfounded. Choose one target you hit; target is stunned until the
Stunt: Suppress end of its turn.

Unseen Strike [Major]


Corsair The sting of hot steel in your enemy’s flesh is the first hint of danger.
Requirement: You must have concealment.
Action: Standard action; weapon
If you want to be a quick and agile combatant, the Corsair class is a good
Target: 1 creature; Range: weapon
choice that combines speed and sudden, unexpected strikes to eliminate
Attack: Stealth (Dex) vs. Primary and opposed sense (Wis)
enemies quickly while avoiding their counterattacks. This class is most
Hit vs. opposed sense (Wis): You gain total concealment to the target.
analogous to the Fast Hero in d20 Modern.
Hit vs. Primary: WEAPON + Stealth (Dex) damage
Massive Damage: Target is stunned (Fortitude save ends) and takes
Class Features additional –1 impairment penalty.
The following are features of the Corsair class. Action Point: If you deal massive damage, target is disabled instead of
stunned.
Hit Points
At 1st character level, Corsairs have (90 + Constitution modifier) hit Sharpshooter Talent Tree
points. You gain (9 + Constitution modifier) hit points for each additional You have everything you need to be a deadly gunslinger or sniper: a keen
level in Corsair. eye, a steady hand, a full load of ammunition, and a complete lack of
remorse.
Starting Skills Prerequisite: trained in at least one ranged weapon
At 1st character level, you are trained in your choice of eight skills
(including at least four nonweapon skills) from your racial and Deadeye [Core]
occupation skill lists. Your steady hand and keen senses make you an exceptional sharpshooter.
Class Skills: Acrobatics, Deception, Stealth, Vehicles, and any two Requirement: You must have aimed at your target this turn.
weapon skills. Action: Standard action; weapon, ranged
Target: 1 character; Range: weapon
Starting Feats Attack: SKILL (Dex) + 1 vs. Primary
At 1st character level, you gain the following feats: Hit: WEAPON + SKILL (Dex + Wis) damage
Automatic Feats: Great Fortitude, Improved Lightning Reflexes, and Stunt: Disarm
Lightning Reflexes.
Class Feats: any one Corsair class feat for which you meet the
prerequisite (see Feats, page 32)
Bonus Feats: Dodge, Improved Initiative, Nimble, Sprint

Talents
The following three talent trees list some sample talents available to the
Corsair.

16
Hail of Fire [Major]
Your furious hail of fire damages a group of opponents and leaves them
off balance, giving your allies the edge against them.
Savant
Requirement: Your weapon must have at least 10 shots remaining, which If you want to be an embodiment of the maxim “brains over brawn,” the
are expended during your action. Savant class is a good choice that uses superior planning, analysis, and
Action: Standard action; weapon, barrage knowledge to outsmart opponents and find the most efficient path
Target: all enemy characters in area 3; Range: weapon toward overcoming any obstacle. This class is most analogous to the
Attack: SKILL (Dex) vs. Primary and Reflex of each target Smart Hero in d20 Modern.
Hit vs. Primary: WEAPON + SKILL damage
Hit vs. Reflex: Target is disadvantaged until the start of your next turn.
Action Point: WEAPON + SKILL (Int) on hit vs. Primary, and target is Class Features
disadvantaged (Reflex save ends) on hit vs. Reflex. The following are features of the Savant class.

Quick Shot [Major] Hit Points


With blinding speed, you squeeze a round into your target. At 1st character level, Savants have (70 + Constitution modifier) hit
Action: Swift; weapon, ranged points. You gain (7 + Constitution modifier) hit points for each additional
Target: 1 character; Range: weapon level in Savant.
Attack: SKILL (Dex) vs. Primary
Hit: WEAPON + SKILL (Dex) damage Starting Skills
Action Point: Target is disadvantaged to you for this attack. If you deal At 1st character level, you are trained your choice of ten skills (including
massive damage, target is stunned until the end of its next turn. at least six nonweapon skills) from your class, racial, and occupation skill
lists.
Skirmisher Talent Tree Class Skills: Computers, Focus, Knowledge, Mechanics, Analytics,
Like a swashbuckler or master duelist, you evade opponents’ attacks as Tactics, and any one weapon skill.
you make quick, nimble attacks that exploit holes in your targets’
defenses. Starting Feats
Prerequisite: trained in Acrobatics At 1st character level, you gain the following feats:
Automatic Feats: Improved Lightning Reflexes, Iron Will, and Lightning
Clever Strike [Core] Reflexes
You make a quick, calculated attack that exploits your target’s Class Feats: any one Savant class feat for which you meet the
weaknesses. prerequisite (see Feats, page 32)
Action: Standard action; weapon, light Bonus Feats: Dodge, Educated, Gearhead, Skill Mastery
Target: 1 creature; Range: weapon
Attack: SKILL (Dex) vs. Primary
Hit: WEAPON + SKILL (Dex + Int) damage
Talents
Stunt: Trip The following three talent trees list some sample talents available to the
Savant.
Nimble Strike [Major]
Your knack for weaving through armor and defenses leaves your target Logic Talent Tree
flat-footed after your unexpected strike. Your method is as rigorous as it is emotionless: observe; evaluate;
Action: Standard action; weapon, light hypothesize; test hypothesis; confirm hypothesis; exploit newly
Target: 1 creature; Range: weapon, within point blank discovered weakness with cold precision.
Attack: SKILL (Dex) vs. Reflex Prerequisite: trained in Analytics
Hit: WEAPON + SKILL (Dex + Int) damage, and target is slowed until Find Weakness [Core]
the start of your next turn.
Your analytical mind critiques your target’s defenses, systematically
Action Point: On hit, target is dazed (Reflex save ends) instead of slowed.
testing by trial-and-error them until you find a weakness.
Defensive Roll [Major] Action: Standard action; weapon
You roll with a potentially lethal attack to take less damage from it. Target: 1 character; Range: 5
Action: Interruption Attack: Analytics (Int) vs. Fortitude
Trigger: You take damage from an attack that exceeds your current hit Hit: WEAPON + Analytics damage
points. Miss: Until you hit this target with an attack or the encounter ends,
Check: Acrobatics (Dex) vs. damage dealt you gain a cumulative +2 bonus to attacks against this target.
Success: you take half damage
Fail: Defensive Roll is not expended for this encounter.
Action Point: On success, you take no damage from the attack.

17
Crucial Insight [Major] Outflank [Major]
You have a flash of insight, recognizing a crucial weakness in the target You notice a gaping hole in a target’s defenses, allowing your attack to
that can trigger cascading debilitating effects. create a distraction necessary for your allies to reposition themselves
Action: Standard action to take advantage of the lapse.
Target: 1 character; Range: sight, 5 Requirement: At least one ally in sight must have line of sight to the
Attack: Analytics (Int) vs. Primary, Fortitude, Reflex, and Will target.
Hit vs. Primary: Target is disadvantaged (Reflex save ends). Action: Standard action; weapon
Hit vs. Fortitude: Target’s massive damage threshold is treated as if it Target: 1 character; Range: sight, ally’s weapon
were 5 points lower (Fortitude save ends). Effect: Your ally moves up to its speed as an immediate free action,
Hit vs. Reflex: Target is slowed (Reflex save ends). ending its movement in a space from which it can make a simple
Hit vs. Will: Target is dazed (Will save ends); this is a mind-affecting melee or ranged attack against the target.
effect. Attack: Tactics (Int) vs. Will
Action Point: Target takes –2 penalty on all saving throws against the Hit: ally’s WEAPON + Tactics (Int) damage, and the target is
effect of this talent. disadvantaged (Will save ends).
Action Point: One additional ally can move up to its speed as an
Anticipate Action [Major] immediate free action, and you gain a +2 bonus to your attack.
Your quick mind allows you to profile the target to anticipate and
preempt its next action. Technophile Talent Tree
Action: Standard action You push machines so far beyond their specified operating limits that
Target: 1 character; Range: sight, 5 even experts can only watch in awe. You know better than to believe the
Check: Analytics (Int) + 2 vs. Reflex manual’s written specifications, of course; you wrote them.
Success: You gain a +2 bonus to your Primary and Reflex Defenses Prerequisite: trained in Computers or Mechanics
against the target until the start of your next turn. During the
target’s next turn, you can perform any single action as an Override [Core]
interruption. Your hacking expertise allows you to bypass a computer’s security
Failure: Anticipate Action is not expended for the encounter. protocols temporarily.
Action Point: You instead gain a +5 bonus to your Primary and Reflex Action: Swift action
Defenses against the target until the start of your next turn. Target: 1 computer; Range: communication
Attack: Computers (Int) vs. Will
Strategist Talent Tree Hit: Target computer treats you as an administrator until the start of
You command the battlefield with absolute precision, executing gambits your next turn.
and moving your pawns—er, your allies—to outwit and outflank the Miss: You take a cumulative –2 penalty to any Computers checks
enemy. Checkmate. against the target computer for the rest of the encounter.
Prerequisite: trained in Tactics Miss by 5 or more: The computer’s administrator is notified of your
attempt.
Exploit Opening [Core]
Your tactical savvy allows you to spot openings for your allies, allowing Demolish [Major]
them to make additional attacks during your turn. In a feat of applied engineering, you use an explosive device to its
Requirement: At least one ally in sight must be able to make a simple maximum potential.
melee or ranged attack against the target. Requirement: You must be wielding an explosive weapon.
Action: Standard action; weapon Action: Standard action; weapon, area
Target: 1 character; Range: sight, ally’s weapon Target: all characters in [WEAPON + 1] area; Range: 5
Attack: Tactics (Int) vs. Primary Attack: Mechanics (Int) vs. Reflex and Fortitude
Hit: ally’s WEAPON + Tactics (Int) damage Hit vs. Reflex: WEAPON + Mechanics (Int) damage (penetrating 5)
Stunt: Suppress Miss by 5 or less: half damage
Hit vs. Fortitude: Target is dazed (Fort save ends)
Trick [Major] Action Point: On hit vs. Reflex, deal + 1 die of damage. On hit vs.
You pull off a deceptive ploy that leaves your target befuddled and Fortitude, target is instead stunned (Fort save ends).
confused.
Requirement: Target must have line of sight to you. Customized Modification [Major]
Action: Standard action; mind-affecting You make a quick adjustment to your equipment to better suit the task
Target: 1 character; Range: 5, sight at hand.
Attack: Tactics (Int)* vs. Will Action: Standard action
* If you are trained in Deception, you gain a +2 bonus to your attack. Target: 1 character; Range: 5, sight
Hit: Target is dazed (Will save ends). If the target fails its save, it Effect: Designate a single held item that you wish to modify.
becomes stunned (Will save ends). Check: Mechanics (Int) vs. Fortitude
Success: Until the end of the encounter, you can reroll skill checks
made against the target so long as you use the designated item to
make that check.
Action Point: Instead affect 2 targets in range.

18
Sentinel Second Chance [Major]
You provide emergency lifesaving techniques to give your ally a second
chance to overcome debilitating conditions.
If you want to be your allies’ consummate defender and protector, the
Action: Swift action; healing
Sentinel is the idea class because it specializes both in helping allies to
Target: 1 living creature; Range: reach
continue fighting in the face of an enemy’s onslaught and in leading
Check: Medicine (Wis) vs. DC 15
them to greater heroics though your fearless example. This class is most
Success: Target can make an immediate saving throw against each
analogous to the Dedicated Hero in d20 Modern.
condition currently affecting it, and it suffers no ill effect on a failed
save.
Class Features Success by 5 or more: Target can recover as an immediate free
The following are features of the Sentinel class. action.
Action Point: Target heals 1 per point by which your check result exceeds
Hit Points the DC. On success, target gains +2 bonus to its immediate saving
At 1st character level, Sentinels have (100 + Constitution modifier) hit throws.
points. You gain (10 + Constitution modifier) hit points for each
additional level in Sentinel. Exploit Anatomy [Major]
Learning how to mend bodies has also taught you a few tricks about
Starting Skills breaking them.
At 1st character level, you are trained in your choice of seven skills Action: Standard
(including at least four nonweapon skills) from your class, racial, and Target: 1 living creature; Range: reach
occupation skill lists. Attack: Medicine (Wis) vs. Fortitude
Class Skills: Focus, Intuition, Medicine, Perception, and any two Hit: Target is stunned (Fortitude save ends). For every 5 points by
weapon skills. which your attack roll exceeds the target’s Fortitude, the target takes
a –1 fatigue penalty (or –1 impairment penalty if the target has no
Starting Feats reserves remaining).
At 1st character level, you gain the following feats: Action Point: On failed save, target becomes disabled.
Automatic Feats: Great Fortitude, Improved Iron Will, Iron Will
Class Feats: any one Sentinel class feat for which you meet the Investigator Talent Tree
prerequisite (see Feats, page 32) Today’s to-do list: (1) Evaluate crime scene; (2) Profile perpetrator; (3)
Bonus Feats: Alertness, Armor Proficiency, Dodge, Surgical Expert Track fugitive; (4) Interrogate suspect; (5) Eat breakfast.
Prerequisite: trained in Intuition
Talents Profile Target [Core]
The following three talent trees list some sample talents available to the You learn to read your opponent’s body language, tailoring your attacks
Sentinel. to exploit his tells.
Action: Standard action; weapon
Healer Talent Tree Target: 1 creature; Range: weapon, 5
First, do no harm. Second, the first rule doesn’t define what “harm” Attack: Intuition (Wis) vs. Primary and Will
means. Third, a little creativity and unorthodox medicine never hurt Hit vs. Primary: WEAPON + Intuition (Wis) damage
anyone. Fourth, let me tell you about pressure points … Hit vs. Will: You gain a +2 bonus to your next attack against this
Prerequisite: trained in Medicine target during this encounter.
Render Aid [Core] Empathy [Major]
Your medical expertise brings critical aid to your allies. Your intuitive grasp of emotion and deception allows you to better
Action: Standard action; healing understand others.
Target: 1 living creature; Range: reach Action: Standard action; mind-affecting
Check: Medicine (Wis) vs. DC 15 Target: 1 living creature; Range: 5, sight
Success: Target heals 1 per point by which your check result exceeds Attack: Intuition (Wis) vs. Will
the DC, and target can recover as an immediate free action. Hit: For the rest of the encounter, you can reroll any Deception,
Special: This counts as assisted recovery (page 61). You take a cumulative Influence, Intuition, or Perception check you make against the target.
–5 penalty to your check for each successful assisted recovery Action Point: On a success, you can reroll and keep the better result with
performed on your target by any character in the same encounter. any of the listed skill checks against the target.

Takedown [Major]
Finding fugitives is one thing, but actually catching them is something
else.
Action: Standard action; weapon, melee
Target: 1 creature; Range: reach
Attack: Unarmed (Wis) vs. greater of Fortitude or Reflex
Hit: Target is knocked prone, staggered (Fortitude save ends), and
grappled until the end of your next turn.
Action Point: On hit, target is stunned (Fortitude save ends) instead of
staggered.
Stunt: Pin

19
Protector Talent Tree Class Skills: Deception, Focus, Influence, Intuition, Linguistics,
Vigilant, loyal, swift, and fearless, you exemplify everything that a Perception, and any one weapon skill.
guardian strives to become: the last, best line of defense.
Prerequisite: trained in Perception
Starting Feats
At 1st character level, you gain the following feats:
Shielding Maneuver [Core] Automatic Feats: Improved Iron Will, Iron Will, Lightning Reflexes
You anticipate danger and make preemptive moves to avoid it. Class Feats: any one Envoy class feat for which you meet the
Action: Standard action; weapon prerequisite (see Feats, page 32)
Target: 1 character; Range: weapon Bonus Feats: Confident, Dodge, Trickster, Trustworthy
Attack: Perception (Wis) vs. Primary
Hit: WEAPON + Perception (Wis) damage, and designate either yourself Talents
or an ally in sight within 5 squares. Until the start of your next turn, The following three talent trees list some sample talents available to the
the designated character gains a bonus to its Primary or Reflex Envoy.
Defense (your choice) equal to your Dexterity modifier (minimum
+1). Charm Talent Tree
Your charisma—captivating, compelling, enthralling, irresistible, perhaps
Resolute Defense [Major]
even hypnotic—is truly a thing of beauty, a wonder to behold, and a
Your tireless counterattacks give your allies a moment of reprieve. memory to cherish; best of all, other people think so, too.
Action: Standard action; weapon, healing Prerequisite: trained in Deception or Influence
Target: 1 character; Range: 5
Attack: SKILL (Wis) vs. Primary Fast Talk [Core]
Hit: WEAPON + SKILL (Con) damage, and designate a number of allies Your glib words leave your target dumbfounded and unprepared for a
equal to your Wisdom modifier and within 5 squares of you. sudden attack.
Designated allies can recover as an immediate free action. Action: Standard; mind-affecting
Action Point: If a designated ally is attacked before the start of your next Target: 1 creature; Range: weapon, communication
turn, you can make a simple melee attack or simple ranged attack Effect: You take a cumulative –2 penalty to your attack roll for each
against the attacker as an interruption. previous use of this talent during the same encounter.
Attack: Deception (Cha) + 2 vs. Will
Unending Vigilance [Major]
Hit: WEAPON + Deception (Cha) damage
Your instincts allow you to react when others haven’t even detected a Hit by 5 or more: Target is dazed until the start of your next turn.
threat. Action Point: You take a cumulative –2 penalty to your attack roll for
Trigger: You become disadvantaged. each previous use of this talent during the same encounter.
Action: Interruption Stunt: Riposte
Check: Perception (Wis) vs. DC 15
Success: You are no longer disadvantaged. Dazzle [Major]
Success by 5 or more: You can perform one swift action as an Whether by spinning a captivating tale or performing to entertain, you
immediate free action. capture your targets’ focus.
Success by 10 or more: Instead perform move action. Action: Standard action; mind-affecting
Success by 15 or more: Instead perform standard action. Target: [Charisma mod., min. 1] creatures; Range: communication
Action Point: On a success, select a number of creatures in sight equal to Attack: Influence (Cha) vs. Will*
your Wisdom modifier (minimum 1). These targets are disadvantaged * Target gains +2 Will if unfriendly or +5 Will if hostile.
to you until the end of your next turn. Hit: Target is stunned and takes a –5 penalty to Perception checks until
the start of your next turn.

Envoy Maintain: Standard action


Miss: Target cannot be affected by your Dazzle for the rest of the
encounter.
If you want to be a brilliant negotiator, leader, and facilitator, the Envoy Action Point: Double the number of targets affected.
is an ideal choice, manipulating opponents with savvy and deceptive Special: If a target is attacked by any other character while affected by
ploys and rallying allies with inspirational words and deeds. This class is Dazzle, its effect ends and the target cannot be affected by your
most analogous to the Charismatic Hero in d20 Modern. Dazzle for the rest of the encounter.

Class Features Irresistible Charm


Your powers of persuasion can talk someone into almost anything.
[Major]
The following are features of the Envoy class. Action: Standard action; mind-affecting
Target: 1 creature; Range: communication
Hit Points Attack: Influence (Cha) vs. Will*
At 1st character level, Envoys have (80 + Constitution modifier) hit * Target gains +2 Will if unfriendly or +5 Will if hostile.
points. You gain (8 + Constitution modifier) hit points for each additional Hit: Target performs an action of your choice on its next turn. The
level in Envoy. action cannot be obviously harmful to the target or its allies.
Starting Skills Maintain: Standard action
Miss: Target cannot be affected by your Irresistible Charm for the rest
At 1st character level, you are trained in your choice of nine skills
of the encounter.
(including at least six nonweapon skills) from your class, racial, and
Action Point: Every time you hit for the duration of the encounter, the
occupation skill lists.
target’s attitude toward you improves by one step.

20
Leadership Talent Tree A Seed of Doubt [Major]
Strategy might tell an army where to fight, and tactics might tell a Your ability to read people allows you to exploit their insecurities and
regiment how to fight, but it all comes down to a soldier walking point … throw them off balance.
and leadership is telling him why he fights. Action: Standard; mind-affecting
Prerequisite: trained in Influence or Tactics Target: 1 living creature; Range: 2, communication
Attack: Deception (Cha) vs. Will
Lead by Example [Core] Hit: Target takes a –2 penalty to all skill checks (Will save ends).
Your courageous attack inspires an ally to follow suit and make an Miss: Target takes a –1 penalty to all skill checks until the start of your
advantageous strike against the same target. next turn.
Action: Standard action; weapon Action Point: On hit, target instead takes a –5 penalty to all skill checks
Target: 1 character; Range: weapon (Will save ends).
Attack: Tactics (Cha) vs. Primary
Hit: WEAPON + Tactics (Cha) damage, and one ally in sight gains +2 Break Their Spirit [Major]
morale bonus to its first attack against that target before the start With a look that chills your enemy to the bone, you let them know it’s
of your next turn. not a good idea to mess with you or your friends.
Action: Standard; mind-affecting
Rally [Major] Target: 1 living creature; Range: 2, communication
When things look their darkest, you bring your allies back from the edge Attack: Influence (Cha) vs. Will
of defeat. Hit: 2d8 + Influence (Cha) nonlethal damage. If target attacks or ends
Action: Swift action; healing, mind-affecting its turn adjacent to you or your allies, it takes Influence (Cha)
Target: 1 allied creature; Range: communication nonlethal damage (Will save ends).
Check: Influence (Cha) vs. DC 15 Action Point: Target fails save: Target is dazed until the end of its next
Effect: The target heals 1d6 plus 1 for every point by which your check turn.
result exceeds the DC. The target can recover as an immediate free
action.
Action Point: Double healing to target. Multiclassing
Inspire Haste [Major]
In the e20 System, you can multiclass with few restrictions. Because
You shout a quick command as you make an attack to give your allies
each talent tree has higher-level talents that are exclusively available to
room to maneuver.
characters who have specialized in a given class, the advantage of
Action: Standard action; weapon
multiclassing is gaining diversity by learning different types of talents,
Target: 1 character; Range: weapon
but the disadvantage is that you learn fewer talents from any particular
Effect: Move up to your speed, either before or after your attack.
talent tree.
Attack: Tactics (Cha) vs. Primary
Hit: WEAPON + Tactics (Cha) damage. Two allies in sight can
immediately move up to their speed as a free action. This movement
is a mind-affecting effect. Advanced Talents
Miss: Inspire Haste is not expended.
Action Point: On hit, target is dazed (Will save ends). The e20 System does not include advanced classes or prestige classes
that provide greater specialization in a particular role. Instead, it features
Negotiator Talent Tree advanced talent trees that are available only after meeting certain
Whether it’s a tense round of negotiations or a hostage standoff, you prerequisites. Advanced talent trees are not necessarily exclusive to any
remain in control in a volatile situation. Your calm and confidence class, but characters with levels in a particular class might find it easier
gradually manipulate your opponent into making mistakes, so all you to learn these talents.
have to do is wait for your opening.
Prerequisite: trained in Influence

Add Insult to Injury [Core]


With a witty jibe as your attack makes contact, you send your target into
a fit of rage.
Action: Standard; weapon, mind-affecting
Target: 1 living creature; Range: weapon, communication
Attack: Influence (Cha) vs. Primary and Will
Hit vs. Primary: WEAPON + Influence (Cha) damage
Hit vs. Will: The target gains a +1 bonus to its first attack against you
before the start of your next turn. If you are an eligible target and
the target does not attack you on its next turn, it takes 1d8 + your
Charisma modifier nonlethal damage.

21
4: Skills
Skills in the e20 System are substantially different from those found in (Dex or Str), Jump (Str), and Swim (Con or Str), each of which apply to a
earlier d20-based games. particular type of specialized movement.
A skill’s listed applications provide guidelines on how you might use a
• All skills can be used untrained, but skills have some trained-only
skill. You can use a given application to perform any number of different
applications.
actions, and the application’s description often includes particularly
• All skills automatically improve as you gain levels. common tasks and challenges that frequently occur in play.
• If you are trained in a skill, you have a +2 training bonus to your skill
modifier. You start with several trained skills at 1st level (chosen Improvised Applications
from your class, race, and occupation skill lists), and you can take Often, you want to perform an action not explicitly described by any
the Skill Training (SKILL) feat to become trained in any new skill existing skill application. In this case, the Gamemaster can take
(even those not on your skill lists). advantage of the flexibility of the e20 System’s skill system, improvising
• If you take the Skill Focus (SKILL) feat, your training bonus increases a new skill application by pairing a skill with one or more ability scores.
to +3 (+4 at 9th level, +5 at 17th level). For example, what if you want to participate in an organized sport
• Skills are not associated with a single ability score. Instead, the such as American football? The Athletics skill is clearly the most closely
specific application of the skill determines which ability score related, but most sports other than swimming or track and field events
modifier to add to the skill check. wouldn’t fall under a single application. To cover this situation, the
Gamemaster can create an improvised application that fits the situation

Skill Basics in question. A team’s coach might make an Athletics (Int) check to call
plays, and a defensive back might make an Athletics (Wis) check to
anticipate or “read” that play. An offensive lineman might make an
Your skills represent a variety of related abilities, and you get better at Athletics (Con) check to control the line of scrimmage and prevent
them as you go up in level. A skill check takes into account your training defenders from reaching the backfield, and a running back might make
(skill modifier), natural aptitude (ability modifier), and luck (the die roll). an Athletics (Str) check to force his way past defenders on a draw play. A
It can also take into account your knack for a particular skill as quarterback might make an Athletics (Cha) check to fake a handoff on an
represented by a feat or racial trait, the advantages provided by learning option play, and a receiver might make an Athletics (Dex) check to catch
an enhancement related to that skill, the technological edge you gain by a forward pass.
using a high-quality piece of equipment, the disadvantages inherent in When using an improvised skill application, use the following
wearing bulky or unfamiliar armor, and any number of situational guidelines to determine which ability score to apply to the skill check:
modifiers that reflect the circumstances in which you make your skill
• Strength: Application of physical force, such as breaking or moving
check.
objects. Example: Computers (Str) might be used to physically break
the internal components of a computer system.
Trained vs. Untrained Skills • Constitution: Persistence during long tasks and the resistance of
The major difference between a trained skill and an untrained skill is that physical force. Example: Mechanics (Con) might be used when taking
you gain a +2 training bonus to skill checks if you’re trained in the skill. extra time to ensure that you’ve thoroughly inspected a vehicle prior
However, some skill applications can’t be used untrained. to a combat mission.
• Dexterity: Avoiding obstacles, quick reactions, and accurately
Starting Skills performing complex tasks in limited time. Example: Knowledge (Dex)
When you make your character, you select a number of skills as trained might be used when trying when performing very rushed research in
skills. You receive a number of trained skills based on your character a crowded library.
class at 1st level, and you select these trained skills from your • Intelligence: Planning, coordination, and design of complex systems.
occupation, race, and class skill lists. Example: Acrobatics (Int) might be used plan and execute a
sequence of acrobatic maneuvers to slip through a security laser
Skill Training grid.
You can acquire new trained skills at any time by taking the Skill Training • Wisdom: Evaluation, awareness, and anticipation. Example: Vehicles
feat, learning skills even if they aren’t listed in your occupation, race, or (Wis) might be used to estimate the difficulty of a particular
class skill lists. aerobatic maneuver before you attempt to perform it.
• Charisma: Teaching, obfuscation, and suggestion. Example: Nature
Skill Focus (Cha) might be used to coach your allies on how to prepare for a
In addition to Skill Training, you can take the Skill Focus feat for a
long overland journey.
particular trained skill to gain an even higher training bonus to your skill
checks. Your training bonus improves to +3 at 1st level, +4 at 9th level,
and +5 at 17th level. Specialties
Some skills have distinct specialties that represent a particular area of
Applications expertise. For example, weapon skills have a separate specialty for each
associated weapon group, so someone proficient with swords might not
A skill application is a particular area of expertise that is associated with
be equally skilled with fencing weapons or hafted weapons.
one or more ability scores. For example, the Athletics skill covers all
If you do not know the specialty for a particular task or challenge, you
manner of athletic activity, and it includes applications such as Climb
are treated as if you are not trained in the skill: Your skill bonus is +0,

22
you cannot attempt trained-only applications, you are subject to • Nature when riding a mount (trained only)
mishaps, and so forth. Fortunately, you automatically learn specialties • Vehicles when operating a vehicle (trained only)
when you learn skills, and you can learn more during play.
Power
Learning Specialties To use an extraordinary or supernatural power of any kind (see Powers,
You have several different ways to learn specialties both at 1st level and page 39), use the following skills to make a power check:
through play.
At 1st Level: For any trained skill that has specialties (such as • Focus for most extraordinary or supernatural powers
Knowledge), select one specialization that you know. Select an additional • Knowledge (arcana) for arcane magic (trained only)
specialty if you have Skill Focus for the skill. In addition, you can select a • Knowledge (religion) for divine magic (trained only)
number of additional specialties equal to your Intelligence modifier (if • Nature for primal magic (trained only)
positive). Among other things, you can use these specialties to learn
additional languages (specializations of the Linguistics skill).
Restoration
To treat injuries, perform surgery, jury-rig, or conduct repairs (see
Intelligence Modifier: If your Intelligence modifier increases during
Restoration, page 61), use the following skills to make a restoration
play, you can select an additional specialty. You gain another specialty
check:
for every time you have taken the Specialized Experience feat (see
below). • Medicine for any living creature
Skill Training: If you take the Skill Training feat to learn a new skill, • Mechanics for any object or nonliving creature
select one specialty from that skill (if any). • Nature for ordinary animals and plants (trained only)
Skill Focus: If you take the Skill Focus feat, select one additional • Computers for computer systems and other electronic devices
specialty for that skill (if any). (trained only)
Specialized Experience: If you take the Specialized Experience feat, you • Any weapon skill for a weapon from that group (trained only)
gain a number of new specialties equal to your Intelligence modifier
(minimum 1). Sense
Practice: You can learn new specialties through dedicated practice and To perceive your environment, detect opponents, or resist attempts to
training. Training is a challenge: Check SKILL (Wis) DC 15 (trained skill) or deceive or misdirect, use the following skills to make a sense check:
DC 20 (focused skill); Complexity DC × 2; Base Time 1 week; Completed
you learn the specialty; Terminated you don’t learn the specialty and • Perception to perceive your physical environment
must start from scratch. • Intuition to detect lies, feints, and other forms of misdirection
If you have a teacher to assist you, he can make a SKILL (Cha) check to • Tactics to resist misdirection or feints made by a commander
participate in the challenge. The teacher must be trained in the skill and directing a group of characters (trained only)
know the specialty in question, and a maximum of one teacher can assist • Computers to operate sensor systems such as radar or sonar to
you during the challenge. perceive your physical environment (trained only)

Metaskills Skill Checks


Metaskills represent broad groups of skills used for a similar purpose. In
the rules text, metaskills can stand in for the skills they represent. When you use a skill, you make a skill check to see how well you do. The
For example, when you attempt to perform a maneuver during your higher the result of the skill check, the better you do. Based on the
movement (page 68), you would make a control check using a skill circumstances, your result must equal or exceed a particular target
determined by how you move: Athletics when on foot, Nature when number—one or more of a target’s defenses, a static Difficulty Class (DC),
riding a mount, Vehicles when piloting a vehicle, and so forth. Thus, if or the result of an opposed skill check—for the check to be successful.
rules refer to a control (Dex) check and you’re riding a horse, you would The harder the task, the higher the number you need to roll.
make a Nature (Dex) check. Circumstances can affect your check. When free to work without
Several metaskills and the most commonly used skills associated with distractions, you can make a careful attempt and avoid simple mistakes.
them are outlined below. Other skills might be used in specific If you have lots of time you can try over and over again, thereby assuring
circumstances. the best outcome. If others help, you might succeed where otherwise you
would fail.
Control The amount of time necessary to make a skill check is specified in its
To perform maneuvers during your movement (page 68) or to avoid
description. A skill check might require a single action (standard, move,
falling, slipping, or otherwise losing control (page 70), use the following
swift, reaction, interruption, or free) or it might take several rounds,
skills to make a control check:
minutes, hours, days, or even weeks to accomplish.
• Athletics for a creature
• Acrobatics for a creature (trained only) Types of Skill Checks
• Nature for a driver riding a mount
Every skill check is either a task or a challenge. In addition, any task or
• Vehicles for a driver operating a vehicle
challenge can also be an attack. The different types of skill checks are
Initiative described below.
To determine the order in which characters take their actions (see Tasks
Combat Sequence, page 63), use the following skills to make an initiative
Tasks cover simple actions that you can complete in a single skill check,
check:
such as jumping over an obstacle or making a simple melee attack.
• Intuition for most situations You resolve a task with a single skill check. If your skill check result
• Tactics for most situations (trained only) equals or exceeds the target number, you succeed. Otherwise, you fail.

23
Some tasks have an additional effect if you succeed or fail by a particular • Skill (Ability + Ability): If two abilities’ abbreviations are listed in
margin. (See Making a Skill Check, below.) parentheses and joined by a plus sign, add both ability modifiers to
your skill check. Example: Firearms (Dex + Wis) check.
Challenges • Skill: If no ability abbreviation is listed in parentheses, you don’t add
Challenges represent a set of related skill checks. They cover complex any ability modifier to your skill check. Example: Analytics check.
actions that might take several distinct steps to complete, such as
navigating through the trackless wilderness or building a device. Some Ability Checks: Sometimes you want to do something where no specific
challenges allow (or require) more than one character to participate. You skill really applies. In these cases, you make an ability check. An ability
complete a challenge by accumulating progress equal to the complexity check is a roll of 1d20 plus the appropriate ability modifier. For example,
of the challenge. you might make a Strength check to force a stuck or blocked door.
You resolve a challenge with multiple attempts, each of which is In some cases, an action is a straight test of one’s ability with no luck
resolved like any other skill check. A later section outlined the complete involved. Just as you wouldn’t make a height check to see who is taller,
rules for challenges (see Challenges, page 26). you don’t make a Strength check to see who is stronger.
Miscellaneous Modifiers: Different situations can affect your skill
Attacks check for better or worse. For example, attacking a disadvantaged target
Attacks directly harm or impair a target, either by dealing damage or by grants you a +2 bonus to your attack roll, and attacking a target beyond
imposing conditions or other penalties. A skill check made to perform an point blank range imposes a range penalty to your attack roll. In addition,
attack is called an attack roll. some skill checks include a built-in modifier to reflect its advantages or
Because attacks represent actions that take place in the chaotic disadvantages relative to a typical skill check.
environment of combat, they are subject to some special rules. For In situations where no specific modifier is listed, the Gamemaster can
example, so long as your skill modifier is at least +0, you automatically adjust the miscellaneous modifier in one of the following two ways to
hit on a natural 20, and you score a critical hit if your attack roll is account for exceptional circumstances.
greater than or equal to the target’s defense. At the other extreme, you
• Give a +2 circumstance bonus to represent conditions that improve
automatically miss on a natural 1. A later chapter outlines the complete
performance, such as having the perfect tool for the job, getting help
rules for attacks (see Combat, page 58).
from another character (see Cooperative Skill Checks, page 26), or
possessing unusually accurate information.
Making a Skill Check • Give a –2 penalty to represent conditions that hamper performance,
To make a skill check, roll 1d20 and add your skill modifier and any such as being forced to use improvised tools or having misleading
specified ability modifiers to the total, then compare that check result to information.
the target number to determine success:
Larger or smaller adjustments are possible, but these should be reserved
Skill check = 1d20 + skill modifier + ability modifier + misc. modifiers for exceptional circumstances. In most cases, the Gamemaster should
apply modifiers using the standard progression (1, 2, 5, 10, 20, and so
The individual components of a skill check are outlined below. forth).
Skill Modifier: Your skill modifier represents your level of experience,
your degree of training in the skill, and any enhancements you are using
to augment your skill.
Target Number
The target number for a skill check can be determined in one of three
Skill modifier = 1/2 level + training bonus + enhancement bonus ways. It can be compared to a Difficulty Class (DC), a measure of how
The individual components of your skill modifier are outlined below. hard a skill check is (either relative to your level or in absolute terms); it
1/2 Level: Add 1/2 your character level (rounded down) to your skill can be compared to one or more of a target’s defenses (Primary,
modifier. This represents your overall experience as opposed to any Fortitude, Reflex, or Will); or, it can be compared to an opposed skill
specific training, techniques, or equipment that might affect your skill check made by the target.
modifier.
Training Bonus: If you are trained in the skill (either by selecting it as a Difficulty Class (DC)
trained skill at 1st level or by taking the Skill Training feat), add a +2 Some skill checks are made against a Difficulty Class (DC). The DC is a
training bonus to your skill modifier. If you also have the Skill Focus feat number (set using the skill rules as a guideline) that your skill check must
for the skill, your training bonus increases to +3 at 1st level, +4 at 9th equal or exceed for your skill check to be successful.
level, and +5 at 17th level. Absolute DCs: Often, you want to measure the difficulty of a skill check
Enhancement Bonus: If you have an active enhancement that applies in absolute terms. What kind of character could be expected to make a
to the skill, add the enhancement bonus (+1 to +5, depending on quality) given skill check, and under what circumstances? The Gamemaster can
to your skill modifier. Enhancements represent either learned advantages use Table 4–1: Difficulty Class Examples as a guideline, picking one that
(such as techniques, stances, or disciplines) or specialized equipment best matches the task at hand.
(such as a high-quality weapon or an optimized computer system) that As a comparison, consider that an average, untrained 1st-level
provide you with an edge when using the skill. character will have a skill modifier of +0. Such a character will usually
Ability Modifier: Most skill checks account for natural aptitude by succeed at a very easy task even under stress, an easy task if not under
adding one or more ability modifiers to your skill check. When this pressure, and even a moderate or difficult task if given enough time to
applies, the ability is indicated with the skill check in parentheses. try the task repeatedly (see Checks without Rolls, page 26).
Relative DCs: Sometimes, the Gamemaster needs to pick a DC that is
• Skill (Ability): If a single ability’s abbreviation is listed in parentheses, appropriate for the heroes’ level rather than by comparing it to the world
add that ability modifier to your skill check. Example: Athletics (Str) as a whole. In these cases, the Gamemaster can use a relative DC for the
check. skill check. (Relative DCs are particularly useful for constructing
• Skill (Ability/Ability): If two abilities’ abbreviations are listed in challenges; see page 26.)
parentheses and joined by a slash, add the better of the two ability
modifiers to your skill check. Example: Unarmed (Dex/Str) check.

24
Table 4–1: Difficulty Class Examples
Difficulty (DC) Example Skill (Ability)
Trivial (0) Notice something large in plain sight Perception (Wis)
Very easy (5) Climb a knotted rope Athletics (Str)
Easy (10) Hear an approaching guard Perception (Wis)
Moderate (15) Rig a vehicle’s wheel to fall off Mechanics (Int)
Difficult (20) Swim in stormy water Athletics (Dex)
Very difficult (25) Open an average lock Mechanics (Dex)
Heroic (30) Leap across a 30-foot chasm Athletics (Str)
Nearly impossible (40) Track a squad across hard ground after 24 hours of rainfall Nature (Wis)

Table 4–2: Sample Opposed Checks


Opposed Check Skill (Ability) Opposing Skill (Ability)
Con someone Deception (Cha) Intuition (Wis)
Pretend to be someone else Deception (Cha) Perception (Wis)
Negotiate for goods or services Influence (Cha) Influence (Cha)
Create a false map Deception (Int) Intuition (Int)
Hide from someone Stealth (Dex) Perception (Wis)
Pick someone’s pocket Deception (Dex) Perception (Wis)
Tie a prisoner securely Athletics (Dex) Acrobatics (Dex)

Simple (DC = 9 + 1/2 level): Simple DCs are best for skill checks that If your skill check equals or exceeds the target’s defense, you succeed;
any hero should be able to pass multiple times. Experts in a given skill otherwise, you fail.
will pass these checks easily. If a skill check is made against more than one of a target’s defenses,
Moderate (DC = 11 + 3/4 level): Moderate DCs are best for skill checks make a single skill check and compare the result to both defenses. In
that an expert should be able to pass multiple times. Any hero has a good most cases, different effects occur depending on which defense your
chance to pass the check most of the time, but repeated checks will be check result beats, if any.
formidable.
Hard (DC = 13 + level): Hard DCs are best for skill checks that an Opposed Checks
expert should be able to pass most of the time, but repeated checks will An opposed check is one whose success or failure is determined by
be formidable. comparing your check result to another character’s check result. In an
Very Hard (DC = 15 + level): Very hard DCs are challenging even for an opposed check, the higher result succeeds, while the lower result fails. In
expert, with success and failure almost equally likely. Repeated checks case of a tie, the higher skill modifier wins. If these scores are the same,
require significant help or very good luck to avoid failing at least once. roll again to break the tie.
Adjusting DCs: Some situations may make a task easier or harder to Passive Opposed Checks: When a skill check affects multiple targets,
accomplish, resulting in a change to the DC of the skill check. In use a passive opposed check instead of actually rolling each target’s
situations where no specific modifier is listed, the Gamemaster can individual check. A passive opposed check is equal to the following:
adjust the DC in one of the following two ways to account for
10 + skill modifier + ability modifier + miscellaneous modifiers
exceptional circumstances.
A passive opposed check provides the same result as taking 10 (page 26);
• Reduce the DC by 2 to represent circumstances that make the task unlike taking 10, you can perform them under stress, and you never
easier, such as having a friendly audience or doing work that can be initiate a passive opposed check (that is, they always occur as a result of
subpar. being the target of another’s action).
• Increase the DC by 2 to represent circumstances that make the task
harder, such as having an uncooperative audience or doing work that
must be flawless. Success or Failure
As described above, if your skill check result equals or exceeds the target
Larger or smaller adjustments are possible, but these should be reserved
number, you succeed; otherwise, you fail. In addition, some skills allow
for exceptional circumstances. In most cases, the Gamemaster should
for varying degrees of success or failure. For example, if you fail a
apply modifiers using the standard progression (1, 2, 5, 10, 20, and so
Mechanics (Int) check to disarm a bomb by 5 or more, the device
forth).
detonates prematurely. If a given skill application or task has varying
As a rule of thumb, conditions that affect your ability to perform the
degrees of success or failure, it is included in its description in the e20
skill apply a miscellaneous modifier to your skill check, and conditions
System Core Rulebook.
that modify how well you have to perform the skill to succeed change
the DC. Both have the same result—they create a better or worse chance Mishaps
of success—but they represent different circumstances, and sometimes An untrained character can attempt most skill checks, but at times such
that difference is important. an attempt can be risky. If you are untrained in a skill and you roll a
natural 1 on your skill check (that is, the d20 comes up with 1 on its
Target’s Defense
face), you suffer some sort of mishap.
Most attacks are made against one or more of the target’s defenses
The details of a mishap are left to the discretion of the Gamemaster.
(Primary, Fortitude, Reflex, and Will). In addition, some other skill checks
For attacks, you might drop your weapon, your weapon might jam and
are made against a target’s defense, such as an Influence (Cha) check
require a quick repair, or you might hit an unintended target with your
made against a target’s Will to improve the target’s attitude toward you.
attack. For social skills, you might grievously offend another character
(possibly provoking a fight), or your subject might intentionally mislead

25
you. For expert or technical skills, you might make a terrible In cases where the skill restricts who can achieve certain results, you
miscalculation that causes an accident, or you might reach a grossly can’t aid another to grant a bonus to a task that your character couldn’t
incorrect conclusion about a subject. achieve alone. In addition, the Gamemaster can impose reasonable limits
The possibilities are limited only by the Gamemaster’s creativity, but on how many characters can assist on a single skill check. For example, it
keep in mind that a mishap should introduce some meaningful would be difficult for more than a handful of characters to assist a
complication or obstacle into the encounter; it should not produce a Medicine check made to perform surgery.
truly catastrophic outcome that brings the game to a halt.
Multi-Character Challenges
Trying Again Many challenges allow or even require that multiple characters
In general, you can try a skill check again if you fail, and you can keep participate to complete the challenge. Generally, challenges provide for
trying indefinitely. Some applications, however, have consequences of more interesting dynamics than simply assisting an ally with a skill
failure that must be taken into account. A few applications are virtually check. (See Challenges, below, for more detail.)
useless once a check has failed on an attempt to accomplish a particular

Challenges
task. For most applications, when you have succeeded once at a given
task, additional successes are meaningless.
If a given skill application cannot be retried, this is included in the
skill’s description in the e20 System Core Rulebook. For situations not Challenges represent a set of related skill checks. They cover complex
explicitly covered by the rules, the Gamemaster makes a ruling about actions that might take several distinct steps to complete, such as
whether the skill check can be tried again (and if so, whether any navigating through the trackless wilderness or building a device. Some
additional modifiers apply to the new check.) challenges allow (or require) more than one character to participate. You
complete a challenge by accumulating progress equal to the complexity
Checks without Rolls of the challenge.
A skill check represents an attempt to accomplish some goal, usually Because challenges can be as big an obstacle as an armed opponent,
while under some sort of time pressure or distraction. Sometimes, they have a level and you earn experience for overcoming them. If a
though, you can use a skill under more favorable conditions and challenge has little or no risk attached, however, the experience earned is
eliminate the luck factor. substantially reduced.
Taking 10: When you are not threatened or distracted, you may choose
to take 10. Instead of rolling 1d20 for the skill check, calculate your
result as if you had rolled a 10. For many routine tasks, taking 10 makes Progress
them automatically successful. Distractions or threats (such as combat) The individual skill checks that make up a challenge are called attempts.
make it impossible for you to take 10. In most cases, taking 10 is purely a (See Making a Skill Check, page 24.)
safety measure: You expect that an average roll will succeed but fear
that a poor roll might fail, so you elect to settle for the average roll (a • If your attempt is successful (that is, your check result equals or
10). Taking 10 is especially useful in situations where a particularly high exceeds the target number), you accumulate progress toward
roll wouldn’t help. completing the challenge. You gain 5 points of progress for a
Taking 20: When you have plenty of time, you are faced with no successful attempt, plus 1 additional point of progress for every
threats or distractions, and the task being attempted carries no penalties point by which your check result exceeds the target number.
for failure, you can take 20. Eventually, you will get a 20 on 1d20 if you • If your attempt fails, you gain no progress toward completing the
roll enough times, and that’s what this option represents (without taking challenge. In addition, if you fail by 5 or more points, you have made
the time to roll each individual attempt). Instead of rolling 1d20 for the a costly mistake that costs you 5 points of progress.
skill check, just calculate your result as if you had rolled a 20. If you accumulate progress equal to the complexity the challenge, the
Taking 20 means you are trying until you get it right, and it assumes challenge is completed and the indicated effect occurs. If your progress is
that you fail many times before succeeding. Taking 20 takes twenty ever reduced below 0, the challenge is terminated; you might be able to
times as long as making a single check would take, and you cannot do attempt the challenge again, but you’ll have to start from scratch. (If
anything else while taking 20 (even if you would have other actions expensive materials were necessary, half of them are ruined in the
remaining each round). attempt and must be replaced.)

Cooperative Skill Checks Attacks as Progress


In some cases, making attacks might be a reasonable means of
When more than one character tries the same skill at the same time and approaching the challenge. For example, in a chase scene where the
for the same purpose, their efforts might overlap. heroes are trying to escape several armed pursuers, you can escape either
by successfully evading your opponents or by eliminating them outright.
Individual Tasks
In these cases, you can make attacks to earn progress.
Often, several characters attempt some action and each succeeds or fails
Difficulty: By default, an attack is considered an improvised primary
independently. The result of one character’s Climb check does not
skill application for the challenge. (See Difficulty, page 28.)
influence the results of other characters Climb check.
Progress: By default, you earn progress equal to the damage dealt by
Aid Another your attack. The Gamemaster might apply modifiers to your damage, as
You can help another character achieve success on your skill check by deemed appropriate. Continuing the chase example, above, the pursuers’
making the same kind of skill check in a cooperative effort. If you roll a vehicles should have Hardness and DR that will reduce the damage dealt.
10 or higher on your check, the character you are helping gets a +2 On the other hand, if you are using a weapon that has penetration, this
bonus to its check, as per the rule for favorable conditions. (You can’t would reduce the target vehicle’s Hardness and DR.
take 10 on a skill check to aid another.) In many cases, your help won’t
be beneficial, or only a limited number of characters can help at once.

26
Terminated Challenges that occurred during the challenge. As with action point loss, this is
When used as a part of an adventure, a terminated challenge should a good option for moving the adventure past a challenge and onto
have consequences. The specific consequences should be related to the the next step in the adventure.
nature of the challenge. Several possible consequences are outlined When creating new consequences, the Gamemaster should keep in mind
below, and the Gamemaster can create new consequences as that a terminated challenge should never act as a roadblock that
appropriate. prevents further progress in an adventure. The terminated challenge
• Combat Encounter: The simplest outcome of a terminated challenge should make things more difficult for the heroes, certainly, but it should
is to trigger a combat encounter of roughly the same XP value. not stop them in their tracks.
Alternatively, multiple encounters that add up to roughly the same For example, if the heroes are attempting to infiltrate an enemy
XP value might be used. When caught trying to infiltrate an enemy installation, a terminated challenge might result in a combat encounter
installation, for example, the heroes might be confronted by a large with the guards; if the heroes prevail in that encounter, they can proceed
group of guards, or they might encounter several smaller patrols that into the installation (perhaps using the guards’ keys to open a locked
seek them out later in the adventure (perhaps reinforcing other door) but now everyone inside is on high alert.
opponents in later encounters).
• Allies Lost or Captured: If the adventure involves allied Gamemaster Skills Used
characters, they might be killed or captured as a result of a Every challenge is associated with one or more skills. The specific skill
terminated challenge that involves combat or another high-risk applications chosen should be thematically related to the challenge at
situation. In a social setting, allies might be “lost” by changing their hand. For example, a social encounter is quite likely to involve skills such
attitude toward the heroes; for example, failed negotiations might as Deception, Influence, and Intuition. Similarly, almost any wilderness
result in a patron taking offense and becoming indifferent (or worse) encounter could include skills such as Athletics, Nature, and Perception.
as a result of the heroes’ poorly executed attempt, or a failed Each means of approaching the challenge is a separate skill application
attempt to perform a mission for an ally might result in that ally (that is, including both a skill and the relevant ability modifier). Primary
losing faith in the heroes. skill applications are those most directly related to the challenge at hand.
• Equipment Lost or Damaged: Sometimes, the most logical result of a Secondary skill applications are those that play a supporting role that
terminated challenge is that some significant equipment becomes nevertheless contribute meaningfully to the completion of the challenge.
lost or damaged. For example, a terminated challenge to navigate an
asteroid field might result in the heroes’ spacecraft being seriously Number of Skill Applications
damaged or even destroyed. Generally, equipment loss isn’t Generally, a single-character challenge should have 1 to 2 primary skill
particularly significant unless its value is at least equal to an applications and 0 to 3 secondary skill applications. A single skill might
individual’s Resources modifier, but critical equipment (such as rope have more than one application in the challenge. Continuing our
when climbing a mountain) might be valuable enough to count as a wilderness example, Athletics (Con) might be a primary application to
significant loss. (Because players really don’t like losing their favorite represent your endurance on an overland trek, and Athletics (Str) might
toys, you should use this option sparingly; at the very least, it’s be a secondary application used to climb over difficult terrain to gain
usually better to leave equipment damaged but salvageable rather shortcuts on your journey.
than destroyed outright.) For a multi-character challenge (that is, one that requires multiple
• Resources Lost: In many cases, the most appropriate cost of a characters to participate), add 1 primary skill application per 2 characters
terminated challenge is monetary. The heroes might be fined by the and add 1 secondary skill application per character. For example, a multi-
authorities during a botched smuggling run, they might lose business character challenge for four heroes should have 3 to 4 primary skill
contacts because of harm to their reputation, or they might even be applications and 4 to 7 secondary skill applications. In addition, a multi-
fired by their current employer. Generally, a loss of 1 point of character challenge should involve a number of different skills at least
Resources for each participating character is an appropriate equal to the number of participating characters.
consequence. Primary Skill Applications: Primary skill applications produce progress
• Time Lost: By itself, lost time is not particularly meaningful, but it toward completing the challenge, and they represent the most
might have secondary consequences that matter to the heroes appropriate and directly related way to address it. For example, a social
(usually in the form of lost allies, equipment, or resources); for challenge might include Deception (Cha), Influence (Int or Cha), and
example, the heroes might not reach a town in time to save its Intuition (Wis) as primary skill applications.
inhabitants from an approaching army. However, lost time can be an Secondary Skill Applications: Secondary skill applications usually don’t
appropriate consequence if it has some significant effect on the produce progress toward completing the challenge. Instead, they reveal
heroes or their reputation, such as being incarcerated or marooned. new options (making a new primary skill application available), provide a
Such lost time is a great way to bring an adventure to a screeching bonus to a primary skill application (usually +2), or change other factors
halt, though, so it should be used very sparingly (and even then only (such as reducing your current tally of complications by 5, or removing
if it ultimately moves the campaign forward). the possibility of critical failure; see Other Factors, page 29).
• Action Point Lost: A very simple way to penalize the characters for a If a secondary skill application provides progress toward completing
terminated challenge is to charge them 1 Action Point each as the the challenge (rather than any of the options above), it can do so only
heroes expend extra effort to grasp victory from the jaws of defeat. once during the entire encounter. Once a participant uses it successfully,
This is a good way to move past a challenge that needs to be that application can’t be used again.
overcome in one way or another to continue the adventure. (If a
hero does not have an Action Point remaining, they might instead Improvised Skill Applications
take damage, below.) When designing a challenge, the Gamemaster should expect the players
• Damage: Another simple way to penalize the characters is to deal to come up with relevant skill applications that are not on the original
damage; generally, an amount equal to their recovery value (1/5 list for the challenge. This is not only acceptable but also encouraged:
their maximum hit points) is appropriate. Alternatively, a hero might The players should exercise creativity when approaching a challenge, and
gain a –1 impairment penalty to represent some physical trauma the Gamemaster should reward them for doing so.

27
Each skill in the e20 System Core Rulebook includes a section on average complexity will keep all required participants busy for most or all
suggested improvised applications to give the players a few ideas for use of an encounter, but if additional heroes can help, they might be able to
in play, but these suggestions should be considered a starting point for complete it fairly quickly. You should use challenges of extreme
creativity, not a limit on the skill’s use. complexity sparingly; even if additional heroes participate, the challenge
An improvised skill application can function as either a secondary or will take quite a while to complete.
primary skill application for the challenge, depending on how directly the
Gamemaster believes that it relates to the challenge at hand. Normally,
the difficulty of an improvised skill application is increased by one step
Limit
(from moderate to hard, for example), but the Gamemaster can ignore Some challenges might allow only a limited number of attempts before
this if the proposed application is particularly ingenious or well suited to the challenge expires (that is, it ends without being completed or
the challenge. As a rule of thumb, if a player proposes something so terminated). These challenges usually represent a situation where the
appropriate that you would have included it yourself had you thought of quality of the outcome is variable; for example, an engineer designing a
it, you don’t need to increase the difficulty. new vehicle might create a design that is anywhere on a continuum from
inspired and ingenious to critically flawed and unusable.

Difficulty Attempt Limit


Difficulty can be set in absolute or relative terms, as with any other skill The number of attempts allowed before the challenge expires is
check. A challenge’s difficulty also determines its base level for purposes determined by the complexity of the challenge. The minimum value of
of experience earned for overcoming the challenge. the attempt limit is equal to (required number of participants) +
When building a challenge from scratch, use relative DCs of the desired (complexity/10).
level to determine the difficulty of the challenge. Use a simple relative Higher Limit: Increasing the limit by 50% reduces the challenge’s level
DC for a secondary skill application in a multi-character challenge; by 1, and increasing the limit by 100% reduces the challenge’s level by 2.
increase the difficulty by one step each for a primary skill application, an Expiration Terminates: If a limited challenge treats anything less than
improvised skill, or a single-character challenge. (Multi-character partial success (see below) as a termination rather than a neutral
challenges have lower DCs at a given level because not all participating outcome, increase its level by 1.
characters will be well suited to a particular set of skills.)
For ease of reference, the types of skill applications associated with Partial Success
each relative DC are given below. By default, limited challenges allow for partial success depending on how
much progress you accumulate before the challenge expires. Unless
• Simple (DC = 9 + 1/2 level): In multi-character challenges, use otherwise specified, every 10 points by which your progress falls short of
simple relative DCs for secondary skill applications. the complexity reduces the quality of the outcome by one step; however,
• Moderate (DC = 11 + 3/4 level): In multi-character challenges, use you must accumulate progress equal to at least half the complexity to
moderate relative DCs for primary skill applications and most achieve any partial success.
improvised secondary skill applications. In single-character The quality of a partial success varies depending on the situation;
challenges, use moderate relative DCs for secondary skill published challenges will specify particular effects, and when creating a
applications. new challenge the Gamemaster should use his judgment to define each
• Hard (DC = 13 + level): In multi-character challenges, use hard tier of partial success.
relative DCs for most improvised primary skill applications. In single- Example: You are trying to improve the attitude of a detective so that
character challenges, use hard relative DCs for primary skill he will provide confidential information (complexity 40, limit 5). If you
applications and most improvised secondary skill applications. complete the challenge (progress 40 or more after no more than five
• Very Hard (DC = 15 + level): In single-character challenges, use very attempts), the detective becomes helpful and will provide the
hard relative DCs for improvised primary skill applications. information you need, even if this would be moderately risky to him. If
you achieve the first tier of partial success (progress 30 to 39), the
Complexity detective becomes friendly; he won’t provide confidential information
himself, but he will give you advice and guidance on where you might
The complexity of the challenge determines how long it will take to find the information you seek. If you have the second tier of partial
overcome, and it plays a major role in determining the experience award success (progress 20 to 29), the detective is indifferent; he won’t provide
the heroes receive for completing it. any advice, but he won’t try to get you in trouble, either. If you achieve
Choose a complexity value that matches how much effort you want no partial success (progress 0 to 19, less than half the complexity of the
the heroes to have to put into the challenge, as shown on Table 4–3: challenge), the detective becomes unfriendly; he is offended by your
Complexity. A challenge of minor complexity is best for minor obstacles request, and he might intentionally mislead you or notify his superiors. If
or distractions meant to sidetrack the heroes momentarily. A challenge of

Table 4–3: Complexity


Complexity per
Rank Req’d Participant* Description
Minor 14 or less The challenge serves as a relatively minor obstacle for the characters in the course of a larger encounter, most likely
(avg. 10) requiring only a couple of rounds to complete.
Average 15 to 29 The challenge is an obstacle equivalent to one standard opponent of the challenge’s level per participant. It should
(avg. 20) occupy the majority of the participant’s attention even as a part of a larger encounter; if all heroes are required to
participate, it can function as an encounter by itself.
Extreme 30 or more The challenge is a major obstacle, the equivalent of one elite opponent of the challenge’s level per participant. In
(avg. 40) most cases, a challenge of extreme complexity should be an encounter unto itself unless it allows only one
participant.
* Complexity does not change if additional characters (beyond those required) choose to participate in the challenge.
28
you the challenge was terminated by achieving negative progress Complications (+1 level)
(progress –1 or lower), the detective becomes hostile; he might attempt Occasionally, a challenge has more than one dimension; lost progress not
to arrest you on the spot. only makes your job harder, but it also builds toward an undesired
No Partial Success: If a limited challenge does not allow for partial outcome. Every time your attempt results in a loss of progress, you gain
success when it expires, increase its level by 1. an equal amount in complications. If your complications total ever equals
or exceeds half the challenge’s complexity, the challenge automatically
Time terminates.
Mitigating Complications (–1 level): When a challenge has
Challenges can take place at any time scale, ranging from round-by-
complications, you might have the option to mitigate them with a
round actions undertaken during a larger combat encounter to extended
secondary skill application instead of building progress toward
and abstracted interactions that span weeks or even months. Published
completing the challenge. When you do so, calculate how much progress
challenges include the time required for each attempt in their
your attempt would have earned (had it been a primary skill application)
descriptions.
and subtract that amount from your current complications total.
Base Time: If a challenge lists a base time (for example, “Base Time 1
Sacrifice (+0 level): When you earn complications by a failed attempt,
week”), the total time required for the challenge is progressive rather
you can choose to make a personal sacrifice to prevent the complication
than determined by a flat amount per attempt. Creation challenges (such
total from increasing. You have three options: (1) Sacrifice an Action
as building a vehicle) are the most common challenges that use a base
Point; (2) Take damage equal to your recovery value (1/5 your maximum
time; a particularly skilled mechanic might be able to build a vehicle very
hit points); (3) Take a –1 impairment penalty.
quickly, but an amateur mechanic might take much longer due to false
starts. Critical Failure (+1 level)
Every time a participant makes an additional attempt, the total time
If challenge has opportunities for catastrophic failure, the Gamemaster
expended increases by one step on the standard progression (1, 2, 5, 10,
might apply this factor. If you roll a natural 1 on your attempt, you
20, and so on). For example, a challenge with a base time of 1 week takes
automatically lose 10 progress regardless of your skill check result.
1 week if completed by the time all characters make a single attempt, 2
weeks if they needed two attempts, 5 weeks if they needed three Critical Success (–1 level)
attempts, and so forth. If a challenge has opportunities for spectacular success, the Gamemaster
Limited challenges very rarely have a base time. might apply this factor. If you roll a natural 20 on your attempt,
Initiative: In most cases, the order in which the heroes make their calculate the progress you would normally earn and then double it.
attempts does not affect the outcome of the challenge. Generally, it is
best for the heroes to start with their most capable member. However, in New Objectives (+0 level)
the case of a challenge that has an adversary (see Other Factors, below), Some challenges have distinct phases that use different skill applications.
initiative should be determined normally to determine the order of For example, once you find a downed pilot behind enemy lines
actions. An adversary cannot act until the challenge has started, (Perception, Nature, Tactics), you now need to evade enemy pursuers and
however, so if the adversary gets the highest initiative it must delay until keep the injured pilot alive (Athletics, Medicine, Stealth). Evolving
at least one hero has made an attempt. objectives are a good way to make sure that every participant in a
challenge has at least some time in the spotlight.
Other Factors There is no set point at which a challenge should change to a new
objective, but a good guideline is to divide the progress into equal
Every challenge is different, and adding one or more of the following
segments for each. With two objectives, for example, you might change
factors can help to make a challenge more interesting and dynamic.
the skill set needed once you cross the halfway point toward completing
Generally, it’s a good idea for the Gamemaster to add at least one factor
the challenge.
to any challenge to ensure that it has something to differentiate it from
other challenges the heroes face in play. Risky (+1 level)
Some challenges are particularly dangerous, providing a situation which
Adversary (+XP by type and level) is less forgiving of mistakes. In a risky challenge, you lose 5 progress on
Sometimes a Gamemaster character is in a position to oppose the heroes
any failure, not just when you fail by 5 or more.
directly, interfering with their progress. The adversary makes skill checks
just as the heroes do, but the progress earned by the attempt is applied Safe (–2 levels)
in reverse: A success subtract from your progress, and a failure adds to Some challenges don’t represent an immediate threat even on
your progress. termination, though the potential for some kind of confrontation is
Sometimes, you might have the option to engage the adversary in present. For example, when negotiating with a bouncer to get into a
combat; doing so might prevent the adversary from interfering with your private club, the challenge is unlikely to result in combat unless the
progress, but any character in combat can’t contribute to the challenge’s characters do something particularly provocative (or if they choose to
progress, either. start a fight on their own).
Just because a challenge features opponents doesn’t mean that it A safe challenge can be combined with the complications or critical
needs the adversary factor. Use this option only if an opponent is in a failure factors; in this case, a critical failure or terminating the challenge
position to directly sabotage and interfere with your work; for example, by accumulating complications makes the threat immediate rather than
when hacking a computer network, the system administrator is potential.
specifically trying to isolate your connection, terminate your access, and
undo any changes you make, so that would qualify as an adversary. In an Very Safe (–4 levels)
ordinary chase scene, however, the challenge is evading the pursuers Some challenges don’t have any real threat of failure other than the time
themselves; unless you want to represent a single highly skilled opponent and resources expended in the attempt. These challenges are particularly
(such as a legendary bounty hunter chasing you along with a bunch of common outside of adventures, such as when using your skills to create
ordinary guards), there’s no need to use the adversary factor. enhancements in your downtime. For example, a hero who spends time
writing a book with the Linguistics skill might have a lot to gain if the

29
Table 4–4: Challenge Experience Awards prompt them to describe their actions in whatever detail they can,
Level Minor Average Extreme Level Minor Average Extreme framing their attempts in terms of how they try to tackle the challenge
1 50 100 200 11 2,000 5,000 10,000 rather than what they are trying to accomplish. If a player describes
2 75 150 300 12 3,000 7,500 15,000 something particularly appropriate (such as a very eloquent argument
3 100 200 500 13 5,000 10,000 20,000 when trying to gain the favor of a noble), feel free to reduce the
4 150 300 750 14 7,500 15,000 30,000 difficulty by one step (from hard to moderate, for example). Conversely, if
5 200 500 1,000 15 10,000 20,000 50,000 a player describes something particularly counterproductive (such as
6 300 750 1,500 16 15,000 30,000 75,000 trying to physically intimidate a noble protected by loyal and well-
7 500 1,000 2,000 17 20,000 50,000 100,000 trained bodyguards), you might increase the difficulty by one step.
8 750 1,500 3,000 18 30,000 75,000 150000 However, be sure that you don’t penalize a character for a player’s lack
9 1,000 2,000 5,000 19 50,000 100,000 200,000 of knowledge. A skilled mechanic would logically know all the technical
10 1,500 3,000 7,500 20 75,000 150000 300,000 details about disarming a trap, so let the player focus on a more general
approach rather than naming specifics (for example, “I want to jam the
challenge is successful (even a partial success might result in some trigger,” “I want to block its firing port,” or “I want to search for a blind
modest income), but a failure means that the hero has lost no more than spot that won’t set it off”). Similarly, a player might not know the correct
the time spent on an unworkable manuscript. way to address a noble with his family’s formal ancestral title, but a
If a very safe challenge doesn’t require any expenditure sufficient to quick Knowledge (Int/civics) check will determine if the character does.
reduce your Resources modifier and requires one week or less of your
time, it does not represent a sufficient risk for you to gain any experience
Hidden Challenges
at all. Depending on the challenge in question, the players might not need to
know mechanical details such as complexity and progress. Unless a

Level and Experience player initiated the challenge (such as when creating an item), the
players won’t necessarily know the details of the challenge—or even that
Once you have determined the base level of the challenge, apply any one has started!
modifiers for limit or other factors to determine the adjusted level of the When a challenge’s game mechanics might intrude on roleplaying, you
challenge. Look up the experience point (XP) value corresponding to the can safely tuck all the numbers “behind the screen,” out of sight (and out
challenge’s complexity and adjusted level on Table 4–4: Challenge of mind) of the players. Just let them interact with the game world in
Experience Awards. whatever manner fits their character’s personality, giving them feedback
As a comparison, a challenge of average complexity is the equivalent on their actions as you go along. Continuing the earlier example, if a
of a single standard opponent of the same level (both in XP value and player fails in a ill-conceived attempt to intimidate the noble, you might
approximate difficulty). say, “The noble darkens visibly at your insulting attempt to intimidate
If the heroes complete the challenge, divide this XP among all him in front of his own guards, and it seems to have strengthened his
characters who participated. For a limited challenge where the heroes resolve.”
achieve only partial success, divide the XP by 2 for every step below Nevertheless, don’t overlook the current progress score as a source of
complete success that they achieve. dramatic tension. In challenges that represent dangerous tactical
situations, letting the players see their current progress, the complexity
Other Rewards goal they have to reach, and (for limited challenges) how many attempts
A challenge won’t necessarily have any other awards attached to it, but they have remaining can really engage the players.
if the situation warrants the Gamemaster can provide for the characters

List of Skills
to find money or goods in the aftermath of a challenge. Alternatively, the
characters might receive a specific monetary reward if the characters
performed the challenge on behalf of a patron. If the challenge’s
adjusted level is greater than that of the heroes, a flat increase of 1 point Table 4–5: Skills lists the skills used in the e20 System, dividing them
to all participants’ Resources modifiers is an appropriate award. into weapon skills and nonweapon skills. Specific applications within
If you would prefer to give out a reward in cash or equipment, a value each skill—many of them familiar to players of other d20-based games—
equal to a purchase DC of (challenge’s adjusted level + 10), split among are also listed.
all participants, is a reasonable amount.

Running Challenges
When running a challenge as the Gamemaster, you should encourage
creativity and roleplaying by taking the actions of the heroes and
translating them into an appropriate skill check. Player’s shouldn’t think
about their actions in terms of skills and ability modifiers; instead,

30
Table 4–5: Skills
Skill Applications
Nonweapon Skills
Acrobatics Balance (Dex), Escape Restraints (Dex), Escape Grapple (Dex or Str), Soft Fall* (Dex or Str), Tumble* (Wis)
Analytics Create Chemicals* (Int), Collect Data (Wis), Evaluate Data (Int), Scientific Knowledge* (Int)
Specializations: behavioral sciences, life sciences, physical sciences, social sciences
Athletics Catch (Dex), Climb (Dex or Str), Endurance (Con), Jump (Str), Swim (Con or Str), Use Rope (Dex or Int)
Computers Access System (Wis), Create Electronic Device* (Int), Create Program* (Int), Modify System* (Int), Protect System* (Wis),
Repair System* (Int)
Deception Bluff (Cha), Create Forgery (Dex or Int), Create Disguise (Wis), Feint* (Cha), Innuendo (Cha), Sleight of Hand* (Dex)
Focus Concentration (Con), Use Arcane Magic* (Cha or Int), Use Divide Magic* (Cha or Wis), Use Psionics* (Cha or Con), Additional
Recovery* (Con)
Influence Improve Attitude (Cha), Intimidate (Cha or Str), Negotiate (Cha or Wis), Perform (Cha), Requisition (Int)
Specializations: acting, bureaucracy, dance, keyboards, percussion instruments, persuasion, singing, stand-up, stringed
instruments, wind instruments
Intuition Gamble (Cha or Int), Gather Information (Cha), Sense Motive (Wis), Sense Paranormal Activity* (Wis)
Knowledge Appraise (Wis), Common Information (Int), Expert Information* (Int), Profession (Wis), Research (Int)
Specializations: arcana, business, civics, current events, entertainment, history, religion, streetwise
Linguistics Create Document (Cha or Int), Cryptography* (Int), Innuendo (Cha), Read/Write Language (Int or Wis), Speak Language (Cha
or Wis)
Specializations: individual languages (by setting), composition
Mechanics Create Machine* (Int), Create Object (Dex or Int), Create Structure* (Int), Demolitions* (Int or Wis), Disable Device (Dex or
Int), Jury Rig (Dex or Str), Repair (Int)
Medicine Create Pharmaceuticals* (Int), Treat Injury (Wis), Treat Disease (Wis), Treat Poison (Wis), Surgery* (Dex or Int)
Nature Handle Animal (Cha), Train Animal (Cha or Wis), Ride (Dex), Survival (Wis), Track* (Wis)
Perception Create Visual Artwork (Cha), Notice (Wis), Read Lips* (Int), Search (Int)
Specializations: awareness, cinematography, drawing, painting, photography, sculpture
Stealth Camouflage (Int), Conceal (Dex), Sneak (Dex), Snipe* (Wis), Tail (Cha)
Tactics Anticipate* (Wis), Coordinate Attack (Cha), Plan* (Int)
Vehicles Dogfight* (Dex), Navigate (Int or Wis), Pilot (Dex), Repair Vehicle (Int), Use Fixed Weapon* (Dex or Int)
Specializations: light aircraft, light wheeled, heavy aircraft**, heavy wheeled, helicopter**, fighter aircraft**, powerboat,
rowboat, sailboat, ship, spacecraft**, teamster, tracked
Weapon Skills All weapon skills: Use Weapon (by attack), Maintain Weapon* (Dex or Wis), Repair Weapon* (Int), Modify Weapon* (Int),
Create Weapon* (Int)
Firearms Specializations: handguns, longarms, shotguns
Gunnery Specializations: mortars & artillery, explosives & incendiaries, rockets & missiles, machine guns & autocannons, cannons &
guns
Melee Specializations: basic weapons, chained weapons, fencing weapons, hafted weapons, swords, pole weapons
Ranged Specializations: basic weapons, bows, crossbows
Unarmed Specializations: brawling, grappling, natural weapons
* Trained only.
** This specialization has a prerequisite.

31
5: Feats
Feats take up too much space to describe fully, but the tables below limited to characters who have at least one level in one of two classes.
summarize the effect of each feat with enough detail to use it in a As a 1st-level character, you get three free defensive feats (including
simple adventure. Characters can learn four types of feats—general, class, one second-tier defensive feat), determined by your starting class.
defensive, and style—described in more detail in the sections below.
Style Feats
Defensive Feats Style feats work with your fighting style (such as two-handed weapon or
Defensive feats improve one of your defenses (Primary, Fortitude, Reflex, weapon and shield), providing a specific benefit to match your approach
or Will), either directly or by allowing you to wear armor without penalty. to combat. You can use only one style feat at a time, but you can switch
Anyone who meets the prerequisite can take a defensive feat, but some to a different style feat you know as a free action once per round on your
second-tier defensive feats (such as Improved Great Fortitude) are turn. Anyone who meets the prerequisite can take a style feat, but some

Table 5–1: Defensive Feats


Feat Prerequisite Effect
Armor Proficiency Wear armor without penalty.
Armor Proficiency, Heavy Armor Proficiency Wear heavy armor without penalty.
Dodge +2 defense bonus to Primary Defense when not wearing armor.
Dodge, Improved Dodge +3 defense bonus to Primary Defense when not wearing armor (+4 at 9th level, +5 at 17th)
Great Fortitude +2 defense bonus to Fortitude Defense and Fortitude saves.
Great Fortitude, Great Fortitude, either +3 defense bonus to Fortitude Defense and Fortitude saves (+4 at 9th level, +5 at 17th)
Improved Dreadnought or Vanguard
Iron Will +2 defense bonus to Will Defense and Will saves.
Iron Will, Improved Iron Will, either Envoy or +3 defense bonus to Will Defense and Will saves (+4 at 9th level, +5 at 17th)
Sentinel
Lightning Reflexes +2 defense bonus to Reflex Defense and Reflex saves.
Lightning Reflexes, Lightning Reflexes, either +3 defense bonus to Reflex Defense and Reflex saves (+4 at 9th level, +5 at 17th)
Improved Corsair or Sentinel

Table 5–2: Style Feats


Feat Prerequisite Effect
Autofire Assault Emplaced or Two-Handed; must aim/brace; with autofire/barrage attack, deal 1/2 damage on a miss
by 5 more points (for example, on miss by 10 or less instead of miss by 5 or less).
Burst Fire Emplaced or Two-Handed; must aim/brace; automatic only; with ranged attack against 1 target, –3
to attack (–2 with normal or light weapon), +2 damage dice; ammo 5.
Careful Shot Emplaced or Two-Handed; must aim; with ranged or area (blast, splash, or spread) attack, +1 attack
(+2 with light weapon)
Combat Expertise Int 13 With attack on your turn, choose a value up to your Intelligence modifier (min. 1); until start of
your next turn, add value to your Primary and Reflex and subtract value from attacks.
Dual Mastery Dual; +1 to attacks with primary and off-hand weapons.
Evasive Maneuvers Driving; enemies calculate range penalty using (2 × transport’s current speed) or distance,
whichever is greater.
Expert Duelist One-Handed; with melee or ranged attack, crit on natural 19–20; with light weapon, +1 attack
Flurry of Blows Dex 13 Dual, One-Handed, Shield; with melee attack, –2 attack (–1 with light weapon), +1 damage die.
Mobility Dex 13 If you move less than your speed and then use standard action, you can move again as swift action
so long as total movement doesn’t exceed your speed.
Power Attack Str 13 Two-Handed; with melee attack, –2 attack, +1 damage die.
Rapid Fire Semiautomatic only; with ranged attack, –2 attack (–1 with light weapon), +1 damage die; ammo
2.
Shield Bash Armor Proficiency (light) Shield; after hitting target with melee attack, deal Strength modifier (min. 1) bludgeoning damage
to 1 character in reach.
Shield Expert Armor Proficiency (light) Shield; add Constitution modifier (min. 1) to Primary Defense.
Sustained Fire Emplaced or Two-Handed; must aim/brace; with autofire/barrage attack against same area as last
round, +1 damage die; double ammo spent.
Transport Dodge Driving; as interruption 1/round, when your transport would be hit by an attack, transport gains +5
bonus to Primary and Reflex Defenses against that attack.
Transport Mobility Dex 13 Driving; you take no speed penalty to attacks; if you move less than the maximum for your declared
speed and then use a standard action, you can move again as swift action (up to total allowed for
your declared speed).

32
Table 5–3: Class Feats
Feat Prerequisite Effect
Bastion of Courage Sentinel 1st Swift action; you and all allies in sight within 5 squares gain a +2 bonus on Will saves until start of
your next turn.
Brilliant Tactician Savant 1st, trained Swift action; you and all allies in sight within 5 squares gain a +2 bonus to attacks of opportunity and
in Tactics +2 bonus to Primary Defense against attacks of opportunity until start of your next turn.
Brutal Presence Vanguard 1st 1/round, designate a target you hit with a melee attack. If that target is within reach and makes an
attack that doesn’t include you as a target before the start of your next turn, it takes 1d6 damage
(2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level).
Calculated Risk Savant 1st Can reroll attack, but take –5 penalty to all defenses until end of next turn (+1 to reroll at 5th, +2 to
reroll at 10th, +3 to reroll at 15th).
Connections Envoy 1st Treat Resources DCs as 2 points lower.
Damage Reduction Dreadnought 5th You gain DR 1 (DR 2 at 10th level, DR 3 at 15th level).
Devastating Attack Vanguard 3rd Attacks with weapon group gain devastating +2 (+3 at 5th level, +4 at 10th level, +5 at 15th level).
(weapon group)
Energy Resistance Dreadnought 1st You gain resistance equal to your Constitution modifier (min. 1) against selected energy type.
(type)
Evasion Corsair 3rd Take no damage from area attack or autofire attack on a miss.
Extreme Effort Vanguard 1st Move action; can reroll next Strength-based skill check this turn.
Faith Sentinel 1st When you spend Action Point to reroll, add your Wisdom modifier (min. 1) to reroll.
Favored Enemy Corsair 1st Select a group of characters (such as members of an organization, creatures native to one terrain type,
or one type of vehicle). Against this group, you can reroll sense checks or weapon attack rolls up to
2/encounter (3/encounter at 6th, 4/encounter at 11th, 5/encounter at 16th). You can take this feat
multiple times; pick a new group each time.
Gimmick Savant 1st, trained 1/round, issue routine command to computer as free action.
in Computers
Healing Knack Sentinel 1st When you heal a target, healing is doubled. (Does not affect recovery.)
Heroic Surge Sentinel 1st 1/encounter, reduce action type necessary by 1 step for a given action (2/encounter at 11th level).
Ignore Hardness Vanguard 1st Ignore 2 points of target’s hardness with melee attack (3 points at 6th level, 4 points at 11th level, 5
points at 16th level).
Improved Influence Envoy 1st Treat target attitude as 1 step better for Influence checks.
Increased Speed Corsair 1st Speed increases by 1 square (2 squares at 6th level, 3 squares at 11th level).
Inspirational Presence Envoy 1st Swift action; you and all allies in sight within 5 squares reduce fatigue by 1 additional point on
successful save until the start of your next turn.
Lucky Corsair 1st Spend Action Point to gain +1 to skill checks or +1 to defenses for rest of encounter.
Rage Vanguard 1st Spend Action Point to go into a rage: +2 to all Strength-based skill checks and damage; (Vanguard
level + 9) temporary hit points; –2 Primary, –2 Reflex, +2 Will. At end of encounter, effect ends and
you take (Vanguard level + 9) damage.
Rage, Greater Vanguard 11th When you go into a range, bonus to Will Defense and Strength-based skill checks and damage
improves to +3; other effects remain unchanged.
Relentless Dreadnought 1st Once per round, when an enemy steps out of a space you threaten, you can step 1 square as an
immediate free action.
Remain Conscious Dreadnought 5th When you would become disabled, you are instead exhausted so long as you have at least 1/2 your
reserves remaining (or any reserves at all at Dreadnought 15th).
Robust Dreadnought 3rd You gain (Dreadnought level + 9) hit points. You gain an additional 1 hp every time you gain a level of
Dreadnought.
Second Wind Dreadnought 1st You can use the recover action 1 additional time per encounter.
Situational Awareness Sentinel 1st Once per encounter, you can reroll an Insight or Perception check and keep the better result.
Sneak Attack Corsair 1st Once per round when you hit a disadvantaged target with a weapon attack at point blank range, you
deal an additional 3d6 damage (4d6 at 6th level, 5d6 at 11th level, 6d6 at 16th level).
Sneak Attack, Greater Corsair 5th Use d8s rather than d6s for your sneak attack damage.
Stamina Dreadnought 3rd, When you rest, your healing is doubled. When you successfully save to reduce your fatigue or
Robust impairment penalty, your penalty is reduced by 2 instead of 1.
Sudden Insight Savant 1st 1/encounter, can reroll an Intelligence-based skill check (2/encounter at 11th).
Uncanny Dodge Corsair 5th, Evasion Not disadvantaged when flat-footed or struck by unseen attacker. At Corsair 10th, you also cannot be
flanked.
Uncanny Luck Corsair 5th 1/encounter, treat a natural roll of 16 or higher as a natural 20 (2/encounter at 15th).

style feats require that you use a particular fighting style to gain their
benefits.
You must be trained in all weapons you wield (and your transport’s
Class Feats
control skill, for driving style feats) to use a style feat. Class feats provide signature abilities that help to define each class’s role
(such as Sneak Attack for a Corsair), and only members of a given class

33
Table 5–4: General Feats
Feat Prerequisite Effect
Advanced Weapons Skill Training (SKILL) Apply your training bonus to attacks with advanced weapons associated with selected SKILL.
Advantageous Cover When you have non-mobile cover against an attack, gain +1 bonus to Primary and Reflex Defenses.
Alertness Halve distance before determining range penalty on Perception checks.
Animal Affinity Can take 10 on Nature checks to ride, handle animals, or train animals even under pressure.
Attentive 1/encounter, can reroll Intuition check to sense motive or Analytics check to evaluate data.
Blind Fight Reduce concealment by 1 step in melee.
Builder Double progress when creating devices, structures, and vehicles.
Cautious trained in Mechanics No mishap with explosives unless you fail Mechanics check by 10 or more.
Combat Reflexes 1/round, can reroll attack of opportunity.
Confident 1/encounter, can reroll Intuition check to gamble or Influence check to intimidate.
Creative Double progress when creating artwork or composition or when performing.
Educated trained in Knowledge 1/encounter, can reroll Knowledge check. Reduce difficulty by 1 step for unfamiliar subjects.
Elusive Target When you have mobile cover against an attack, gain +1 bonus to Primary and Reflex Defenses.
Far Shot Reduce range penalties beyond point blank range: short, –1; medium, –2; long, –5; extreme, –10.
Gearhead When restoring hit points to nonliving object (page 61), reduce challenge’s base time to 10 minutes.
Guide Double progress when using Nature to orienteer or Vehicles to navigate.
Improved Initiative Can reroll when making an initiative check.
Medical Expert 1/encounter, can reroll Medicine check.
Meticulous 1/2 time to take 20 on Deception check to create forgery or Perception check to search.
Nimble trained in Acrobatics 1/encounter, reroll Acrobatics check to escape or use sleight of hand.
Precise Shot Ignore mobile cover for ranged attacks.
Quick Draw Draw or holster weapon as free action; must be trained with weapon’s skill.
Skill Focus Skill Training (SKILL) +3 training bonus to selected SKILL (+4 at 9th level, +5 at 17th level); can train other characters to
use enhancements based on selected SKILL.
Skill Mastery Skill Training (SKILL) Roll of 4 or less on d20 is treated as a 5 when making skill check with selected SKILL.
Skill Training +2 training bonus to selected SKILL, use trained-only SKILL applications.
Specialized Experience Gain a number of new specializations equal to your Intelligence modifier (minimum 1).
Sprint When running, move up to 2.5 × speed (2 × speed when carrying medium or heavy load).
Studious 1/2 time to take 20 on Knowledge check to perform research or Linguistics check to decipher.
Stunt Mastery Perform the chosen stunt without the normal –5 penalty.
Surgical Expert trained in Medicine When restoring hit points to living creature (page 61), reduce challenge’s base time to 10 minutes.
Toughness Gain (9 + character level) hit points; every time you advance a level, gain +1 hit point.
Trickster Reduce difficulty by 1 step when determining penalty to Deception check to bluff or create disguise.
Trustworthy 1/encounter, can reroll Influence check to improve attitude or gather information.
Vehicle Expert trained in Vehicles 1/encounter, can reroll a Vehicles check.

can take its associated class feats. Many class feats require you to have
more than one level in a given class to select the feat.
As a 1st-level character, you get one free class feat, chosen from all
class feats available for your starting class at 1st level.

General Feats
General feats allow you to focus on particular situations in which you
want to excel, whether in or out of combat. Anyone who meets the
prerequisite can take a general feat.

34
6: Traits
Traits are game statistics that aren’t directly related to your class and • Perform Stunt: You can perform a stunt at no penalty even if you
level. The two most important traits for any campaign are Action Points don’t have the associated Stunt Mastery feat.
and Resources; different genres and settings might have additional traits • Regain Talent: You can spend an Action Point to regain the ability to
that play a significant role (such as alignment, honor, sanity, and so use a major talent you have already expended without resting for 1
forth). minute.
• Reroll: You can reroll an ability check, skill check, attack, or saving

Action Points
throw you just made, treating the new result as if it were the
original roll.
Unless otherwise specified, you must spend your Action Point
Action Points allow you to perform exceptionally heroic acts or influence
immediately before taking the action it modifies. The effect of the Action
your environment. You start with 1 Action Point, which you can expend
Point is applied before completing the action it modifies (if any).
during play. Some actions and situations can change your Action Point
total; for example, you have the option to gain an Action Point when you
score a critical hit (rather than dealing double damage or some other
benefit). After one hour of rest, your Action Point total is reset to 1. Resources
When you spend an Action Point, select one of the benefits listed
below. Some options for Action Points might be unavailable for different Every character has a Resources modifier that reflects his or her buying
styles of play; for example, the On-Hand Object option might be power—a composite of income, credit rating, and savings—in addition to
disallowed in a less cinematic game. In addition, some genres might add the ability to call in favors or requisition equipment for missions. A
additional options for Action Points. character’s Resources modifier serves as the basis of the character’s
Resources check, which is used to purchase equipment and services for
• Emulate Feat: Until the end of your turn, you gain the benefit of a the character.
single feat for which you meet the prerequisite. Unlike the Wealth mechanic in d20 Modern, Resources are part of a
• Enhance Talent: Major talents have an “Action Point” line that hybrid system that allows the easy movement from abstract assets
describes an enhanced effect that you can activate by spending an (composed of credit, savings, and intangibles such as favors and access
action point. to wealthy patrons) to cash on hand, and back again.
• Haste: You can perform an action as if it requires an action type one Even in a campaign where almost all transactions are conducted in
step lower. You use a move action to perform a standard action, a cash, the Resources mechanic is still used for purposes of calculating the
swift action to perform a move action, a free action to perform a difficulty of acquiring items through means other than purchase. For
swift action, or perform a free action or reaction as if it were an example, the skill check DC and complexity for designing or creating
interruption. items is determined partially by the purchase DC of the item in question.
• On-Hand Object: Normally, you can make a Resources check to see if Similarly, because Resources are a wholly abstract mechanic, they are
you have a common object available on hand, but you are limited to useful for assets other than money. For example, if a powerful patron
situations in which you would reasonably be expected to have an owes you a favor or if a large organization provides you with access to its
assortment of common objects (such as in your home, in the trunk of property, your Resources modifier can be used to represent this access.
your vehicle, and so forth). If you spend an Action Point, you can For simplicity, a single Resources modifier represents all your assets,
ignore this restriction on finding an on-hand object nearby. regardless of source. However, the Gamemaster has the option to give
However, the Gamemaster determines the object’s specific location characters separate Resources modifiers to represent very different
(accessible to you, but not necessarily convenient), and the GM is assets, perhaps creating separate modifiers for calling in favors, making
free to overrule any specific on-hand object you request if it would requisitions through a bureaucracy, and so forth. The e20 System Core
not reasonably be present. For example, the GM would rightly say Rulebook provides additional guidance and options for using separate
that you can’t find a set of lock picks inside a jail cell. Resources modifiers.

Table 6–1: Resources Modifiers


Resources Modifier Individual Finances Organization or Community Size
+0 or less Impoverished or in debt —
+1 to +3 Struggling —
+4 to +6 Working class —
+7 to +9 Middle class —
+10 to +12 Affluent Small local business
+13 to +15 Wealthy (millionaire) Mid-sized local business, village, hamlet
+16 to +20 Rich (multi-millionaire) Large local business, minor national corporation, town
+21 to +30 Very rich (billionaire) Major national corporation, small city
+31 to +40 — Tiny/impoverished nation, large city, minor multinational corporation
+41 to +45 — Small/developing nation, major metropolis, major multinational corporation
+46 to +50 — Industrialized nation, giant multinational corporation
+51 to +55 — Wealthy nation, great power
+56 or more — Superpower

35
Table 6–2: Purchase DCs
Purchase DC Value 1 Purchase DC Value 1
1 $2 26 $30,000
The Resources Check
A Resources check is a 1d20 roll plus your current Resources modifier. If
2 $3 27 $50,000
you succeed on the Resources check, you purchase the object or service
3 $5 28 $75,000
successfully. If you fail, you can’t afford it at the time.
4 $7 29 $100,000
If your current Resources modifier is equal to or greater than the DC,
5 $10 30 $150,000
the purchase is automatically successful.
6 $15 31 $200,000
If you successfully purchase an object or service with a purchase DC
7 $20 32 $300,000
that’s higher than your current Resources modifier, your Resources
8 $30 33 $500,000
modifier decreases by (purchase DC – Resources modifier)/2, rounded up.
9 $50 34 $750,000
10 $75 35 $1,000,000 Shopping and Time
11 $100 36 $1,500,000 Purchases require an amount of time determined by the purchase DC, as
12 $150 37 $2,000,000
shown on the table below. You can make a purchase more quickly, but
13 $200 38 $3,000,000 this increases the purchase DC by 1 for every step by which you reduce
14 $300 39 $5,000,000
your shopping time; since you’re rushed, you won’t have sufficient time
15 $500 40 $7,500,000
to shop around for the best bargain.
16 $750 41 $10,000,000 You can take 10 and take 20 for legal purchases. Taking 20 takes 20
17 $1,000 42 $15,000,000 times as long as normal; this is most often the case for major purchases,
18 $1,500 43 $20,000,000
such as when you get a mortgage to buy a house. You cannot take 10 or
19 $2,000 44 $30,000,000 take 20 if you have a current Resources modifier of +0 or less.
20 $3,000 45 $50,000,000
Minimum Community Resources: Small communities very rarely have
21 $5,000 46 $75,000,000
extremely rare or expensive items available for sale through conventional
22 $7,500 47 $100,000,000
retail outlets. However, some residents might own the item in question
23 $10,000 48 $150,000,000
as personal property (rather than as store inventory), and you might be
24 $15,000 49 $200,000,000
able to talk the owner into selling it to you.
25 $20,000 +6 ×10 For every point by which the community’s resources is less than the
1 Value in US Dollars, circa 2011 minimum for the item you seek, add 1 to the item’s purchase DC, take a
–2 penalty to your Resources check result, and increase the time required
by 1 step on the table. You might also need to make an Influence (Cha)
Resources Modifier check to negotiate with the owner and convince him or her to sell you
Over the course of play, your Resources modifier will decrease as you the item, at the Gamemaster’s discretion.
purchase expensive items and increase as you gain levels. There is no
limit to how high or low your Resources modifier can climb. Minimum
Since Resources is an abstract concept, it’s sometimes difficult to Purchase DC Time Required Community Resources
determine how financially well off a character is. To get a general sense 10 or less 1 hour Purchase DC + 1
of how financially solvent a character is at any given time, check the 11 to 15 2 hours Purchase DC + 2
table below. 16 to 20 4 hours Purchase DC + 3
21 to 25 1 day Purchase DC + 4
Resources and the Starting Hero 26 to 30 2 days Purchase DC + 5
At 1st level, your starting Resources modifier is 7 + your occupation’s 31 to 35 1 week Purchase DC + 6
Resources modifier. 36 to 40 2 weeks Purchase DC + 7
Random Resources: At the Gamemaster’s option, your starting 41 or more 1 month Purchase DC + 8
Resources can be determined randomly. To do so, roll 2d6 and add your
occupation’s Resources modifier. Trying Again
You can try again if you fail a Resources check, but not until you have
Low Resources spent an additional number of hours shopping equal to the purchase DC
If your current Resources modifier is +0 or less, your dire financial of the object or service.
circumstances place some limitations on what you can do with your
Resources. You cannot take 10 or take 20 on any Resources check, and Losing Resources
you cannot make any withdrawals to gain cash.
If you successfully purchase an object or service with a purchase DC

Purchasing Equipment that’s higher than your current Resources modifier, your Resources
modifier decreases by (purchase DC – Resources modifier)/2, rounded up.
Resources checks are used to determine what you can afford and to what
gear you might reasonably have access. Your Resources modifier reflects Making Withdrawals
your buying power, and every object and service has a purchase DC. To Sometimes, you don’t want to buy a specific item, but you would like to
make a purchase, make a Resources check against the purchase DC. have some cash on hand. In this case, pick a purchase DC greater than
your current Resources modifier that corresponds to the amount of cash
Purchase DCs you’d like to withdraw. Make a Resources check as with a normal
In the e20 System Core Rulebook, every item and service available in the purchase to determine if you are successful. If successful, compare the
Equipment chapter has a purchase DC listed. For other items, you can purchase DC to your current Resources to calculate how much you
determine a purchase DC by looking up its value in US dollars (present reduce your Resources modifier.
day, circa 2011) on Table 6–2: Purchase DCs.

36
Because making a withdrawal is simpler than actually making a check.) The DC is equal to 20 + your current Resources, and you cannot
purchase (that is, you don’t need to go shopping), treat the purchase DC take 10 or take 20 on this check. After one week of dedicated work (at
as 5 points lower when determining how long you must spend to make least 40 hours), you can make one skill check to see if your Resources
the withdrawal. For example, a purchase DC of 15 would normally take 2 improve.
hours, so making a withdrawal of $500 (DC 15) instead takes only 1 You can work a job while adventuring, so long as you are able to put in
hour, the same as a DC 10 purchase. the necessary hours of work. The Gamemaster determines what
You cannot make a withdrawal if your current Resources modifier is +0 requirements your specific job might have, such as a specific work
or less. schedule and whether overtime is possible (or perhaps required).
Depending on the job, time spent during adventures might count as work
Gaining Resources hours; for example, a team of commandos working for a professional
military would count time spent conducting missions as a part of their
Your Resources modifier recovers as you advance in level. When you job.
advance a level, make a skill check using your best skill associated with The Gamemaster is the final arbiter of when you can and cannot work
your current occupation, adding the occupation’s Resource modifier to to earn money, and it should never be allowed to disrupt adventures or
your check. If your check result equals or exceeds your current Resources the campaign as a whole.
modifier, your Resources modifier increases by 1, plus 1 additional point
for every 5 points by which your check result exceeds your Resources
modifier. Combining Resources
Multiple characters can combine their funds to make a large purchase or
Resources Awards split a large reward. Doing so reduces the financial strain on any single
Adventuring may result in characters finding valuable items or monetary member of the group, but it requires all participating characters to spend
rewards. In such cases, the benefit might translate into a Resources time shopping together to make the purchase.
award. The award might be a direct bonus, such as every hero in the
group gaining 1 point of Resources; this is most appropriate when the Combined Resources Modifier
reward is largely intangible, such as earning favors from powerful To make a purchase as a group, you need to calculate a combined
patrons or gaining access to an organization’s assets. Resources modifier. You have two options for doing this, and both will
Alternatively, the award might be in the form of cash, which each yield similar results.
character can either keep or deposit to increase their current Resources. Add Purchase Values: Look up the value (in US$) corresponding to each
character’s current Resources modifier. Add these values together, and
Making Deposits then find the greatest value on the table that is less than or equal to this
You can take cash on hand and deposit it to increase your current amount. The purchase DC listed for that value is the combined Resources
Resources. Determine the purchase DC equivalent to the cash value you modifier for the group.
deposit; round down to the next lowest purchase DC. Your Resources For example, characters with Resources +5, +6, and +8 want to
modifier increases by (purchase DC – Resources modifier)/3, rounded combine their efforts to make a purchase. Look up the values of for
down. purchase DCs of 5 ($10), 6 ($15) and 8 ($30), and then add these
together ($55). The greatest value on the table that is less than or equal
Selling Stuff to $55 is $50 (purchase DC 9). Therefore, the group has a combined
To sell something, you first need to determine its sale value. Assuming Resources modifier of +9.
the object is undamaged and in working condition, the sale value is equal Combine Least Pairs: Start with the two lowest Resources modifiers
to the object’s purchase DC (as if purchased new) – 3. and combine them. If they have the same modifier, their combined
Selling an object can provide an increase to a character’s Resources modifier is +2 higher. If one is 1 to 2 points higher than the other, their
modifier. Your Resources modifier increases by (sale DC – Resources combined modifier is +1 higher than the greater modifier. If one is 3 or
modifier)/3, rounded down. Selling an object takes an amount of time more points higher than the other, their combined modifier is equal to
equal to that required to purchase the object, as determined by its the greater modifier (that is, the lower modifier is too small to
purchase DC. significantly increase the greater modifier). Repeat this process, always
A character cannot legally sell restricted objects unless the character is combining the two lowest values, until you have a single combined
licensed to own them. A character also cannot legally sell objects that Resources modifier.
have been reported as stolen. Selling objects illegally usually requires For example, the same three characters (Resources +5, +6, and +8)
that the character have contacts in the black market, and reduces the want to combine their efforts to make a purchase. Starting with the two
sale value by an additional 3. lowest modifiers, we see that 6 is 1 point greater than 5, so this pair
combines to a value of +7 (1 point more than the greater modifier, +6).
Working a Job Next, we combine the +7 and +8. Again, the greater modifier is 1 point
When you aren’t adventuring, you might be able to work to earn money.
higher than the lesser modifier, so their combined modifier is +9 (1 point
This option is available only if you have a regular job that provides you
more than the greater modifier, +8).
with access to paid work, and in some settings that won’t be available on
a reliable basis. In a high fantasy setting, for example, you can’t expect Making a Combined Purchase
to work as a blacksmith for a week between adventures because most Once you have calculated the combined Resources modifier, make the
trades are practiced by full-time apprentices and journeymen. (If you purchase normally using the combined modifier. Calculate the Resources
own your own smithy, of course, you can pick up work whenever you lost for the group as a whole (comparing the purchase DC to the
want—but then you’ll also have to manage and train your apprentices combined Resources modifier), and apply that loss individually to each
and journeymen so they can run the business in your absence.) character.
Working a job requires a skill check just as when you gain Resources For example, if our group with a combined Resources modifier of +9
upon advancing a level, using your best skill associated with your successfully buys something with a purchase DC of 13, this would result
occupation and adding the occupation’s Resources modifier. (If your in the loss of 2 points of Resources (13 – 9 = 4, 4/2 = 2). Therefore, each
occupation has a required skill, you must use that skill to make the

37
member of the group loses 2 points from their Resources modifier, specifically purchase such objects in order to employ them—use the
reducing them to +3, +4, and +6. following rules.
With the GM’s permission, you can make a Resources check to see if
Cash on Hand you have a mundane object on hand, as long as the object has a
purchase DC of 10 or lower. The Resources check works the same as for
The Resources mechanic abstracts the day-to-day monetary transactions buying the object, except that you take a –10 penalty on the check and
that characters in a modern setting might make, avoiding the minutia of you can’t take 10 or take 20. In addition, you can’t make a Resources
paying bills, collecting paychecks, and so forth. However, in many check to see if you have a mundane object on hand during character
settings it is entirely appropriate to conduct most transactions in cash generation or between adventures—only during play. If you succeed, your
rather than resorting to Resources checks. In these cases, the options for Resources modifier is unaffected, even if the object’s purchase DC is
making withdrawals and making deposits allow you to move freely higher than your Resources modifier.
between an abstract Resources modifier and specific cash funds. Depending on the situation, the GM can rule that a certain mundane
When purchasing an item with cash, its cash value is equal to that object is not available; for an object to be obtainable, the character must
listed for its purchase DC in Table 6–2: Purchase DCs unless otherwise be in a place where the object logically would be, such as in your home
specified. or in the trunk of your vehicle.

On-Hand Items
To account for the mundane and innocuous objects that most people
have among their possessions—and not force every character to

38
7: Powers
Some genres and settings might provide access to powers—extraordinary and bargain with supernatural—and often malevolent—entities. They
or supernatural abilities not found in the real world. This chapter might be powerful but less-than-deific extraplanar beings (such as
provides a brief overview of the types of powers that you can find in the demons and devils), but some might be forgotten elder gods whose vast
e20 System Core Rulebook. powers merely lie dormant as they sleep, dreaming of the unimaginable
horrors they will unleash when they awaken.

Magic
You can learn pact magic through sinister bargains that grant you
diabolic powers you channel into vicious attacks (Warlock Spellcasting,
Vanguard), unearthing forgotten occult symbols and rituals that allow
Magic is the art of manipulating the world around you through you to summon extraplanar beings and bind them to your will (Alienist
supernatural means. Magic has four primary types—arcane, divine, pact, Spellcasting, Savant), or mastering the potential of your own infernal
and primal—and it can employed by casting spells, performing bloodline (Hexblade Spellcasting, Dreadnought).
incantations, or using items with inherent magical properties.
Spellcasting: Each type of magic has its own talent tree, and you must Primal
take one of the spellcasting feats for a given magic type before you can
Primal magic taps into the inherent power of the natural world, calling
learn any of its talents. Every spellcasting feat is associated with a single
upon the energies produced by all life or the spirits left behind after
class.
death.
Because of the number of possible magical effects within even a single
You can learn primal magic through devotion to the natural cycles of
type of magic, spell talent trees are larger than usual: They have 6 core
life and death and guarding against those who would intrude upon it
talents (three 1st, and one at 3rd, 7th, and 11th) and 12 major talents
(Druid Spellcasting, Sentinel), immersing yourself in the wild and learning
(three at 1st, and one at 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, and
to call upon your inherent connection to it (Ranger Spellcasting,
18th). Unlike normal talents, however, spells have some restrictions on
Vanguard), or seeing, contacting, and traveling the spirit world (Shaman
how you can use talent stunts, as determined by your spellcasting feat.
Spellcasting, Corsair).
Incantations: In addition to spells, anyone with the necessary
spellcasting feat can perform incantations—longer rituals that produce
lasting effects. Each incantation is a challenge (page 26); you gain its
benefit when you complete it, but you can suffer a magical backlash if Psionics
the challenge is terminated.
Magic Items: Some objects have inherent magical properties in the Psionics is the practice of using your mind to produce paranormal effects
form of an enhancement (page 55). Anyone with a spellcasting feat can though intense meditative focus. Psionics has four types—clairsentience,
produce magic items that use that type of magic. psychokinesis, psychometabolism, and telepathy—and it can be employed
by manifesting psionic talents, performing meditations, or using items

Arcane empowered with psychic energy.


Manifestation: Each type of psionics has its own talent tree, and you
Arcane magic allows you to take direct control of universal forces, must take the Psychic Manifestation feat before you can learn them.
shaping the underlying eldritch fabric of reality using arcane formulae, Each talent tree is associated with three classes.
invocations, and rituals that produce the desired effect. Meditations: In addition to manifestations, anyone with the Psychic
You can learn arcane magic either through dedicated study of arcane Manifestation feat can perform meditations, lengthy delves into the
writings (Wizard Spellcasting, Savant), informal study and second-hand recesses of the mind that can produce lasting effects. Each meditation is
knowledge picked up over time (Bard Spellcasting, Envoy), or a a challenge (page 26); you gain its benefit when you complete it, but you
completely intuitive and innate grasp of arcane magic (Sorcerer can suffer a psychic backlash if the challenge is terminated.
Spellcasting, Corsair). Empowered Items: Some objects have inherent psionic properties in
the form of an enhancement (page 55). Anyone with the Psychic
Divine Manifestation feat can produce psionic items.

Divine magic allows you to use your faith to call upon a supremely
powerful entity, which then intercedes on your behalf. This entity is often Clairsentience
a deity, but it can also be something more abstract, such as tapping into Clairsentience provides various forms of extrasensory perception,
the collective consciousness of the adherents to a particular philosophy including powers such as clairvoyance, clairaudience, precognition,
or ideology. postcognition, and psychometry. This talent tree is available to Corsairs,
You can learn divine magic through pious reverence and dedicated Sentinels, and Envoys.
study of religious and philosophical teachings (Cleric Spellcasting,
Sentinel), a righteous devotion to serving your faith through bold deeds
(Paladin Spellcasting, Dreadnought), or by gaining divine favor through
Psychokinesis
the faith you inspire in others (Evangelist Spellcasting, Envoy). Psychokinesis is the mental manipulation of your physical environment,
including powers such as moving distant objects, starting fires,

Pact controlling light or sound, and creating telekinetic shields to protect you
from attacks. This talent tree is available to Vanguards, Corsairs, and
Pact magic delves into Things Man Was Not Meant To Know, forbidden Savants.
secrets that cross the line into madness and allow you to make contact

39
being a member of another species), but under very limited
Psychometabolism circumstances it might be possible for a character to become a prodigy,
Psychometabolism is the mastery of the body, unlocking your physical perhaps through the injection of a mutagenic serum, genetic
potential by opening your internal channels of energy. It includes powers engineering, or a bizarre, freak accident.
such as adrenaline control, biofeedback, regeneration, and even altering During character creation, prodigies select their powers, which might
your molecular structure. This talent tree is available to Vanguards, be in the form of feats (Superior Strength, Regeneration) or a talent tree
Dreadnoughts, and Sentinels. (Energy Manipulation, Teleportation); many prodigies have psionic or
magic talents, as well.
Telepathy As they advance in level, prodigies can continue to improve their
existing powers or, in the case of prodigy talents, learn new powers
Telepathy is the ability to contact, read, and even control other closely related to those they already know; they cannot gain new and
characters’ minds as well as to protect yourself from such intrusion. It unrelated powers. (You might have an indestructible skeleton, retractable
includes powers such as telepathic communication, mind reading, claws, and uncanny regeneration, but you ain’t learning to fly, bub.)
psychic blasts, creating illusions, amplifying emotions, altering memories, Although they are too varied and complex to list here, the e20 System
and even controlling actions. This talent tree is available to Core Rulebook provides a wide range of prodigy powers appropriate for
Dreadnoughts, Savants, and Sentinels. any superhero … or villain.

Prodigies
Prodigies are characters with inherent exceptional or supernatural
abilities that might be described as “super powers.” In most cases,
prodigies are born with these powers (either as a result of mutation or

40
8: Equipment
In most cases, equipment in the e20 System is similar to its earlier d20- A closed container (such as a holster with its safety strap attached, or
based counterparts. a briefcase) requires a swift action to open or close and an additional
swift action to unlock it, if necessary.

Using Items Weapons


Before you can use an item to perform an action or gain its benefit, you
must first equip the item in the proper location on your body. Your Weapons are similar to those seen in previous d20-based games, and
available locations are arms, back, fingers (two separate locations, one damage levels are comparable if not actually identical. A wide variety of
on each hand), hands, head, held, legs, neck, torso, and waist. weapons are detailed in the tables below.
Unless otherwise specified, you can only use or gain the benefit of one
item in each body location.
Held: Equipping or stowing a held item (such as a weapon or tool)
Weapon Tables
requires a swift action. You can also drop a held item as a free action. The following section details the terms used in the weapon tables below.
Worn: Wearing or removing a single worn item requires a move action. Weapon: This lists the name of the weapon. Weapons are grouped by
If the item includes multiple pieces (such as a pair of gloves, an intricate skill and specialization within each skill. Some weapons can be used with
costume, or most formal clothing), you must use one move action per more than one skill or specialization, such as bayonets (Firearms/rifles or
piece. Melee/simple), daggers (Melee/simple or Melee/fencing), short swords
Because of their bulk and complexity, suits of armor require multiple (Melee/swords or Melee/fencing), or grenades (Gunnery/explosives &
actions to wear or remove: Archaic armor requires (1 + defense bonus) incendiaries or Ranged/simple).
standard actions, and modern armor (1 + defense bonus) move actions. If a weapon has any special properties (such as providing a bonus to a
Hasty Removal: In an emergency (such as when you fall into a river particular action or requiring the Advanced Weapons feat), they are
while wearing heavy clothing or armor), you can remove a worn item noted in the weapon’s entry in the table.
hastily at the cost of damaging it. You must spend the same number of Damage: This lists the weapon’s damage. Weapon damage (before
actions indicated above, but reduce the action type necessary by one adding any extra damage from your specific action) must equal or exceed
step (from standard to move, or from move to swift). During hasty a target’s Hardness for an attack to deal any damage.
removal, the worn item’s hit points and reserves are both reduced to 0 Strength: Muscle-powered weapons include your Strength modifier as
and it is incapacitated (page 63), making it unusable until repaired. a part of their weapon damage. When determining if you penetrate a
target’s Hardness, be sure to include your Strength modifier.

Containers Type: Some targets have resistance, vulnerability, or immunity to


particular types of damage. In addition, some Damage Reduction doesn’t
The actions listed above assume that the item in question has a apply to specific types of damage. In these cases, the weapon’s damage
dedicated, accessible, and open container. If this is not the case, you type matters. (See Damage Types, page 76.)
must spend additional actions to equip or remove it. Most weapons deal a single type of damage, but some have the option
Accessible: An accessible container is one worn within easy reach, but to deal one of two types (for example, “Pierc./Slash.”) or deal damage
you can have only a limited number of accessible containers at any given that counts as both types (for example, “Bludg. + Pierc.”). Some weapons
time. You can have up to four on your waist (such as belt pouches, hip can deal different types of damage by using different ammunition. (See
holsters, and pants pockets), two on your torso (such as shoulder Ammunition, page 46.)
holsters, bandoliers, or shirt pockets), and two on your back (such as a Range: This lists the weapon’s point blank range. Beyond point blank
rifle slung over your shoulder, an arrow quiver, or the pockets of a jacket range, you take a range penalty to your attack: short range (2 × range), –
or coat). 2; medium range (5 × range), –5; long range (10 × range), –10; extreme
If the item’s container isn’t accessible, you must spend an additional range (20 × range), –20.
move action to get to the container itself (such as by removing a worn Use the distance to the target or the target’s current speed, whichever
backpack or bending down to reach an ankle holster) before you can is more, when calculating your range penalty. Some equipment and feats
equip or remove the item. can mitigate range modifiers.
Dedicated: A dedicated container, such as a holster, holds only a single Maximum Range: A weapon cannot attack a target beyond its
item. If the item you seek shares its container with other objects (such as maximum range. (For area weapons, the entire area must be within the
in a bag, backpack, briefcase, or large pocket), you must spend an weapon’s maximum range.) Unless otherwise specified, a weapon’s
additional move action to find the item. maximum range is equal to its extreme range, but some weapons list a
Open: An open container has no lid, straps, or other restraints that maximum range in addition to its point blank range (for example, “2,
prevent you from easily retrieving the item you seek. The disadvantage of max. 5”).
an open container is that items can easily fall out, suffer damage from Area: For weapons that produce an area attack, this column lists how
the elements, or become the target of pickpockets. Because of this, most wide (in squares) its area is on each side. (See Area Attacks, page 73.)
adventurers prefer to keep important items secured (such as with the
safety strap on holster) unless they expect to need them in very short
order.

41
Table 8–1: Archaic Weapons (Unarmed and Melee)
Purch
Weapon Damage Type Range Area Ammo Wield Size Weight Prep DC
UNARMED
Brawling
Unarmed strike 1d4+Str1 Bludg. — — — Light M (+0) — — —
Martial arts2 1d6+Str Bludg. — — — Light M (+0) — — —
MELEE
Basic weapons
Sai7,10 1d4+Str Bludg. 2 — Thrown Light M (+0) 1 lb. Free 5
Dagger14 1d4+Str Pierc./Slash. 2 — Thrown Light M (+0) 1 lb. Free 7
Sap 1d6+Str1 Bludg. — — — Light M (+0) 2 lb. — 7
Club 1d6+Str Bludg. 2 — Thrown Light M (+0) 3 lb. Free 3
Greatclub 1d10+Str Bludg. — — — Heavy M (+0) 8 lb. — 9
Quarterstaff9,10,11 1d6+Str Bludg. — — — Heavy M (+0) 4 lb. — 4
Shortspear 1d6+Str Pierc. 5 — Thrown Normal M (+0) 3 lb. Free 5
Spear 1d8+Str Pierc. 5 — Thrown Heavy M (+0) 6 lb. Free 7
Chained weapons
Flail, light7 1d6+Str Bludg. — — — Normal M (+0) 5 lb. — 11
Flail, heavy7 1d10+Str Bludg. — — — Heavy M (+0) 10 lb. — 12
Spiked chain2,8,9 1d8+Str Pierc. — — — Heavy M (+0) 10 lb. — 14
Nunchuku2,10 1d6+Str Bludg. — — — Light M (+0) 2 lb. — 7
Whip2,3 1d4+Str Slash. — — — Normal M (+0) 2 lb. — 5
Fencing weapons
Main-gauche11 1d4+Str Pierc. — — — Light M (+0) 1 lb. — 8
Stiletto12 1d4+Str Pierc. — — — Light M (+0) 1 lb. — 8
Rapier13 1d6+Str Pierc. — — — Light M (+0) 2 lb. — 13
Cutlass11 1d6+Str Slash. — — — Light M (+0) 3 lb. — 14
Saber13 1d6+Str Slash. — — — Light M (+0) 2 lb. — 13
Hafted weapons
Kama2,10 1d6+Str Slash. 2 — Thrown Light M (+0) 2 lb. Free 7
Pick, light12 1d4+Str Pierc. — — — Light M (+0) 3 lb. — 9
Pick, heavy12 1d6+Str Pierc. — — — Normal M (+0) 6 lb. 11
Hammer, light 1d4+Str Bludg. 5 — Thrown Light M (+0) 1 lb. Free 5
Handaxe 1d6+Str Slash. 2 — Thrown Light M (+0) 3 lb. Free 10
Battleaxe 1d8+Str Slash. — — — Normal M (+0) 6 lb. — 12
Greataxe 1d12+Str Slash. — — — Heavy M (+0) 12 lb. — 14
Mace, light 1d6+Str Bludg. — — — Light M (+0) 4 lb. — 9
Mace, heavy 1d8+Str Bludg. — — — Normal M (+0) 8 lb. — 12
Morningstar 1d12+Str Bludg. + Pierc. — — — Heavy M (+0) 12 lb. — 15
Scythe12 1d10+Str Pierc./Slash. — — — Heavy M (+0) 10 lb. — 13
Warhammer 1d8+Str Bludg. — — — Normal M (+0) 5 lb. — 12
Polearms
Halberd6 1d10+Str Pierc./Slash. — — — Heavy M (+0) 12 lb. — 11
Longspear8 1d8+Str Pierc. — — — Heavy M (+0) 9 lb. — 9
Lance5,8 1d8+Str Pierc. — — — Heavy M (+0) 10 lb. — 11
Glaive8 1d10+Str Slash. — — — Heavy M (+0) 10 lb. — 10
Guisarme6,8 1d8+Str Slash. — — — Heavy M (+0) 12 lb. — 11
Ranseur7,8 1d8+Str Pierc. — — — Heavy M (+0) 12 lb. — 11
Swords
Short sword 1d6+Str Pierc. — — — Light M (+0) 2 lb. — 11
Longsword 1d8+Str Slash. — — — Normal M (+0) 4 lb. — 12
Bastard sword2 1d10+Str Slash. — — — Normal M (+0) 6 lb. — 14
Scimitar12 1d8+Str Slash. — — — Normal M (+0) 4 lb. — 12
Falchion12 1d10+Str Slash. — — — Heavy M (+0) 8 lb. — 16
Greatsword 1d12+Str Slash. — — — Heavy M (+0) 8 lb. — 15
1 Nonlethal damage 8 Reach weapon
2 Advanced weapon 9 Double weapon
3 On hit vs. Reflex and Fortitude, target is grappled 10 Martial arts weapon
4 On hit vs. Primary and Fortitude, target is poisoned 11 +2 to Primary Defense with total defense action
5 +1 die of damage when charging 12 +1 die of damage on critical hit
6 +2 to attack when using Trip stunt 13 +2 to attack when using Riposte stunt
7 +2 to attack when using Disarm stunt 14 +2 to Stealth checks to conceal

42
Ammunition: All nonmelee weapons require ammunition to make an bow, crossbow, or sling. You must draw another shot of ammunition as a
attack. Loading or reloading ammunition requires an action determined swift action, but placing it in the weapon is a free action.
by the listing in this column. The action listed assumes that you have the Internal: The weapon holds its ammunition in an internal chamber,
ammunition in an easily accessible location, such as a holster or a pouch such as in a bolt-action rifle or pump-action shotgun. You must spend at
on a belt or bandolier. If the ammunition is stored in a worn item such as least two swift actions to reload the weapon: one to acquire the
a backpack, you must remove the item (a move action) before you can ammunition, and another to load a number of shots equal to 1 + your
access its contents. Dexterity modifier (minimum 2 per swift action). If this isn’t sufficient to
Thrown: After using a thrown weapon, you must draw another one as a finish reloading the weapon, you can spend additional consecutive swift
swift action before you can make another attack. actions to load more shots (number as above).
External: The weapon holds its ammunition externally, such as on a Cylinder: The weapon holds its ammunition in a cylinder, such as in a

Table 8–2: Archaic Weapons (Ranged, Firearms, and Gunnery)


Purch
Weapon Damage Type Range Area Ammo Wield Size Weight Prep DC
RANGED
Basic weapons
Sling 1d4+Str Bludg. 10 — 1 ext. Light M (+0) 0.1 lb. Free 2
Net1,2 — — 1 — Thrown Heavy M (+0) 6 lb. Free 7
Bolas1,2 1d4+Str Bludg. 2 — Thrown Light M (+0) 2 lb. Free 9
Dart 1d4+Str Pierc. 5 — Thrown Light M (+0) 0.5 lb. Free 3
Javelin 1d6+Str Pierc. 10 — Thrown Normal M (+0) 2 lb. Free 5
Skuriken1,3 1d4+Str Pierc. 2 — Thrown6 Light M (+0) 0.5 lb. Free 5
Bows
Shortbow4 1d6+Str Pierc. 10 — 1 ext.6 Normal M (+0) 2 lb. Free 14
Longbow 1d8+Str Pierc. 20 — 1 ext.6 Heavy M (+0) 3 lb. Free 17
Greatbow1 1d10+Str Pierc. 20 — 1 ext.6 Heavy M (+0) 4 lb. Free 20
Crossbows
Hand crossbow1 2d4 Pierc. 5 — 1 ext. Light M (+0) 2 lb. Swift 17
Light crossbow5 2d6 Pierc. 10 — 1 ext. Normal M (+0) 4 lb. Swift 14
Light crossbow, rpt’g1,5 2d6 Pierc. 10 — 5 box Normal M (+0) 6 lb. Swift 20
Heavy crossbow 2d8 Pierc. 20 — 1 ext. Heavy M (+0) 8 lb. Standard 15
Heavy crossbow, rpt’g1 2d8 Pierc. 20 — 5 box Heavy M (+0) 12 lb. Standard 21
FIREARMS
Handguns
Belt pistol, wheel-lock 2d4 Ball. 2 — 1 int. Light M (+0) 3 lb. 2 × Standard 11
Horse pistol, wheel-lock 2d6 Ball. 2 — 1 int. Normal M (+0) 4 lb. 2 × Standard 12
Pistol, flintlock 2d4 Ball. 2 — 1 int. Light M (+0) 3 lb. Standard 13
Longarms
Musket, flintlock 2d8 Ball. 10 — 1 int. Heavy M (+0) 14 lb. Standard 14
Musket, matchlock 2d8 Ball. 10 — 1 int. Mounted M (+0) 20 lb. 2 × Standard 11
Arquebus, matchlock 2d6 Ball. 5 — 1 int. Heavy M (+0) 10 lb. 2 × Standard 10
Caliver, matchlock 2d4 Ball. 5 — 1 int. Heavy M (+0) 11 lb. 2 × Standard 9
Shotguns
Blunderbuss, flintlock 2d6 Ball. 5 — 1 int. Heavy M (+0) 7 lb. Standard 13
GUNNERY
Explosives & incendiaries
Explosive, black powder 3d4 Expl. — 5 — Light M (+0) 1 lb. — 12
Flaming oil 3d4 Fire 2 2 Thrown Light M (+0) 1 lb. — 7
Ballistae & catapults
Ballista, light6 2d8+2 Pierc. 20 — 1 ext. Mounted L (–1) 75 lb. Standard 18
Ballista, heavy 2d8+4 Pierc. 20 — 1 ext. Crew (2) H (–2) 150 lb. Standard 20
Catapult, light1 2d12+4 Bludg. 507 — 1 ext. Crew (2) H (–2) 0.5 lb. 2 × Standard 21
Catapult, heavy1 2d12+10 Bludg. 507 — 1 ext. Crew (4) G (–5) 1 ton 2 × Standard 23
Trebuchet1 2d12+20 Bludg. 1007 — 1 ext. Crew (6) C (–10) 2 tons 2 × Standard 25
Cannons & guns
Cannon, 1 lb. 3d6+2 Imp. 20 2 1 int. Mounted L (–1) 75 lb. Standard 18
Cannon, 3 lb. 3d8+4 Imp. 50 2 1 int. Crew (2) H (–2) 500 lb. Standard 21
Cannon, 6 lb. 3d8+10 Imp. 50 5 1 int. Crew (3) G (–5) 1 ton Standard 24
Cannon, 12 lb. 3d8+20 Imp. 100 5 1 int. Crew (6) C (–10) 2 tons Standard 26
Cannon, 24 lb. 3d8+40 Imp. 100 5 1 int. Crew (8) XC (–20) 4 tons Standard 28
1 Advanced weapon 5 –5 penalty to attack if wielded in one hand.
2 On hit vs. Reflex and Fortitude, target is grappled 6 If you have the weapon’s specialization and Advanced Weapons feat,
3 Martial arts weapon requires only a free action to draw (thrown) or reload (ext.).
4 Must be wielded in two hands (regardless of wield type). 7 Indirect fire, cannot attack targets at point blank range
43
revolver. You must spend at least two swift actions to reload the action to acquire the belt, and another swift action to load one end of
weapon: one to acquire the ammunition, and another to load a number the belt into the weapon.
of shots equal to 1 + your Dexterity modifier (minimum 2 per swift Typically, a belt holds 50 bullets. Any number of belts can be clipped
action). If this isn’t sufficient to finish reloading the weapon, you can together by spending two swift actions: one to acquire the second belt,
spend additional consecutive swift actions to load more shots (number as and another to link it to the first one. In military units, as the gunner
above). fires, an assistant clips new ammunition belts together, keeping the
In addition, you can use a speed loader to reload a cylinder. A speed weapon fed.
loader holds a number of bullets in a ring, in a position that mirrors the Wield: This column indicates how you wield the weapon. This can
chambers in a revolver cylinder. Using a pre-loaded speed loader allows affect what fighting styles you can use with the weapon as well as what
you to load all the bullets into the cylinder (instead of the normal 1 + key ability applies to your skill when you make an attack.
Dexterity modifier) with a single swift action. When filling an empty Light: The weapon is very light and quick, ideal for being wielded in
speed loader, you must spend one swift action to load a number of shots one hand. When using a light weapon, your penalty for using two
equal to 1 + your Dexterity modifier (minimum 2 per swift action). weapon fighting style is reduced by 1 point (from –3 to –2).
Box: The weapon holds its ammunition in a box magazine, such as in a When making a melee attack with a light melee weapon, use Dexterity
semiautomatic pistol or an automatic rifle. You must spend two swift rather than Strength as the key ability for your attack and damage.
actions to reload the weapon; one swift action to acquire the pre-loaded Normal: The weapon is of average size, allowing you to wield it
box magazine, and another swift action to load it into the weapon. When comfortably in one or two hands.
filling an empty box magazine, you must spend one swift action to load a Heavy: The weapon is very large, normally requiring you to use two-
number of shots equal to 1 + your Dexterity modifier (minimum 2 per handed weapon style (page 66). If its weight is no more than your light
swift action). load, you can wield it with one-handed weapon style at a –5 penalty.
Linked: Often used on larger autofire weapons such as machine guns, Emplaced: The weapon is so large that you operate it from some sort of
the weapon’s bullets are chained together with small metal clips, forming emplacement, such as a tripod, bipod, or permanent weapon mount on a
a belt. You must spend two swift actions to reload the weapon; one swift vehicle. You normally use two hands to operate the weapon, but you can

Table 8–3: Modern Weapons (Unarmed, Melee, Ranged, and Firearms)


Purch
Weapon Damage Type Range Area Ammo Wield Size Weight Prep DC
UNARMED
Brawling
Brass knuckles spec.1 Bludg. — — — Light M (+0) 1 — 6
MELEE
Basic
Baton, collapsible2 1d6+Str Bludg. 2 — — Light M (+0) 2 lb. — 7
Baton, nightstick3 1d8+Str Bludg. 2 — — Light M (+0) 3 lb. — 9
Bayonet, loose 1d4+Str Slash. — — — Light M (+0) 1 lb. — 10
Bayonet, mounted4 1d6+Str Pierc. — — — Heavy M (+0) +1 lb. — 10
Chainsaw 2d8+Str Slash. — — — Heavy M (+0) 20 lb. — 10
Pistol whip 1d4+Str Bludg. — — — Light M (+0) — — —
Rifle butt 1d6+Str Bludg. — — — Heavy M (+0) — — —
RANGED
Simple
Pepper spray 2d45 Poison6 1, max. 2 — 1 int. Light M (+0) 0.5 lb. Free 6
Taser 2d65 Shock 1, max. 5 — 1 int. Light M (+0) 2 lb. Free 8
FIREARMS
Handguns
Pistol, .222 2d4 Ball. 5 — 6 cyl. Light M (+0) 1 lb. Semi 13 (L)
Pistol, 9 mm 2d6 Ball. 5 — 15 box Light M (+0) 3 lb. Semi 15 (L)
Pistol, .44 magnum 2d8 Ball. 2 — 6 cyl. Normal M (+0) 3 lb. Semi 15 (L)
Submachine gun, 9 mm3 2d6 Ball. 5 — 30 box Normal M (+0) 6 lb. Semi/Auto 16 (R)
Longarms
Rifle, .22LR7 2d8 Ball. 20 — 5 int. Normal M (+0) 6 lb. Swift 15 (L)
Rifle, .3087 2d10 Ball. 50 — 5 int. Heavy M (+0) 8 lb. Swift 16 (L)
Assault Rifle, 5.56 mm3,7 2d8 Ball. 20 — 30 box Normal M (+0) 8 lb. Semi/Auto 18 (R)
Assault Rifle, 7.62 mm3,7 2d10 Ball. 50 — 20 box Heavy M (+0) 11 lb. Semi/Auto 19 (R)
Sniper Rifle, .503,7 2d12 Ball. 100 — 11 box Mounted M (+0) 35 lb. Swift 21 (R)
Shotguns
12-gauge7 2d8 Ball. 58 — 6 int. Normal M (+0) 7 lb. Swift 15 (L)
12-gauge, sawed off2 2d8 Ball. 28 — 6 int. Normal M (+0) 4 lb. Swift 15 (I)
12-gauge, semiautomatic7 2d8 Ball. 58 — 11 int. Normal M (+0) 10 lb. Semi 19 (R)
1 Increase brawling damage by 1 die type 6 On hit vs. Reflex and Fortitude, target is staggered until end of its next
2 +2 to Stealth checks to conceal turn; on hit vs. Fort by 5 or more, target is dazed (Fort save ends),
3 Advanced weapon becoming stunned on failed save.
4 Double weapon 7 –5 penalty to attack if wielded in one hand
5 Nonlethal damage 8 Apply range penalty to weapon damage rather than attack roll.
44
try to operate it with one hand at a –5 penalty to your attack. If you do complex that it requires more than one operator to function as intended.
wield it in two hands, you can use emplaced weapon style (page 66) to The number listed in parentheses indicates the total number of crew
gain an additional benefit. needed (including the gunner who performs the actual attack).
If the weapon’s weight is no more than your light load, you can remove Before the gunner can take any action to reload, prepare, or attack
it from its mount and wield it with two-handed weapon style at a –5 with the weapon, every member of the crew must use an equivalent
penalty; however, you cannot aim or brace the weapon unless it is action to perform its part of the task while in or adjacent to the
mounted on its normal emplacement. weapon’s space. (For example, if the gunner spends a standard action to
Crew: A crewed weapon is an emplaced weapon whose workings are so attack, every other member of the crew must spend a separate standard

Table 8–4: Modern Weapons (Gunnery)


Purch
Weapon Damage Type Range Area Ammo Wield Size Weight Prep DC
GUNNERY
MG & autocannons
Machine gun, 7.62 mm 2d10 Ball. 20 — Linked Heavy M (+0) 22 lb. Auto 22 (M)
Minigun, 7.62 mm 2d10 Ball. 20 — Linked Mounted M (+0) 72 lb. Auto1 24 (M)
Machine gun, .50-cal. 2d12 Ball. 50 — Linked Mounted M (+0) 75 lb. Auto 23 (M)
Minigun, 12.7 mm 2d12 Ball. 50 — Linked Mounted M (+0) 200 lb. Auto1 25 (M)
Autocannon, 20 mm 2d12+4 Ball. 100 — Linked Mounted H (–2) 75 lb. Auto 24 (M)
Gatling, 20 mm 2d12+4 Ball. 100 — Linked Mounted H (–2) 250 lb. Auto1 28 (M)
Autocannon, 30 mm 2d12+10 Ball. 100 — Linked Mounted G (–5) 150 lb. Auto 25 (M)
Gatling, 30 mm 2d12+10 Ball. 100 — Linked Mounted G (–5) 0.6 ton Auto1 31 (M)
Explosives & incendiaries
Explosive, dynamite 4d4 Expl. 2 2 Thrown Light M (+0) 1 lb. Swift 12 (L)
Explosive, C4 4d6 Expl. — 5 — Light M (+0) 1 lb. — 12 (M)
Grenade 4d6 Expl. 2 5 Thrown Light M (+0) 1 lb. Swift 15 (M)
Flamethrower2 4d4 Fire 5, max. 5 5 10 int. Heavy M (+0) 50 lb. Semi 17 (M)
Mortars & artillery
Grenade launcher, 40 mm 4d4 Expl. 20 2 1 int. Heavy M (+0) 7 lb. Free 15 (M)
Auto grenade lnchr, 40 mm 4d4 Expl. 50 2 Linked Mounted M (+0) 75 lb. Semi 21 (M)
Mortar, 60 mm 4d6 Expl. 1003 5 1 int. Mounted M (+0) 100 lb. Free 23 (M)
Howitzer, 105 mm 4d10+20 Expl. 5003 10 1 int. Crew (2) C (–10) 0.8 ton Free 31 (M)
Howitzer, 155 mm 4d12+30 Expl. 1,0003 20 1 int. Crew (2) XC (–15) 2 tons Free 32 (M)
Cannons & guns
Tank gun, 75 mm 4d10+10 Expl. 100 5 1 int. Crew (2) G (–5) 0.6 ton Free 29 (M)
Tank gun, 90 mm 4d12+10 Expl. 100 5 1 int. Crew (2) G (–5) 0.8 ton Free 30 (M)
Tank gun, 105 mm 4d10+20 Expl. 200 5 1 int. Crew (2) C (–10) 1.8 tons Free 31 (M)
Tank gun, 120 mm 4d12+20 Expl. 200 5 1 int. Crew (2) C (–10) 2.5 tons Free 32 (M)
Naval gun, 3-in. 4d8+20 Expl. 2003 5 1 int. Crew (2) C (–10) 0.8 ton Free 29 (M)
Naval gun, 5-in. 4d8+30 Expl. 5003 10 1 int. Crew (3) XC (–15) 4 tons Free 32 (M)
Naval gun, 8-in. 4d8+40 Expl. 1,0003 10 1 int. Crew (6) 2XC (–20) 11 tons Free 35 (M)
Naval gun, 16-in. 4d10+50 Expl. 2,0003 20 1 int. Crew (25) 3XC (–25) 125 tons Standard 40 (M)
Rockets & missiles
Rocket launcher4 4d12 Expl. 20 5 1 int. Heavy M (+0) 6 lb. Free 15 (M)
Rocket pod, 70 mm 4d12+4 Expl. 50 5 19 int. Mounted H (–2) 0.4 ton Semi/Auto 24 (M)
Missile, ultralight2 4d12+4 Expl. 1005 5 1 int./ext. Heavy H (–2) 20 lb.6 Free7 23 (M)
Missile, light2 4d12+10 Expl. 2005 10 1 int./ext. Mounted G (–5) 50 lb.6 Free7 24 (M)
Missile, medium2 4d12+20 Expl. 5005 10 1 int./ext. Mounted C (–10) 100 lb.6 Free7 26 (M)
Missile, heavy2 4d12+30 Expl. 1,0005 20 1 int./ext. Mounted XC (–15) 200 lb.6 Free7 28 (M)
Missile, superheavy2 4d12+40 Expl. 2,0005 20 1 int./ext. Mounted 2XC (–20) 500 lb.6 Free7 31 (M)
1 High rate of fire: By expending 100 shots during an autofire attack, deal +1 die of damage on hit by 5 or more and 1/2 damage on a miss by 10
or less.
2 Advanced weapon
3 Range listed is for indirect fire, which cannot attack targets at point blank range and requires Advanced Weapons (Gunnery). If used for direct
fire, range is decreased by two steps using the standard progression (for example, from 500 to 100).
4 This is a disposable, one-shot, shoulder-fired rocket launcher.
5 If a guided missile has a target lock, use its attack bonus (+5) or the gunner’s (including range penalty), whichever is better. Missiles move 1,000
squares per round during the attacker’s turn. High-speed missiles instead move 5,000 squares each round (purchase DC +2, weight ×1.5). Long-
range missiles have an extreme range equal to 100 × range (purchase DC +5, weight ×5).
6 Weight is for a single missile. A missile launcher has weight equal to (0.5 × missile weight) × (1 + missiles carried) and purchase DC equal to
(missile’s purchase DC + 1 for every missile carried). Up to (2 × vehicle size modifier) missiles can be carried on hardpoints at no additional cost,
but they are unprotected and increase aerodynamic drag (multiply weight by 5 when determining encumbrance for a fixed-wing flying vehicle).
7 Acquiring a missile lock for a guided missile is a swift action (Computers vs. Reflex). If a guided missile has a target lock, use its attack bonus
(+5) or the gunner’s (including range penalty), whichever is better. An unguided missile has range 50.
45
action first.) If a crew is short-handed, the gunner or remaining crew
must perform these extra actions, reducing the rate at which they can Ammunition
fire the weapon. Standard ammunition for firearms and other weapons is summarized on
Other than as listed above, crewed weapons function just like any Table 8–5: Ammunition, and several alternative types are described in the
other emplaced weapon. sections below.
Size: A weapon’s size determines how easily you can aim it and how Depending on the ammunition used, an attack might produce an area
much damage it deals. This column lists an abbreviation for the weapon’s attack (page 73), deal a different type of damage (page 76), have a
size (M = Medium, L = Large, H = Huge, G = Gargantuan, C = Colossal, dynamic damage trait (page 77), or produce some other special effect.
1XC = Extra-Colossal, 2XC = Double Extra-Colossal, 3XC = Triple Extra-
Colossal) followed by the penalty you take to attacks with this weapon Bullet Types
(determined by the weapon’s size modifier). Ballistic weapons (including firearms, machine guns, and autocannons)
Each weapon’s listed damage already includes the addition of 2 × its default to using a solid bullet with no special characteristics. Ballistic
size modifier. damage has the trait penetrating 2 against targets wearing archaic
Weight: A weapon’s weight matters when calculating encumbrance armor.
and when determining how you can wield the weapon. You cannot wield Armor Piercing: Armor-piercing bullets have a dense, high-strength
a weapon in one hand if it weighs more than your light load, and you core such as tungsten, hardened steel, or even (for very large weapons)
cannot wield a weapon in two hands if it weighs more than your heavy depleted uranium. This core can penetrate armor and even reach the
load. You can wield an emplaced weapon regardless of its weight. interior of larger targets without breaking up. Because it doesn’t easily
Preparation: Some ranged weapons require you to take an additional expand inside the target, however, it reduces the chance of damaging the
action before firing even after you have loaded the ammunition. For target’s internal organs or critical components.
example, a crossbow must be cranked, and a bolt-action rifle requires Damage with an armor-piercing bullet has the traits penetration 10
you to work the action to chamber a round for firing. Other ranged and nondevastating.
weapons require no action at all before making an attack, possibly even Armor-Piercing Incendiary: Large ballistic weapons (minimum .50
allowing you to fire multiple shots with a single attack. caliber or 12.7 mm) can employ armor piercing incendiary rounds that
If a weapon requires an action to prepare it for firing, you don’t have deal additional damage to the target after impact. These function as
to do this action in the same round that you make your attack. normal armor-piercing bullets except that they deal both ballistic and
Automatic: Automatic weapons fire multiple shots with a single pull of fire damage.
the trigger. Normally, automatic weapons make autofire attacks (using Armor-Piercing Explosive: Bigger ballistic weapons (minimum.50
10 shots) or barrage attacks (using 5 shots), and they cannot make caliber or 12.7 mm) can employ armor-piercing explosive rounds that
ordinary ranged attacks unless they can also use semiautomatic fire. cause extensive damage after penetrating to the target’s interior. These
(Switching between automatic and semiautomatic modes is a swift function as a normal armor-piercing bullet except that they do not have
action.) the nondevastating trait.
Some automatic weapons (such as Gatling autocannons and miniguns) Availability: Armor-piercing bullets are available for any modern
have a high rate of fire. With these weapons, you have the option to ballistic weapon. For firearms smaller than .50 caliber or 12.7 mm
expend 100 shots of ammunition in a single autofire attack; if you do so, increase purchase DC by 2. For firearms, machine guns, and autocannons
you deal +1 die of damage if you hit by 5 or more and you deal 1/2 of at least .50 caliber or 12.7 mm, armor-piercing bullets have no
damage if you miss by 10 or less (rather than a miss by 5 or less, the additional cost, and armor-piercing incendiary and armor-piercing
norm for autofire attacks). explosive ammunition increases the purchase DC by 2. The minimum
Semiautomatic: Semiautomatic weapons load the next shot into the restriction for armor-piercing ammunition of any type is Military.
chamber automatically as you make attacks, allowing you to make Expanding: Expanding bullets (such as hollow-point, soft-point, or pre-
multiple attacks in rapid succession. Because of this, you can use the fragmented bullets) begin disintegrating very quickly after striking a
Rapid Shot feat with these weapons. target, shedding most or all of their kinetic energy in a larger area of the
Free: This weapon requires no special action before you make an target’s interior. Because it breaks up so quickly upon impact, an
attack. If a weapon requires only a free action for preparation and you expanding bullet has great difficulty penetrating a hard, solid surface or
are able to draw or load your ammunition as a free action (such as with body armor.
shuriken or bows when you have the appropriate Advanced Weapons Damage with an expanding bullet has the traits devastating 2 and
feat), you can treat that weapon as if it were semiautomatic. nonpenetrating.
Swift: This weapon requires you to work some sort of mechanical Availability: Expanding bullets are widely available for modern
action before being able to fire, such as a bolt-action rifle, a pump- handguns and longarms with a purchase restriction of less than Military;
action shotgun, or a crossbow. You must spend a swift action to prepare increase purchase DC by 2. Though routinely used by civilians and law
this weapon for an attack. enforcement, the terms of the Hague Convention prohibit the use of
Standard: This weapon requires you to exert substantial effort—one or expanding bullets in international warfare.
more standard actions—before you can fire it. This is common for archaic High Explosive: Very large ballistic weapons (those with a size of 20
weapons such as heavy crossbows, ballistae, catapults, and black-powder mm or larger) have sufficient size that they can house a significant high-
firearms or cannons. explosive charge. This allows them to be especially effective in an anti-
Purchase DC: This column lists the purchase DC for the weapon. If the personnel role, especially when coupled with the high rate of fire of an
weapon has a purchase restriction, an abbreviation is listed in autocannon.
parentheses: L = Licensed, R = Restricted, M = Military, I = Illegal. High-explosive bullets produce a blast area attack that deals explosive
damage.
Availability: High-explosive bullets are available for autocannons and
Gatling autocannons of 20 mm or larger. They have a purchase
restriction of Military, and increase purchase DC by 3.

46
Shell, Warhead, and Grenade Types Table 8–5: Ammunition
Explosive weapons default to using a basic high-explosive charge that Ammunition (Quantity) Weight Purchase DC
deals damage to all characters in its area. When employed, they produce Ranged Weapons (20 shots)
a blast area attack. Arrow 3 lb. 8
Impact weapons—such as archaic black-powder cannons—don’t Crossbow bolt 2 lb. 9
normally have an explosive charge, but their impact has sufficient kinetic Sling bullets 10 lb. 3
energy to shower the target area with fragments. When employed, they Handguns (50 shots)
produce a splash attack. However, damage to secondary targets has the Black-powder handgun 2 lb. 3
nonpenetrating trait. .22 caliber 0.5 lb. 4
Fragmentary: A fragmentary shell uses a smaller explosive charge to 9mm 1 lb. 5
propel a high volume of fragments designed to damage lightly armored, .44 caliber 3 lb. 5
small, or hard-to-hit targets. A fragmentary shell designed for anti- Shotguns (10 shots)
aircraft purposes usually employs a proximity fuse that allows it to Black-powder blunderbuss 1 lb. 3
detonate without hitting the target. Because of the fragments’ small size, 12-gauge 1 lb. 4
they have difficulty penetrating a hard, solid surface or body armor. Longarms, Machine Guns, and Autocannons (20 shots)
When making a blast attack with a fragmentary shell, you deal 1/2 Black-powder longarm 2 lb. 3
damage on a miss by 5 additional points (for example, on a miss by 10 or .22LR caliber 0.3 lb. 3
less rather than on a miss by 5 or less). Damage with a fragmentary shell .308 caliber 1 lb. 4
has the nonpenetrating trait. 5.56mm 0.5 lb. 4
Availability: Fragmentary shells are available for modern grenades, 7.62mm 1 lb. 4
mortars, artillery, rockets, and missiles at no additional cost. .50 caliber or 12.7mm 7 lb. 6 (M)
Black-power cannons can also use fragmentary shells, but they are 20mm 20 lb. 10 (M)
expensive (increase purchase DC by 3) and unreliable (mishap on natural 30mm 40 lb. 12 (M)
1 if trained or natural 1–2 if untrained). Ballistae and Catapults (10 shots)
Anti-Armor: An anti-armor shell (such as a shaped charge or armor- Ballista, light 40 lb. 8
piercing explosive charge) provides exceptional penetration against a Ballista, heavy 200 lb. 12
heavily armored or very large target. Because it focuses its energy into a Catapult, light 300 lb. 7
single target, it deals less damage against others in its area of effect. Catapult, heavy 750 lb. 9
When used, an anti-armor shell produces a splash area attack. Against Trebuchet 1.5 tons 11
the main target, damage with an anti-armor shell has the trait Mortars, Artillery, Cannons, and Guns (10 shots)
penetrating 20. 40mm grenade 20 lb. 12 (M)
Availability: Anti-armor shells are available for modern artillery, tank 60mm mortar 30 lb. 17 (M)
guns, naval guns, rockets, and missiles. Gun/artillery (L) 15 lb. 12 (M)
Incendiary: Incendiary shells use a small explosive charge to distribute Gun/artillery (H) 50 lb. 15 (M)
a burning substance (such as white phosphorus) over its area, making it Gun/artillery (G) 150 lb. 18 (M)
ideal for use against living targets and flammable objects. Incendiary Gun/artillery (C) 500 lb. 21 (M)
shells produce a spread area attack and deal fire damage. Gun/artillery (1XC) 1,500 lb. 24 (M)
Availability: Incendiary shells are available for modern grenades, Gun/artillery (2XC) 2 tons 27 (M)
mortars, artillery, rockets, and missiles at no additional cost. Incendiary Gun/artillery (3XC) 10 tons 30 (M)
loads (such as flaming oil or Greek fire) are also available for archaic Explosives, Incendiaries, and Rockets (10 shots)
catapults and trebuchet, but they increase the purchase DC by 10. Flamethrower 30 lb. 14 (M)
Tear Gas: Tear gas hinders and immobilizes living creatures without a Rocket, 70mm 350 lb. 22 (M)
serious danger of causing lethal damage. A tear gas shell produces a
spread area attack that releases an inhaled poison: Hit vs. Fortitude (commonly white, red, yellow, green, and purple), so they can serve as
target staggered (Fort save ends); 1st Failed Save target dazed (Fort save signaling devices at very long range. Though not designed to cause harm,
ends); 2nd Failed Save target stunned (Fort save ends). a living creature can become fatigued from prolonged exposure to smoke.
In addition, tear gas produces a persistent hazard in its area that A smoke shell produces a spread attack that deals no damage, but it
provides concealment and attacks any living creature that moves into or creates a persistent hazard that provides total concealment and makes
ends its turn in the area: Attack +0 vs. Fortitude; Hit as above. The an inhaled poison attack against any living creature that ends its turn in
hazard lasts 1 round in high winds (over 20 mph), 2 rounds is moderate the area: Attack +0 vs. Fortitude; Hit target fatigued. The hazard lasts 1
winds (over 10 mph), 5 rounds in light winds, and 10 rounds in an round in high winds (over 20 mph), 2 rounds is moderate winds (over 10
enclosed space (anything smaller than the attack’s area). mph), 5 rounds in light winds, and 10 rounds in an enclosed space
Availability: Tear gas shells are available for modern grenades, mortars, (anything smaller than its area).
and artillery. Reduce purchase DC by 3. (Tear gas grenades have a Availability: Smoke shells are available for modern grenades, mortars,
restriction of Licensed rather than Military.) and artillery. Reduce purchase DC by 5. (Smoke grenades have no
Smoke: Smoke obscures vision and conceals targets without dealing purchase restriction.)
damage. Different shells can produce different colors of smoke

47
or heavy). To gain the full benefit of armor, you must have the Armor
Armor Proficiency feat for light armor or shields and the Heavy Armor
Proficiency feat for heavy armor.
Armor provides a modest bonus to both your Primary Defense (analogous Defense Bonus (Primary): All armor provides at least some degree of
to Armor Class in DUNGEONS & DRAGONS) and your Massive Damage protection that helps to deflect blows and prevent attacks from solidly
Threshold (making you less likely to be fatigued, impaired, disabled, or connecting with your body. If you are proficient in a suit of armor, add
killed by an attack). Several types of armor are detailed here. its listed defense bonus to your Primary Defense. If you are not proficient,
you gain only 1/2 the listed defense bonus.

Armor Tables Style Bonus (Primary): If you wear a shield (arms location) and
proficient in their use, you gain the listed style bonus to your Primary
The following section details the terms used in the armor tables below. Defense. If you are not proficient, you gain only 1/2 the listed style
Armor: Each suit of armor is listed by name and grouped by type (light bonus.

Table 8–6: Archaic Armor


Defense Bonus Style Bonus Armor Bonus Max Ability Check Purchase
Armor (Primary) (Primary) (Threshold) Bonus Penalty Weight DC
Light Armor
Padded +0 — +1 +5 +0 10 lb. 9
Leather +1 — +2 +4 +0 15 lb. 11
Studded leather +1 — +3 +4 –1 20 lb. 14
Hide +2 — +3 +3 –1 25 lb. 12
Brigandine +2 — +4 +3 –1 25 lb. 15
Chainmail shirt +2 — +5 +3 –2 25 lb. 16
Heavy Armor
Scale, leather +3 — +5 +2 –2 25 lb. 15
Scale, metal +3 — +6 +2 –2 30 lb. 16
Lamellar +3 — +7 +2 –3 30 lb. 17
Chainmail suit +4 — +7 +1 –3 40 lb. 18
Breastplate +4 — +8 +1 –3 30 lb. 19
Splinted mail +4 — +9 +1 –4 45 lb. 20
Laminar (banded) +5 — +9 +0 –4 35 lb. 21
Half plate +5 — +10 +0 –4 45 lb. 22
Full plate +5 — +11 +0 –5 50 lb. 24
Shields
Buckler — +1 +0 +5 +0 5 lb. 12
Shield, light wooden — +1 +1 +4 –1 5 lb. 8
Shield, light steel — +1 +2 +4 –1 6 lb. 11
Shield, heavy wooden — +2 +2 +3 –2 10 lb. 10
Shield, heavy steel — +2 +3 +3 –2 15 lb. 13
Shield, tower — +3 +3 +2 –5 45 lb. 14

Table 8–7: Modern Armor


Defense Bonus Style Bonus Armor Bonus Max Ability Check Purchase
Armor (Primary) (Primary) (Threshold) Bonus Penalty Weight DC
Light Armor
Leather jacket +0 — +1 +5 +0 4 lb. 12
Leather padding, light +0 — +2 +5 +0 10 lb. 13
Leather padding, heavy +1 — +2 +4 +0 25 lb. 14
Light undercover shirt +1 — +3 +4 +0 2 lb. 14 (L)
Pull-up pouch vest +1 — +4 +4 –1 2 lb. 15 (L)
Ballistic jacket +2 — +4 +3 –1 4 lb. 15 (L)
Undercover vest +2 — +5 +3 –1 3 lb. 16 (L)
Concealable vest +2 — +6 +3 –2 4 lb. 17 (L)
Heavy Armor
Light-duty vest +3 — +7 +2 –2 8 lb. 18 (L)
Light-duty armor +3 — +8 +2 –3 12 lb. 19 (L)
Tactical vest +4 — +9 +1 –3 16 lb. 20 (L)
Tactical armor +4 — +10 +1 –4 20 lb. 21 (R)
Tactical armor, heavy +5 — +11 +0 –4 34 lb. 22 (R)
Forced entry unit +5 — +12 +0 –5 38 lb. 23 (R)
Shields
Riot shield, heavy — +2 +2 +3 –2 6 lb. 11 (L)
Ballistic shield, heavy — +2 +3 +3 –2 20 lb. 18 (L)
Ballistic shield, tower — +3 +4 +2 –5 27 lb. 19 (L)

48
Armor Bonus (Threshold): The most important benefit of armor is that vehicles might have crew stations for a vehicle commander, co-pilot,
it helps to reduce the seriousness of injuries by absorbing some of the engineer, or other system operators.
impact and cushioning blows. An attack that might injure, incapacitate, Most ground and air vehicles operate for no more than several hours at
or kill an unarmored character might merely knock the wind out of one a time, so their accommodations usually include no more than a crew
wearing heavy armor. Against weapon attacks, add the listed armor station (such as a seat next to an instrument panel). Vehicles that
bonus to your massive damage threshold. operate for longer journeys (such as most water vehicles) include bunks
If you wear a shield, its style bonus stacks with that of your armor. for each crewmember, cabins (usually shared), a galley, and other
Maximum Ability Bonus: Armor is cumbersome, restricting your facilities necessary to live for days, weeks, or months on board.
movements and making it more difficult for you to move freely to avoid Crew and Saving Throws: If a vehicle has an engineer and at least 1/10
incoming attacks. When calculating your Primary and Reflex Defenses, its listed crew, it gains the self-repairing trait and can make saving
the bonus you receive from your Dexterity or Intelligence modifiers throws to shake off the effects of different conditions. The engineer rolls
cannot exceed your armor’s listed maximum ability bonus. the saving throw on the vehicle’s behalf, adding his or her Mechanics
Check Penalty: Because armor makes precise movements more training bonus (+2 if trained, +3 to +5 with Skill Focus) to the result. This
difficult, it can cause a penalty to certain skill checks. Apply your armor’s represents the various actions that crewmembers take as a part of their
listed check penalty to all nonattack skill checks with a key ability of normal duties to keep the vehicle running smoothly.
Strength, Constitution, or Dexterity. If you are not proficient in the armor If the vehicle has less than its listed crew, it takes a penalty on its
you wear, you also apply this penalty to all weapon attacks. saving throw or might be unable to make saving throws at all: less than
If your encumbrance also causes you to take a check penalty, they do 1/2, –2 penalty; less than 1/5, –5 penalty; less than 1/10, vehicle does
not stack; apply only the worst check penalty to the skill checks listed not gain self-repairing trait and no saving throw is possible.
above. Passengers: This column lists the number of passengers the vehicle
Weight: Because it is often the heaviest single piece of equipment you normally carries. Passenger accommodations are similar to those for crew
carry, your armor’s weight is important for calculating your encumbrance (that is, seats for relatively short journeys and cabins for longer ones).
(see page 54). You cannot wear armor that weighs more than your heavy Cargo: Almost all vehicles have at least some cargo capacity, even if it
load. is no more than a small space under the driver’s seat. A vehicle can carry
Heavy Armor: Due to its overall bulk, heavy armor can slow down even additional cargo if it doesn’t have a full load of passengers; the space for
the strongest of characters. When wearing heavy armor with which you a seated passenger can carry 200 lb. of cargo, and the space for a
are proficient, you are treated as if you carry a medium load (or your passenger in a cabin can carry 1,000 lb. of cargo.
actual encumbrance, whichever is greater). When you take the run Control Modifier: This column lists the net modifier (0 – size modifier +
action, you can move only up to 1.5 × your base speed. Dexterity modifier + armor check modifier) that applies to all control
When wearing heavy armor with which you aren’t proficient, you are (Dex) checks followed by the net modifier (0 + size modifier + Strength
instead treated as if you carry a heavy load (or your actual encumbrance modifier + armor check modifier) that applies to all control (Str) checks.
whichever is greater). Reduce your base speed to 3/4 normal; when you Speed: Each vehicle has a base speed and a maximum speed.
take the run action, you can move only up to 1.5 × your (reduced) base Base Speed: A vehicle’s base speed determines the minimum and
speed. maximum values for each speed category. Traveling faster than Low
Purchase DC: This column lists the purchase DC for the armor. If the speed causes the driver and gunners to take a speed penalty to their
armor has a purchase restriction, an abbreviation is listed in parentheses: control checks and attack rolls.
L = Licensed, R = Restricted, M = Military, I = Illegal.
• Stationary (no penalty): No movement, cannot turn unless it has
pivot or hover traits.
Vehicles • Low speed (no penalty): Move up to base speed; can turn 45 degrees
after moving forward (1/2 space) squares.
• Moderate speed (–1 penalty): Move up to 2 × base speed; can turn
In combat, a vehicle typically has limited movement (page 67); its driver
45 degrees after moving forward (1/10 space × base speed) squares.
must declare speed at the end of its turn each round, its movement must
• High speed (–2 penalty): Move up to 5 × base speed; can turn 45
fall within the minimum and maximum values for its declared speed, it
degrees after moving forward (1/5 space × base speed) squares.
has facing, and it has limitations on how quickly it can turn.
• Very High speed (–5 penalty): Move up to maximum speed; can turn
In addition, vehicles and other transports have some special rules that
45 degrees after moving forward (space × base speed) squares a
apply in combat. For example, a vehicle’s crew takes control of specific
maximum of once per round.
positions within the vehicle, allowing each crewmember certain options
on its turn. See Transport Combat (page 79) for more detail. Some vehicles do not have every speed category available because
their maximum speed is less than or equal to their High speed.
Vehicle Table Maximum Speed: A vehicle cannot move more than its maximum
speed on its turn unless the driver successfully performs the Exceed
For brevity, e20 Lite presents vehicle statistics in a condensed table Maximum Speed maneuver. (See Maneuvers, page 68.)
format, but the e20 System Core Rulebook provides each vehicle with a Defenses: This column lists the vehicle’s Primary, Fortitude, and Reflex
full stat block. Defenses, in that order. Add the driver’s Dexterity modifier (min. 1) to the
The following section details the terms used in the vehicles table. vehicle’s Primary and Reflex Defenses. Add the engineer’s Intelligence or
Vehicle: Each vehicle is listed by name, usually with a broad term Wisdom modifier (min. 1) to the vehicle’s Fortitude Defense. (The
followed by a more specific descriptor (such as “Car, full-size”). The table commander and co-pilot might affect the vehicle’s defenses as well.)
divides vehicles into groups based on their function and type of Vehicles are not creatures so they do not have a Will Defense.
locomotion. However, some effects might be able to target the Will Defense of a
Crew: This column lists the normal number of crew the vehicle needs vehicle’s crew.
to operate normally. All vehicles have a crew station for a driver and a Massive Damage Threshold: A vehicle’s massive damage threshold is
number of gunners determined by its weapons (if any). Some larger equal to 5 + its Fortitude Defense, as with any basic character.

49
Table 8–10: Modern Vehicles
CTRL Speed Defenses Hard/ Abilities Weapons or Adj Purch
Vehicle Crew Pass Cargo Mod (base/max) Prm/Frt/Ref DR hp Size Str/Dex/Int Special Equipment Lvl DC
Motorcycles
Racing1,2 1 1 0 lb. +4/+0 30/300 14/12/17 5/— 8 M 10/19/— — 1 24 (L)
Street1,2 1 1 5 lb. +3/+2 20/200 13/15/15 5/1 12 L 13/18/— — 1 23 (L)
Cars
Subcompact 1 3 150 lb. +2/+2 15/150 12/14/15 5/1 12 L 12/17/— — 1 22 (L)
Compact 1 4 275 lb. +1/+3 20/200 11/15/14 5/1 15 L 14/15/— — 1 23 (L)
Sports coupe 1 1 250 lb. +3/+2 30/300 13/14/16 5/1 12 L 13/18/— — 2 26 (L)
Full-size 1 5 425 lb. +0/+5 20/200 10/18/12 5/2 20 H 16/14/— — 2 25 (L)
Vans and trucks
Minivan 1 6 325 lb. +0/+6 20/150 10/19/12 5/2 20 H 18/14/— — 2 25 (L)
SUV, sport 1 4 300 lb. +0/+5 20/200 10/18/12 5/2 20 H 16/14/— — 2 25 (L)
SUV, full-size 1 7 500 lb. –1/+6 10/150 9/19/11 5/2 24 H 19/12/— — 2 26 (L)
Truck, full-size 1 2 1 ton –1/+7 10/150 9/20/11 5/2 20 H 20/12/— — 2 25 (L)
Truck, hvy duty 1 5 2 ton –1/+7 10/150 9/20/11 5/2 20 H 21/12/— — 2 26 (L)
Van, cargo 1 2 2.5 tons –2/+7 10/150 8/20/10 5/2 24 H 21/10/— — 2 26 (L)
Heavy ground
Armored van 2 0 1.8 ton –2/+7 10/150 12/25/9 10/2 24 H 20/10/— 3× gun ports (L, R, A) 4 29 (R)
APC, wheeled 2 9 450 lb. +0/+8 20/100 14/27/11 10/2 28 H 22/15/12 .50-cal MG (T) 8 37 (M)
Limousine 1 7 425 lb. –4/+9 10/150 7/23/9 5/5 40 G 21/14/— — 5 31 (R)
Moving van 1 2 3.5 tons –4/+11 10/100 6/24/8 5/5 50 G 23/12/— — 4 29 (R)
Passenger bus 1 39 400 lb. –4/+11 10/100 7/25/9 5/5 50 G 24/14/— — 5 32 (R)
Truck, semi 1 2 20 tons –5/+12 10/150 5/25/7 5/5 50 G 24/10/— — 4 30 (R)
APC, tracked1 3 7 425 lb. –6/+11 10/80 9/27/6 15/5 60 G 18/13/12 30mm autocannon (T) 8 38 (M)
7.62mm MG (T)
Tank1 4 0 425 lb. –8/+12 10/80 8/29/5 20/5 60 G 19/10/12 120mm tank gun (T) 9 40 (M)
.50-cal MG (T)
Helicopters
Light3,4 1 4 250 lb. –3/+5 20/200 7/17/10 5/5 30 G 10/15/— — 6 33 (R)
Attack3 2 0 60 lb. –4/+6 30/300 9/19/10 10/5 40 G 11/15/12 30mm autocannon (F) 6 9 40 (M)
4× hardpoints (F) 6
Gunship3 2 14 4.5 tons –5/+6 10/300 5/19/7 5/5 50 G 13/11/12 2× 7.62mm mini (PL, PR) 9 39 (M)
4× hardpoints (F) 6
Airplanes
Light prop4 1 3 120 lb. –1/+7 100/400 8/18/11 5/5 40 G 14/19/— — 5 31 (R)
Jet fighter4 1 0 30 lb. –2/+8 200/2000 8/23/11 5/5 50 G 15/19/12 20mm Gatling (F) 6 12 46 (M)
9× hardpoint (F) 6
Private jet4 2 9 500 lb. –3/+7 200/1000 6/19/8 5/5 50 G 15/15/11 — 6 34 (R)
Jet airliner4 2 108 2.5 tons –8/+14 200/1000 1/26/3 5/10 60 C 19/14/11 — 8 38 (R)
Jumbo jet4 3 266 5 tons –10/+15 200/1000 –1/27/1 5/15 80 1XC 11/20/11 — 10 42 (R)
Watercraft
Speedboat 1 4 350 lb. +1/+3 6/90 11/15/14 5/2 20 H 12/17/— — 2 26 (L)
Cabin cruiser 1 6 2 tons +0/+7 4/60 10/19/12 5/5 50 G 14/18/— — 3 28 (L)
Yacht 2 8 5 tons –6/+12 4/40 4/25/6 5/10 80 C 15/19/— — 5 32 (L)
Patrol cutter 75 10 100 tons –11/+17 4/40 2/33/0 5/15 160 1XC 13/20/12 30mm autocannon (PF) 10 42 (M)
2× .50-cal MG (PL, PR)
Helicopter pad
Bulk freighter 10 10 32k tons –20/+27 2/30 –10/37/–8 5/20 200 2XC 25/11/12 4× cargo cranes 10 42 (L)
1 Pivot trait (can turn while stationary)
2 –5 penalty to control check when decelerating with Change Declared Speed maneuver
3 Hover trait (can turn while stationary and move laterally)
4 Airplanes have a ground speed used for taxiing, takeoff, and landing: base ground speed = (maximum air speed)/50; max ground speed = (base
ground speed) × 20.
5 –5 penalty to control check when accelerating with Change Declared Speed maneuver
6 Driver-operated weapon. If trained in Vehicles, the driver can make a control (Dex) check instead of the normal weapon skill check to make an
attack.

Hardness and Damage Reduction: This column lists the vehicle’s Hardness: Because of their metallic or high-strength composite
Hardness and Damage Reduction (DR), in that order. When a vehicle construction, almost all vehicles have Hardness 5 or more. Hardness 10
takes damage, subtract its Hardness and Damage Reduction from the represents significant armor (enough to stop most small-arms fire), often
damage dealt. carried by light combat vehicles and ground-attack aircraft. Hardness 15
represents heavy armor, usually a thick layer of a conventional material

50
(such as the thick steel on a tracked armored personnel carrier). Hardness negative) to your check result (just as you would with any other
20 represents very heavy armor constructed of either exotic, high-density computer system).
materials (such as the depleted uranium used on a main battle tank) or Weapons or Special Equipment: This column lists the vehicle’s weapons
exceptionally thick conventional materials (such as a battleship’s armor and special equipment. Each weapon lists its firing arc in parentheses
belt, which can be over a foot thick). after its name. Firing arcs are represented by a single letter (F = front, L =
If an attack’s weapon damage (before adding modifiers for skill and so left, R = right, A = aft, T = 360-degree turret). The prefix P added to a
forth) does not equal or exceed a target’s Hardness, the attack does not firing arc indicates a partial turret that can fire into that arc and either
penetrate and it deals no damage at all. adjacent arc; for example, PF can attack into the front, left, or right arcs.
Damage Reduction: Like all characters, a vehicle greater than Medium This column also indicates which weapons are driver-operated
size has Damage Reduction equal to its size modifier. Even if an attack weapons. Even if a vehicle has more than one driver-operated weapon,
can break through a vehicle’s exterior armor, an attack might not be able the driver can use only one at a time. If trained in Vehicles, the driver can
to penetrate far enough into a larger vehicle to reach critical make a control (Dex) check instead of a weapon skill check when
components and cause significant damage. attacking with a driver-operated weapon.
Hit Points: As for other characters, a vehicle’s hit points provide an Adjusted Level: This column indicates the vehicle’s approximate value
abstract measure of how much punishment they can take before they during an encounter, represented by what level of basic character would
cease to function. Whenever a vehicle takes damage, subtract it from the be equivalent to the vehicle. For example, a jet fighter has an adjusted
vehicle’s current hit points until they are reduced to 0, and then apply level of 12, so it is worth one 12th-level basic character (1,500 XP).
the remainder to the vehicle’s reserves. When calculating the total XP for an encounter, add the XP value of
Any time the vehicle’s hit points take damage, the driver can choose to any vehicles used by opponents and subtract the XP value of any vehicles
apply some or all of the damage dealt to his or her own hit points used by the heroes. (The XP value of a vehicle does not include the XP
instead of the vehicle’s hit points, up to a maximum of the driver’s value of its crew.)
current hit points. (Only one character can perform this function in a Purchase DC: This column lists the purchase DC for the vehicle. If the
single encounter, even if a different character takes over as the driver.) vehicle has a purchase restriction, an abbreviation is listed in
Reserves: Like other basic characters, vehicles have reserves equal to parentheses: L = Licensed, R = Restricted, M = Military, I = Illegal.
1/2 their hit points. The engineer can make a DC 15 Mechanics check as

General Equipment
a standard action to allow the vehicle to recover up to 1/5 its maximum
hit points from its reserves.
Any time the vehicle’s reserves take damage (either by an attack or by
using the recover action), the engineer can choose to apply some or all of This section covers a wide variety of general equipment available to
the damage dealt to his or her own hit points instead of the vehicle’s adventurers of all sorts.
reserves, up to a maximum of the engineer’s current hit points. (Only one Clothing: When you create a new character, assume that you own (1 +
character can perform this function in a single encounter, even if a Resources modifier) outfits of ordinary clothing with a purchase DC of 13
different character takes over as the engineer.) or less. Select them from the equipment table appropriate to your
Size: As with all characters, a vehicle’s size category determines its setting.
space, size modifier, and size multiplier. (See Size, page 78.) Battery-Operated Items: Many of types of modern equipment are
Space: This represents the width (in squares) of the vehicle’s space, and battery-operated. Any device that uses batteries comes with them. As a
it contributes to the vehicle’s turn rate when traveling above Low speed general rule, ignore battery life; assume that heroes (and their
(see Speed, above). Determine a vehicle’s space using its size category: antagonists) are smart enough to recharge or replace their batteries
Medium (M), 1; Large (L), 2; Huge (H), 3; Gargantuan (G), 5; Colossal (C), during their down time, and that the batteries last as long as needed
10; Extra-Colossal (1XC), 20; Double Extra-Colossal (2XC), 50. during a typical adventure.
Size Modifier: Each vehicle’s Primary, Fortitude, and Reflex Defenses
already include the vehicle’s size modifier. When attacking with a vehicle
weapon, use the size modifier of the weapon to determine the penalty to
Equipment Tables
your attack. The following section details the terms used in the equipment tables
Size Multiplier: Each vehicle’s hit points already include the effect of below.
the vehicle’s size multiplier. When you need the vehicle’s size multiplier Object: This column lists each object alphabetically by name, grouping
for another purpose (such as during a collision), determine it using the them by function (such as “Bags and Boxes” or “Computers and
vehicle’s size category: Medium (M), ×1; Large (L), ×1.5; Huge (H), ×2; Electronics”).
Gargantuan (G), ×5; Colossal (C), ×10; Extra-Colossal (1XC), ×20; Double Weight: This column lists the typical weight of the object. Weights for
Extra-Colossal (2XC), ×50. specific models of a given object might vary by up to 50%.
Abilities: This column lists the vehicle’s Strength, Dexterity, and When needed, you can use an object’s weight to estimate its size. See
Intelligence (if any). Strength and Dexterity modifiers are already Table 10–3: Size (page 79) for typical weights at each size, selecting the
included in the vehicle’s other statistics. size with the closest listed weight. Keep in mind that objects constructed
The vehicle’s Intelligence modifier represents the quality of its sensor of heavier materials can weigh substantially more (about 5× as much for
(such as radar or sonar), fire control, and computer systems. When you solid stone or 10× as much for solid iron or steel), and largely hollow
make an attack with one of the vehicle’s weapons or make a senses objects can weigh much less.
check from a designated crew position, reduce your skill check’s total Purchase DC: This column lists the purchase DC for the equipment. If
range, speed, and concealment penalties by an amount equal to the the equipment has a purchase restriction, an abbreviation is listed in
vehicle’s Intelligence modifier. If you use the vehicle’s computer systems parentheses: L = Licensed, R = Restricted, M = Military, I = Illegal.
for any other Computer check, add its Intelligence modifier (positive or

51
Table 8–8: Archaic Equipment
Purch Purch Purch
Item Weight DC Item Weight DC Item Weight DC
Adventuring Gear Tools and Skill Kits Food, Drink, and Lodging
Bedroll 5 lb. 1 Alchemist’s lab 40 lb. 21 Ale
Bell — 5 Artisan’s tools 5 lb. 9 Gallon 8 lb. 1
Blanket, winter 3 lb. 3 Climber’s kit 5 lb. 17 Mug 1 lb. 0
Block and tackle 5 lb. 9 Disguise kit 8 lb. 15 Banquet (per person) — 11
Caltrops 2 lb. 5 Healer’s kit 1 lb. 15 Bread (loaf) 0.5 lb. 0
Candle — 0 Holly and mistletoe — 0 Cheese 0.5 lb. 0
Canvas (sq. yd.) 1 lb. 1 Holy symbol, wooden — 5 Inn stay (per day)
Chain (10 ft.) 2 lb. 14 Holy symbol, silver 1 lb. 14 Good — 7
Chalk, 1 piece — 0 Hourglass 1 lb. 14 Common — 3
Crowbar 5 lb. 7 Magnifying glass — 17 Poor — 1
Firewood (per day) 20 lb. 0 Musical instrument 3 lb. 9 Meals (per day)
Fishhook — 1 Scale, merchant’s 1 lb. 7 Good — 3
Fishing net, 25 sq. ft. 5 lb. 9 Thieves’ tools 1 lb. 14 (I) Common — 2
Flint and steel — 5 Water clock 200 lb. 23 Poor — 0
Grappling hook 4 lb. 5 Containers Meat 0.5 lb. 2
Hammer 2 lb. 3 Backpack (empty) 2 lb. 7 Wine
Ink (1 oz. vial) — 11 Barrel (empty) 30 lb. 7 Common (pitcher) 6 lb. 1
Inkpen — 1 Basket (empty) 1 lb. 3 Fine (bottle) 1.5 lb. 11
Ladder, 10-foot 20 lb. 1 Bottle, wine, glass — 7 Mounts and Related Gear
Lantern, bullseye 3 lb. 12 Bucket (empty) 2 lb. 3 Barding
Lantern, hooded 2 lb. 10 Case, map or scroll 0.5 lb. 5 Medium x1 +2
Lock Chest (empty) 25 lb. 7 Large x2 +4
Average 1 lb. 15 Flask (empty) 1.5 lb. 0 Bit and bridle 1 lb. 7
Good 1 lb. 17 Jug, clay 9 lb. 0 Dog, guard — 14
Amazing 1 lb. 19 Mug/Tankard, clay 1 lb. 0 Dog, riding — 18
Manacles 2 lb. 12 Pitcher, clay 5 lb. 0 Donkey or mule — 11
Mirror, small steel 0.5 lb. 11 Pot, iron 10 lb. 3 Feed (per day) 10 lb. 0
Oil (1-pint flask) 1 lb. 1 Pouch, belt (empty) 0.5 lb. 5 Horse
Paper (sheet) — 3 Sack (empty) 0.5 lb. 0 Horse, heavy — 19
Parchment (sheet) — 1 Vial, ink or potion 0.1 lb. 5 Horse, light — 17
Pick, miner’s 10 lb. 8 Waterskin 4 lb. 5 Pony — 14
Piton 0.5 lb. 1 Clothing Warhorse, heavy — 21
Pole, 10-foot 8 lb. 1 Artisan’s outfit 4 lb. 5 Warhorse, light — 19
Ram, portable 20 lb. 11 Cleric’s vestments 6 lb. 9 Warpony — 17
Rations, trail (per day) 1 lb. 3 Cold weather outfit 7 lb. 11 Saddle
Rope, hempen (50 ft.) 10 lb. 5 Courtier’s outfit 6 lb. 14 Military 30 lb. 13
Rope, silk (50 ft.) 5 lb. 11 Entertainer’s outfit 4 lb. 8 Pack 15 lb. 9
Sealing wax 1 lb. 5 Explorer’s outfit 8 lb. 11 Riding 25 lb. 11
Signal whistle — 4 Monk’s outfit 2 lb. 9 Saddle, Exotic
Signet ring — 9 Noble’s outfit 10 lb. 17 Military 40 lb. 16
Sledge 10 lb. 5 Peasant’s outfit 2 lb. 0 Pack 20 lb. 12
Soap (per lb.) 1 lb. 3 Royal outfit 15 lb. 19 Riding 30 lb. 14
Spade or shovel 8 lb. 7 Scholar’s outfit 6 lb. 9 Saddlebags 8 lb. 9
Spyglass 1 lb. 23 Traveler’s outfit 5 lb. 5 Stabling (per day) — 3
Tent 20 lb. 11
Torch 1 lb. 0
Whetstone 1 lb. 0

52
Table 8–9: Modern Equipment
Purch Purch Purch
Object Weight DC Object Weight DC Object Weight DC
Bags and Boxes Survival Gear Professional Equipment
Aluminum travel case Backpack 3 lb. 11 Bolt cutter 5 lb. 8
10 lb. Capacity 5 lb. 11 Binoculars Caltrops (25) 2 lb. 8
40 lb. Capacity 10 lb. 12 Standard 2 lb. 9 Chemical kit 6 lb. 16
75 lb. capacity 15 lb. 13 Rangefinding 3 lb. 15 Demolitions kit 5 lb. 14 (L)
Briefcase 2 lb. 9 Electro-optical 4 lb. 16 Disguise kit 5 lb. 13
Contractor’s field bag 2 lb. 8 Chemical light sticks (5) 1 lb. 5 Duct tape 1 lb. 6
Day pack 2 lb. 8 Climbing gear 10 lb. 12 Electrical tool kit
Handbag 1 lb. 7 Compass 0.5 lb. 8 Basic 12 lb. 14
Range pack Fire extinguisher 3 lb. 10 Deluxe 33 lb. 20
Standard 2 lb. 9 Flash goggles 2 lb. 15 Evidence kit
Oversized 3 lb. 11 Flashlight Basic 6 lb. 9
Patrol box 4 lb. 11 Penlight 0.5 lb. 6 Deluxe 8 lb. 15
Clothing Standard 1 lb. 7 First aid kit 3 lb. 8
Clothing outfit Battery flood 2 lb. 8 Forgery kit 3 lb. 13
Business 3 lb. 13 Gas mask 5 lb. 14 Handcuffs
Casual 2 lb. 10 GPS receiver 1 lb. 11 Steel 1 lb. 9
Formal 3 lb. 15 Map Zip-tie (25) 0.5 lb. 8
Uniform 2 lb. 11 Road atlas 1 lb. 7 Instrument, keyboard 12 lb. 13
Outerwear Tactical map 0.5 lb. 6 Instrument, percussion 50 lb. 14
Coat 2 lb. 10 Mesh vest 7 lb. 10 Instrument, stringed 7 lb. 14
Overcoat 3 lb. 11 Portable stove 1 lb. 11 Instrument, wind 1 lb. 10
Parka 3 lb. 11 Rope (150 ft.) 12 lb. 8 Lockpicks
Photojournalist’s vest 1 lb. 11 Sleeping bag 4 lb. 11 Car opening kit 1 lb. 8 (L)
Windbreaker 1 lb. 8 Tent Lockpick set 1 lb. 11 (L)
Tool belt 2 lb. 11 2-person dome 4 lb. 12 Lock release gun 0.5 lb. 13 (R)
Computers and Electronics 4-person dome 7 lb. 13 Mechanical tool kit
Camera 8-person dome 10 lb. 14 Basic 22 lb. 14
Photo, digital 0.5 lb. 14 Trail rations (12) 1 lb. 8 Deluxe 45 lb. 19
Photo, 35mm film 2 lb. 17 Weapon Accessories Medical kit 5 lb. 15
Film — 6 Box magazine 0.5 lb. 7 Multipurpose tool 0.5 lb. 11
Photo, disposable 0.5 lb. 7 Detonator Pharmacist kit 6 lb. 17 (R)
Video, digital 2 lb. 16 Blasting cap 0.5 lb. 7 Search-and-rescue kit 7 lb. 13
Cell phone Radio controlled 0.5 lb. 11 Spike strip 22 lb. 14
Basic 0.1 lb. 10 Timed 0.5 lb. 9 Surgery kit 5 lb. 16 (L)
Average 0.2 lb. 12 Wired 1 lb. 8 Surveillance Gear
Smartphone 0.3 lb. 14 Holster Black box 0.5 lb. 7 (I)
Computer Hip 1 lb. 8 Caller ID defeater 1 lb. 8
Desktop 10 lb. 16 Concealed carry 0.5 lb. 8 Cellular interceptor 0.5 lb. 21
Laptop 5 lb. 17 Illuminator 0.5 lb. 9 Lineman’s buttset 1 lb. 14 (L)
Netbook 3 lb. 14 Laser sight 0.5 lb. 15 Metal detector 2 lb. 12
Tablet 1.5 lb. 15 Scope Night vision goggles 3 lb. 17
Digital audio recorder 1 lb. 11 Standard 0.5 lb. 12 Tap detector 1 lb. 9
Portable satellite phone 2 lb. 17 Electro-optical 3 lb. 17 Telephone tap
Printer 3 lb. 11 Speed loader 0.5 lb. 6 Line tap 0.5 lb. 14 (L)
Walkie-talkie Suppressor Receiver tap 0.5 lb. 6 (R)
Basic 1 lb. 9 Pistol 1 lb. 13 Telephone line tracer 5 lb. 21
Professional 1 lb. 15 Rifle 4 lb. 14

53
(A character with limited movement instead reduces its maximum speed

Encumbrance
to 3/4 normal.)

Heavy Load (up to carrying capacity)


Encumbrance rules determine how much your armor and equipment slow You take a –5 check penalty when carrying a heavy load. Reduce your
you down and inhibit your actions. Your Strength and size multiplier base speed to 3/4 normal.
determine your carrying capacity: In addition, when you take the run action, you can move no more than
1.5 × your (reduced) base speed. (A character with limited movement
Carrying Capacity = (Strength × size multiplier)2 instead reduces its maximum speed to 1/2 normal.)
To determine the minimum current speed for a flying character to
For example, a Large creature (×1.5 size multiplier) with Strength 14
remain in flight, use the character’s unencumbered base speed, not its
would have a carrying capacity of 441 lb. (14 × 1.5 = 21, 212 = 441).
reduced base speed. Because of this, some characters might not be able
Some characters might apply an additional modifier to their carrying
to fly at all when carrying a heavy load.
capacity, depending on their mode of locomotion and overall stability:
• Ground creature, legless (snake, gastropod, etc.): ×1.5 Overloaded (up to 2 × carrying capacity)
• Ground creature, 4+ legs: ×1.5 You can lift up to twice your carrying capacity off the ground, but you
• Ground vehicle, 4+ legs or wheels: ×1.5 can barely move or defend yourself while doing so. You take a –10 check
• Ground vehicle, 6+ legs or wheels: ×2 penalty when overloaded, and you are disadvantaged to all opponents.
• Ground vehicle, tracked: ×3 You cannot perform any movement other than using a standard action to
• Air vehicle, hover: ×0.5 move 1 square (character scale only).
• Water vehicle, Colossal or lesser size: ×2 No character can swim, fly, climb, or jump while overloaded. A
• Water vehicle, 1X Colossal or greater size: ×5 character in the water begins sinking, and a climbing or flying character
• High-capacity vehicle: ×2 to ×10, depending on vehicle’s design falls immediately.

Weight and Load Lifting and Dragging


You can lift a weight up to your carrying capacity over your head. You
If you want to determine whether your character’s gear is heavy enough
can lift up to double your carrying capacity off the ground, but you are
to slow him or her down more than the armor already does, total the
overloaded when you do so (see above).
weight of all your carried items, including armor, weapons, and gear.
When dragging a character (whether object or creature), you might be
Your carrying capacity determines how much weight you can carry as a
able to move much more weight than you can normally carry. The
light load, medium load, or heavy load. If you try to carry more than your
specific circumstances determine how much of its weight you must
carrying capacity, you become overloaded.
count when calculating your current load.
Check Penalty: Carrying more than a light load limits your movement
and causes you to take a check penalty to all nonattack skill checks • Low Resistance (1/10 weight): The dragged character and the surface
based on Strength, Constitution, and Dexterity. provide virtually no resistance, such as dragging a wheeled or slick
Your check penalty from encumbrance does not stack with your check object on a smooth surface.
penalty from armor; apply only the greater penalty. • Moderate Resistance (1/5 weight): The dragged character and the
Vehicles and Load: When calculating a vehicle’s current load, do not surface provide typical resistance overall, such as dragging a
count the weight of its crew or normal fuel capacity. Count the weight of wheeled object on rough terrain or moving a large piece of furniture
passengers and cargo normally. For a flying vehicle, count 5 × the weight over a rough floor or low carpet.
of any weapons or equipment carried on hardpoints. • High Resistance (1/2 weight): Either the dragged character or the
surface provide substantial resistance, such as a high-friction surface
Light Load (up to 1/5 carrying capacity) like a thick carpet, rough or difficult terrain, or a dragged object that
You can comfortably carry a light load without significant effort. You snags on obstacles as you move it.
take no check penalty, and you can move normally.
• Very High Resistance (no reduction): The dragged character or
Medium Load (up to 1/2 carrying capacity) surface provides so much resistance that you gain no significant
advantage over carrying it, such as when dragging a creature that
You take a –2 check penalty when carrying a medium load. When you
actively resists you.
take the run action, you can move no more than 1.5 × your base speed.

54
9: Enhancements
Unique to the e20 System, enhancements are abilities not determined by Available Enhancement Slot: Every enhancement occupies a specific
your class and level but rather acquired through play. Enhancements can enhancement slot (see below). The enhancement’s designated slot is
be gained by characters between adventures (just as DUNGEONS & available only if you have no other active enhancement in that slot.
DRAGONS heroes can create magic items), but those you can create Your available slots are acumen, cadence, discipline, exploit, form,
yourself are less powerful than those you might find during play. method, secret, stance, stratagem, and technique (two separate slots).
Enhancements are useful for highly specialized niches and situations Each slot has an affinity for a specific body location, which might affect
that come up too rarely to be worth investing a talent or feat. For what physical enhancements you can use.
example, an ace pilot might have a wide variety of enhancements that Available Body Location: A physical enhancement (such as a magic
grant the ability to use unique maneuvers while operating a vehicle, but sword) occupies a location on your body in addition to an enhancement
most of the pilot’s talents and feats can be applied anywhere. slot. The enhancement’s designated location is available only you have no
Enhancements are comparable to the rules for magic items in other item (whether a physical enhancement or mundane object) worn or
DUNGEONS & DRAGONS. The complete rule set for enhancements is too held in that location.
extensive to cover in e20 Lite, but the following should give you a feel As with ordinary items, your available locations are arms, back, fingers
for what they do and how they are used. (two separate locations, one on each hand), hands, head, held, legs, neck,
torso, and waist.

Enhancement Basics
Fighting Style, Slots, and Locations: Your fighting style might change
what slots and locations you have available. You cannot use your form
slot or arms location (for example, to wear a shield) when using crew,
Enhancements come in two distinct types. Mental enhancements dual weapon, one-handed weapon, or two-handed weapon fighting
represent exercises, regimens, and tricks you learn during play, either as styles. However, you gain an additional exploit slot and held item
the result of overcoming a particularly challenging encounter or by location when using dual weapon style.
deliberately studying them (perhaps with the assistance of an instructor). Other Requirements: Some enhancements might have other
Physical enhancements represent exceptional items that provide you requirements, such as particular feats, skill training, or class levels. The
with some special capability or advantage, such as a high-quality enhancement’s description specifies any additional requirements you
targeting system for an emplaced weapon or, in a fantasy setting, an must meet.
enchanted sword. You can find, build, and sometimes purchase physical
enhancements.
Activation and Deactivation
If you meet all the enhancement’s requirements, you can spend an action

Using Enhancements to activate it. Deactivating an enhancement requires another action,


making that slot (and location, for physical enhancements) available for
To gain the benefit of an enhancement, you must meet its requirements you to activate a different enhancement.
and then spend some sort of action to activate it. You can spend another The specific actions needed depend on whether you are activating or
action to deactivate an enhancement, such as when you want to change deactivating a mental or physical enhancement.
the enhancement you have in a given slot. Mental Enhancements: Gathering your wits to focus on activating a
When you have one or more active enhancements, you gain the mental enhancement requires you to spend a standard action. To
following benefits: deactivate, you need to spend a swift action representing a slight mental
effort to shift your attention.
• Add all enhancement bonuses to your skills or defenses. After resting for one minute, you can automatically deactivate or
Enhancement bonuses do not stack; if you have two different activate any or all mental enhancements you have.
bonuses that apply to the same skill or defense, apply only the best Physical Enhancements: Because a physical enhancement represents a
one. specific item, you need only spend whatever action you would normally
• Once per round, you can use any one core talent provided by any of need to equip or remove that item. (See Using Items, page 41.)
your active enhancements. (Only exploit enhancements can provide
core talents.)
• Once per encounter, you can use any one major talent provided by Enhancement Slots
any of your enhancements. You can use another major talent by Each enhancement slot represents a particular physical or mental
spending an Action Point. approach to problem solving that can grants a character thematically
• Once per encounter as a free action, you can use any one feat related capabilities. Enhancements can grant benefits that don’t match
provided by any of your enhancements. The effect of the feat lasts their natural strengths, but those that do tend to be more powerful,
until the start of your next turn. easier to create, or both.
• If you have an enhancement that provides a trait, apply the effect Each enhancement slot described below includes a brief description of
specified in the trait’s description. its common themes as well as its affinity for particular body locations,
skills, defenses, and classes. Affinities don’t affect how an enhancement
Requirements functions when active, but they can have a significant effect when
Before activating an enhancement, you must meet all the requirements determining an enhancement’s level as well as how difficult, costly, and
outlined below. time-consuming it might be to create.

55
Acumen Stance
Acumen enhancements represent a deep understanding of and insight Stance enhancements focus on kinesthetic learning that enhances your
into the world around you, and they help you to apply this rare physical self-awareness, and you find your untapped potential to predict
knowledge to protect you from harm. and evade what you can so you can absorb and withstand what you
Location Affinity: back (cloak, cape, jacket, coat) can’t.
Skill Affinity: Knowledge, Nature Location Affinity: torso (armor, robe, vest, shirt)
Defense Affinity: Fortitude, Reflex, Will Skill Affinity: Gunnery, Vehicles
Class Affinity: none Defense Affinity: Primary, Fortitude
Class Affinity: none
Cadence
Cadence enhancements usually augment your speed, mobility, and Stratagem
agility, and this leads naturally toward a better ability to evade attacks Stratagem enhancements illuminate, enlighten, organize, and solve the
and bypass danger. enigmas of the world, and your epiphany of purest logic reveals the
Location Affinity: legs (shoes, boots, leggings, pants) breathtaking simplicity underneath it all.
Skill Affinity: Acrobatics, Ranged, Stealth Location Affinity: head (helmet, eyewear, circlet, crown)
Defense Affinity: Reflex Skill Affinity: Analytics, Computers, Mechanics, Tactics
Class Affinity: Corsair Defense Affinity: none
Class Affinity: Savant
Discipline
Discipline enhancements spring from your internal discipline and Technique
intuitive connection to your surroundings, and they grant you a deep Technique enhancements provide an exceptional insight into your own
insight into the vitality, resilience, and life force of yourself and those weaknesses while lacking a specific focus on one approach, so you can
around you. adapt them to fill any niche or meet any need.
Location Affinity: waist (belt, sash, bandolier, baldric) Location Affinity: fingers (ring, brass knuckles)
Skill Affinity: Intuition, Medicine, Perception Skill Affinity: none
Defense Affinity: Will Defense Affinity: Primary, Fortitude, Reflex, Will
Class Affinity: Sentinel Class Affinity: none

Exploit
Exploit enhancements seek the flawed defenses and the lingering
openings an opponent leaves exposed, allowing you to find the weak
Acquiring Enhancements
links that most easily break under pressure. On average, your character will acquire two new enhancements in the
Location Affinity: held (weapon, tool, implement) process of gaining one level. “Acquiring” can mean finding a physical
Skill Affinity: Firearms, Gunnery, Melee, Ranged, Unarmed enhancement or learning a new mental enhancement during an
Defense Affinity: none encounter. In either case, the enhancement usually relates directly to the
Class Affinity: none situation in which you acquire it.
The quality of an acquired enhancement is 1 to 5 levels greater than
Form
your character level, and the Gamemaster should allocate them in a way
Form enhancements focus on strict, repeated, and exhausting defensive
that keeps their distribution even among the players. For example, if you
exercises that burn themselves into your mind, and soon you find that
get one enhancement at level + 5, the other enhancement you gain
every move, shift, parry, and counterattack comes automatically.
during this level should be lower (ideally level + 1). Over multiple levels,
Location Affinity: arms (shield, bracers)
the GM should try to make sure every player’s character gets a turn at
Skill Affinity: Focus, Melee
acquiring the best enhancement at a given level.
Defense Affinity: Primary
One way you can acquire enhancements is by defeating elite
Class Affinity: Dreadnought
opponents of your level or higher; in this case, you might learn the new
Method enhancement because you saw it in action and learned from the
Method enhancements translate physical prowess into accuracy and experience. The e20 System Core Rulebook provides a template that the
power, and you learn to apply your body’s strengths toward direct and GM can use to turn the defeated opponent’s talents, feats, or stunts into
bold actions. a comparable enhancement appropriate for a given level.
Location Affinity: hands (gauntlets, gloves)
Skill Affinity: Athletics, Firearms, Unarmed
Defense Affinity: Fortitude Creating Enhancements
Class Affinity: Vanguard
Whether the enhancement is a physical item or a trick learned through
Secret intense training, it costs both time and money to create—and they are
Secret enhancements represent the ephemeral keys to the psyche, and even more expensive to buy from someone else. Creating enhancements
your intimate understanding of emotion, desire, and expression allow you is a good way for you to use your expertise to help your comrades
to manipulate those around you. improve. In this way, both you and your entire party benefit from your
Location Affinity: neck (necklace, amulet, charm, medal) personal strengths.
Skill Affinity: Deception, Influence, Linguistics Every enhancement has a slot, a bonus to one or more skills or
Defense Affinity: Will defenses, level, prerequisite, and cost, and some allow a user to gain the
Class Affinity: Envoy benefit of one or more talents, feats, or traits.

56
Slot: Choose a slot for the enhancement to occupy (see above). The slot • Your character level must equal or exceed 4 × (greatest
you choose determines the location, skill, defense, and class affinities for enhancement bonus provided).
the enhancement. • You must have Skill Focus for any skill that receives an enhancement
Physical Enhancement: If creating a physical enhancement, choose the bonus.
enhancement’s base item and the body location it occupies when • You must have the second-tier defensive feat (“Improved [Feat]”) for
equipped. For example, the base item for a magic longsword is an any defense that receives an enhancement bonus.
ordinary longsword, and its body location is held. • You must know any talent or feat the enhancement provides.
Skills and Defenses: Every enhancement provides a +1 to +5 • You must meet the prerequisite specified in the description of any
enhancement bonus to at least one skill or defense. trait the enhancement provides.
Talents: If an enhancement provides a bonus to a skill, it can also
provide the ability to use a talent that uses that skill. Exploits can Cost: To create an enhancement, you must first acquire the necessary
provide core or major talents, and other enhancements can provide only components. In the case of a physical enhancement, one of the
major talents. components is the base item the enhancement occupies.
Feats: Enhancements can allow a user to gain the benefit of a class, Unless otherwise specified, the market value of an enhancement is
general, or style feat. (purchase DC of components) + 3.
Traits: Some enhancements have traits that produce a special effect Mental Enhancement: The component purchase DC is 15 +
other than a talent or feat in exchange for increasing the enhancement's enhancement's level.
level. For example, a flaming sword might add +1d6 of fire damage on a Physical Enhancement: The component purchase DC is either 15 +
hit and add +1 to the enhancement’s level. Most traits are magical or enhancement’s level or 2 + base item’s purchase DC, whichever is
psionic in origin, and a wide variety of traits are described in the e20 greater.
System Core Rulebook.
Level: An enhancement's level is a function of its enhancement Creation Process
bonuses to skills and defenses as well as the talents, feats, and traits it Once you have determined the enhancement’s level and cost, met its
provides. Calculate the level using the following steps; if the prerequisite, and purchased its components, you can begin creating the
enhancement does not have affinity for a given skill, defense, or class enhancement by participating in the challenge described below.
(for a talent or class feat), double that value when calculating the
enhancement’s level. Create Enhancement [Challenge]
• Skills and Defenses: Add 3 × (best enhancement bonus + 1 per Participants: 1 character, but additional characters can participate if they
additional enhancement bonus). meet the prerequisite for the enhancement. If you are teaching the
• Talents: Add 2 × (largest level prerequisite of any talent provided + 1 enhancement to another character, the recipient must be present
per additional talent provided). during the entire creation process.
Primary Skill: SKILL (Int) for physical enhancements, SKILL (Wis) for self-
• Feats: Add 4 × (largest level prerequisite of any feat provided [min.
taught enhancements, or SKILL (Cha) for enhancements taught to
1] + 1 per additional feat provided).
another character.
• Traits: Add the level modifier of each trait the enhancement
DC: 15 + enhancement's level.
provides.
Complexity: 20 + enhancement's level.
• Body Location: After adding all values above, double the total level if
Factors: If you interrupt the creation process, you lose 5 progress for
the enhancement does not have affinity for the body location you
every week (or fraction thereof) that you are not participating in the
choose.
challenge.
The resulting total gives you the enhancement’s level. Time: 1 day (base).
Prerequisite: To create the enhancement, you must meet all of the Result: If the challenge is completed, the enhancement is created
following prerequisites. successfully. If the challenge is terminated, you lose half the value of
the components needed to create the enhancement. (Replacing the
• Your character level must equal or exceed the enhancement's level. lost half of the components has a purchase DC 2 points lower.)

57
10: Combat
Combat or its threat is an important part of most roleplaying games, and
the e20 System is no exception. The combat rules are similar to those
found in previous d20-based games except as noted here. Defenses
The e20 System uses static defense scores to determine the success of an
Attacks attack and a simple saving throw mechanic to handle recovery from
lasting effects. Defense scores are calculated using the following
formula:
An attack is any action that uses the word “attack” to describe its d20
task resolution roll. Attacks damage or inhibit the target in some way. 10 + 1/2 level + ability modifier + defense bonus + enhancement bonus
The specific ability modifiers used and the source of defense bonuses are
Attack Roll different for each of the four types of defenses.
An attack roll is a skill check using the listed skill modifier, ability
modifier, and other modifiers as described in the action’s summary. Primary Defense
Attack Roll = d20 + skill modifier + ability modifier + misc. modifiers Primary Defense is the target defense for most weapon-based attacks
that are directed at a single target (as opposed to area attacks).
Some attacks—particularly those by inanimate objects such as traps and
Ability Modifier: Dexterity or Intelligence. If you’re wearing armor, it
hazards—do not use a skill at all; instead, they use a flat modifier. If you
can limit your ability modifier.
are not Medium size, subtract your size modifier (or your weapon’s size
Defense Bonus: Dodge grants a +2 defense bonus and Improved Dodge
modifier, if different) from all weapon attacks.
grants a +3 defense bonus (increasing to +4 at 9th level and +5 at 17th
When you make an attack, compare your attack roll to the target’s
level). If you are wearing armor, you instead add the armor’s listed bonus.
Primary, Reflex, Fortitude, and/or Will Defense, as described in the
action’s summary. If your attack roll equals or exceeds the target’s
defense, the attack hits. Otherwise, it misses. Fortitude Defense
Natural 20: When you roll a natural 20 (the d20 comes up with 20 on Fortitude Defense is the target defense for attacks that directly affect
its face), you gain two benefits: your character’s physical health (such as diseases or poisons) and
anything wherein sheer toughness and bulk comes into play (such as
• If your total attack modifier is at least +0 after applying all penalties
resisting being pushed).
(such as for range and concealment), you automatically hit the
Ability Modifier: Strength or Constitution.
target.
Defense Bonus: Great Fortitude grants a +2 defense bonus and
• If your attack roll equals or exceeds the target’s defense, you score a
Improved Great Fortitude grants a +3 defense bonus (increasing to +4 at
critical hit (see below).
9th level and +5 at 17th level).
Natural 1: When you roll a natural 1 (the d20 comes up with 1 on its
face), your attack automatically misses. In addition, if you are not trained
in your weapon’s skill, you suffer a mishap. (See Mishaps, page 25.)
Reflex Defense
Reflex Defense is the target defense for area attacks and environmental

Critical Hits hazards (such as landslides or pit traps). In addition, Reflex Defense fills
the same role as “touch Armor Class” did in previous d20-based games.
Critical hits are handled somewhat differently in the e20 System than in Ability Modifier: Dexterity or Intelligence. If you’re wearing armor, it
previous d20-based games. When you score a critical hit with an attack, can limit your ability modifier.
choose one of the following effects: Defense Bonus: Lightning Reflexes grants a +2 defense bonus and
Improved Lightning Reflexes grants a +3 defense bonus (increasing to +4
• Double Damage: Your attack deals double damage against the at 9th level and +5 at 17th level).
target. Roll damage normally, apply all modifiers, and then double
the result.
• Gain Action Point: You gain one Action Point, which you can use to Will Defense
gain other benefits during an encounter. (See Action Points, page Will Defense is the target defense for attacks that are resisted by mental
35.) or emotional stamina and willpower (such as morale or psychic effects).
• Perform Stunt: In addition to the normal effect of your attack, you Ability Modifier: Wisdom or Charisma.
can perform a stunt such as tripping, disarming, or pinning your Defense Bonus: Iron Will grants a +2 defense bonus and Improved Iron
target. Different stunts have requirements that might make them Will grants a +3 defense bonus (increasing to +4 at 9th level and +5 at
unavailable for a given attack. (See Stunts, page 64.) 17th level).

58
Combat Terms
Several combat-related terms have specific meanings that are Barrier: A barrier is any solid obstacle that physically blocks movement.
important for understanding the combat rules in this chapter. Solid walls, cliffs, and the ground are all barriers. Barriers are most often
Attack: An attack is any skill check that directly restricts the actions encountered as obstacles during movement.
of or harms another character. An attack is usually made against one Environmental Effect: An environmental effect is nonsolid but might
or more of a target’s Defenses. affect characters either by changing conditions (such as fog or light) or by
An attack hits if the attack roll equals or exceeds the target’s creating a hazard (such as smoke or fire).
Defense, and it misses if the attack roll is less than the target’s Size: A character’s size represents its relative length, width, and mass
Defense. If your skill modifier is +0 or more after applying all compared to other characters.
penalties, you automatically hit on a natural 20; if your attack roll Size Modifier: Subtract a character’s size modifier from its Primary and
equals or exceeds the target’s defense, you also score a critical hit. Reflex Defenses, weapon attack rolls, and Dexterity-based skill checks
You automatically miss on a natural 1, and you suffer a mishap if other than attacks. Add a character’s size modifier to its Fortitude
you are untrained with your weapon. Defense, grappling attack rolls, and Strength-or Constitution-based skill
Damage: Many effects can deal damage. Subtract damage taken checks other than attacks. Add twice a character’s size modifier to its
from the target’s hit points until none remain, and then subtract the weapon damage.
remainder from the target’s reserves. Size Multiplier: This value applies to certain special situations, such as
If an attack deals half damage in a given circumstance, calculate calculating a character’s encumbrance or collision damage.
damage normally (as if it hit) and then divide by 2. Unless otherwise Space: A character’s space is the area it takes up on the battle grid,
specified, other effects caused by a hit do not apply on a miss. measured by its width in squares.
Defense: A character’s ability to resist attacks is represented by four Reach: Creatures and anthropomorphic vehicles have a reach that
Defense scores. defines how large an area they threaten for purposes of attacks of
Primary Defense applies to most weapon attacks that deal damage. opportunity and how far away they hit a target with a melee attack.
Fortitude Defense applies to attacks that affect a target’s health or Speed: A character’s speed represents how far it can move on the battle
conditions, such as poisons. grid.
Reflex Defense applies to effects that cover an area rather than a Movement Type: A character with simple movement (including most
single target, such as an explosion. It is also used when a target’s creatures) can move in any direction it wants, and it doesn’t have a
armor and ability to dodge do not apply against an attack. specific facing. A character with limited movement (including transports
Will Defense applies to mental attacks that affect a target’s morale driven by another character and most flying creatures) have more
or mental condition. restrictions on their movement; they have facing, can turn only under
Target: A target is a character designated as being the subject of an specific circumstances, and must declare their speed at the end of their
attack or other skill check. turn.
Character: A character is anything that can be the target of an Base Speed: A character’s base speed is listed in its game statistics.
action. If you can affect it in a significant way, it’s a character. Depending on the specific action taken, the character might move some
An incorporeal character has no Strength score and cannot exert multiple of its base speed as a single action (up to its maximum speed).
force physically. A nonliving character has no Constitution score and Declared Speed: At the end of its turn, a character with limited
cannot heal naturally. An immobile character has no Dexterity score movement declares its speed category for its next turn. Its can declare a
and cannot move. A mindless character has no Intelligence score and speed up to one speed category higher or lower than its current speed.
acts on preprogrammed instructions or stimulus-response behavior. Current Speed: A character’s current speed is equal to the distance in
Creature: A creature is any character with a Wisdom and Charisma squares it has moved this turn, the minimum value for its declared speed,
score. It is self-aware and it perceives its environment. or its falling distance in feet (up to 200), whichever is greatest.
Object: An object is any character with no Wisdom or Charisma Range: Many attacks can affect a target at range. Range is calculated
score. It has no awareness, and any action it takes must be by counting the number of squares between you and your target,
preprogrammed or automatic. Tables, chairs, and nonpowered melee including the target’s square but not your own square. Determine your
weapons are objects. range penalty based on the distance to the target, the target’s current
A device is any object that performs a mechanical, electronic, or speed, or the difference in altitude between you and the target,
supernatural function. Guns, computers, locks, and doors are devices. whichever is greatest.
Noncharacter: Impassable barriers and environmental effects are Depending on your range, you might take a range penalty to your
not characters and cannot be a target unless an action’s description attack.
specifies otherwise. They can affect other characters, however, for
example by blocking movement or by producing a hazard. If a specific
action can target a noncharacter, it is treated as an object.

59
defend yourself, withstand damage, and shake off the effects of attacks.

Saving Throws
All temporary hit points expire after a specified time has elapsed (most
often at the end of the current encounter or after 1 minute).
Temporary hit points are separate from your current hit points; do not
When an attack or other condition includes some sort of lasting effect, add them together. When you take damage, subtract the damage from
you make a saving throw (also called a “save”) at the end of your turn your pool of temporary hit points until they are reduced to 0, and then
each round to try to end the effect. The e20 System has three different apply the remainder to your current hit points.
saves, each of which are made with a d20 roll plus your defense bonus Temporary hit points do not stack: If two or more effects would grant
from the defensive feats you know. (Add only your defense bonus, not you more than one pool of temporary hit points, you keep only the
your entire defense score.) largest pool rather than adding them together.
Once they expire or you lose them from taking damage, temporary hit
• Fortitude save: 1d20 + Fortitude defense bonus vs. DC 10 points cannot be recovered or healed in any way. However, you might be
• Reflex save: 1d20 + Reflex defense bonus vs. DC 10 able to gain a new pool of temporary hit points later, from the same or a
• Will save: 1d20 + Will defense bonus vs. DC 10 different source.
Your fatigue and impairment penalties (if any) apply to your saving Reserves
throw. As you become increasingly worn down by damage, you find it
Reserves represent how easily you can recover from damage or, when
much harder to shake off the effects of conditions.
they’re running low, how close you are to your breaking point. In a way,
your reserves are like a pool of “backup hit points”: Damage that exceeds

Injury and Healing your current hit points is subtracted from your reserves, and you can use
your reserves to replenish your hit points.
You have maximum reserves equal to your maximum hit points. Any
The e20 System uses a hybrid system to track damage and lingering time you take damage that exceeds your current hit points, subtract the
effects on a character. excess damage from your current reserves. Like hit points, your reserves
cannot be reduced below 0, and they cannot increase above your
Hit Points and Reserves maximum reserves.
After you've rested for 1 minute, you automatically recover as many hit
Your hit points and reserves provide an abstract representation of your
points as possible from your current reserves, returning you to full hit
how well you can survive or avoid the effects of an attack or hazard, how
points if sufficient reserves remain. Once per encounter, you can recover
much damage you can survive, and how easily you can recover.
hit points as a standard action, drawing an amount up to 1/5 your
Hit Points maximum hit points from your reserves to help get you back into the
Your hit points represent how much punishment you can take before fight.
you’re in danger of losing consciousness or dying. Your maximum hit If you have at least 1 reserve point remaining, you are able to recover
points are determined primarily by your class levels and your Constitution from damage very quickly. If both your hit points and reserves are
score, as specified in each class description (see Classes, page 11). Other reduced to 0, you are incapacitated and must make a Fortitude save
game statistics, such as feats you know or your size, can also affect your every hour to see if you recover hit points and regain consciousness,
hit point total. remain incapacitated, or start to weaken and die. (See Conditions, page
Hit points do not represent physical toughness alone. Highly 62.)
experienced characters have a great number of hit points because they
are skilled enough to avoid or minimize the effects of an attack, but their Massive Damage Threshold
ability to do so is gradually worn down over the course of a fight. In
Your massive damage threshold represents how much damage you can
contrast, a large object has a great number of hit points because it has
take in a single attack without suffering any lingering debilitating effect
so much mass and resilience that it can withstand a great deal of
beyond that specified by the attack itself.
physical punishment.
You calculate your massive damage threshold with the following
When you take damage from any source, subtract the damage dealt
formula:
from your current hit points; if your hit points are reduced to 0, subtract
the remaining damage from your reserves (see below). Your hit points Threshold = 10 + Fortitude Defense + armor bonus + misc. bonus
cannot be reduced below 0, and they cannot increase above your
Fortitude Defense: Include your Fortitude Defense (not just your
maximum hit points.
Fortitude defense bonus) when calculating your massive damage
If you have at least 1 hit point remaining, you can act normally on your
threshold.
turn. If your hit points are reduced to 0, you are exhausted and unable to
Armor Bonus: When you are wearing a suit of armor, you gain its listed
take more than a single action each round. In addition, if you take a
armor bonus to your massive damage threshold. (This bonus applies even
standard action while exhausted, you must make a Fortitude save at the
if you are not proficient with the armor you wear.)
end of your turn to avoid becoming disabled. (See Conditions, page 62.)
Miscellaneous Bonuses: Some feats, racial traits, and other effects
Temporary Hit Points: Some sources (such as the Vanguard’s Rage class
might modify your massive damage threshold.
feat) can grant you temporary hit points, which represent an effect that
provides an extraordinary boost of vitality that helps you to better

60
Table 10–1: Massive Damage
Hit Points Reserves Effect1
1+ 1+ You are fatigued, causing a –1 fatigue penalty to all skill checks and saving throws; these penalties stack if you take massive
damage additional times. At the end of your turn, make a Fortitude save to reduce your fatigue penalty by 1. Fatigue
penalties end automatically if you rest for one full minute.
1+ 0 You are impaired, causing a –1 impairment penalty to all skill checks and saving throws; these penalties stack if you take
massive damage additional times. After a long rest (6 hours or sleep or the equivalent), make a Fortitude save to reduce
your impairment penalty by 1.
0 1+ You take a –1 fatigue penalty and fall unconscious (disabled). At the end of your turn, make a Fortitude save. On a success,
you regain consciousness (removing the disabled condition). On a failure, your condition does not change. On a failure by
10 or more, your condition worsens to incapacitated.
0 0 You take a –1 impairment penalty and begin dying (weakening). At the end of your turn, make a Fortitude save. On a success,
you stabilize and become incapacitated. On a failure, you continue weakening and take an additional –1 impairment
penalty. On a failure by 10 or more, you are dead (destroyed).
Overwhelming Damage: If the damage dealt equals or exceeds 2 × your massive damage threshold, you are immediately
killed (destroyed); the damage is too extensive for you to have any chance of survival. Vehicles and other volatile objects
explode when destroyed by overwhelming damage.

In addition, you can make a Fortitude saving throw to reduce your


Effects of Massive Damage current impairment penalty by 1 after a long rest.
If you take damage equal to or greater than your maximum damage
threshold in a single attack, the attack causes some additional lasting Restoration
effect determined by how many hit points and reserves you have Restoration is a metaskill (page 23) that covers any attempt to treat
remaining after applying the damage, as shown in Table 10–1: Massive injuries, perform surgery, attempt a jury-rig, or conduct major repairs on
Damage. a character that has been damaged or affected by a condition (page 62).
The skill you use to make a restoration check depends on what type of
Healing and Repairs character you want to help:

After losing hit points and reserves or being affected by various • Medicine for any living creature
conditions (page 62), you have several ways to get back into fighting • Mechanics for any object or nonliving creature
form either on your own or with assistance from other characters. • Nature for ordinary animals and plants (trained only)
• Computers for computer systems and other electronic devices
Rest and Healing (trained only)
A living or self-repairing character can regain lost hit points and remove • Any weapon skill for a weapon from that group (trained only)
conditions that affect it in several ways.
Recovery: Once per encounter as a standard action, you can recover up To make a restoration check, you must be within reach of the target for
to 1/5 your maximum hit points from your reserves (but not more that the duration of the check. If you don’t have an appropriate tool kit (such
the current reserves you have remaining). Subtract this amount from as a first aid kit, surgery kit, tool kit, or electronics kit), you take a
your current reserves and add it to your current hit points. penalty of –5 to your check, and you might not be able to attempt it at
Saving Throws: Most conditions (such as fatigue) allow you to remove all. Finally, since extensive or widespread damage is more difficult to
them by making a successful saving throw at the end of your turn; the mend, you take a penalty to your restoration check equal to the target’s
type of saving throw is identified in the condition or the attack that combined fatigue and impairment penalties.
caused it. Some conditions require you to wait for a specified period Assisted Recovery: If a target has reserves remaining, you can attempt
before you can make a saving throw; for example, you make your saving first aid or a jury-rigged repair to help restore it to working condition. As
throw after 1 hour when you’re incapacitated or a full night’s rest (6 a standard action, make a DC 15 restoration (Wis) check to allow the
hours) when you’re impaired. target to recover 1/5 its maximum hit points from its reserves. You take a
Make a separate saving throw against each condition, and you can –5 penalty to your restoration check if you do not have a first aid kit (for
decide the order in which you make your saving throws. If you are living creatures) or appropriate basic tool kit (for other targets).
fatigued or impaired, apply the total of your current fatigue and For every successful assisted recovery that target has received in the
impairment penalties to all saving throws. same encounter (that is, without resting for one minute), you take a
Short Rest: If you rest for 1 minute (10 rounds) without engaging in cumulative –5 penalty to your restoration check. (There’s only so much
any strenuous activity, you automatically recover up to your maximum you can with bandages and duct tape.)
hit points from your reserves and remove all current fatigue penalties. Restoring Hit Points: You can restore a character’s hit points with
In addition, you regain the ability to use all your expended major surgery or major repairs by completing a challenge: Check restoration
talents after a short rest. (Int) DC 20; Complexity 10 × size multiplier (min. 5); Base Time 1 hour;
Moderate Rest: If you rest for 1 hour without engaging in any Completed target heals 1/5 its maximum hit points; Terminated target
strenuous activity, you can make a Fortitude saving throw to regain 1/5 takes damage equal to 1/5 its maximum hit points (which might qualify
your maximum hit points. Apply this healing first to your current hit as massive damage).
points, and then apply any remainder to your reserves. Because of its delicate nature, this procedure requires you to have a
In addition, your Action Points reset to 1 after a moderate rest. surgery kit (for living creatures) or a deluxe tool kit of the appropriate
Long Rest: If you spend 6 hours sleeping (or otherwise helpless, for type (for other targets) to avoid taking a penalty to your restoration
non-sleeping characters), you automatically regain your maximum hit check. If you instead use a first aid kit or basic tool kit, you take a –5
points. As during a moderate rest, apply this healing first to your current penalty to your restoration check; without an appropriate kit of some
hit points, and then apply any remainder to your reserves. kind, you cannot attempt to restore hit points at all.

61
Depending on the circumstances of its destruction (disintegrated,
Excessive Damage shattered, imploded, exploded, or killed by more conventional means), it
might leave behind a relatively intact body, mutilated remains, scattered
The default massive damage rules represent a cinematic heroic style of fragments, a pile of ashes, or anything in between.
play appropriate for most settings and campaigns in the action and If a powered vehicle or other volatile object (such as a generator or
adventure genres. As an optional rule for less cinematic styles, taking fuel tank) is destroyed by overwhelming damage (damage that equals or
damage that exceeds your massive damage threshold by a great amount exceeds 2 × its massive damage threshold), it explodes: Target all
can cause additional fatigue or injury. characters within (size modifier) squares of destroyed character; Attack
This rule provides options for two less cinematic styles of play—heroic +5 vs. Reflex; Hit 4d6 + (2 × size modifier) explosion damage; Miss by 5
realism or gritty realism—and it provides a good example of how the e20 or less 1/2 damage; Special double damage to any character in contact
System can be adapted to very different genres and settings. with or inside the destroyed character.
Heroic Realism: Heroic characters can still perform cinematic and Restoration: Normally none, but some settings might have special
sometimes over-the-top actions during their adventures, but they are supernatural or technological means of resurrecting or reassembling a
much more likely to find themselves limping, bleeding, or worse before destroyed character.
the day is out. The original Die Hard might fit this style of play, with Disabled: The character is helpless, unconscious, and unable to take
John McClane being bloodied, bludgeoned, and almost unable to walk by any actions.
the end of the movie. A living or self-repairing character can remove the disabled condition
For every 10 points by which an attack’s damage exceeds your massive without assistance. At the end of its turn, the character makes a
damage threshold, you take an additional –1 fatigue or impairment Fortitude save. On a success, remove this condition. On a failure, its
penalty (determined by whether you have any remaining reserves, as condition does not change. On a failure by 10 or more, its condition
normal). changes to incapacitated.
Because you are automatically exhausted your combined fatigue and Restoration: As a standard action, a character can make a DC 20
impairment penalties exceed 5 + your Constitution modifier, you are restoration (Wis) check to remove this condition from a disabled target.
much more likely to be significantly hindered even if you have hit points On a failure by 5 or more, the target instead takes a –1 fatigue penalty.
or reserves remaining. Disadvantaged: Opponents gain a +2 bonus to attacks against a
Gritty Realism: Though you might have the ability to perform some disadvantaged character (+5 if it is helpless). Depending on the specific
amazing acts of heroism, the very real and immediate threat of serious circumstances, the character might be disadvantaged to all opponents
injury or death virtually requires that you act in a more cautious (and (such as when it is stunned) or only to specific opponents (such as when
realistic) manner. You’ll want to find and stay in cover as much as an enemy uses the feint action).
possible, so you will tend to be less mobile during a fight. Even then, a Exhausted: The character can take only a single action (standard,
single lucky shot can take you out of action—perhaps permanently. Many move, or swift) on its turn, and it has only 1/2 its normal carrying
war movies (such as Saving Private Ryan) fit this style of play, and it capacity. If an exhausted character takes a standard action, it must make
strives to capture the terror, brutality, and inhumanity of combat. a Fortitude save at the end of its turn. On a failed save, its condition
For every 5 points by which an attack’s damage exceeds your massive becomes disabled.
damage threshold, you take an additional –1 fatigue or impairment This condition ends automatically when the character gains at least 1
penalty (determined by whether you have any remaining reserves, as hit point and the total of its current fatigue and impairment penalties
normal). In addition, if you ever take damage equal to or greater than 2 does not exceed 5 + its Constitution modifier.
× your massive damage threshold, you are automatically disabled (if you Fatigued: The character takes a –1 fatigue penalty to all skill checks
have reserves remaining) or destroyed (if you do not), regardless of your and saving throws. If a character is fatigued multiple times, these
current hit points. penalties stack.
With this variant, you are very likely to become exhausted due to If the total of a character’s current fatigue and impairment penalties is
fatigue and impairment during any lengthy battle, and a single critical greater than 5 + its Constitution modifier, the character automatically
hit (or regular hit from a particularly powerful weapon) has the real becomes exhausted.
potential to kill you outright. A living or self-repairing character can reduce its fatigue penalty
without assistance if it has had sufficient sustenance (food, water, air,
Removing Conditions: Although most targets can recover from and sleep). At the end of its turn, a fatigued character can make a
conditions on their own, you can make a restoration check to speed the Fortitude save to reduce its fatigue penalty by 1 point. This condition is
process along. In a condition’s description (see below), it indicates if you removed when a character’s fatigue penalty is reduced to 0 or it rests for
can make a restoration check to assist in removing a condition from a 1 minute (10 rounds).
target. Restoration: As a standard action, a character can make a DC 15
When removing a condition, you take a –5 penalty to your restoration restoration (Wis) check to reduce a target’s fatigue penalty by 1. On a
check if you do not have a first aid kit (for living creatures) or failure by 5 or more, the target’s fatigue instead increases by 1.
appropriate basic tool kit (for other targets). Grabbed: When a character hits vs. Reflex with a grapple attack, both
the attacker and target are grabbed. A grabbed character can perform
Conditions most actions normally, but it can move only 1 square as a standard
action if its opponent is the same size and cannot move at all if its
A number of adverse conditions can affect a character. If more than one opponent is larger. A grabbed character drags its opponents with it when
condition affects a single character, apply both if possible. If not possible, moving.
apply only the most severe condition. The grabbing character cannot perform any action that requires two
Dazed: Living creatures only. The character cannot take any actions. hands other than a grapple attack.
Destroyed: The character is no more. It has ceased to be. It has expired, This condition ends in one of four ways: (1) The grabbed character
kicked the bucket, shuffled off this mortal coil, run down the curtain, and successfully shakes off the grab as a swift action; (2) The grabbing
joined the choir invisible. It is an ex-character. character becomes helpless; (3) At the end of the grabbing character’s
next turn after its most recent successful grapple or maintain hold

62
attack; (4) The grabbling character voluntarily releases the grab as a free A prone creature on a solid surface is treated as having cover from a
action. low object (+2 cover bonus to Primary and Reflex Defenses, but an
Grappled: When a character hits vs. Reflex and Fortitude with a attacker ignores low objects within its reach). A prone character takes a
grapple attack, the target is grappled. A grappled character is –5 penalty to attack with melee weapons, and the only other weapons it
disadvantaged against all characters other than opponents grappling it, can use are firearms, emplaced weapons on bipods, crossbows, and
its reach extends only into its own space, and it cannot voluntarily move shuriken.
from its space. It can make weapon attacks only against an opponent Slowed: The character (or driver, for a transport) loses its move action
grappling it and only if wielding a light weapon. It takes a –5 penalty to on its turn. It can trade its standard action for another move action,
all attack rolls except those made with unarmed attacks or natural however.
weapons. Staggered: The character (or driver, for a transport) loses its standard
This condition ends in one of four ways: (1) The grappled character action on its turn.
successfully escapes the grapple as standard action; (2) The grappling Stunned: Living creatures only. The character cannot take any actions,
character becomes helpless; (3) At the end of the grappling character’s and it is disadvantaged.
next turn after its most recent successful grapple attack; (4) The Unconscious: Creatures only. The character is helpless and unaware of
grappling character voluntarily releases the grapple as a free action. its surroundings. If standing when it becomes unconscious, it also falls
Helpless: The character is disadvantaged, and opponents gain a +5 prone.
bonus to attacks against it rather than the usual +2. Opponents can If the character is sleeping (as opposed to being unconscious because
attempt to kill a helpless character outright by using the coup de grace of another condition), it can make a Perception (Wis) check at a –10
action. penalty to wake up in response to any unexpected sound, light, or
This condition is always caused by another effect, so it continues until movement.
the effect ends. Restoration: A character can automatically wake a sleeping target
Unattended, stationary objects are always helpless. within its reach with a standard action.
Impaired: The character takes a –1 impairment penalty to all skill Uncontrolled: Creatures and vehicles only. An uncontrolled creature
checks and saving throws. If a character is impaired multiple times, these immediately falls prone. If swimming, it begins to sink, and if flying or
penalties stack. climbing, it falls from its current height.
If the total of a character’s current fatigue and impairment penalties is An uncontrolled vehicle continues moving, turning randomly and
greater than 5 + its Constitution modifier, the character automatically reducing it declared speed by one category each round (or losing an
becomes exhausted. equal amount of altitude, if flying). It remains uncontrolled until its
A living or self-repairing character can reduce its impairment penalty driver makes a control (Dex) check to regain control or the vehicle’s
without assistance if it has had sufficient sustenance (food, water, air, declared speed is reduced to stationary. (See Losing Control, page 70.)
and sleep). After a long rest (6 hours of sleep or the equivalent), an Weakening: The character is helpless, unconscious, and unable to take
impaired character can make a Fortitude save to reduce its impairment any actions. At the end of its turn, the character makes a Fortitude save.
penalty by 1 point. This condition is removed when a character’s On a success, its condition changes to incapacitated. On a failure, its
impairment penalty is reduced to 0. impairment penalty increases by 1. On a failure by 10 or more, the
Restoration: A character can attempt to remove this condition from an character is destroyed.
impaired target by completing a challenge: Check restoration (Int) DC 15; Restoration: As a standard action, a character can make a DC 20
Complexity 10 × size modifier [min. 5]; Base Time 1 hour; Completed restoration (Wis) check to stabilize a weakening target and change its
reduce target’s impairment penalty by 1; Terminated increase target’s condition to incapacitated. On a failure by 5 or more, the target’s
impairment penalty by 1. impairment penalty increases by 1.
Incapacitated: The character is helpless, unconscious, and unable to
take any actions.

Combat Sequence
A living or self-repairing character can remove the incapacitated
condition without assistance. After one hour, the character makes a
Fortitude save. On a success, it heals 1/5 its maximum hit points and this
condition is removed. On a failure, its condition does not change. On a The basic combat sequence of the e20 System is similar to that seen in
failure by 10 or more, its condition changes to weakening. previous d20-based games.
Restoration: A character can attempt to remove this condition from an
incapacitated target by completing a challenge: Check restoration (Int)
DC 20; Complexity 10 × size modifier [min. 5]; Base Time 1 hour;
Surprise
Completed target regains 1/5 maximum hit points and is no longer At the beginning of an encounter, the Gamemaster decides who is
incapacitated; Terminated target’s condition changes to weakening. surprised and who is prepared for combat. The GM can call for Perception
Prone: Creatures only. A prone creature falls flat on the ground. checks, Insight checks, or any other skill check that he deems appropriate
If the creature is not walking on solid ground when knocked prone, it is in order for characters to become aware of the imminent danger. (See
subject to an additional effect. A mounted creature is thrown from its Sense metaskill description, page 23.)
mount, falling 5 feet for every square of its mount’s reach. A climbing If there is at least one surprised character and at least one unsurprised
creature falls from its current height. A swimming creature sinks 1 character, a surprise round occurs. A surprise round is like an ordinary
square each round until it makes a DC 15 control (Str) check to regain combat round, but each unsurprised combatant is allowed only one
control. A flying creature falls 100 squares the first round and 200 standard, move, or swift action on its turn.
squares each subsequent round until it makes a DC 15 control (Dex)
check to regain control. Initiative
While prone, a creature can move only by crawling (4 × normal
Every character makes an initiative check to determine their order for
movement cost per square), and it can end this condition by using a
taking turns during the battle. For most characters, an initiative check is
move action to stand up.

63
an Insight (Dex) check. If you are trained in Tactics, you can substitute a • Reactions: These are special actions that allow you to act on another
Tactics (Int) check. (See Initiative metaskill description, page 23.) character’s turn, but only after the action that triggered it is
complete. After you resolve your reaction, the original character can
Combat Rounds complete its turn.

Each character takes its turn in initiative order until everyone has had Table 10–2: Actions in Combat summarizes the effect of several sample
their turn; at that point, a new combat round begins and everyone is actions.
entitled to a new turn in the same order. Until you have started your first
turn in combat, you are disadvantaged and vulnerable to some types of Stunts
special attacks (such as a Sneak Attack).
Stunts are options that allow you to produce a specified effect or alter
During Other Characters’ Turns the effect of a normal attack.
You can perform free actions, reactions, and interruptions during other
character’s turns, but only interruptions can prevent an action already in
Performing a Stunt
You can perform a stunt as a standard action or as the benefit provided
progress from being completed.
by scoring a critical hit. Every stunt is resolved by comparing your attack
During Your Turn roll to one or more of the target’s defenses.
Your turn breaks into three distinct phases. Separate Action: As a standard action, you can produce the effect of
one stunt. You take a –5 penalty on your attack roll unless you have the
• Beginning of Your Turn: Most beneficial effects are listed as lasting Stunt Mastery feat for that stunt; alternatively, you can spend an Action
until the beginning of your turn. At the beginning of your turn, you Point to perform a stunt at no penalty. Use the specified attack roll to
can choose to delay and wait for another character to complete its determine if you are able to perform the stunt.
turn before acting; however, the delay will not extend the duration Critical Hit: If you score a critical hit, you have the option of gaining
of any beneficial effects. the benefit of one eligible stunt in addition to the normal effect of your
• Middle of Your Turn: You can perform a standard action, a move successful attack roll. You do not make a separate attack roll; instead,
action, a swift action, and one or more free actions in any order. compare the result of your attack roll to the specified defense. (Even if
Some situations and conditions might restrict or expand the actions you rolled a natural 20 on your attack roll, the stunt is not automatically
available to you on your turn. successful.)
• End of Your Turn: Most detrimental effects last at least until the end
of your turn. At the end of your turn, make a separate saving throw Types of Stunts
for each condition that allows it (such as fatigue). See the individual There are two types of stunts: Universal stunts, which are available to all
condition’s description for details on the results of the saving throw characters, and talent stunts, which are available only to characters who
(including whether any special effect occurs on a failed save). have a specific talent.
Universal Stunts: Universal stunts are available for a wide range of

Actions in Combat
attacks. In addition to performing a stunt as a separate action, each
stunt can be performed with some types of attacks by spending an action
point or by scoring a critical hit. The specific attacks that are eligible for
You can perform several different types of actions during combat. Each each stunt are listed in parentheses.
round on your turn, you can perform one standard action, one move • Bull Rush (any melee attack or charge): Target within reach; SKILL
action, and one swift action. You can also perform one or more free (Con) vs. Fortitude. On a hit, target is forced 1 square away from you,
actions even when it is not your turn, and some situations might call for plus 1 additional square for every 5 points by which your attack roll
you to make an action in reaction to (or even interrupting) another beat the target’s Fortitude Defense. You can move to remain within
character’s action. reach of your target, and this movement does not provoke an attack
• Standard Actions: These require the most effort and focus during of opportunity from your target. Regardless of how much your attack
your turn; most attacks are standard actions. You can trade your roll beats the target’s defense, you can move no more than your
standard action for a move action or a swift action. speed in squares; any movement performed as a part of a charge
• Move Actions: These involve movement and other substantial bodily counts toward this limit.
adjustments, such as removing an article of clothing or standing up • Crush (grapple): Grappled target within reach; Unarmed (Con) vs.
from a prone position. You can trade your move action for a swift Fortitude. On hit, WEAPON + Unarmed (Str) damage and target is
action. grappled until the start of your next turn.
• Swift Actions: These are generally used to enable other actions, and • Disarm (grapple or any melee attack): Target within reach; SKILL
they are sometimes used to enhance or build on a standard action. (Dex) vs. Reflex or Fortitude, whichever is higher. (You gain a +2
• Free Actions: These require very little effort, and you can perform bonus to your attack if you are wielding a two-handed weapon, and
more than one each round (subject to the GM’s approval), even you take a –2 penalty to your attack if your target is wielding a two-
during another character’s turn. However, you cannot interrupt handed weapon; these modifiers stack.) On hit, target drops its
another character’s action when performing a free action. weapon in a space of your choice that is within reach of both you
• Interruptions: These are special actions that interrupt another action and the target. If you disarm a target while unarmed, you can choose
(either your own or another character’s); resolve your interruption to wield the weapon instead of dropping it so long as you are
first, and when your interruption is resolved determine whether or otherwise able to do so.
not the other action is allowed to proceed. (For example, if you make • Pin (grapple): Grappled target within reach; Unarmed (Str) vs. Reflex
an attack of opportunity when a target moves out of your or Fortitude, whichever is greater. On hit, target is grappled and
threatened area and disable the target, that target would be unable cannot take any actions until the end of your next turn.
to complete its movement.) You can perform only one interruption in
response to any single action.

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• Riposte (feint, melee only): Target within reach; SKILL (Int) vs. Reflex. (Int) vs. Will. On hit, the target immediately uses the lean action to
On hit, you gain a +2 bonus to your Primary and Reflex Defenses increase its cover (if it has cover against your attack) or uses the fall
against that target until the start of your next turn. In addition, if prone action (if it does not have cover against your attack). The
your target makes an attack against you before the start of your target loses its swift action on its next turn.
next turn, you can make an attack of opportunity against the target • Throw (grapple): Grappled target within reach; SKILL (Str) vs.
as an immediate interruption. Fortitude. On hit, force target 1 square away from you, plus 1
• Suppress (aid another or any area, autofire, or ranged attack): SKILL additional square for every 5 points by which your attack roll beats

Table 10–2: Actions in Combat


Action Effect
Standard Actions
Aid Another SKILL (Int) vs. DC 10; on success, one ally gains +2 bonus or one enemy takes –2 penalty to designated skill check.
Attack, Simple Area SKILL (Int) vs. Reflex; area by weapon; on hit, WEAPON + SKILL damage; on miss by 1–5, half damage.
Attack, Simple Autofire Automatic weapons only; area 2; SKILL (Str for held weapon, Int for emplaced weapon) vs. Primary; on hit, WEAPON +
SKILL damage; on miss by 1–5, half damage; expends 10 shots.
Attack, Simple Barrage Automatic or semiautomatic weapons only; SKILL ( Str for held weapon, Int for emplaced weapon ) vs. Primary; on hit,
WEAPON + SKILL damage; on miss by 1–5, half damage; expends 5 shots.
Attack, Simple Melee SKILL (Str) vs. Primary; on hit, WEAPON + SKILL (Str) damage.
Light Weapon: SKILL (Dex) vs. Primary; on hit, WEAPON + SKILL (Dex) damage.
Attack, Simple Ranged SKILL (Dex) vs. Primary; on hit, WEAPON + SKILL (Dex) damage.
Charge Move up to speed in straight line, ending adjacent to target; SKILL (Con) + 2 vs. Primary; on hit, WEAPON + SKILL (Con)
damage; disadvantaged until start of next turn.
Coup de Grace* Make simple melee or ranged attack against helpless target; on hit, automatic critical hit (double damage); if hit points
reduced to 0, target is weakening (or destroyed if damage equals or exceeds threshold).
Escape Control (Dex/Str) vs. Fortitude of grappling opponent; on hit, no longer grabbed or grappled and can step 1 square.
Feint SKILL (Dex) vs. Reflex; on hit, target is disadvantaged to you until the end of your next turn.
Grapple Unarmed (Str) vs. Reflex and Fortitude; on hit vs. Reflex, you and target are grabbed until the end of your next turn; on
hit vs. Reflex and Fortitude, target is also grappled until the end of your next turn.
Perform Stunt Perform a stunt as a deliberate action.
Ready Action Declare action and trigger that will activate it.
Recover Recover up to 1/5 your maximum hit points from your reserves; 1/encounter.
Total Defense Gain +2 bonus to all defenses until start of next turn.
Move Actions
Move, Limited* Limited movement only; move a number of squares that falls within your declared speed category.
Move, Simple* Simple movement only; move up to your speed.
Run* Simple movement only; move up to twice your speed; disadvantaged until start of your next turn.
Stand up* Stand up from a prone position.
Step Simple movement, character scale only; safely move 1 square without provoking an attack of opportunity.
Wear/Remove Item* Wear or remove a worn item from your person, such as a backpack, helmet, or belt.
Swift Actions
Aim/Brace* Cannot move during same turn; with two-handed or emplaced ranged or area weapon, add style bonus to damage equal
to listed ability modifier (minimum 1): Strength (two-handed autofire or barrage), Intelligence (any ranged, blast,
splash, or spread attack; emplaced autofire or barrage).
Extra Attack When wielding two weapons and you hit with an attack with your primary weapon, use this action to make a melee or
ranged attack with your off-hand weapon: SKILL (Dex) vs. Primary; on hit, WEAPON + SKILL damage.
Fall Prone Drop to a prone position.
Lean Reduce or improve existing cover by one step, such as by peeking around a corner.
Maintain Hold Must be grabbing target; Unarmed (Str) vs. Reflex; on hit, you and target remain grabbed until the end of your next turn.
Retrieve/Store Item Item is retrieved from or stored in an accessible location such as a pocket, belt pouch, or holster.
Shake Off Control (Dex/Str) vs. Fortitude of grabbing opponent; on hit, no longer grabbed.
Target Lock* Computers (Int) vs. Reflex; on hit, guided missile or torpedo will seek target independently when fired.
Free Actions
Maneuver Control (varies) vs. maneuver’s DC; on success, you perform maneuver; on failure by 10 or more, you lose control.
Regain Control End of turn only; when uncontrolled, make DC 15 control (Dex) check; on success, you regain control.
Release You release a grab or grapple you initiated. If releasing a grapple, step 1 square into unoccupied space.
Saving Throw End of turn only; make a Fortitude, Reflex, or Will save to remove a condition currently affecting you.
Speak Speak or shout a few words.
Interruptions
Attack of Opportunity When a target you threaten performs a provoking action in your threatened area, you can make a simple melee attack or
simple ranged attack (handguns only) against that target.
Use Action Point You gain one benefit of using an Action Point (see page 35).
Reactions
Perform Readied Action Perform action readied earlier in the round when triggering condition is met.
* Provokes attack of opportunity
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the target’s Fortitude Defense; target takes WEAPON + Unarmed
(Str) damage, falls prone, and is no longer grappled. Dual Weapon
• Trip (grapple or any melee attack): Target within reach; SKILL (Dex) You wield one light or normal weapon in each of your hands. Once per
vs. Reflex or Fortitude, whichever is greater. On hit, target falls round when you hit with an attack using your primary weapon, you can
prone. use make an extra attack (a swift action) with your off-hand weapon.
You take a –2 penalty to all attacks with light weapons and a –3 penalty
Talent Stunts: A talent is always eligible to use any stunt that matches
to all attacks with normal weapons.
its keywords or those of the weapon you wield. For example, Cleaving
Strike has the melee keyword, so you can use it to perform the Bull Rush
stunt. Emplaced Weapon
In addition, you can use some talents to perform specific stunts in You are using two hands to operate an emplaced weapon of some sort,
addition to those allowed by its keywords. If a talent has stunts available such as a machine gun on a tripod, an autocannon on a fighter jet, or an
beyond those universal stunts you can use with a given weapon or talent artillery emplacement.
keyword, it will be noted in the Stunts line of the talent’s description. For The benefit of using this style depends on the specific type of weapon
example, Draw Fire is not a ranged, autofire, or area attack, but you can you wield:
nevertheless use it to perform the Suppress stunt.
Finally, as a talent stunt, you can use a talent you know to perform • Melee Attack: You gain a style bonus to your damage with melee
another talent of the same type (core or major) from the same talent weapons equal to your Charisma modifier (minimum +1). This
tree; you must meet the prerequisite (including minimum level) for the usually applies only when you make an attack using a mount’s
talent performed. If you use a major talent to perform a talent stunt, you natural weapons, such as a warhorse’s hooves.
expend that major talent for the duration of the encounter. • Ranged or Area Attack: If you aim (a swift action) before making a
ranged or area attack, you gain a style bonus to your damage equal
to your Intelligence modifier (minimum +1).
Fighting Style Fire Control: If your emplaced weapon (or the vehicle it is built into)
has an Intelligence score, it has a fire control system that helps you to
The e20 System is designed to handle any style of combat, providing a operate the weapon. When you make an attack with the emplaced
unique benefit for each option a character might choose to employ. weapon, reduce the total of your range, speed, and concealment
Unarmed Characters: If you are not wielding a weapon, you can use penalties by an amount equal to the vehicle’s Intelligence modifier (if
the dual weapon, one-handed weapon, two-handed weapon, or weapon positive).
and shield fighting styles. Unless you specify otherwise, you default to Driver-Operated Weapons: If you are trained in your transport’s control
one-handed weapon fighting style when unarmed. skill and you make an attack with a driver-operated weapon, you can
make a control (Dex) check instead of the appropriate weapon skill check
Driving to make your attack roll.
When driving a transport (such as when riding a mount or piloting a
vehicle), add your Dexterity modifier (minimum 1) as a style bonus to One-Handed Weapon
your transport’s Primary and Reflex Defenses. You must use two hands You wield a single light or normal weapon in one hand, and you have
(and often your feet as well) to control the transport in order to use this nothing in your other hand. You gain a style bonus to your Primary and
fighting style. Reflex Defenses equal to your Intelligence modifier (minimum +1).
While driving a transport, you must use a move action to drive your
transport on your turn and a free action at the end of your turn to
declare your transport’s speed for the following round. Failure to do
Shield
either of these actions results in your transport becoming uncontrolled You wield a light or normal weapon in your primary hand, and you carry
unless it is stationary. a shield in your off hand. You gain a style bonus to your Primary Defense
Using a Different Fighting Style: Because you normally use both hands determined by the type of shield you use (ranging from +1 to +3). If you
to control a transport, you have some difficulty using a different fighting are not proficient with shields, you gain only 1/2 the listed bonus for a
style while driving. You take a penalty to all control checks if you don’t shield.
drive a transport with both hands: Using just one hand causes a –5
penalty (or a –10 penalty if driving a vehicle whose specialization has a Two-Handed Weapon
prerequisite, such as helicopters or heavy aircraft). At the Gamemaster’s
You wield a light, normal, or heavy weapon in two hands. When using a
discretion, some transports might be so complex that they can’t be
operated at all with less than two hands. thrown weapon, you don’t actually throw it with you hands, but you use
There are two ways to use a different fighting style while driving your off hand as a counterbalance to give your throw a little extra force.
The benefit of using this style depends on the specific type of weapon
without taking a penalty to your control checks. First, if your transport
has a driver-operated weapon, you can choose to use emplaced weapon you wield:
style instead of driving style. Because the weapon is specifically meant to • Melee Attack: You gain a style bonus to your damage with melee
be used while driving, you don’t take the penalties listed above to your weapons equal to your Constitution modifier (minimum +1).
control checks. • Ranged or Area (Blast, Splash, or Spread) Attack: If you aim (a swift
Second, if riding a mount specifically trained for combat (such as a action) before making a ranged or area (blast, splash, or spread)
warhorse) and you are trained in Nature, you can guide your mount using attack, you gain a style bonus to your damage equal to your
your knees and free your hands for another use without taking the Intelligence modifier (minimum +1).
penalties listed above to your control checks. • Area (Autofire or Barrage) Attack: If you brace your weapon (a swift
action) before making an area (autofire or barrage) attack, you gain

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a style bonus to your damage equal to your Strength modifier
(minimum +1). Limited Movement
Characters with limited movement have some special rules for

Movement
movement. First, their facing matters because they can’t change
direction very easily. Second, their ability to change speed from round to
round has some limitations, and their speed determines how quickly they
Your speed is determined by your race and your armor. Your speed while can turn. Third, they have to declare their speed at the end of their turn,
unarmored is your base land speed. A character encumbered by carrying and they must move a distance on the following round that falls within
a large amount of gear, treasure, or fallen comrades may move slower their declared speed category.
than normal. Difficult terrain, obstacles, or poor visibility can hamper Unless otherwise specified, transports of all types (a creature you ride
movement. as a mount or a vehicle you pilot) and flying creatures have limited
During your turn, you can use actions to move across the combat grid. movement.
The number of squares you can move depends on your base speed and
the specific action you take. Facing
Moving 1 square in any direction (even diagonally) costs you 1 square A character with limited movement has four faces: front, left, right, and
of movement. Each square of movement costs 2 × normal if you are aft (rear). Its faces affect who it can attack and how it moves.
crouched, and each square of movement costs 4 × normal if you are Firing Arcs: Each weapon attack that the character can make is limited
prone, crawling, climbing, swimming, or using some other alternative to one or more firing arcs. An attack with a turret firing arc can attack in
mode of movement. (Such movement modes often require you to make any direction. An attack with a partial turret can attack into three
Athletics checks.) In addition, some environmental or terrain conditions adjacent firing arcs (such as front/left/right).
can change the cost of each square of movement. If more than one Direction of Movement: The character can move either forward (into a
multiplier applies to your movement cost, multiply them together to space adjacent to its front) or in reverse (into a space adjacent to its aft),
determine the final cost of each square of movement. but not left or right unless it has the hover trait (such as a helicopter).
Once you have used all the squares of movement your action allows, Movement in reverse is limited to low speed unless otherwise specified.
your movement ends. You can always move less than the maximum (See Speed Categories, below.)
number of squares your action allows, if you wish.
Unless otherwise specified, moving out of a space provokes attacks of
Speed Categories
opportunity from any character that threatens it. A character with limited movement uses the following speed categories
Most creatures can maneuver freely, moving in any direction they to determine how far it can move, how quickly it can turn, and what
choose at will. Facing doesn’t matter for these creatures because they penalty it takes when making performing a maneuver (see Maneuvers,
can easily turn toward or away from a threat. However, transports page 68). The speed penalty (if any) that applies to your control checks at
(mounts and vehicles) and some types of creatures are not so agile, and each speed category is listed in parentheses.
their facing matters during combat. • Stationary (+0): The character is motionless. A vehicle with the pivot
Simple Movement: Unless otherwise specified, all creatures that aren’t or hover traits or a walking mount can turn in any direction while
flying have simple movement. They do not have facing, and they can stationary, but other characters cannot turn or move.
move in any direction. You can do any of the following types of • Low Speed (+0): The character moves up to its base speed. After
movement with a single move action if you have simple movement. moving forward a distance equal to (1/2 × space), it can turn up to
• Simple move up to your base speed. 45 degrees.
• Run up to twice your base speed in a straight line; you become • Moderate Speed (–1): The character moves up to 2 × its base speed.
disadvantaged until the start of your next turn. After moving forward a distance equal to (1/10 × space × base
• Charge up to your base speed in a straight line (minimum 2 squares) speed), it can turn up to 45 degrees.
and make a melee attack at the end of your movement; your turn • High Speed (–2): The character moves up to 5 × its base speed. After
ends after your attack, and you become disadvantaged until the start moving forward a distance equal to (1/5 × space × base speed), it
of your next turn. can turn up to 45 degrees.
• Step 1 square in any direction; unlike other movement, this doesn’t • Very High Speed (–5): The character moves up to its maximum speed
provoke an attack of opportunity. (see below). After moving forward a distance equal to (space × base
speed), it can turn up to 45 degrees a maximum of once per round.
If you have simple movement, you can trade your standard action for a
second move action if desired. Treat consecutive moves on the same turn Turn Rate: The turn rate listed for each speed category represents the
as a single continuous movement; for example, you can end your first default for a typical character relative to its speed and space. A
move action in an occupied square so long as you continue your character’s game statistics indicate if it has a longer or shorter turn rate.
movement with a second move action (see Occupied Spaces, page 71). Turning is a free action that you can take immediately after moving
Similarly, if you have a base speed of 5 and you are crouched (movement forward a number of squares equal to a speed category’s listed turn rate.
cost 2 per square), you can move up to 5 squares if you use two Sideslip: A character might wish to move to the side without changing
consecutive move actions (10 squares total movement cost). its facing, for instance to change lanes, avoid obstacles, or weave in and
Limited Movement: Flying creatures and transports (including out of traffic. When performing a sideslip, the character moves one
creatures ridden as mounts as well as piloted vehicles) have limited square diagonally relative to its facing (that is, forward-left or forward-
movement, so that they can’t change direction easily and thus their right) instead of moving one square forward.
facing is important. These characters have restrictions on how much they The character must move forward at least one square before it can
can change their speed from turn to turn. sideslip one square. Once it has performed a sideslip, it cannot sideslip in
The following section outlines the specific rules for characters with the opposite direction until it has moved forward a number of squares
limited movement. equal to its turn rate.
Maximum Speed: Your maximum speed is the greatest distance that
you can travel in a single turn. By default, maximum speed is (base speed

67
Moving on your turn requires you to use a move action, and you can
Simplified Limited Movement do so a maximum of once on your turn each round. Unlike characters
with simple movement, you cannot have multiple moves in a single turn.
The rules for limited movement are meant to provide a slight touch of Unless you are stationary, you must perform a limited move (a move
realism for campaigns that involve a fair amount of mounted or vehicle action) each round or you become uncontrolled. (See Losing Control,
combat. If these situations arise only rarely or if you prefer a more page 70.)
streamlined approach, you can use the optional rules in this sidebar in Squares of Movement: During your movement, you can move any
place of the normal rules for limited movement. number of squares that falls within your declared speed category.
You might be able to turn (change direction by 45 degrees) one or
Move Actions more times during your movement. Your current speed category, your
A character with limited movement can use one or both of its move
space, and your base speed determine your turn rate (the number of
actions to move during its turn, just like any other character.
squares you must move forward before being able to turn 45 degrees).
No Backtracking: When moving, a character with limited movement
can’t move into a space that it just left. In practice, this means that most
characters with limited movement can’t turn more than 90 degrees. Aerial Movement
Hover or Pivot Traits: A character with the hover or pivot traits can Some special rules apply to flying characters.
ignore this limitation when using a simple move action. Minimum Speed: To remain in flight, the character must have a current
Run Action: When running, the character moves more than its base speed greater than its base speed unless it has the hover trait (such as a
speed and up to 2× its base speed in a straight line. It can’t take the run helicopter). If its current speed drops below this amount for any reason,
action unless it has moved at least its base speed since the start of its it stalls, becoming uncontrolled and falling immediately. (See Losing
last turn. Once it uses the run action, it must move at least its base Control, page 70.)
speed on its next turn or it becomes uncontrolled. Altitude: Flying characters move in three dimensions, gaining or losing
Running at Maximum Speed: If the character has performed no altitude by climbing or diving, respectively. Climbing costs 2 squares of
movement other than the run action since the start of its last turn, it can movement for every square you increase your altitude. Diving costs 1/2
run a distance greater than 2× its base speed and up to 1/2 its listed square of movement for every square you decrease your altitude.
maximum speed. If the character runs at maximum speed, it must move When declaring your speed at the end of your turn, determine your
at least 2× its base speed on its next turn or it becomes uncontrolled. current speed based on your actual distance moved rather than the
Flying Characters: Flying characters without the hover trait must use squares of movement you spent during your movement.
the run action to fly. A flying creature can take off with a simple move When calculating the range to a target, use either the horizontal
so long as it immediately follows it with a run action on the same round. distance or the difference in altitude, whichever is more.
However, a fixed-wing aircraft must reach a speed on the ground that Falling: A falling character drops 100 squares (500 feet) at the end of
equals its base flying speed before it can take off with the run action. its first turn of falling and 200 squares (1,000 feet) at the end of each
Out of Control Vehicles: When a vehicle is uncontrolled, it repeats its additional turn of falling. When declaring your speed, determine your
last move action (simple move, run, or run at maximum speed) once at current speed based on the distance fallen during your turn.
the beginning of its next turn, changing direction randomly at the start Taking Off and Landing: Flying creatures that have simple movement
of its turn and then moving in a straight line. Each round thereafter, it on the ground and vehicles with the hover trait (such as a helicopters)
reduces its move action by one step (to run, then to simple move, then to can take off at any time by declaring a flying speed. It can land safely
stationary); for a flying character, it instead reduces its altitude by an upon moving onto any unoccupied surface so long as the character is not
equivalent amount. uncontrolled and it is able to end its movement upon touching down.
A failure by 10 or more when attempting to regain control causes Otherwise, it crashes and suffers a collision. (See Collisions, page 72.)
collision damage and brings the vehicle to a halt. Other flying vehicles (such as fixed-wing aircraft) have additional
requirements. To take off, the vehicle must have a current ground speed
No Facing greater than its stall speed (that is, its base flying speed); depending on
Characters with limited movement do not have facing in this variant. its base ground speed, this might take a few rounds to accomplish. To
If the character has weapons with different firing arcs, it still can use land, the vehicle must fly in a direction parallel to the surface as it enters
multiple weapons against a single target only if all of them are listed as an unoccupied space on ground; its current speed at landing cannot be
being able to attack into the same arc. greater than its maximum ground speed when it touches down.
Otherwise, it crashes and suffers a collision. Once it touches down, it still
× 4) for a creature and (base speed × 10) for a vehicle. However, the has to reduce its ground speed to stationary to complete the landing.
actual maximum speed might be substantially faster or slower than this
amount, as listed in the character’s game statistics. (Vehicles, in Maneuvers
particular, can vary widely in their maximum speeds.)
When moving, you must make control checks to perform certain actions,
A character’s maximum speed might make it unable to move at some
such as avoiding a hazard or intentionally ramming an opponent. Your
speed categories. For example, a character limited to four times its base
method of movement determines which skill you use to make control
speed can’t move at very high speed at all.
checks:
Movement Sequence • Creature: A creature uses Athletics to perform maneuvers. If trained
Use the following steps each turn to handle your movement. in Acrobatics, you can substitute an Acrobatics check.
Declare Speed: Declare your speed category for next round at the end • Mount: When riding a creature as a mount, a driver uses Nature to
of your turn. You can declare a speed category up to 1 step higher or perform maneuvers.
lower than your current speed on this last turn. You can declare a change • Vehicle: When piloting a vehicle, a driver uses Vehicles to perform
in your direction of movement (forward or reverse) only if you were maneuvers.
stationary this turn.

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Unless otherwise specified, you add your Dexterity modifier to your
control check. In some situations, you might use a different skill or ability
modifier to make a control check. The maneuver’s description notes if a
Altitude Categories
different skill applies. To help determine an appropriate altitude for a flying character, use the
Maneuver Modifiers: When making a maneuver, some modifiers might following altitude categories as a guide.
apply to your control check.
Size Modifier: Subtract your size modifier from all control (Dex) checks • Very Low: Up to 20 squares (100 feet) above the ground. Only flying
and add your size modifier to all control (Str) checks. creatures and hovering vehicles tend to use this altitude category in
Speed Penalty: If you have limited movement, your current speed combat. Fixed-wing vehicles generally use this altitude only
category might cause a penalty to your control check. Stationary or low immediately before landing or after takeoff.
speed, no penalty; moderate speed, –1 penalty; high speed, –2 penalty; • Low: Up to 100 squares (500 feet) above the ground. Attack aircraft
very high speed, –5 penalty. often strafe ground targets at this altitude.
Transports: If you are driving a transport (either riding a creature as a • Moderate: Up to 500 squares (2,500 feet) above the ground. Aircraft
mount or piloting a vehicle), you always make control checks using your often use this altitude while in a landing pattern and awaiting
Dexterity modifier, regardless of what maneuver you perform. Add your clearance for final approach. Most small arms aren’t a danger to
transport’s Dexterity modifier to control (Dex) checks and add your aircraft at this altitude.
transport’s Strength modifier to control (Str) checks. • High: Up to 2,000 squares (10,000 feet) above the ground. Most
Multiple Maneuvers: If you have limited movement, each additional helicopters cannot exceed this altitude. Creatures can breathe
maneuver you perform in a single turn becomes increasingly difficult. indefinitely without special equipment at this altitude or below.
You take a cumulative –2 penalty to your control check for each previous Surface-to-air missiles can strike a target at this altitude in a single
maneuver you have attempted since the start of your turn. (Characters round.
with simple movement do not take a penalty for multiple maneuvers.) • Very High: Up to 10,000 squares (50,000 feet) above the ground. Most
fixed-wing aircraft cannot exceed this altitude. In fact, propeller- and
Attempting a Maneuver turboprop-driven airplanes typically don’t exceed about half this
As a free action, make a control check against its listed DC. On a success, altitude.
you perform the maneuver successfully. On a failure, you don’t perform • Extreme: Up to 50,000 squares (250,000 feet) above the ground.
the maneuver. On a failure by 10 or more points, you become Almost leading up to the edge of space (about 60 miles), only rocket
uncontrolled. (See Losing Control, page 70.) vehicles normally travel in this altitude range.

Specific Maneuvers Option: Declaring Altitude Categories


The following section describes each maneuver in detail. The ability Instead of calculating altitude in squares, you can use altitude categories
modifier you apply to your control check is listed in parentheses. as an abstract representation of a flying character’s distance from the
Some maneuvers require that the character have either simple or ground. At the end of a flying character’s turn, it declares its altitude
limited movement, as noted in parentheses immediately after the ability category immediately after declaring its speed category.
modifier that applies to the check. When a flying character climbs or dives, its declared speed changes
Avoid Hazard (Dex): Combat rarely occurs on a perfectly flat, because of the pull of gravity. For every step your altitude category
featureless plain. When you try to move through an occupied square, you increases, your declared speed decreases by one category. For every step
must succeed on a control (Dex) check to avoid the hazard (collision or your altitude category decreases, your declared speed increases by one
otherwise) and continue moving. category (even when falling).
You cannot avoid a hazard that fills the entire square (such as a large
structure). You cannot avoid a hazard if you cannot make a control check Change Declared Speed (Dex, limited only): With this maneuver, a
(such as if you are disabled or uncontrolled) or if you are unaware of the character with limited movement can change its declared speed at a
hazard. In these cases, the hazard automatically affects you. time other than at the end of its turn, increasing or decreasing the total
The DC to avoid a hazard is 15 + hazard’s size modifier. On a success, distance it can move.
you avoid the hazard and can continue your movement. On a failure, the The DC for your control (Dex) check is determined by how much you
hazard’s effect occurs normally. change your declared speed. A change of one category is a DC 15 check,
Specific rules for some common types of hazards are outlined below. and a change of two categories is a DC 25 check. You can attempt to
Collision: If the hazard is another solid object, a collision occurs. (See change your declared speed only once per turn.
Collisions, page 72.) On a success, your declared speed changes by the amount you
Oil Slick: Determine an oil slick’s size by the area it covers. If you don’t specified. On a failed check, your declared speed does not change.
avoid the hazard, you must make an immediate control (Dex) check (DC If your speed category changes, your turn rate and maneuver modifier
15). On a failure, you lose control. change to match the new speed category for the rest of your turn.
Caltrops: Determine the caltrops’ size by the area they cover (rather Exceed Maximum Speed (Dex): Every character has the potential to
than using the size of an individual caltrop, usually Diminutive). Caltrops move a bit farther than its normal limits. A character can attempt this
attack any walking creature or wheeled vehicle with tires that enters upon moving the maximum possible distance during a single action,
their space: Target moving character; Range 0 squares; Attack +0 vs. either a run action (simple movement) or its maximum speed (limited
Reflex and Fortitude; Hit vs. Reflex damage equal to moving character’s movement).
speed modifier; Hit vs. Reflex and Fortitude as above, and target is Make a control (Dex) check vs. DC 25. On a success, you can move an
slowed and takes –1 impairment penalty; Special slowed condition additional number of squares equal to 1/10 the maximum you can
remains until character reduces its impairment penalty by 1. normally move during your action. For every 10 points by which your
Other Hazard: For other types of hazards (pits, traps, and so forth), use check result exceeds the DC, you can add an additional 1/10 to your total
their listed game statistics to determine the effect of entering a space movement allowed.
they occupy.

69
Hard Turn (Dex, limited only): A hard turn allows a make a 45-degree Sideswipe: If you and the struck target are both moving in the same
turn without first moving forward a number of squares equal to your direction and the collision does not occur in either of your front or aft
turn rate. faces, you can attempt a special type of ram called a sideswipe. A
Make a control (Dex) check against DC 15. On a success, your facing sideswipe deals less damage to both targets during the collision, but it is
changes by 45 degrees in the direction you specify. On a failed check, more likely to cause the struck target to lose control.
your facing does not change. Make your control check as you would during a normal ram maneuver.
Bootleg Turn (wheeled vehicles only): By making a bootleg turn, a On a hit vs. Reflex and Fortitude, both targets take 1/5 normal damage
vehicle can radically change direction without turning in a loop. from the collision, and the struck target must make an immediate control
However, in so doing, the vehicle comes to a stop. (Dex) check (DC 15) or it becomes uncontrolled. (Depending on the
Before a transport can attempt a bootleg turn, it must move forward at collision’s damage, the struck target might need to make another control
least a number of squares equal to its turn rate. check to avoid losing control.)
The DC for a bootleg turn is 5 per 45 degrees of facing change. On a miss vs. Fortitude, both targets take 1/2 normal damage from the
On a success, your facing changes by the specified amount and your collision, and there is no additional effect.
vehicle’s declared speed is reduced to stationary. On a failed check, your Tumble (Dex, simple only): A creature trained in Acrobatics can
vehicle turns only 45 degrees in the specified direction and its declared attempt to move through squares threatened or occupied by another
speed does not change. creature, avoiding attacks of opportunity and collisions while doing so.
Jump (Str): If moving on the ground, you can attempt to jump over a Each square of tumbling costs twice as much as normal movement (2
gap or obstacle in your path. Make a control (Str) check to attempt a points of movement per square on normal terrain). Make a single check
jump, and add 1/10 your current speed to your check result. for all continuous squares of tumbling, up to a maximum of 4 squares.
The DC of a long jump is equal to its distance in feet. (You clear a Tumbling through a threatened square requires an Acrobatics (Dex)
vertical height equal to 1/4 the distance you jump.) The DC of a high check against DC 15. On a success, you do not provoke attacks of
jump is equal to 5 × its distance in feet. If you do not have a running opportunity during your tumbling movement. On a failure, you are
start (moving at least 2 squares in a straight line prior to the jump), the subject to attacks of opportunity normally.
DC is doubled. Tumbling through a space occupied by another creature requires a
Make a control (Str) check against the jump’s DC. On a success, you Acrobatics (Dex) check against DC 25. On a success, you can move
jump over the obstacle and can continue your movement. On a failure, through the occupied space and you do not provoke attacks of
you do not clear the obstacle, and you either suffer a collision or fall opportunity during your tumbling movement. On a failure, you cannot
depending on the jump you attempted. move into or through the occupied space, and you are subject to attacks
Simple Movement: If you have simple movement and you fail by 1–4 of opportunity normally.
points, you clear the obstacle but you fall prone, ending your movement. Use Skill (varies): Some skills are used as a part of movement. For
Wheeled and Tracked Vehicles: Wheeled and tracked vehicles cannot example, you can make a Stealth (Dex) check vs. a target’s opposed sense
physically jump upward, so they begin falling immediately upon starting (Wis) check to avoid being noticed, and you can make an Athletics (Str)
a jump. Double the DC for any jump made without a ramp. In addition, it check to climb a wall. Each skill’s description includes the specific check
cannot even attempt a high jump (to clear a vertical obstacle) unless it you must make as well as the result of a successful or failed check.
starts from a greater height or it uses a ramp (see below). As with any other maneuver, using a skill counts as an attempted
If the vehicle’s fall brings it into contact with an obstacle (such as the maneuver for purposes of determining your check penalty for multiple
far side of a ditch or ravine), a collision occurs. If the vehicle is not maneuvers (if you have limited movement), and if you fail by 10 or more
resting on a stable surface after the collision, it falls. you lose control.
If the vehicle uses a ramp, it gains some upward momentum that
makes the jump easier. With an adequate ramp, the vehicle can attempt
a long jump or high jump the same as any other character would. A long
Losing Control
jump requires a ramp between 30 and 45 degrees, and a high jump When a character fails a control check, it might lose control of its
requires a ramp between 45 and 60 degrees. movement. The specific effect of losing control depends on whether the
Overrun (Str, simple only): A creature with simple movement can character is a creature or a vehicle.
attempt to force its way through another creature’s space.
Attempting to enter the target’s space provokes an attack of
Creatures
When a creature becomes uncontrolled, it falls prone. A creature on a
opportunity. If the target chooses to let you pass, you can move through
solid surface suffers no lingering effect from losing control. (It must
its space without further effect (no check necessary).
spend a move action to stand up again, however.)
If the target resists your movement, make a control (Str) check against
Mounted Creatures: If riding a mount when it falls prone, the creature
the target’s Fortitude Defense to attempt this maneuver. On a success,
is thrown from the mount and falls 5 feet for every 1 square of the
you can move through the target’s space. On a success by 5 or more, the
mount’s reach. For example, being thrown off the back of a warhorse
target is also knocked prone.
(Large, reach 1) would result in a fall of 5 feet.
On a failure, you cannot enter the target’s space and your movement
Climbing Creatures: If climbing when it falls prone, the creature falls
ends immediately.
100 squares on the first round and 200 squares on each subsequent
Ram (Str): You can choose to collide intentionally with another target,
round. Unless the creature can fly, it remains uncontrolled until it hits
taking advantage of your momentum to try to strike in a way that
the ground. (See Falling, page 72.)
reduces the damage you take.
Swimming Creatures: If swimming when it falls prone, it sinks 1 square
To ram a target, make a control (Str) check vs. Reflex and Fortitude. On
per round until it regains control with a DC 15 control (Str) check at the
a hit vs. Reflex, a collision occurs regardless of the size of the two
end of its turn. The creature automatically regains control if it settles
characters. (A collision occurs automatically if either you or your target
onto a solid surface underwater.
have a space at least 1 square wide in the map’s current scale, but this is
Flying Creatures: If flying when it falls prone, the creature falls 100
often not the case at local, tactical, or aerospace scale.)
squares on the first round and 200 squares on each subsequent round
On a hit vs. Reflex and Fortitude, you take half damage from the
until it regains control with a DC 15 control (Dex) check at the end of its
collision.

70
turn. The creature automatically regains control after it hits the ground. No Resistance: Unless it is charging or running, a creature can move
(See Falling, page 72.) through a space occupied by a creature that allows it to pass (most often
an ally, but sometimes an opponent will choose not to resist your
Vehicles movement). The moving creature does not gain cover from the creature
When a becomes uncontrolled, the following effects occur. that allows it to pass.
Overrun: While moving or charging, a creature can attempt to use the
• First round: On the character’s first turn that it becomes
overrun maneuver to move through another creature’s space.
uncontrolled, it continues its movement forward until it has moved
Bull Rush: The Bull Rush stunt allows a creature to move into (but not
the minimum necessary for its declared speed. If its movement takes
through) another creature’s space in an attempt to force it out.
it into an occupied square, a collision occurs.
Grappling: A creature can move into (but not through) another
• Second and subsequent rounds: On the character’s turn on each
creature’s space if it is currently grappling.
following round that it remains uncontrolled, the character turns
Tumble: A creature trained in Acrobatics can attempt to tumble
randomly (d6: 1–2, 45 degrees left; 3–4, no turn; 5–6, 45 degrees
through another creature’s space.
right) and reduces its declared speed by one category. (Exception: A
Very Small Creatures: A Fine, Diminutive, or Tiny creature can move
flying character instead decreases its altitude by a number of
into or through a space occupied by another creature. The creature
squares equal to half the minimum for its declared speed.) As before,
provokes attacks of opportunity when doing so.
it moves forward a number of squares equal to its declared speed,
Creatures Three Sizes Larger or Smaller: Any creature can move
and a collision occurs if its movement takes it into an occupied
through a space occupied by a creature at least three size categories
square.
larger or smaller than it is.
Once uncontrolled, the vehicle is subject to some special rules. Ending Your Movement: You can’t end your movement in the same
No Maneuvers: The vehicle cannot make any maneuvers while space as another creature unless it is prone and disadvantaged.
uncontrolled. For example, the vehicle’s driver cannot attempt to avoid Difficult Terrain: Difficult terrain hampers movement, costing as 2
hazards, so it has no way to prevent a collision if it moves into an squares of movement for every square of difficult terrain you move into.
occupied square. You can’t run or charge across difficult terrain. If you occupy squares
Regaining Control: At the end of each turn that it remains with different kinds of terrain, you can move only as fast as the most
uncontrolled, the vehicle’s driver can make a DC 15 control (Dex) check difficult terrain you occupy will allow.
to regain control of its movement. Obstacles: Like difficult terrain, obstacles (including vehicles) can
hamper movement. If an obstacle hampers movement but doesn’t
• On a success, the driver regains control. completely block it, each obstructed square or obstacle between squares
• On a failure by 1–9 points, the vehicle remains uncontrolled. counts as 2 squares of movement. You must pay this cost to cross the
• On a failure by 10 or more, the vehicle goes into a catastrophic spin barrier, in addition to the cost to move into the square on the other side.
resulting in a flip (on the ground) or tumble (in the air). The vehicle If you don’t have sufficient movement to cross the barrier and move into
takes damage as if it had collided with a barrier. After the collision, the square on the other side, you can’t cross the barrier. Some obstacles
its declared speed is reduced to stationary, and its new facing is may also require a skill check to cross.
determined randomly. If flying, the vehicle immediately begins Flying and incorporeal characters can avoid most obstacles.
falling (100 squares on the first round, 200 squares on each Barriers: Some obstacles take up an entire square, blocking movement
subsequent round). entirely. A character can’t move through a barrier, but it might be
If the driver cannot make a control check at the end of its turn, the possible to climb, jump, or fly over it.
vehicle automatically flips or tumbles at the end of the second turn that Squeezing: In some cases, you might have to squeeze into or through
it remains uncontrolled. an area that isn’t as wide as the space you take up. The specific effect of
If the vehicle’s declared speed is reduced to stationary and it is not squeezing depends on whether the character has simple or limited
falling, the driver regains control automatically at the end of its turn. movement.
Simple Movement: You can squeeze through or into a space that is at
Occupied Spaces 1/2 as wide as your normal space (round down). Each move into or
through a narrow space counts as if it were 2 squares, and while
When another character or a barrier occupies a space, you have squeezed in a narrow space you are disadvantaged.
limitations on the ways that you can move into or through that space. For example, when a Large creature (which normally takes up a space
The specific restrictions are determined by what occupies the space. two squares wide) squeezes into a space that’s one square wide, the
Creatures: Except as described below, you can’t move into or through a creature’s miniature figure occupies two squares, centered on the line
space occupied by another creature without causing a collision. between the two squares. For a bigger creature, center the creature
Prone and Disadvantaged: A creature can move into or through a likewise in the area it squeezes into.
square occupied by a prone and disadvantaged creature without penalty. A creature can squeeze past an opponent while moving but it can’t end
(Some creatures, particularly very large ones, might count as difficult its movement in an occupied square.
terrain.) To squeeze through or into a space less than half your space’s width,
If you end your movement in the creature’s space, it remains you must use the Acrobatics skill. You can’t attack while using Acrobatics
disadvantaged and prone until one of the following occurs: to squeeze through or into a narrow space, and you are disadvantaged.
Limited Movement: A character with limited movement does have to
• You move out of its space. (It cannot make an attack of opportunity
spend any additional movement when squeezing, and it occupies a space
against you for this movement.)
half as wide as its normal space when doing so. It can end its movement
• It crawls to an unoccupied space.
while squeezing.
• It successfully grapples you.
A character with limited movement cannot turn to change its facing
• It successfully uses the Bull Rush stunt against you, forcing you out
while squeezing. For example, a Gargantuan bus (space 5 squares wide)
of its space.
can squeeze into a 2-square wide lane on a typical road, driving forward
at no movement penalty and continuing to squeeze from round to round.

71
However, it needs its full space to turn a corner, so it must swing wide
(taking up more than one lane of traffic) to perform such a turn. Collision [Hazard]
A collision occurs with a shuddering smash.
Big and Little Characters in Combat Target: 1 moving character and 1 struck character or barrier*; Range: 0
Characters smaller than Small or larger than Medium have special rules * Treat a barrier (such as the ground or a terrain feature) as a Colossal
relating to position. object (+10 size modifier, ×10 size multiplier).
Little Characters: A little character is one whose space is no more than Attack: +(larger character’s size modifier) vs. Reflex
1/2 square wide at the map’s current scale. A little character can move Hit: (moving character’s current speed/10) × (other character’s size
into or through the space of another little character without causing a multiplier) bludgeoning damage.* Target must make immediate
collision or having to use any special maneuver. control (Dex) check (DC = 10 + hit points lost) or lose control.
The size categories that take up such little space vary by the map scale * If the struck character has limited movement, double damage if it
used: character scale, up to Tiny; local scale, up to Gargantuan; tactical is moving toward the collision and halve it if it is moving away.
scale, up to 2X Colossal; aerospace scale, up to 5X Colossal. Moving Character: The character immediately spends a number of
Reach and Little Characters: Characters that take up less than 1 square squares of movement equal to the hit points lost in the collision.
of space typically have a natural reach of 0 squares, meaning they can’t Forced Movement: The smaller character (or the struck character, if
reach into adjacent squares. They must enter an opponent’s square to both targets have the same size) is forced 1 square away from the
attack in melee. This provokes an attack of opportunity from the collision and the other character.
opponent if it has a reach of 1 or more squares. (You can attack a target Continued Movement: If the struck character is the same size or
in your own space so long as you don’t wield a reach weapon, so you can larger and blocking the moving character’s movement (either in its
usually attack such characters without difficulty.) front face or in the straight path of a running or charging
Since they have a natural reach of 0 squares, little characters do not character), the moving character stops. If the moving character is
threaten the squares around them. You can move past them without larger, it can continue its movement through the struck character’s
provoking attacks of opportunity, and they cannot flank an enemy. space; the struck character is trampled, taking bludgeoning
Big Characters: A big character is one whose space is at least 2 squares damage equal to 2 × the moving character’s size modifier.
wide at the map’s current scale. Miss: half damage, but all other effects apply normally.
The size categories that take up so much space vary by the map scale Special: All characters carried on a transport take damage from a
used: character scale, Large or greater; local scale, 1X Colossal or greater; collision equal to the damage that exceeded the transport’s massive
tactical scale, 4X Colossal or greater; aerospace scale, 7X Colossal or damage threshold. If a carried character is wearing safety restraints
greater. (such as a seat belt) and the transport provides it with cover, divide the
Reach and Big Characters: Characters that take up more than 1 square damage dealt to that character by the transport’s size multiplier.
typically have a natural reach of 2 squares or more, meaning that they
can reach targets in melee even if they aren’t in adjacent squares. Falling
Unlike when someone uses a reach weapon, a character with greater Falling is one of the most common types of collision that can occur
than normal natural reach (more than 1 square) still threatens squares during an encounter. For ease of reference, the hazard statistics for a
adjacent to it. A character with greater than normal natural reach falling creature are provided here:
usually gets an attack of opportunity against you if you approach it, Falling (hazard): Attack +10 vs. Reflex; Hit bludgeoning damage equal
because you must enter and move within its threatened area before you to distance fallen in feet (min. 5, max. 200); Miss half damage; Effect
can attack it in melee. (At character scale, you can step 1 square as a falling creature must make an Athletics (Dex) or Acrobatics (Dex) check
move action without provoking an attack of opportunity.) against a DC equal to 10 + the damage taken or fall prone.
Big characters using reach weapons can strike up to double their
natural reach in melee but can’t strike at their natural reach or less, just Map Scale
as other characters can.
Combat can occur at many different scales to account for the size of the
combatants and their movement. Vehicles, in particular, can move great
Collisions distances in a single round, so at a smaller scale they quickly run off the
A collision occurs when a character moves into an occupied space other edge of the battle grid.
than as allowed under Occupied Spaces, above. If both characters occupy For any given battle, choose an appropriate map scale depending on
a space no more than 1/2 square wide at the map’s current scale, no the combatants involved. Each of the four scales—character, local,
collision occurs unless the moving character successfully uses the Ram tactical, and aerospace—is about 10 times larger than the next smallest
stunt (page 70). scale; however, aerospace scale is more open-ended, allowing it to
If a character collides with multiple characters simultaneously (for handle very different levels of technology.
example, a Large transport entering the spaces occupied by two adjacent Even though map scales list particular sizes for each square on the
Medium-size characters), resolve the effect each collision individually. battle grid, you should think of map scale as somewhat abstract;
A collision is a hazard that attacks all characters involved. depending on circumstances, the actual size of each square can vary a
bit from the numbers listed.

Character (5 feet/square)
The default battle grid is at character scale, where each square on the
battle grid represents approximately 5 feet of space. Most combat that
characters participate in will take place at this scale, and normal rules
for movement, attacks of opportunity, and range apply.

72
Local (50 feet/square)
Local scale is ideal for foot chases, platoon-level battles, and combat What Fits on a Map?
involving most ground vehicles. An unencumbered human can move or
With four different map scales, you might find it hard to estimate
charge up to one square or run up to two squares in a single round.
exactly what fits on a single map so that you can choose the right scale
At this scale, attacks of opportunity generally do not come into play
for the encounter. Use the following examples to help you visualize how
unless a character specifically moves into melee (usually with the charge
big a space fits on a typical tabletop map grid (roughly 3 ft. long and 2
action); otherwise, even two characters sharing the same square might
ft. wide and using 1-inch squares).
be far apart.

Tactical (500 feet/square) Character (180 ft. × 120 ft., 0.5 acre)
• Tiny ancient or medieval hamlet or thorp (up to 50 people)
Tactical scale works best for chases involving subsonic aircraft, aerial
• Modern residence (residential street with four town homes, two small
dogfights, high-speed ground vehicle chases, and battles involving large
houses with yards, or one large house with yard on each side; small
military units. At this scale, a car traveling at typical highway speeds
apartment complex; small mansion; Executive Residence at the White
travels about 1 square per round, a light civilian airplane at takeoff or
House)
landing travels about 2 squares per round, and modern jet fighters in a
• Mid-sized building or small complex (shopping center; warehouse;
dogfight travel about 6 to 10 squares per round.
small office building; small hangar; small fort or outpost)
Aerospace (1+ mile/square) • Interior of an airliner or jumbo jet
Aerospace scale is more abstract than the smaller scales, with a • Deck of a coast guard cutter or luxury yacht
minimum size of about 1 mile per square (appropriate for high-altitude Local (1800 ft. × 1200 ft., 50 acres)
and long-range aerial battles with supersonic aircraft) but allowing for
• Small ancient medieval city (up to 5,000 people)
much larger battles depending on the technology involved (such as a
• Tiny modern town or several modern city blocks (about eight
space battle with gravity engines and warp drives).
Manhattan city blocks at 900 ft. × 264 ft. each)
As a comparison, a vehicle in low Earth orbit travels roughly 30 miles
• Large building or mid-sized complex (small farm; shopping mall;
per round, and anything over about 1 million miles per round represents
factory; distribution center; office complex; small airport; large castle
traveling over the speed of light. Nevertheless, the size of each individual
or outpost; United States Capitol; the Pentagon; the Kremlin;
square in a space battle might be considerably smaller; vehicles could be
Westminster Palace)
traveling at amazing absolute speeds while still maneuvering at much
• Deck of an aircraft carrier or supertanker
lower speeds relative to one another. (In many science fiction and space
• Modern platoon-level firefight (100+ combatants)
opera settings, such as Star Wars and Star Trek, even massive space
battles often take place when opponents are well within visual range.) Tactical (3.4 mi × 2.3 mi., 7.82 sq. mi.)
• Ancient or medieval metropolis (up to 500,000 people)

Special Combat Rules • Small modern city or large section of a modern metropolis (Midtown
Manhattan; National Mall in Washington DC and across Potomac River
to the Pentagon and Arlington National Cemetery)
Different situations in combat can have a substantial effect on the • Large modern complex (large international airport; major seaport;
outcome of the battle. Most of these are similar to those seen in previous modern military base; JFK International Airport; Pearl Harbor; Naval
d20-based games. Base San Diego)
• Modern battalion-level battle (1,000+ combatants; Omaha Beach
Area Attacks during invasion of Normandy)
Area attacks such as explosives, automatic weapons fire, and tear gas Aerospace (36 mi. × 24 mi., 864 sq. mi.)
affect all eligible characters in a given area. Normally, the attack’s area is • Modern metropolis and surrounding area (New York City; Tokyo;
a space of the specified length and width in squares; for example, “area London; Paris; Moscow; Hong Kong)
3” means that the attack affects the area of a 3×3 group of squares. • Massive modern complex (Edwards Air Force Base; Fort Hood; Kennedy
If an attack affects a nonstandard area, its description details the Space Center; Baikonur Cosmodrome)
specifics of the area’s shape (for example, “a 4×1 line of squares”). • Modern division-level battle (10,000+ combatants; all Operation
Center of an Area: Determining the center of an area can be important Overlord landings during invasion of Normandy)
for some effects. When you make an area attack, identify the point that
is equally distant from all four corners of the area:
For example, if you throw a grenade into a room through a window,
• If the point is inside a square, designate one corner of that square as the window provides cover to the area you’re trying to attack (that is,
the center. your grenade might bounce off the wall on the way in). In addition, any
• If the point is on the intersection between four squares, that character inside might have cover (such as by hiding behind a desk) from
intersection is the center. where the grenade actually detonates.
• If the point is on the line between two squares, designate one corner Common Effects: Unless otherwise specified, area attacks deal full
that touches that line as the center. (This occurs only when an area damage on a hit and half damage on a miss by 5 or less, and they cannot
has an uneven shape, such as a 4×1 line of squares.) score a critical hit.
Area attacks are less vulnerable to concealment because you don’t
Indirect Range: Many area attacks have an indirect range, meaning
need to aim at individual targets; you take no penalty from concealment
that you need a line of effect both from you to the center and from the
unless it affects the line of sight between you and the center of the area.
center to each target. In this case, each target gains the benefit of any
Types of Area Attacks: Area attacks can be autofire, barrage, blast,
cover in both lines of effect. (This is the only case where cover bonuses
splash, or spread attacks. In the sections below, each type’s description
stack.)
specifies its normal area, which of a target’s defenses you use for your

73
attack, how it interacts with cover, and any other additional effect or Barrage
requirement associated with the attack. Either a short, controlled burst of automatic weapons fire or several
quick shots with a semiautomatic weapon, a barrage is similar to autofire
Autofire except that it is concentrated on a very small area.
A sustained burst of automatic weapons fire spread over a small area,
A barrage requires the use of an automatic or semiautomatic weapon
autofire is very effective against both tightly packed groups of enemies
and expends 5 shots. When using an automatic weapon, you might prefer
and Large or greater size enemies (which might be struck by multiple
a barrage to autofire so you can better conserve ammunition, avoid
shots that deal additional damage).
damaging other characters near your intended target, and have a
Autofire requires the use of an automatic weapon and expends 10
reduced chance of suffering a mishap.
shots of ammunition. Because of the stress and heat generated by
When using a semiautomatic weapon, you can’t use autofire at all, so
sustained fire, you have a greater chance of suffering a mishap with
a barrage gives you an option that improves your chances of damaging a
autofire than with most other attacks (most likely disabling your
hard-to-hit target. However, semiautomatic weapons are more likely to
weapon).
jam when fired so rapidly in quick succession, so you have a greater
When wielding an automatic weapon with a high rate of fire (such as a
chance of suffering a mishap than with an ordinary attack (most likely
minigun or Gatling autocannon), you can instead expend 100 shots to
disabling your weapon).
expand the attack’s area or increase the chance of damaging your
targets, but using this option further increases your chances of suffering Barrage [Simple Attack]
a mishap. Requirement: You must use an automatic or semiautomatic weapon with
at least 5 shots remaining, which you expend when you make your
Autofire [Simple Attack]
barrage attack.
Requirement: You must use an automatic weapon with at least 10 shots
Action: Standard; weapon, area (barrage)
remaining, which you expend when you make your autofire attack.
Target: 5 largest characters in area 1
Action: Standard; weapon, area (autofire)
Range: direct, by weapon
Target: all characters in area 2
Attack: SKILL (Str*) vs. Primary
Range: direct, by weapon
* For emplaced weapon, add Intelligence modifier instead of Strength.
Attack: SKILL (Str*) vs. Primary
Hit: WEAPON + SKILL damage.
* For emplaced weapon, add Intelligence modifier instead of Strength.
Two-Handed or Emplaced: If you brace (a swift action) immediately
Hit: WEAPON + SKILL damage.
prior to your attack, add a style bonus to damage equal to your
Two-Handed or Emplaced: If you brace (a swift action) immediately
Strength bonus (min. 1) with a two-handed weapon or your
prior to your attack, add a style bonus to damage equal to your
Intelligence bonus (min. 1) with an emplaced weapon.
Strength bonus (min. 1) with a two-handed weapon or your
Miss by 5 or less: 1/2 damage
Intelligence bonus (min. 1) with an emplaced weapon.
Mishap: If using a semiautomatic weapon, you suffer a mishap on a
Target of Large or greater size: If the target occupies at least four
natural 1 if trained or a natural 1–2 if untrained.
squares of the attack’s area, you deal additional damage: 4
Automatic and Semiautomatic Area Weapons: Some weapons (such as
squares, +1 damage die; 9 squares, +2 damage dice; 16 squares,
an automatic grenade launcher) produce area attacks in addition to
+3 damage dice; 25 squares, +4 damage dice.
having automatic or semiautomatic fire capability, allowing you to
Miss by 5 or less: 1/2 damage
combine the effects of both types of area attacks. In this case, use the
Mishap: You suffer a mishap on a natural 1 if trained or natural 1–2 if
weapon’s normal area attack with the following modifications.
untrained.
Requirement: You expend 5 shots, as with any barrage attack.
High Rare of Fire: If using an automatic weapon with a high rate of fire,
Miss: Deal 1/2 damage on a miss by 5 additional points (for example,
you can choose to expend 100 shots to gain one of the following two
1/2 damage on miss by 10 or less instead of miss by 5 or less).
benefits: (1) Target all characters in area 5; or (2) Deal 1/2 damage on
Mishap: If using a semiautomatic weapon, you suffer a mishap on a
a miss by 10 or less. However, you suffer a mishap on a natural 1–2 if
natural 1 if trained or a natural 1–2 if untrained, as with any barrage
trained or natural 1–5 if untrained.
attack.
Automatic Area Weapons: Some weapons (such as an autocannon with
high-explosive ammunition) produce area attacks in addition to having Blast
automatic fire capability, allowing you to combine the effects of both A blast attack is high-energy, concentrated burst such as that created by
types of area attacks. In this case, use the weapon’s normal area attack most high explosives and fragmentary devices. A blast expands at a very
with the following modifications. high velocity (sometimes enough to form a true shockwave), so it doesn’t
Requirement: You expend 10 shots, as with any autofire attack. move slowly enough to flow around walls or other barriers that provide
Area: Increase the attack’s normal area by one step on the standard cover.
progression (for example, from area 2 to area 5).
Miss: Deal 1/2 damage on a miss by 5 additional points (for example, Blast [Simple Attack]
1/2 damage on miss by 10 or less instead of miss by 5 or less). Requirement: You must use a weapon or talent with the blast keyword.
Mishap: You suffer a mishap on a natural 1 if trained or a natural 1–2 Action: Standard; area (blast)
if untrained, as with any autofire attack. Target: all characters in area [by weapon or talent]
High Rate of Fire: If using an automatic weapon with a high rate of Range: indirect, by weapon or talent
fire, you can choose to expend 100 shots to gain your choice of the Attack: SKILL (Int) vs. Reflex
following two benefits: (1) Increase the attack’s normal area by one Hit: WEAPON + SKILL damage
additional step; or (2) Deal 1/2 damage on a miss by 10 additional Miss by 5 or less: 1/2 damage
points. However, you suffer a mishap on a natural 1–2 if trained or
natural 1–5 if untrained. Splash
A splash attack focuses its energy on a single primary target and
damages other characters in its area as a secondary effect of its burst.

74
For example, an anti-armor rocket directs most of its damage to a single If all four lines cross a square that provides total concealment (such as
target, but the force of its explosion can still damage other nearby thick smoke), the target has total concealment and you have no line of
characters. sight.
Like a blast, the secondary effect of a splash attack’s burst expands at For an area attack, instead pick a corner of your space and draw a
too high a velocity to flow around walls or other barriers that provide single imaginary line to the area’s center (see page 73). If this line
cover. crosses a square that provides concealment, the area has concealment. If
this line crosses a square that provides total concealment, the area has
Splash [Simple Attack] total concealment and you have no line of sight.
Requirement: You must use a weapon or talent with the splash keyword. Close Targets: If your target has concealment from smoke, fog, or
Action: Standard; weapon, area (splash) precipitation, reduce its concealment by one step if you are adjacent to
Main Target: 1 character adjacent to center of secondary area it.
Secondary Targets: All other characters in area [by weapon or talent] At the GM’s discretion, particularly thin smoke or fog and light
Range: direct (primary target) or indirect (secondary targets), by weapon precipitation might not provide concealment at all unless a target is
Attack: SKILL (Int) vs. Primary and Reflex much farther away. For example, very light rain or mist might provide
Main Target concealment only at a distance of 100 squares or more.
Hit vs. Primary: WEAPON + SKILL (Int) damage Darkness: Dim light (concealment) and total darkness (total
Critical: Can score a critical hit (unlike other area attacks) concealment) are different from other types of concealment; determine
Miss vs. Primary: Main target becomes a secondary target. their effects based on the lighting conditions in the target’s square rather
Secondary Targets than the space between you. For example, a character holding a bright
Hit vs. Reflex: 1/2 (WEAPON + SKILL) damage lantern at the end of a long, dark hallway does not have concealment,
Miss vs. Reflex by 5 or less: 1/5 (WEAPON + SKILL) damage even if most of the space between you is dark.
Ignoring Concealment: Some abilities and effects might allow you to
Spread ignore the effects of some or all concealment.
A spread attack (usually a gas or liquid such as tear gas or napalm) Blindsight: If you have blindsight, you ignore concealment and total
expands to fill its entire area, bypassing cover and even flowing around concealment from any source. However, some types of blindsight work
corners. Because it expands more slowly than a blast or splash attack, a only within a limited range.
spread can damage characters that would have complete protection from Darkvision: If you have darkvision, you ignore concealment and total
other area attacks. However, its lower kinetic energy usually means that concealment from darkness only. As with blindsight, some types of
spread attacks deal somewhat less damage than that dealt by an darkvision work only within a limited range.
explosive weapon of comparable size. Low-light Vision: If you have low-light vision, you ignore concealment
(but not total concealment) from darkness only.
Spread [Simple Attack]
Requirement: You must use a weapon or talent with the spread keyword.
Action: Standard; area (spread) Cover
Target: all characters in area [by weapon or talent]* Any time an object or creature occupies a space directly between you
* From center, area includes all contiguous squares not separated by and an opponent, you might gain cover and become harder to hit
total cover. because your opponent doesn’t have a clear shot. When you have cover
Range: special*, by weapon or talent against an attack, you gain a +2 cover bonus to your Primary and Reflex
* Only apply cover in line of effect from attacker to center of area. Defenses. If you have improved cover (such as from an arrow slit or
Attack: SKILL (Int) vs. Reflex peeking around a corner), you instead gain a +5 cover bonus to your
Hit: WEAPON + SKILL damage Primary and Reflex Defenses.
Miss by 5 or less: 1/2 damage You cannot make an attack of opportunity against a target that has
cover against you.
Concealment Determining Cover: When taking an action that requires line of effect
(such as any weapon attack), pick a corner of your space and draw an
Concealment represents any condition or effect that reduces your ability
imaginary line to all four corners of the opponent’s space. If one or two
to see clearly. If your view of a target is obscured significantly (such as in
lines cross a square that provides cover, the target has cover. If three
dim light, smoke, fog, or heavy rain), that target has concealment. If you
lines cross such a square, the target has improved cover. If all four lines
make a skill check that requires line of sight or a direct line of effect
cross such as square, the target has total cover and there is no line of
(such as a weapon attack) against a target that has concealment, you
effect for your attack.
take a –2 penalty to your skill check.
Low Objects: Some low objects provide cover just as a wall or other
If your view is blocked completely (such as in total darkness, heavy
obstacle would. However, you ignore low objects that are within your
smoke or fog, or a blizzard), that target instead has total concealment.
reach when making an attack because you are able to shoot or swing
You cannot use any action that requires line of sight against a target
above the low objects.
with total concealment. If you use an action that requires a direct line of
Normally, low objects do not provide more than normal cover if you
effect, you must correctly guess the target’s location (that is, you pick a
are standing or more than improved cover if you are prone.
specific square to target) to have any effect; in addition, you take a –5
Mobile Cover: Mobile cover is provided by other creatures, and it works
penalty to any skill check you make as a part of that action.
like ordinary cover except that it does not prevent attacks of opportunity.
You cannot make an attack of opportunity against an opponent with
A single creature normally grants no more than normal cover, but a
concealment.
grappled or pinned creature (such as a hostage held as a human shield)
Determining Concealment: To determine if a target has concealment,
can provide improved cover. A creature two or more sizes smaller than
pick a corner of your space and draw an imaginary line to all four corners
you grants no cover at all.
of the target’s space. If at least one line crosses a square that provides
Multiple Sources of Cover: If multiple sources of cover are in the same
concealment, the target has concealment against your attack.
line of effect, do not add their cover bonuses together. Instead, the GM

75
might upgrade the quality of your cover (from cover to improved cover, apply to specific types of damage. In these cases, the weapon’s damage
for example) if it seems like two sources of cover would complement one type matters.
another by blocking the line of effect in different ways.
For example, standing behind another creature (mobile cover) Ballistic
ordinarily won’t provide more than normal cover (+2 cover bonus). If you Bullets of all types deal ballistic damage, traveling at very high velocity
are standing on the other side of a whole crowd, however, there are to produce a great deal of kinetic energy despite their relatively low
fewer and fewer gaps that an attacker might use to get a clear shot, so mass. Ballistic damage has the trait penetrating 2 against archaic armor.
you might instead gain improved cover (or even total cover, in the case Ballistic weapons can use different types of bullets (such as armor-
of a very large and tightly-packed crowd). piercing or expanding ammunition) that produce a special effect.
Indirect Range: The only exception is for attacks with an indirect
range, such as a blast area attack. Indirect range requires two separate Bludgeoning
lines of effect (one from the attacker to the center of the area and Bludgeoning damage causes blunt-force trauma that smashes or crushes
another from the center of the area to the target); because of this, the target.
calculate the cover bonus for each line of effect separately and then add
both cover bonuses to the target’s defenses.
Explosive
Explosive weapons default to using a basic high-explosive charge that
This is the only case where cover bonuses stack.
produces a blast area attack (see page 74).
Lean: As a swift action, you can lean into cover to increase it by one
step (for example, turning improved cover into total cover), and you can Fire
reverse this with another swift action. This is possible only if there is a Incendiary devices of all types deal fire damage by hitting their targets
space within your reach that would provide less cover if you were to with a burning flammable substance such as oil, gasoline, white
stand in it, such as when you peek around a corner. phosphorus, or napalm. On a hit vs. Reflex and Fortitude, the target
Hitting Cover: If you miss with an attack against a target with cover catches fire, taking ongoing fire damage (Reflex save ends).
and the target’s Primary Defense exceeds your attack roll by an amount If a spread area attack (page 75) deals fire damage, it creates a
equal to or less than the target’s cover bonus, the character providing persistent hazard that lasts until the start of the attacker’s next turn:
cover is subject to the attack instead of the original target. Compare the Target any character that enters or ends its turn in area; Attack +0 vs.
attack roll to the new target to determine the effect of the attack. Reflex and Fortitude; Hit 1d4 fire damage, ongoing 1d4 fire damage
Shooting Through Cover: Some objects are weak or thin enough that (Reflex save ends).
particularly powerful attacks can penetrate them. If you hit this sort of A character taking ongoing fire damage can gain an immediate saving
cover, your attack does not miss but the target gains Hardness (see page throw to end the effect if it smothers the flames with a standard action
77) against your attack. while standing or a move action while prone (“Stop, Drop, and Roll”).
Some common examples of cover and the Hardness they provide are Alternatively, a character can automatically end ongoing fire damage by
listed below. Decrease the listed Hardness by 1 step if the target is submersing its entire body in water (or the equivalent).
adjacent to the cover; this is due to an effect called spalling, which Nonliving characters take 1/2 damage from fire damage.
causes fragments and debris from the far side of the cover to be
propelled outward by the force of your attack. Impact
Archaic black-powder cannons and similar weapons deal impact damage,
Shooting Through Cover Hardness launching a cannonball or other projectile with sufficient force to cause
Thick glass, thick padding (e.g. overturned mattress) 1 fragmentation that damages targets near the point of impact. Unlike
Thin wood or plastic (e.g. hollow-core door), typical interior 2 ballistic damage, impact damage has too low a velocity and too large a
wall (e.g. plaster, sheet rock, dry wall) striking area to have any additional penetration against archaic armor.
Thick wood (e.g. solid oak door, small tree), thin light metal 5 When employed, an impact weapon produces a splash attack (see page
(e.g. car door, empty barrel) 74). Against secondary targets, damage dealt by an impact weapon has
Typical exterior wall (thin brick or stone), bullet-resistant 10 the nonpenetrating trait.
glass, thin layer of steel, multiple interior walls
Thick or lightly armored wall, sandbags, thick tree trunk, thick 20 Nonlethal Damage
layer of steel When a living target takes nonlethal damage that equals or exceeds its
Heavily armored wall, very thick steel, bank vault 50 massive damage threshold, it is always treated as if it has reserves
remaining but any fatigue penalty taken is doubled.
Damage Reduction Nonlethal attacks deal 1/2 damage against nonliving targets.
Damage Reduction (DR) represents a character’s natural resilience to Piercing
damage. It might be the result of its composition (such as a gelatinous Piercing damage concentrates its force in a very small striking surface for
target), its naturally redundant physiology or construction, or its sheer better penetration. Most piercing weapons use a thrusting motion for
size. Whenever the character takes damage, reduce the damage taken by their attacks.
its DR, to a minimum of 0 damage.
Types of Damage Reduction: Some DR is bypassed by different sources Poison
of damage. For example, DR 10/fire reduces damage by 10 points unless Poison damage uses a chemical or biological agent to harm or immobilize
the attack deals fire damage. a living target. Nonliving targets are immune to poison damage.
Multiple Sources of Damage Reduction: If a target has more than one All poisons require a hit vs. Fortitude to affect a target. Depending on
source of DR, only the best one applies. the poison’s relative strength and toxicity, a modifier might apply to the
target’s Fortitude Defense. In addition, other requirements before the
Damage Types poison takes effect depend on its delivery vector:
Some targets have resistance, vulnerability, or immunity to particular • Contact: hit vs. Reflex (target immune if wearing sealed suit) or as
types of damage, and some targets have Damage Reduction that doesn’t injected poison.

76
• Inhaled: hit vs. Reflex (target immune if wearing gas mask, sealed example, a flamethrower (4d4 fire damage) also deals 1d4 ongoing fire
suit, or nonbreathing). damage.
• Injected: must use weapon attack to deliver poison; delivering attack At the end of the target’s turn, it takes ongoing damage immediately
must hit vs. Primary and deal damage equal to or greater than the before it attempts its saving throw to end it; the attack specifies what
target’s massive damage threshold. sort of saving throw the target must make.
• Ingested: target must consume poison in food or drink (usually not Since the target has its normal actions during its turn before the
possible in combat). ongoing damage takes effect, it might have an opportunity to take a
specific action that either ends the ongoing damage outright or allows
Because the composition and function of poisons can vary widely, a an immediate extra saving throw to eliminate it before the end of the
poison’s description details all specifics such as damage and other effects target’s turn. If so, the description of either the attack or the damage
to the target. type specifies what the target must do to gain this benefit.
For example, fire damage (page 76) specifies that the target can use a
Shock
standard action if standing or a move action if prone to smother the
Shock damage burns and immobilizes a target by sending a high-voltage
flames and gain an immediate saving throw, and it can eliminate the
electrical current through its body. On a hit vs. Reflex, a shock weapon
damage automatically by submersing itself in water.
deals its listed damage.
If a living or electronic target takes shock damage that equals or Penetrating
exceeds its massive damage threshold, it is dazed (Fort save ends); on a Penetrating damage is particularly good at piercing armor and striking
failed save, it becomes stunned (Fort save ends). deep enough to hit the vital areas of even very large targets. If an attack
Nonliving, nonelectronic characters take 1/2 damage from shock has a penetrating damage value (for example, “penetrating 10”), subtract
damage. this value from the target’s Hardness, Damage Reduction, and armor
bonus (in that order) before determining the effect of your damage.
Slashing
Nonpenetrating: The inverse of the above, nonpenetrating damage is
Slashing damage uses a wide but very sharp cutting edge to slice
particularly ineffective against large or armored targets. Before
through a target’s surface. Most slashing weapons use a swinging motion
determining the effect of your damage, double the Hardness, Damage
for their attacks.
Reduction, and armor bonus of your target.

Disadvantaged Opponents Hardness


A disadvantaged character grants opponents a +2 bonus to attacks
Hardness represents the toughness of a target’s exterior, making it more
against it. In addition, some talents, feats, and other mechanics might
difficult to damage with weaker weapons. Whenever the target takes
have a special effect when a target is disadvantaged.
damage, reduce the damage by the target’s Hardness (to a minimum of 0
Flanking: If two opponents are on opposite sides of your space and
damage).
both threaten you, you are disadvantaged to those opponents.
In addition, compare the weapon damage of an attack (not including
Flat-Footed: You are disadvantaged until the start of your first turn in
any modifiers such as your skill, ability modifiers, or extra damage dice);
combat.
if the weapon’s damage is not equal to or greater than the target’s
Uncanny Dodge: This feat prevents you from being disadvantaged due
Hardness, the attack deals no damage at all. For example, if attacking
to being flanked or flat-footed.
with a club (1d6 + Strength modifier weapon damage), it is virtually
impossible to damage a bank vault (Hardness 20) regardless of your
Dynamic Damage training and experience.
Unlike that caused by most attacks, dynamic damage interacts with a Muscle-powered weapons (such as melee weapons) always include
target’s Hardness, Damage Reduction, armor bonus, and massive damage your Strength modifier as a part of its base weapon damage, so be sure
threshold in a way that can substantially change the outcome of an to include this when determining if the weapon damage equals or
attack. Dynamic damage can be devastating, ongoing, or penetrating, as exceeds the target’s Hardness.
described below. Other Modifiers: Talents, feats, and other modifiers might change a
target’s Hardness for purposes of your attack or alter the way your attack
Devastating interacts with Hardness. Such exceptions are described in the rules text.
Devastating damage is particularly likely to cause serious or life- Melee Attacks and Hardness: If making a melee attack and your
threatening injuries to a target. If an attack has a devastating damage weapon damage is less than the target’s Hardness, there is a possibility
value (for example, “devastating 5”), subtract this value from the target’s that your weapon will be damaged by the attempt. If your weapon
massive damage threshold when determining the effect of your damage. damage equals or exceeds your weapon’s Hardness (or your armor bonus,
Nondevastating: The inverse of the above, nondevastating damage is if you made an unarmed attack), deal that weapon damage to your
very unlikely to cause serious or life-threatening injuries to a target. weapon (or you, if you made an unarmed attack).
Before determining the effect of your damage, increase the target’s
massive damage threshold by 5. Range
Ongoing Range is an abstract measurement of how a target’s distance and speed
Ongoing damage represents the lingering effect of an earlier attack, and interfere with your ability to use an action against it. A target’s range is
it deals additional damage in later rounds. Ongoing damage occurs only equal to the greatest of the following three values:
if the attack that produces it deals sufficient damage to overcome the
• Horizontal Distance: The number of squares between you and the
target’s Hardness and Damage Reduction. Because of this, ongoing
target by most direct path, including the target’s square but not your
damage ignores the target’s Hardness and Damage Reduction; it’s already
own square.
“inside” the target once it takes effect.
• Vertical Distance: The difference between your altitude (in squares)
Normally, ongoing damage is equal to 1 damage die of the same size
and that of your target.
as the attack that produced it, and it has the same damage type. For

77
• Target Speed: The target’s current speed in squares (the distance it character’s game statistics, this is abbreviated with “[number]X”
has moved this turn, the minimum for its declared speed, or its immediately before its size category. For example, a 2X Colossal
falling distance in feet [max. 200], whichever is more). character is two size categories greater than Colossal, and a 1X Fine
character is one size category smaller than Fine.
Unless vehicles are involved, horizontal distance determines your range
Size Modifier: As a character’s size increases, so does its size modifier.
in the vast majority of cases.
Apply a character’s size modifier to the following game statistics.
Range Penalty (Published stat blocks already include these adjustments.)
Subtract size modifier from a character’s Primary Defense, Reflex
Many actions list a range in their descriptions (for example, “Range 10”);
Defense, weapon attack rolls, and Dexterity-based skill checks other than
this represents the action’s point blank range. Compare your target’s
attacks.
range to your action’s range for your action to determine if you take a
Add size modifier to a character’s Fortitude Defense, grappling attack
range penalty:
rolls, and Strength- or Constitution-based skill checks other than attacks.
• Point Blank (up to listed range): no penalty Add 2 × size modifier to a character’s weapon damage. Weapon
• Short (up to 2 × listed range): –2 penalty damage always has a minimum value of 1 regardless of modifiers.
• Medium (up to 5 × listed range): –5 penalty Size Multiplier: Just as with size modifier, as a character’s size
• Long (up to 10 × listed range): –10 penalty increases, so does its size multiplier. Size multiplier applies in some
• Extreme (up to 20 × listed range): –20 penalty special situations where relative mass, volume, or surface area is
important. Multiply this value by a character’s Strength when
You cannot affect a target beyond extreme range. In addition, some determining carrying capacity and by its current speed when calculating
actions might have a lower maximum range (for example, “within 10”). collision damage.
Damage Reduction: Because their sheer mass makes it difficult to deal
Range and Map Scale significant damage to them, characters of greater than Medium size have
At different map scales, weapon and talent ranges require some
Damage Reduction equal to their size modifier.
adjustments. Because each step up in map scale increases the size of a
Height, Length, and Weight: Each size category has an average height
square by a factor of 10, divide the range of a weapon or talent by 10 for
(for tall characters) or length (for long characters) associated with it.
each step up in scale. Treat two characters in the same square as 1/2
When determining a character’s size, choose the size category whose
square apart for purposes of calculating range penalties unless one
average is closest to the character’s actual height or length.
character specifically moves into melee combat (such as by using the
The size table also lists the average weight of a typical biological
charge action).
creature of a given size. Because the creature’s physical build and
Example: A typical pistol with range 5 in character scale has range 0.5
dimensions can vary substantially within a single size category, its
in local scale. You take no penalty against a target in the same square
weight might be as much as 10 times more or as little as 1/5 the average
(treated as 1/2 square away), a –2 range penalty against a target 1
weight.
square away, a –5 penalty against a target 2 squares away, a –10 penalty
Most biological creatures have a density a little lower than water, so
against a target up to 5 squares away, and a –20 penalty against a target
characters made of lighter or heavier substances and those with
up to 10 squares away.
substantial hollow interior space can weigh quite a bit more or less. Use
Example: A typical rifle with range 20 in character scale has range 0.2
the following guidelines to determine a character’s actual weight: solid
in tactical scale. Both point blank range and short range are less than 1/2
metal, 5× to 10× weight; solid stone, 2× to 5× weight; watercraft, 1/2×
square (0.2 and 0.4, respectively), so you are at medium range (–5
to 1/5× weight; aircraft, 1/5× to 1/10× weight.
penalty) against a target up to 1 square away, long range (–10 penalty)
Space: Space represents how wide a space (in squares) the character
against a target 2 squares away, and extreme range (–20 penalty)
takes up on the battle grid at character scale. For each step that the map
against a target 4 squares away.
scale increases, a character takes up a space only 1/10 as wide, so only
the largest characters will occupy more than one square at greater
Size scales.
With targets larger or smaller than a typical adult human, some special Reach: Reach represents how far from its space a character threatens
rules come into play. The bigger a target is, the easier it is to hit in and can make melee attacks (page 79). With the exception of
combat. The smaller it is, the harder it is to hit. Conversely, weapon anthropomorphic vehicles (such as mecha), vehicles generally do not
attacks of larger characters are less accurate because even a small have a reach so they do not threaten an area around them.
adjustment can shift its aim by a considerable amount; the opposite is Average Base Speed: These columns show the average base speed for a
true of smaller characters. (Since this same modifier applies to weapon creature of a given size and movement type (bipedal walking,
attacks, a character doesn’t have a hard time attacking another target of quadrupedal walking, flying, or swimming). The base speed for each
the same size.) In addition, larger targets tend to be stronger and more column advances according to the expanded progression (1, 1.5, 2, 3, 5,
resilient in combat, and smaller targets tend to be lighter and weaker. 7.5, 10, 15, and so forth). A particularly slow creature (such as a large
Table 10–3: Size summarizes the effect of size and provides herd animal) might be one step slower, and a very fast creature (such as
comparative sizes, weights, and examples to give you an idea of what a predator) might be one step higher; more extreme variations are
each size represents. possible but uncommon for natural, biological creatures.
Size Category: A character’s size category represents its height, length, Vehicles do not use the average base speeds listed here. Instead,
and weight relative to other characters. A typical adult human is a determine their base speed using their means of locomotion: watercraft,
Medium-size character. 4 squares, walker or tracked, 10 squares; wheeled or rotary wing, 20
Characters can be larger than Colossal and smaller than Fine, but squares; fixed wing (propeller or turboprop), 100 squares; fixed wing
characters of such extreme size do not commonly interact directly in (turbojet or turbofan), 200 squares; rocket, 500 squares. A particularly
character-scale combat. Each additional size category is given the slow or fast vehicle might have a base speed 50% more or less than this
“Extra” descriptor, adding a multiple for each additional size (for amount. Maximum speeds can vary widely, but they most often range
example, Extra-Colossal, Double Extra-Colossal, and so forth). In a from 5 to 15 times the vehicle’s base speed.

78
Table 10–3: Size
Size Size Size Height/ Reach1 Avg. Base Speed
Category Mod. Mult. DR Length Weight Space1 (tall/long) Biped Quad Fly Swim Example
(3X) 2 –25 ×0.01 — 0.2 in. 0.0002 oz. 0.01 sq. 0 sq./0 sq. 1 sq. 2 sq. 3 sq. 1 sq. Button on a cell phone
(2X) –20 ×0.02 — 0.5 in. 0.002 oz. 0.02 sq. 0 sq./0 sq. 1 sq. 2 sq. 3 sq. 2 sq. Tiny insects, key on a keyboard
(1X) –15 ×0.05 — 1 in. 0.02 oz. 0.05 sq. 0 sq./0 sq. 2 sq. 3 sq. 5 sq. 3 sq. Small insects, pistol bullet
Fine –10 ×0.1 — 2 in. 0.2 oz. 0.1 sq. 0 sq./0 sq. 2 sq. 3 sq. 5 sq. 5 sq. Large insects, rifle bullet
Diminutive –5 ×0.2 — 5 in. 2 oz. 0.2 sq. 0 sq./0 sq. 3 sq. 5 sq. 7 sq. 7 sq. Small rodents and birds, grenade
Tiny –2 ×0.5 — 1 ft. 1 lb. 0.5 sq. 0 sq./0 sq. 3 sq. 5 sq. 7 sq. 10 sq. Birds of prey, large rodents
Small –1 ×0.75 — 2 ft. 10 lb. 1 sq. 1 sq./0 sq. 5 sq. 7 sq. 10 sq. 10 sq. Human children, small dogs, cats
Medium +0 ×1 — 5 ft. 100 lb. 1 sq. 1 sq./1 sq. 5 sq. 7 sq. 10 sq. 10 sq. Human adults, small motorcycles
Large +1 ×1.5 1 10 ft. 1,000 lb 2 sq. 2 sq./1 sq. 5 sq. 7 sq. 10 sq. 10 sq. Horses, small cars
Huge +2 ×2 2 20 ft. 5 tons 3 sq. 3 sq./2 sq. 7 sq. 10 sq. 15 sq. 10 sq. Elephants, large cars, trucks
Gargantuan +5 ×5 5 50 ft. 50 tons 5 sq. 5 sq./3 sq. 7 sq. 10 sq. 15 sq. 10 sq. Whales, tanks, small aircraft
Colossal +10 ×10 10 100 ft. 500 tons 10 sq. 10 sq./5 sq. 10 sq. 15 sq. 20 sq. 10 sq. Small airliner, rail cars, yachts
(1X) +15 ×20 15 200 ft. 5,000 tons 20 sq. 20 sq./10 sq. 10 sq. 15 sq. 20 sq. 10 sq. Jumbo jets, coast guard cutters
(2X) +20 ×50 20 0.1 mi. 50,000 tons 50 sq. 50 sq./20 sq. 15 sq. 20 sq. 30 sq. 10 sq. Frigates, destroyers, freighters
(3X) 2 +25 ×100 25 0.2 mi. 500,000 tons 100 sq. 100 sq./50 sq. 15 sq. 20 sq. 30 sq. 10 sq. Cruisers, battleships, carriers
1 Space and reach at character scale. Specific objects and characters can vary from that listed. The first reach distance represents tall characters
(such as bipedal creatures) and the second reach distance represents long characters (such as quadrupedal or flying creatures).
2 For each additional category smaller than Fine (3X), subtract 5 from size modifier, reduce size multiplier and height/length by 1 step on the
standard progression, and divide weight by 10. For each additional category larger than Colossal (3X), add 5 to size modifier and DR, increase size
multiplier and height/length by 1 step on the standard progression, and multiply weight by 10. Average base speed does not change at sizes smaller
than Fine (3X) or larger than Colossal (3X).

Distractions: Some actions divert your attention from the battle, so


Threatened Areas performing these within a threatened area provokes an attack of
opportunity. Table 10–1: Actions in Combat (page 65) identifies many of
If you wield a melee weapon or a handgun, you threaten an area that the actions that provoke attacks of opportunity.
includes all squares within your reach, even when it is not your action. Making an Attack of Opportunity: Once per turn as an interruption, you
For most heroic characters, that means everything in all squares adjacent can make an attack of opportunity against an opponent who performs a
to your space (including diagonally). provoking action within your threatened area. However, you cannot make
You can make melee attacks only against targets in your threatened an attack of opportunity if you are disadvantaged to your opponent, if
area. An enemy that takes certain actions while in a threatened square your opponent has cover (other than mobile cover from another
provokes an attack of opportunity from you (see below). creature), or if your opponent has concealment.
Unarmed Combatants: When you don’t wield a weapon, you don’t An attack of opportunity is a simple melee attack if you wield a melee
normally threaten an area. You can make unarmed or grappling attacks weapon or a simple ranged attack if you wield a handgun. (You do not
into the area within your reach, but doing so provokes an attack of have to make an attack of opportunity if you don’t want to.)
opportunity from your opponent (unless he, too, is unarmed). Because it is an interruption, your attack of opportunity must be
However, if you have a natural weapon (such as claws) or if you are resolved before your opponent can complete the provoking action.
trained in the Unarmed skill, you are treated as if you are wielding a Depending on the outcome, your opponent might be unable to complete
melee weapon: You threaten the area within your reach, you can make the provoking action at all.
attacks of opportunity, and your unarmed attacks don’t provoke attacks
of opportunity.
Reach Weapons: When wielding a reach weapon, you double your
reach but do not threaten the area within your natural reach. For
Transport Combat
example, a Medium-size character (natural reach 1 square) wielding a
Not every battle takes place on foot. Sometimes, you enter combat on
longspear threatens all spaces 2 squares away but does not threaten any
some type of transport—a mount or a vehicle that carries you—and some
adjacent space (within 1 square).
special rules apply in this case. These rules cover every type of transport,
Total Cover: You do not threaten any square that has total cover to you
whether you are riding a creature, driving a ground vehicle, piloting a
(see Cover, page 75).
water, air, or space vehicle, or riding as a crewmember or passenger on
Attacks of Opportunity any of the above.
Sometimes a combatant in a fight lets down its guard. In this case, For simply traveling from point to point, the transport you use is
combatants near her can take advantage of the lapse in defense to make largely a matter of personal style and finances; you need to make skill
a free attack called an attack of opportunity. checks only in particularly dangerous or challenging circumstances. In
Provoking an Attack of Opportunity: When you perform a provoking those situations, a driver uses the control metaskill (page 23) to perform
action within an opponent’s threatened area, that opponent can make an maneuvers and maintain control of his or her transport.
attack of opportunity as an interruption.
There are two types of provoking actions: movement and distractions. Characters on Transports
Movement: Attempting to move out of a square in a threatened area When onboard a transport, you fill one of several possible positions that
usually provokes an attack of opportunity. (However, at character scale, determine your role and what actions you can take. Each position can be
you can step 1 square as a move action without provoking an attack of crewed by only one character at a time; you can change to a new
opportunity.)

79
position, but only if no other character has crewed that position since control check’s key ability. When making a control (Dex) check, add your
the end of your last turn. transport’s Dexterity modifier and subtract its size modifier. When
Changing positions is normally a move action. At the Gamemaster’s making a control (Str) check, add your transport’s Strength modifier and
discretion, you might need to spend additional actions on a very large add its size modifier.
transport if the new position’s station is far away (such as when going If your transport’s current speed category is moderate or above, you
from the engine room to the bridge on a large vessel). take a speed penalty to all control checks: moderate speed, –1; high
A single character can crew multiple positions simultaneously if all speed, –2; very high speed, –5.
those positions can be operated from the same location. (This is often the If you don’t use both hands to drive, you take a –5 penalty to your
case for mounts and smaller vehicles.) control checks (or –10 if your transport requires a specialty that has a
Actions on Transports: Anyone aboard a transport can make an attack prerequisite, such as helicopters or heavy aircraft). In addition, the
with a personal weapon if they don’t have total cover from the transport, Gamemaster might rule that some transports are too complex to operate
such as when standing on its top deck or shooting through an open with one hand at all.
window or door. Drivers and gunners normally need to use both hands to You can use your hands for something else without penalty in two
crew their positions, but they can use a personal weapon in one hand if cases:
they’re willing to take a penalty. (For details, see the Driver and Gunner
• You can drive and use a driver-operated weapon with both hands
sections, below.)
simultaneously; you use the same controls to operate both.
Any character attempting to move on board a transport might have
difficulty maintaining balance. If not in a seated position when the • If riding a mount specifically trained for combat (such as a warhorse)
transport’s driver attempts to perform a maneuver, the character must and you are trained in Nature, you can guide your mount using your
make a DC 15 control (Dex) check as a reaction to avoid falling prone. knees and free your hands for another use.
(For most characters, this is an Athletics check, or Acrobatics if trained in Other Modifiers: When making a sense check, reduce the total of your
that skill.) range, speed, and concealment penalties by your vehicle’s Intelligence
Characters on board a transport can perform most other actions as modifier (if positive) or your mount’s Wisdom modifier (if positive).
well (performing repairs, using skills or talents, and so forth). You must Protect Transport: When your transport takes damage to its hit points,
be able to meet the action’s range requirements (such as line of sight, as an interruption you can choose to apply some or all of this damage to
line of effect, communications, and so forth) for the action. The your hit points instead (up to your current hit points). Only one driver can
Gamemaster adjudicates what actions can and cannot be performed use this option in a single encounter, even if another character becomes
while on a transport. the driver.
Modifiers: If a transport’s current speed category is moderate or above, Use Driver-Operated Weapon: If your transport has any driver-operated
a characters on board take a speed penalty to attack roll or sense check weapons, you occupy their gunner position; you can choose to use
against a target outside the transport, attempts to remain standing emplaced weapon style instead of driving style. (See Gunner, below.)
during a maneuver, and any skill check that requires delicate or precise If you are trained in your transport’s control skill, you can substitute a
movement (such as disabling an explosive device or picking a lock). The control (Dex) check for your weapon’s normal skill check when you make
speed penalty is determined by the transport’s current speed category: an attack with a driver-operated weapon.
moderate speed, –1; high speed, –2; very high speed, –5. Charge: If your transport doesn’t provide total cover and you have
Apply the transport’s current fatigue and impairment penalties to all melee reach equal to or greater than the transport’s space, you can
checks made by the driver, copilot, commander, engineer, gunner, or perform a charge attack. The transport must move in a straight line
operator to perform any special action described in their individual during its movement, and you perform the charge attack as a standard
sections (for example, a driver making a control check, a gunner making action at the end of its movement. (Unlike a character on foot, you and
an attack with an emplaced weapon, and so forth). your transport does not move any additional distance during the charge
Vehicles with an Intelligence modifier have advanced sensors and action itself.)
electronic displays to aid their crews. When a vehicle’s driver, copilot, When performing a charge attack, add a bonus equal to (2 × the
commander, engineer, gunner, or operator makes a sense check, reduce transport’s size modifier) to your damage. Some weapons might deal
the total of the range, speed, and concealment penalties by the vehicle’s additional damage when used during a charge.
Intelligence modifier (if positive). Total Defense: If you use total defense as a standard action, your
transport gains a +2 bonus to all defenses until the start of the your next
Driver turn. However, gunners and all other characters making an attack from
The driver of the transport controls its movement. Most transports have on board your transport take a –5 penalty to attacks until the start of
only one position from where the transport can be driven, so the person your next turn.
seated there is the driver. A transport can have only one driver at a time.
Drivers can perform the following special actions. Copilot
Drive Transport: Driving a transport requires a move action to control The copilot must be seated in a location where he or she can see around
its movement during your turn and a free action to declare you speed at the vehicle and advise the pilot (in a car, this generally means the front
the end of your turn. If you do not perform these actions on your turn, passenger seat). A transport can have only one copilot at a time.
your transport becomes uncontrolled at the end of the following turn A copilot can also take over driving the transport if the driver cannot
unless its declared speed is stationary. (This is usually enough time for or chooses not to, provided there is a second set of controls at the
another character, such as the copilot or commander, to take over as copilot’s seat (usually true in aircraft).
driver.) Copilots can perform the following special actions.
If you use driving fighting style (page 66), add your Dexterity modifier Copilot Transport: You can use a swift action on your turn to read
(minimum 1) as a style bonus to your transport’s Primary and Reflex gauges, watch your surroundings, and advise the driver. If you do so, you
Defenses. You must drive with both hands to use this style. grant a style bonus equal to your Wisdom modifier (minimum 1) to either
Control Modifiers: Unlike other characters, you always make control the driver’s control checks or the transport’s Reflex modifier until the
checks using your Dexterity modifier, but you apply additional modifiers start of your next turn.
determined by your transport’s size and abilities depending on the

80
Aid Another: As a standard action, you can use the aid another action Aid Another: As a standard action, you can use the aid another action
to make a control (Dex) check that provides the driver a +2 bonus to a to make a restoration (Int) check that provides the driver with a +2
single control check before the start of your next turn. bonus to a single control check made either to increase speed with the
Change Declared Speed maneuver or to use the Ram maneuver.
Commander
A commander doesn’t directly control a transport but can assist any Gunner
other crewmember on any skill check by using the aid another action. Many transports have emplaced weapons built into them. The driver
Unless communications are somehow disrupted, the commander is might operate some transport weapons, as specified in the transport’s
considered to be in communication with all crew and passengers. description; driver-operated weapons include everything from a jet
A transport can have only one commander at a time. On smaller fighter’s autocannons to a warhorse’s hoof attacks. If a weapon is
transports, the driver or copilot usually doubles as the commander. controlled from a location other than the driver’s position, another
Commanders can perform the following special actions. character can crew that position and become a gunner. A transport can
Command Transport: You can use a swift action on your turn to have as many gunners as it has gunner positions.
evaluate the tactical situation and issue orders to other crewmembers. If Gunners can perform the following special actions.
you do so, you grant a style bonus equal to the greater of your Use Emplaced Weapon: You can make attacks with the transport’s
Intelligence modifier or Charisma modifier (minimum 1) to either one of emplaced weapons. If you use emplaced weapon fighting style, you also
the transport’s defenses or one crewmember’s checks with a single skill gain a benefit determined by the type of weapon:
until the start of your next turn.
• Melee Attack: You gain a style bonus to your damage with melee
Aid Another: As a standard action, you can use the aid another action
weapons equal to your Charisma modifier (minimum +1). This
to make a Tactics (Int) check that provides one crewmember with a +2
usually applies only when you make an attack using a mount’s
bonus to a single check or to use Tactics (Cha) to give any enemy in sight
natural weapons, such as a warhorse’s hooves. (Melee attacks are
or communication a –2 penalty to a single check before the start of your
always driver-operated weapons.)
next turn.
• Ranged or Area Attack: If you aim (a swift action) before making a
Engineer ranged or area attack, you gain a style bonus to your damage equal
Vehicles only to your Intelligence modifier (minimum +1).
Larger vehicles often have a dedicated chief engineer who focuses on If you are using a driver-operated weapon and trained in your transport’s
keeping everything in working order. A vehicle can have only one control skill, you can substitute a control (Dex) check for your weapon’s
engineer at a time. normal skill check when you make an attack with a driver-operated
Engineers can perform the following special actions. weapon.
Engineering: You can use a swift action on your turn to monitor the Modifiers: If your transport’s current speed category is moderate or
vehicle’s vital components, regulate power, and compensate for above, you take a speed penalty to all attack rolls: moderate speed, –1;
overloaded systems. If you do so, you grant a style bonus equal to the high speed, –2; very high speed, –5.
greater of your Intelligence modifier or Wisdom modifier (minimum 1) to If your transport is a vehicle with an Intelligence score, reduce your
the vehicle’s Fortitude Defense. attack’s total range, speed, and concealment penalties by the vehicle’s
Protect Vehicle: When your vehicle takes damage to its reserves (either Intelligence modifier (if positive).
by using the recover action or because of an attack), as an interruption If you attempt to operate your emplaced weapon with one hand, you
you can choose to apply some or all of this damage to your hit points take a –5 penalty to your attack roll and you cannot use emplaced
instead (up to your current hit points). Only one engineer can use this weapon fighting style. In addition, the Gamemaster might rule that some
option in a single encounter, even if another character becomes the transports are too complex to operate with one hand at all.
engineer. Aid Another: As a standard action, you can use the aid another action
Jury-Rig: As a standard action, you can make a DC 15 restoration (Wis) to make a attack roll with your weapon that provides another gunner a
check to allow the vehicle to recover up to 1/5 its maximum hit points +2 bonus to a single attack or to give any enemy in line of effect a –2
from its reserves. (For almost all vehicles, you would use Mechanics to penalty to a single check before the start of your next turn.
make restoration checks.)
Modifiers: If you do not have at least a basic tool kit, you take a –5 Operator
penalty to your restoration check. Vehicles only
You take a penalty to your restoration check equal to the total of the Some larger vehicles have other systems with dedicated crew positions,
vehicle’s current fatigue and impairment penalties. such as sensor operators, communications specialists, and the like. If a
For every successful jury-rig attempt that your vehicle has received in system is controlled from a location other than the driver’s position,
the same encounter (that is, without resting for one minute), you take a another character can crew that position and become an operator. A
cumulative –5 penalty to your restoration check. transport can have as many operators as it has operator positions.
Saving Throw: If your vehicle has at least 1/10 its listed crew, it gains Operators can perform the following special actions:
the self-repairing trait and can make saving throws to shake off the Operate Sensors: You can use a swift action on your turn to monitor
effects of the disabled, fatigued, impaired, incapacitated, and weakening sensor screens, convey critical information to other crewmembers, or
conditions, just as a living creature can. (See Conditions, page 62.) help gunners to acquire their targets. If you do so, you grant a style
You roll the saving throw on the vehicle’s behalf, adding your bonus equal to your Intelligence modifier or Wisdom modifier (minimum
restoration training bonus (+2 if trained or +3 to +5 with Skill Focus) 1) to either all crewmembers’ sense checks, the commander’s Tactics
instead of the vehicle’s defense bonus to the result. checks, or one gunner’s attack rolls until the start of your next turn.
If your vehicle has less than 1/2 its listed crew, it takes a penalty on its You can also use a swift action to scan your surroundings with a
saving throw or might be unable to make saving throws at all: less than Computers (Int/Wis) check. Reduce your total penalty from range, speed,
1/2, –2 penalty; less than 1/5, –5 penalty; less than 1/10, vehicle does and concealment by an amount equal to the vehicle’s Intelligence
not gain self-repairing trait and no saving throw is possible. modifier (if positive).

81
Operate Communications: You can use a swift action on your turn to Damaging Transports
monitor communications traffic, eavesdrop on enemy radio chatter, and Transports have hit points and reserve points, just like other characters.
convey critical orders and information to allies. If you do so, you grant a Unless otherwise specified, a transport has maximum reserve points
style bonus equal to your Wisdom modifier or Charisma modifier equal to 1/2 its maximum hit points. Deduct any damage taken from the
(minimum 1) to either the commander’s Influence or Deception checks or transport’s hit points until they are reduced to 0, and apply any
one gunner’s attack rolls until the start of your next turn. remaining damage to the transport’s reserves.
As a standard action, you can attempt to decipher coded messages you Damage Reduction and Hardness: Transports greater than Medium size
intercept with a Linguistics (Int) check. have Damage Reduction. In addition, vehicles (like most inanimate
Operate Computers: If your vehicle has an Intelligence modifier, it has objects) have Hardness. Deduct the transport’s Damage Reduction and
an on-board computer system that you can use for any number of tasks. Hardness from any damage taken. If an attack’s weapon damage does
When you make a Computers check, add your vehicle’s Intelligence not equal or exceed the transport’s Hardness, the attack doesn’t deal any
modifier (positive or negative) to your check result, just as you would damage at all.
with any other computer system. Heavily Damaged Mounts: If a mount becomes disabled, incapacitated,
Aid Another: As a standard action when operating a vehicle’s sensors, weakening, or destroyed, it immediately stops moving. All characters on
you can use the aid another action to make a Computers (Int/Wis) check board must make a DC 15 control (Dex) check to avoid being thrown
that provides any crewmember with a +2 bonus to a single sense check, from the mount, falling either 5 feet for every square of the mount’s
to provide the commander with a +2 bonus to a single Tactics check, or reach or the mount’s current altitude, whichever is more.
to give any enemy in sight a –2 penalty to a single check before the start Heavily Damaged Vehicles: If a vehicle becomes disabled or
of your next turn. incapacitated, it continues moving but its driver has only partial control.
As a standard action when operating a vehicle’s communications, you The driver cannot perform any maneuvers but can still turn normally.
can use the aid another action to make a Computers (Wis/Cha) check A surface vehicle’s declared speed is automatically reduced by one
that provides the commander with a +2 bonus to a single Deception, category at the end of the driver’s turn each round. A flying vehicle’s
Influence, or Tactics check or to give any enemy in sight or declared speed doesn’t change, but its altitude is reduced by an amount
communications a –2 penalty to a single check before the start of your equal to the minimum movement for its declared speed.
turn. Weakening and Destroyed Vehicles: A weakening vehicle is in the
process of breaking up or disintegrating. It continues moving as above,
Other Crew but the driver has almost no control at all. Performing a 45-degree turn
Vehicles only
requires a DC 25 control (Dex) check, and the driver can attempt to do so
Larger vehicles often have additional crew beyond the specific positions
only once per round.
described above. These crewmembers might perform as gunner’s
A destroyed vehicle stops moving immediately and, if flying, its
assistants, deck hands, engineering technicians, or any number of other
wreckage falls from its current altitude (100 squares the first round, 200
jobs.
squares each subsequent round).
Other crewmembers can perform the following special action:
If the vehicle has ejection seats, parachutes, lifeboats, or escape pods,
Crew Vehicle: You can use a swift action on your turn to perform your
all crew and passengers will normally abandon ship as quickly as
assigned duties on board the vehicle, helping to keep everything in
possible. However, moving on board a vehicle as it is coming apart is very
working order. If you do so, you count toward fulfilling the vehicle’s crew
difficult: Every creature must make a control (Dex) check (DC 15 for a
requirement to gain the self-repairing trait. (See Engineer, above.)
weakening vehicle or DC 20 for a destroyed vehicle) at the end of its turn
Passenger every round to avoid falling prone. Since the vehicle no longer has power,
those on board often have to contend with dim light (for a large vehicle
All other characters aboard the transport are considered passengers.
with emergency interior lighting), darkness (for other vehicles), and
Passengers have no specific role in the transport’s operation, but may be
smoke (for almost any powered vehicle).
able to fire weapons from the transport, make repairs to on-board
In addition, the vehicle loses hull integrity, so a water vehicle begins
equipment, provide first aid to injured crewmembers, or take other
sinking and a high-altitude aerial vehicle or space vehicle depressurizes.
actions.
Depending on the size of the vehicle, it might take several rounds,

Transport Movement minutes, or even hours for the entire vehicle to flood or depressurize;
even then, a few isolated compartments might retain pressurization for
Unlike most creatures, transports have limited movement (page 67). A some time.
transport acts on the driver’s initiative count, and the driver controls all Exploding Vehicles: If a powered vehicle is destroyed by overwhelming
its actions (declaring speed, making turns, performing maneuvers, and so damage—that is, damage of 2 × its massive damage threshold or more—it
forth). explodes. (See Destroyed condition description, page 62.)

Starting a Transport Attacking Occupants


You can enter or mount most transports with a move action and start You can choose to target specific transport occupants. The occupant
them with a swift action. An exception is noted in a transport’s might gain a cover bonus from the transport; in addition, use the
description when it applies. transport’s current speed when determining your range penalty.
Even if an occupant has total cover from the transport, you might be
Attacking a Transport able to shoot through the cover and damage the occupant. This normally
isn’t a viable option unless your target is protected by something
An attack made against a transport uses the transport’s defense scores, relatively weak (such as glass) or you use a very powerful weapon. (See
just as for any other character. Because many transports are capable of Cover, page 75.)
very fast movement, your range penalty to attacks will often be
determined by the transport’s current speed instead of its actual distance
from you.

82
11: Gamemastering
The e20 System encourages combat encounters that are more fluid than
usual for earlier d20-based games; combatants rarely remain in fixed
positions for very long. Table 11–1: Experience Awards by Level
Drawing inspiration from Unearthed Arcana and DUNGEONS & DRAGONS Adj. Level Basic Standard Elite
4th edition, threat levels are scaled such that a standard 1st-level –5 2 10 20
opponent is an appropriate challenge for a single 1st-level hero. –4 3 15 30
Encounters are thus very easy to scale for parties of different sizes; if you –3 5 20 50
have six 3rd-level heroes, pick out six 3rd-level standard opponents (or –2 7 30 75
any other combination that adds up to roughly the same amount of –1 10 50 100
experience). Opponent ranks include basic (simpler attack options and 0 15 75 150
lower hit points, somewhat like nonheroic characters in STAR WARS Saga 1 20 100 200
Edition or minions in DUNGEONS & DRAGONS 4th edition), standard, or elite 2 30 150 300
(higher hit points and defenses, more-or-less even match for a hero of 3 50 200 500
the same level). As a rough comparison, a 1st-level elite opponent is 4 75 300 750
roughly equivalent to a 3rd-level standard opponent or a 7th-level 5 100 500 1,000
ordinary opponent. 6 150 750 1,500
7 200 1,000 2,000

Experience Awards
8 300 1,500 3,000
9 500 2,000 5,000
10 750 3,000 7,500
Experience points (XP) represent how much progress heroes make toward 11 1,000 5,000 10,000
advancing to their next level by overcoming opponents, hazards, and 12 1,500 7,500 15,000
challenges. As Game Master, you also use experience points to help you 13 2,000 10,000 20,000
to build encounters and estimate their difficulty for a given group of 14 3,000 15,000 30,000
heroes. 15 5,000 20,000 50,000
Every character has a character level and an adjusted level. Character 16 7,500 30,000 75,000
level represents a character’s overall experience and capabilities, just as 17 10,000 50,000 100,000
it does for heroes. Adjusted level equals character level plus any 18 15,000 75,000 150000
applicable level adjustment for size, template, special powers, and so 19 20,000 100,000 200,000
forth; most characters do not have a level adjustment, so their adjusted 20 30,000 150000 300,000
level equals their character level. 21 50,000 200,000 500,000
Table 11–1: Experience Awards by Level provides the XP value for 22 75,000 300,000 750,000
basic, standard, and elite characters for adjusted levels from –5 to 25. 23 100,000 500,000 1,000,000
Higher and lower adjusted levels are possible; extend the table as needed 24 150000 750,000 1,500,000
using the expanded progression. 25 200,000 1,000,000 2,000,000
Feel free to adjust XP awards to reflect unusual circumstances (such as
a substantial tactical advantage for one side), but such adjustments Table 11–2: Encounter XP Targets
should almost never change the XP award by more than 50%. Level 3 heroes 4 heroes 5 heroes 6 heroes
1st 300 400 500 600
Encounter XP Targets 2nd 450 600 750 900
3rd 600 800 1,000 1,200
An encounter’s XP target represents the total XP award that the heroes
4th 900 1,200 1,500 1,800
earn for overcoming an encounter of average difficulty. This is
5th 1,500 2,000 2,500 3,000
approximately equivalent to an encounter in which each hero faces a
6th 2,250 3,000 3,750 4,500
single standard character of that hero’s level; after overcoming ten such
7th 3,000 4,000 5,000 6,000
encounters, the hero should advance a level.
8th 4,500 6,000 7,500 9,000
To calculate the XP target for any given group of heroes, add the listed
9th 6,000 8,000 10,000 12,000
XP awards for one standard character of each hero’s level. For example, a
10th 9,000 12,000 15,000 18,000
group including one 5th-level hero, two 4th-level heroes, and one 3rd-
11th 15,000 20,000 25,000 30,000
level hero would have an XP target of 1,300 (500 XP for one 5th + 2 ×
12th 22,500 30,000 37,500 45,000
300 XP for two 4th + 200 XP for one 3rd). For your convenience, Table
13th 30,000 40,000 50,000 60,000
11–2: Encounter XP Targets provides this value for groups of three to six
14th 45,000 60,000 75,000 90,000
heroes of the same level.
15th 60,000 80,000 100,000 120,000
16th 90,000 120,000 150,000 180,000
Encounter Difficulty 17th 150,000 200,000 250,000 300,000
You can estimate the difficulty of encounter by comparing its total XP 18th 225,000 300,000 375,000 450,000
value to the XP target for your group of heroes, as shown below. 19th 300,000 400,000 500,000 600,000
20th 450,000 600,000 750,000 900,000

83
• Trivial (less than 50% of target): The encounter is so easy that it a specific number and type of characters to appear (such as police or
hardly presents a challenge at all, and the heroes can quite possibly military patrols, whose size, composition, and experience won’t vary too
complete the encounter in one to two rounds. dramatically in a particular area). For example, if you decide that an
• Easy (50% to 75% of target): The encounter will most likely provide ordinary police patrol includes two 6th-level standard characters (1,400
a quick skirmish with little loss of resources. XP), a group of five heroes would find this encounter overwhelming at
• Average (75% to 125% of XP target): The encounter provides a solid 2nd level or below, hard at 3rd level, average at 4th level, easy at 5th
challenge for the heroes, most likely consuming about 1/3 to 1/2 of level, and trivial at 6th level and above.
their reserves. Serious injury or death is very unlikely without

Allies & Opponents


exceptionally bad luck.
• Hard (125% to 175% of XP target): The encounter represents a
major challenge to the heroes, most likely consuming 2/3 or more of
their reserves. Serious injury or death are real possibilities, but they The cast of your campaign comprises countless Gamemaster characters
are only likely if the heroes act recklessly. who assist, oppose, advise, or mislead the heroes. Many Gamemaster
• Overwhelming (more than 175% of XP target): The encounter is characters participate in the game for no more than a single encounter,
incredibly dangerous, and the capture or death of one or more but some important or powerful character fill a recurring role that might
heroes is very likely. Because of this, the heroes’ immediate goal in last for several adventures, perhaps even the whole campaign.
an overwhelming encounter should usually be evasion and escape As Gamemaster, you have your hands full with adjudicating the rules,
rather than trying to defeat their opponents. plotting adventures, managing the heroes, and organizing the game as a
whole. Because of this, the rules for Gamemaster characters reduce your
You can use encounter difficulty in two different ways. First, you can use
workload by providing a streamlined system for creating balanced and
the desired difficulty to create a sort of “budget” that you spend on a
level-appropriate characters with similar capabilities to what you might
custom-built encounter. For example, if you have an XP target of 10,000
create with a more detailed creation system (such as that for creating
for a group of five 9th-level heroes and you want a hard encounter
heroic characters).
(perhaps as the climactic confrontation with the main villain of the
Since most characters come on stage for only a few rounds in a single
adventure), you would want the encounter’s total XP award to be
encounter, you won’t need every detail that might go on a complete
anywhere from 12,500 to 17,500 XP. One possible configuration would
character sheet; instead, you would get the most use out of something
be one 10th-level elite character (the main villain), three 9th-level
more like a cheat sheet with the most important game statistics.
standard characters (two of the villain’s senior lieutenants and his
Therefore, the rules for creating Gamemaster characters provide an
security chief), and five 8th-level basic characters (the villain’s security
abstract approximation of these critical details while providing enough
detail) for a total of 15,000 XP.
information for you to improvise in unexpected situations.
Second, you can use it to estimate the difficulty of a prepared
In other words, any given Gamemaster character might have as much
encounter. You might find this helpful when the story or setting calls for
detail and nuance as any heroic character—it’s just that most of that

Table 11–3: Gamemaster Characters


Base Basic Basic Std Standard Elite Elite
Level Abilities1 Skill Modifer2 Feats Defenses3 hp Talents hp Talents hp Talents
1 13, 12, 11, 10, 9, 8 +3/+2/+0 1 13/12/10 10 1 core4 50 1 core, 1 major 100 1 core, 1 major
2 13, 12, 11, 10, 9, 8 +4/+3/+1 1 14/13/11 11 1 core4 55 1 core, 1 major 110 1 core, 1 major
3 13, 12, 11, 10, 9, 8 +5/+3/+1 1 15/13/11 12 1 core4 60 1 core, 1 major 120 1 core, 1 major
4 13, 12, 11, 10, 9, 8 +6/+4/+2 1 16/14/12 13 1 core4 65 1 core, 1 major 130 2 core, 2 major
5 14, 13, 11, 10, 9, 8 +6/+4/+2 2 16/14/12 14 1 core4 70 1 core, 1 major 140 2 core, 2 major
6 14, 13, 11, 10, 9, 8 +7/+5/+3 2 17/15/13 15 1 core4 75 1 core, 1 major 150 2 core, 2 major
7 14, 13, 11, 10, 9, 8 +8/+6/+3 2 18/16/13 16 1 core4 80 1 core, 1 major 160 2 core, 2 major
8 14, 13, 11, 10, 9, 8 +9/+7/+4 2 19/17/14 17 2 core4 85 2 core, 2 major 170 3 core, 3 major
9 15, 14, 12, 10, 9, 8 +10/+7/+4 3 20/17/14 18 2 core4 90 2 core, 2 major 180 3 core, 3 major
10 15, 14, 12, 10, 9, 8 +11/+8/+5 3 21/18/15 19 2 core4 95 2 core, 2 major 190 3 core, 3 major
11 15, 14, 12, 10, 9, 8 +12/+8/+5 3 22/18/15 20 2 core4 100 2 core, 2 major 200 3 core, 3 major
12 15, 14, 12, 10, 9, 8 +13/+9/+6 3 23/19/16 21 2 core4 105 2 core, 2 major 210 4 core, 4 major
13 16, 15, 13, 11, 9, 8 +13/+10/+6 4 23/20/16 22 2 core4 110 2 core, 2 major 220 4 core, 4 major
14 16, 15, 13, 11, 9, 8 +14/+11/+7 4 24/21/17 23 2 core4 115 2 core, 2 major 230 4 core, 4 major
15 16, 15, 13, 11, 9, 8 +15/+11/+7 4 25/21/17 24 2 core4 120 2 core, 2 major 240 4 core, 4 major
16 16, 15, 13, 11, 9, 8 +16/+12/+8 4 26/22/18 25 3 core4 125 3 core, 3 major 250 5 core, 5 major
17 17, 16, 14, 12, 10, 8 +17/+12/+8 5 27/22/18 26 3 core4 130 3 core, 3 major 260 5 core, 5 major
18 17, 16, 14, 12, 10, 8 +18/+13/+9 5 28/23/19 27 3 core4 135 3 core, 3 major 270 5 core, 5 major
19 17, 16, 14, 12, 10, 8 +19/+14/+9 5 29/24/19 28 3 core4 140 3 core, 3 major 280 5 core, 5 major
20 17, 16, 14, 12, 10, 8 +20/+15/+10 5 30/25/20 29 3 core4 145 3 core, 3 major 290 6 core, 6 major
1 Elite characters add +2 to all ability scores. The character’s ability score modifiers from race and other templates also apply.
2 Use the highest modifier for any skill associated with a core talent, use the middle modifier for any other trained skill, and use the lowest modifier
for any untrained skill. The skill modifier includes Skill Focus (for the highest skill modifier) and enhancement bonuses (when applicable). Because
the key ability changes for different skill applications, it does not include an ability modifier.
3 Defenses do not include ability modifiers. Add the better of Strength or Constitution to Fortitude Defense, the better of Dexterity or Intelligence to
Primary and Reflex Defense, and the better of Wisdom or Charisma to Will Defense. (If the character wears armor, its armor limits the maximum
bonus from Dexterity or Intelligence.)
4 Basic characters can use a core talent only 1/encounter. They have at least one simple attack that is available each round.
84
detail won’t apply in a typical encounter, so you don’t need to clutter up Adjusted Level: If the character has any level modifiers (such as from
their game statistics with unnecessary minutia. For particularly having a very large or very small size), add them to its character level to
important and recurring characters, however, you can use the rules for determined the character’s adjusted level. Use adjusted level when
creating heroic characters to produce more fleshed-out game statistics calculating XP values and building encounters.
appropriate for a wide range of different encounters. Abilities: Arrange ability scores as desired to match the character’s role
and behavior during the encounter. The character’s best ability score
Character Ranks should be the key ability for at least one core talent. If other talents have
a different key ability, assign the next highest ability score to that ability.
Character ranks represent how serious a threat a character represents to If the character has a template, it might specify that type of
a heroic character of the same level. The three character ranks—basic, character’s most common order of ability scores from highest to lowest.
standard, and elite—are outlined below. Unless otherwise specified, the template’s order of ability scores is
Basic: Basic characters make up the bulk of the population of the game optional.
world. While they might have a respectable level of skill, they don’t have The ability scores listed here show typical values assuming the
the durability to survive very long in heavy combat. When building character uses the default ability score array and applies level-based
encounters, you can best use basic characters in groups that represent ability score increases to its highest ability scores first.
thugs, conscripts, ordinary troops, and minions. Templates: The character’s templates can modify its ability scores. If
Encounter Building: Five basic characters are roughly equivalent to one you don’t use a race template at all, add +2 to two ability scores of your
standard character, and therefore they will put up a good fight against a choice (usually the highest two).
single hero of the same level. When building an encounter, you might Nonabilities: Some characters do not have all ability scores (for
pick some standard and elite opponents to make up the bulk of the example, “Int —”). The character has a nonability if specified by its
threat, and then add some basic characters to fill in any leftover XP value template. In this case, discard the lowest listed ability score and assign
that you want for the encounter. the rest to its remaining ability scores.
Standard: Standard characters fill the role of reasonably well-trained If template modifiers would reduce an ability score to 0 or less, that
veterans, characters who have most likely seen some combat and character instead has a nonability for that score.
survived. They might serve as leaders for groups of basic characters, but Point Buy: If you wish, you can use a point-buy method to determine a
they most often appear as individuals. character’s ability scores. A basic or standard character has 15 points to
Encounter Building: One standard character provides a decent fight for buy abilities, and an elite character has 30 points to buy abilities. If you
one hero of the same level. Thus, the simplest way to build an encounter use this option, be sure to include adjustments for increasing ability
is to pick a number of standard characters equal to the number of heroes scores at higher levels (+1 to two abilities at 5th level, three abilities at
and of the same level. This method can make for a less dynamic 9th level, four abilities at 13th level, and five abilities at 17th level). Elite
encounter, however, as it can easily break up into a bunch of characters do not gain the normal +2 to all ability scores if you use the
unconnected one-on-one fights. For this reason, you will usually want to point buy method.
include at least some basic or elite characters in the encounter mix, and If the character has one or more nonabilities, its point allocation is
don’t be afraid to pick characters of higher or lower level. reduced. Basic and standard characters with nonabilities use the
Elite: Elite characters are the equivalent of a heroic character; in fact, following point buy allocations: one nonability, 15; two nonabilities, 14;
you could build a fully detailed heroic character and use it as an elite three nonabilities, 12; four nonabilities, 9; five nonabilities, 5.
character of the same level. In most cases, that degree of detail is Elite characters with nonabilities use the following point buy
unnecessary because most opponents survive only a single fight. allocations: one nonability, 28; two nonabilities, 25; three nonabilities,
However, for a recurring villain or important ally that you expect to 21; four nonabilities, 16; five nonabilities, 9.
appear several times during the campaign, creating a complete heroic Skill Modifier: The listed skill modifier includes all applicable bonuses
write-up can provide for a more holistic set of options for use during from the character’s level, training bonus, and enhancement bonuses.
play. Because the key ability varies for different skill applications, it does not
The game statistics for elite characters provide the abstract equivalent include any ability modifier.
of a heroic character of a given level, with slightly fewer talents because Select six trained skills for the character. Any skill associated with a
not every talent would apply in a single encounter. The elite character’s core talent uses the highest skill modifier (which includes the Skill Focus
game statistics include the effect of enhancements, stunts, and most feat). Use any remaining skill training selections for skills associated with
feats because you usually will not need to determine that level of detail. major talents, simple attacks, or other skills appropriate for the
Encounter Building: One elite character is a good match for two heroic character’s role; these other skills use the middle skill modifier. The
characters of the same level. If you want a solo encounter with a single lowest skill modifier applies to any untrained skills.
powerful opponent, a single elite character 2 levels higher than the Skill Training: The character can spend a feat to gain Skill Training,
heroes fills that role nicely. When creating a solo elite character, try to adding one additional trained skill. This trained skill uses the middle skill
give it at least one talent that allows the character to shake off the modifier.
effects of various conditions; with so many heroes ganging up on a single Skill Focus: The character can gain Skill Focus either by spending a feat
target, the elite might find itself put out of action by multiple talents selection or by reducing the number of trained skills (gaining one Skill
that produce dazed or stunned effects. In addition, at least one talent Focus selection for every trained skill sacrificed). Skill Focus improves a
should be able to deal damage to multiple opponents with a single trained skill from the middle to the highest skill modifier.
action. Feats: Select a number of feats equal to that listed for the character’s
character level. Each feat can be a defensive feat, general feat, style feat,
Game Statistics by Level or class feat, as appropriate for the character’s role. The character must
Use Table 11–3: Gamemaster Characters to determine the basic game meet all feat prerequisites, but unless the character has a class template,
statistics for a character. treat class level prerequisites as character level prerequisites. (If it does
Character Level: Character level determines the character’s ability have a class template, its class level equals its character level.)
score increases, skill modifiers, feats, defenses, hit points, and talents. Defenses: Table 11–3: Gamemaster Characters lists three defense
numbers. The high score represents the character having both the first-

85
and second-tier defensive feats for that defense; the middle score Other Game Statistics
represents having just the first-tier defensive feat for that defense; the Unlike those outlined above, some of the character’s game statistics are
low score represents having no feats for that defense. not directly related to its rank and level. The e20 System Core Rulebook
By default, a character has either (1) two high defenses, one middle includes additional modifications you can make to a character, such as
defense, and one low defense, or (2) one high defense and three middle adding additional modes of movement, natural weapons, the ability to
defenses. Assign these defenses as appropriate for the character’s role; make extra attacks during a turn, and so forth.
however, its highest defenses should generally be associated with its best Size: If you want the character to be a size other than Medium, you
ability scores. need to apply the modifiers for its size category, as listed on Table 10–3:
If the character has a class template, its high defense must match its Size (page 79). Published characters always include these adjustments in
class: Fortitude for Vanguard and Dreadnought; Reflex for Corsair and their listed statistics.
Savant; Will for Sentinel and Envoy. If it has a second high defense, it Size Modifier: Apply a character’s size modifier to the following:
must be Primary Defense.
Determine the character’s defense score by adding the base value • Subtract size modifier from a character’s Primary Defense, Reflex
listed in the table to the best ability score associated with that defense: Defense, weapon attack rolls, and Dexterity-based skill checks other
Strength or Constitution for Fortitude; Dexterity or Intelligence for than attacks.
Primary and Reflex; Wisdom or Charisma for Will. • Add size modifier to a character’s Fortitude Defense, grappling attack
Defensive Feats: You can use one or more of the character’s feat rolls, and Strength- or Constitution-based skill checks other than
selections on defensive feats; if you do, increase that defense’s score by attacks.
one step (from low to medium, or from medium to high). Characters with • Add 2 × size modifier to a character’s weapon damage. Weapon
class templates might be limited in what additional defensive feats they damage always has a minimum value of 1 regardless of modifiers.
can gain. • Add 1/2 size modifier to a character’s character level when
Armor: If the character has a high or medium Primary Defense, you can determining its adjusted level.
choose to have it wear armor (representing the character taking Armor
Size Multiplier: Multiply a character’s hit points by its size multiplier.
Proficiency instead of Dodge). Choose a suit of armor from those
Space: Use the listed space to determine how many squares the
appropriate to the setting, selecting a light armor for a character with a
character occupies on the battle map.
medium Primary Defense and a light or heavy armor for a character with
Reach: Decide if the character is tall (such as a bipedal creature) or
a high Primary Defense.
long (such as a quadruped, flying creature, or swimming creature), and
The character’s Primary Defense does not change, but it gains the
then use that reach corresponding to the character’s size.
listed armor bonus to its massive damage threshold, maximum ability
Base Speed: Use the base speed corresponding to the character’s type
bonus to its Primary and Reflex Defenses, and check penalty to all
of movement and size.
Strength-, Constitution-, and Dexterity-based skill checks. If the
Action Point: Elite characters have 1 Action Point at the start of an
character wears heavy armor, it has encumbrance equal to at least a
encounter.
medium load (move only 1.5 × base speed when running).
Massive Damage Threshold: Basic and standard characters have a
massive damage threshold equal to 5 + Fortitude Defense + armor bonus. Templates
Elite characters, like heroic characters, are a bit tougher and they have You can use templates to add whole suites of thematically related
a massive damage threshold equal to 10 + Fortitude Defense + armor capabilities to a character. In many cases, a template will dictate (or at
bonus. least suggest) some of the character’s ability score, defense, talent, and
Saving Throws: Determine the character’s saving throws from the feat selections; because of this, templates can greatly speed the creation
matching defense. For a high defense score, it has a +3 bonus to that process.
saving throw (+4 at 9th level, +5 at 17th level). For a middle defense
score, it has a +2 bonus to that saving throw. For a low defense score, it Class Templates
has a +0 bonus to that saving throw. Class templates are meant to represent characters whose focus, methods,
Hit Points (hp): Hit points function just as they do for heroic and roles are similar to those of the six heroic character classes. They are
characters. Add the character’s Constitution score × its level to its total particularly appropriate when you are designing a human (or humanoid)
hit points. character.
Reserves: Basic and standard characters have reserves equal to 1/2
their hit points. Elite characters have reserves equal to their hit points, Vanguard [Class Template]
just as heroic characters do. Abilities: Str, Con, Int, Dex, Wis, Cha
Talents: For each talent available, select a talent of that character’s Defenses: High Fortitude and Primary, medium Reflex, low Will
level or less. You can choose any talent appropriate for the character’s Hit Points: Make the following adjustments by rank.
role; however, most of the character’s talents should use one of its two Basic: Add 2 hit points.
best ability scores as its key ability. If the character has a class template, Standard: Add 0.5 × (level + 9) hit points.
pick only talents that are associated with that class. Elite: Add 1 × (level + 9) hit points.
In addition, you should feel free to create new talents for a character, Skills: Subtract 1 trained skill.
using existing talents as a guideline for gauging the relative value of a
talent. Dreadnought [Class Template]
Stunts: For some characters such as duelists or martial artists, stunts Abilities: Con, Str, Wis, Cha, Int, Dex
might fit their role better than many talents. You can substitute up to Defenses: High Fortitude and Primary, medium Will, low Reflex
half the character’s talents (core or major) for known stunts that it can Hit Points: Make the following adjustments by rank.
perform without penalty. Basic: Add 4 hit points.
Standard: Add 1 × (level + 9) hit points.
Elite: Add 2 × (level + 9) hit points.
Skills: Subtract 2 trained skills.

86
Corsair [Class Template] Standard: Subtract 1 × (level + 9) hit points.
Abilities: Dex, Int, Str, Con, Cha, Wis Elite: Subtract 2 × (level + 9) hit points.
Defenses: High Reflex and Primary, medium Fortitude, low Will Skills: Add 2 trained skills.
Hit Points: Make the following adjustments by rank.
Basic: Subtract 2 hit points.
Race Templates
If you want the character to be a member of an established race, you can
Standard: Subtract 0.5 × (level + 9) hit points.
apply a race template. The e20 System Core Rulebook provides a wide
Elite: Subtract 1 × (level + 9) hit points.
array of race templates for various genres and settings.
Skills: Add 1 trained skill.

Savant [Class Template] Human [Race Template]


Abilities: Add +2 to one ability score.
Abilities: Int, Dex, Cha, Wis, Con, Str
Size: Medium.
Defenses: High Reflex, medium Primary, Fortitude, and Will
Base Speed: 5 squares.
Hit Points: Make the following adjustments by rank.
Skills: Add one trained skill. (Use the middle value on Table 11–2:
Basic: Subtract 6 hit points.
Gamemaster Characters to determine its skill modifier.)
Standard: Subtract 1.5 × (level + 9) hit points.
Feats: Add one feat for which the character meets the prerequisite.
Elite: Subtract 3 × (level + 9) hit points.
Stunts: Add one known stunt, which can be either a universal stunt or a
Skills: Add 3 trained skills.
talent stunt.
Sentinel [Class Template]
Abilities: Wis, Cha, Con, Str, Dex, Int
Vehicle Templates
The e20 System Core Rulebook provides vehicle templates to help you
Defenses: High Primary and Will, medium Fortitude, low Reflex
design new vehicles using many of the same methods you use for other
Hit Points: Make the following adjustments by rank.
characters. This system allows you to replicate vehicles such as those
Basic: No change.
seen in Chapter 8 and gives players a chance to design and build their
Standard: No change.
own unique vehicles.
Elite: No change.
Skills: No change. Other Templates
Envoy [Class Template] As with race templates, the e20 System Core Rulebook provides a wide
array of templates for various genres and settings. Many of these
Abilities: Cha, Wis, Dex, Int, Str, Con
templates are analogous to creature types, subtypes, and templates
Defenses: High Will, medium Primary, Fortitude, and Reflex
found in DUNGEONS & DRAGONS v.3.5.
Hit Points: Make the following adjustments by character rank.
Basic: Subtract 4 hit points.

87
12: Genre & Setting
By default, the basic rules of the e20 System Core Rulebook emulate the Adventure: An adventure story often involves an epic scope, travel to
action and adventure genres in any historical or quasi-historical setting. exotic locales, and a voyage of self-discovery. This is the classic “hero’s
However, the system is designed to be universal in scope, capable of journey” described in Joseph Campbell’s The Hero with a Thousand Faces
handling virtually any genre, setting, or style of play you wish. To this and typified by epics such as The Lord of the Rings or the Star Wars saga.
end, the e20 System Core Rulebook includes extensive rules for adding At its heart, adventure is about departing from the mundane and
genre- and setting-specific mechanics to your campaign, such as magic, crossing over into the extraordinary.
psionics, superpowers, and so forth. Action: An action story, in contrast, tends to focus less on the
In addition, the e20 System Core Rulebook includes some prepackaged transformation of the heroes (or the world around them) and more on
and ready-to-use campaign settings, each representing a different genre. the action itself, such as physical challenges, extended battles, high-
Ideally, the Gamemaster should be able to take a copy of the rulebook, speed chases, and the like. Good examples include shoot-‘em-ups (Dirty
pick one of these settings, and start a campaign with only minimal effort. Harry), high-paced spy films (the James Bond series), martial arts films
(Enter the Dragon), and many westerns (A Fistful of Dollars).

Genre Thriller & Suspense


The thriller and suspense genres include stories that focus on tension,
“Genre” is a term that’s hard to define in a way such that everyone suspense, and the unknown rather than direct confrontation. The heroes
agrees; if you ask ten different professors of film and literature to explain aren’t as resilient as in the action and adventure genres, so they must try
what genre means, you’d likely get about a dozen different definitions. to outsmart and evade opponents, engaging in actual combat only when
For our purposes, a genre consists of stories that share a distinctive set absolutely necessary.
of narrative elements, such as similar moods or settings. Genres can be For most thriller and suspense stories, the e20 System requires only
mixed in countless ways, so feel free to experiment to find what works minimal modification. To represent the increased danger the heroes face,
for you; for example, high fantasy is essentially the combination of the use either the heroic realism or gritty realism optional rules (see the
adventure and fantasy genres, and you could just as easily cross fantasy Excessive Damage sidebar, page 62). Because the heroes should also
with the thriller, suspense, or horror genres. Many campaigns will include know to avoid direct conflict whenever possible, most combat encounters
individual adventures from several different genres during their lifetime. should be hard or even overwhelming in overall difficulty (see Encounter
This section provides an overview of the way the e20 System Core Difficulty, page 83). For best results, use challenges (page 26) to set up
Rulebook approaches these elements to help you build your campaign. combat encounters, giving the heroes a chance either to avoid the fight
before it starts or to gain some tactical advantage that gives them a

Genre as Mood decent chance in an otherwise overwhelming encounter.


Both thriller and suspense stories should make extensive use of
For the purposes of a roleplaying game, mood refers to the way the game challenges for other purposes as well, such as investigating mysteries,
feels from the point of view of the players. Many genres are defined uncovering the plans of the opposition, and seeking aid or information
largely by the mood they evoke, and game mechanics can have a strong from other characters. Limited challenges, in particular, can serve as the
effect on the emotional tone and atmosphere at the game table. proverbial (or literal) ticking clock. Be flexible with allowing improvised
skills in challenges; it’s much better to let the player try something
Action & Adventure interesting and fail than it is to just say no.
By far, action and adventure is the most common genre for roleplaying Thriller: A thriller story emphasizes excitement in the form of
games. The players take on the role of heroes capable of prevailing even overwhelming opposition, such as when the heroes become a target of a
against overwhelming odds, often engaging in direct, physical vast conspiracy or when they find themselves in the path of an
confrontation with their opponents. approaching army. Often, you’ll want to give the heroes a glimpse of the
The basic rules of the e20 System emulate both the adventure and opposition in action so that they get a sense of just how powerful they
action genres without making any modifications, but these genres do are (and how difficult it would be to attempt a direct confrontation).
have considerable variation in precisely how capable and resilient the Once they know what they’re up against, you can evoke a sense of
heroes are in combat. To increase the lethality level for a slightly more omnipresent danger by never letting the heroes know when the enemy
realistic feel, you might use the heroic realism optional rule (see the might be closing in—or when they might be waiting for them. Nothing
Excessive Damage sidebar, page 62). puts the heroes on edge as much as when find that their homes were
In combat, use a varied mix of opponents of different ranks (basic, sacked and searched in their absence or that the contact who had critical
standard, and elite). Large numbers of basic opponents are good for information for them has turned up dead. In both of these cases, of
battles where you want the heroes to have a chance to shine against course, leave behind tantalizing clues that give the heroes a new lead;
seemingly overwhelming odds (such as the Battle of Helm’s Deep in The that way, they can continue moving the story forward even as they
Lord of the Rings), but always include some standard characters in the realize that the bad guys might be two steps ahead.
mix to keep the fight from becoming one-dimensional. Elite opponents Don’t overuse this technique, though; if the players come up with a
can be used for climactic duels or when you need to present the heroes course of action that their opponents could not have realistically
with a major threat they should flee rather than fight (such as the anticipated, reward them for their creativity.
Ringwraiths in The Lord of the Rings). Suspense: A suspense story is a lot like a thriller, but it tends to focus
Although they share many elements, the adventure and action genres more on the unknown than on imminent danger. Mysteries are one of
do have some distinctions between them. the most common forms of suspense stories, and the heroes must spend
much of their time puzzling over clues and following the faintest of leads

88
to unravel the plots of their adversaries. Give them a seemingly as a vampire), but a more realistic “monster” (such as a serial killer) can
impossible puzzle to solve (such as the classic “locked room,” where there be just as terrifying, if not more.
is no apparent way for the villain to have entered or exited the scene of Make use a small number of elite opponents of much higher level to
the crime); they’ll surprise you with their creativity and ingenuity. emphasize precisely how foolish it would be to engage in a direct
The single biggest pitfall with a mystery scenario is that you might confrontation. This invites direct comparison between the heroes and the
invent an explanation or solution so convoluted that the players either nightmare that stalks them, making the threat feel more personal and
never find it or lose track of important clues over the course of a story tangible. You can get a lot of use out of disposable characters that you
spread over several game sessions. To avoid this, try using these throw into the path of the oncoming slaughter, particularly if the
techniques. First, recap critical information and clues at the beginning of character is one that the heroes had thought of as relatively capable.
a new session; the players may have been gone for a week but the heroes (Quint’s untimely demise in Jaws is a great example of this technique).
haven’t, so a brief reminder can help get the players back into the story. In addition, keep key details concealed as long as possible using the
Second, use your heroes’ skills to reveal critical information or to rules for concealment and Stealth. Fighting an unstoppable monster is
remind them of an obscure detail that they might have missed. The e20 bad enough, but not knowing what you’re facing (or, worse, being unable
System has very flexible skills that can cover virtually any situation, so to see it when you do) helps to cross the line between thriller and horror.
make use of that as a means to drop important hints that help to get Survival: For a survival scenario, the opposition is either abstract (a
them on the right track. In addition, skill checks give the player a chance natural disaster), enormously overwhelming (a gigantic radioactive
to shine and feel rewarded for how they built their characters. Make sure reptile rampaging through the city), or truly legion in number (see
you keep each hero’s current skills and other game statistics in your Apocalypse, Zombie). Use high-level hazards and basic characters to
notes so you can call for skill checks with a minimum of fuss. represent the threat most of the time; these can be amazingly dangerous,
Third, be flexible. If the players come up with a viable solution to the but the heroes can usually avoid them by being smart (hazards, such as
mystery other than what you planned, don’t automatically turn it into a being crushed under the giant reptile) or kill enough of them to open an
dead end; that just frustrates the players and makes them feel railroaded. avenue of escape (basic characters, such as the never-ending hordes of
Instead, weave their solution into the original story, making it a part—but the walking dead).
not all—of the truth. This creates the illusion of an even more convoluted Unlike in horror, you usually don’t want to personalize the threat, at
and intricate plot, and it makes the players feel that much more clever least not at first; the impersonal nature of a faceless menace is part of
for having solved it. what makes the survival scenario work. However, shifting gears to a
For example, if the players become convinced that the butler did it and more horror-oriented final confrontation can make for a great story. For
all the clues you’ve given so far could quite reasonably lead to that example, throughout most of Aliens, Ripley and the colonial marines are
conclusion, don’t cut off that avenue too abruptly (such as by having the in a straightforward survival scenario as they try to hold off countless
butler turn up dead); instead, let their confrontation with the butler lead xenomorphs long enough to get a ride off the planet; at the movie’s
to some critical new information. Perhaps he actually was present at the climax, however, the movie shifts to a direct confrontation between
time of the shooting, but it’s because he’s actually an undercover cop Ripley and the Queen.
who was trying to find evidence before the victim was shot; now, he
becomes an ally who can share the information and clues that the
players missed the first time around.
Genre as Setting
For our purposes, setting refers to the physical location or environment in
Horror & Survival which the game is set as well as the distinctive elements that
The horror and survival genres can be some of the most challenging to characterize that environment and make it identifiable.
try to emulate in a game. Even more than in a thriller, the players must
feel a true sense of dread and impending doom as they face a seemingly Historical
unstoppable killing machine. However, you must balance that with just Historical settings generally provide a relatively realistic depiction of the
the slimmest sliver of hope, just enough to make them feel like they have real world, either in modern day or in the past. You don’t need to make
a fighting chance. (If they truly are helpless, it’s not really a game any special adjustments to the rules to use a historical setting; just pick
anymore; at that point, they might as well be sitting around a campfire a year and pull the matching technology from Chapter 7, and you’re
listening to the Gamemaster tell ghost stories.) ready to go.
As with thrillers and suspense, the heroes need to feel highly Alternative History: A particularly interesting way to use historical
vulnerable: Use the gritty realism optional rules (see the Excessive settings is by changing some key event and speculating about how
Damage sidebar, page 62) to make them feel like death can truly happen history might unfold as a result. Mixing this premise with fantasy,
at any time. Direct conflict must be avoided at all costs, so most (but not science fiction, or anachronistic elements allows you to create subgenres
all) combat encounters should be of overwhelming difficulty (see such as steampunk.
Encounter Difficulty, page 83).
Given this, you must use challenges (page 26) to lead up to an
Fantasy
More than anything else, fantasy settings are characterized by the
encounter (letting them prepare by fortifying or researching the
presence of magic and other supernatural elements. This genre should
opponent’s weakness), to provide an avenue of escape, or preferably
always include at least some version of the rules for magic (page 39). If
both. The key is to give the heroes at least some chance of survival in
present, particularly powerful beings such as demigods or other semi-
what would otherwise be a bloodbath. (Much of the challenge and plot
divine characters might also use of the rules for prodigies (page 40).
advice provided in Thrillers & Suspense, above, applies to horror and
The various sub-genres of fantasy are far too numerous to discuss here,
survival stories as well.)
but a couple of possibilities are outlined below.
The e20 System Core Rulebook provides other options particularly
High Fantasy: In its most popular forms, high fantasy is often set in a
appropriate for the horror and survival genres, such as rules for sanity,
quasi-medieval world filled with all manner of humanoids (such as elves,
fear, terror, maiming, and so forth.
dwarves, orcs, or goblins) and fantastic creatures (such as dragons,
Horror: In a horror game, the antagonist is overwhelmingly powerful,
giants, centaurs, or minotaurs); Tolkien’s The Lord of the Rings is the
incredibly resilient, and possibly resistant or even immune to
archetypical example of this subgenre.
conventional attacks. It is often a supernatural being of some sort (such

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Fantasy Elements in a Mundane Setting: One way to use fantasy is to sufficient space is available, each might also include a short introductory
layer magic onto an otherwise normal, real-world setting. On the surface, adventure for starting 1st-level heroes.
things might seem entirely mundane, but beyond that is another world The following are some of the setting concepts currently under
where the heroes find adventure. The mix might be relatively overt (as in consideration, but the final selections, names, and other details are
the Harry Potter series), but it can just as easily be a hidden truth that ultimately up to the e20 System patrons.
only a few know (as in Vampire: The Masquerade).

Science Fiction Ruins of Empire


Science fiction is characterized by technological innovation of one form High Fantasy
or another, extrapolating what changes might happen when the change Centuries have passed since the Empire fell to the Northern Hordes, but
is introduced to the world. Unlike fantasy, science fiction supposes that pockets of civilization still cling to a tenuous existence in this savage
the technology and science in its setting is bound by the ordinary laws of land.
nature, but its technology often depends on one or more elements that With the Imperial legions long gone, no bulwark stands against the
modern science either doesn’t know to exist or doesn’t believe to be encroaching evil; abandoned keeps that one stood guard over peaceful
realistically possible at all. settlements now serve as lairs for long-forgotten beasts. Roving bands of
By definition, science fiction requires the introduction of at least one brigands prey upon those brave or foolish enough to travel the broken
element not found in the real world. Most often, the element is some roads while warlords and self-declared nobles seek to expand their
form of technological or scientific advancement, such as time travel, would-be empires. In the midst of it all, those who seek the lost secrets
faster-than-light travel, artificial intelligence, psionics, or highly of the Imperial Magi sometimes open vaults best left sealed.
advanced forms of current medical technology such as cloning, genetic It is an age of darkness. It is a time for heroes.
engineering, or bionics. (These last few elements might give rise to
superhumans, represented using the rules for prodigies, page 40.) The Hollow Sky
However, the element could also be an event, such as contact with an
Space Opera
alien species or a global disaster such as nuclear war or major asteroid
Humanity’s reach finally extends to the stars as countless colonies have
impact. In either case, the interaction of society with the element (or its
been sown throughout the void, but the boundaries of civilization are not
aftermath) is what defines the setting. The e20 System Core Rulebook
firm; vast gulfs separate the isolated settlements. In the hollow sky of
includes an extensive collection futuristic technology and other science-
known space, explorers seek to map new paths through hyperspace
fiction elements so that you can choose which you want to use.
(often with the aid of psychic navigators), and prospectors search for the
As with fantasy, the subgenres of science fiction are too numerous to
next big find.
cover with any detail here, but two of them are outlined below.
Sometimes, though, the unknown finds them; now, humankind knows
Hard Science Fiction: Some science fiction restricts itself entirely to
it is not alone.
technology that seems entirely plausible given our current understanding
In this frontier of space, brave souls eke out a living transporting goods
of science (albeit not yet practical or feasible). Such stories would not
between isolated colonies or working as guns-for-hire. Rumors spread
have faster-than-light travel or force fields, for example, but they might
half-truths about their newfound neighbors, and there are whispers of
have fusion power, artificial intelligence, and some energy-based
coming war. Xenophobia is rampant, and many lobby to get more
weapons. Except in the case of a sleeper or colony ship sent on a
protection from the core.
decades- or centuries-long journey to another star system, the vast
But some folk on the fringe believe that when an invasion arrives, it
majority of hard science fiction stories are set on Earth or in its
won’t come from the outside. The conquerors will come from Earth.
immediate neighborhood. Robert A. Heinlein’s The Moon is a Harsh
Mistress is a great example of this sub-genre, and it makes a good
template for a roleplaying game campaign. Metahuman Zero
Space Opera: At the opposite end of the spectrum from hard science Superhuman Science Fiction
fiction is space opera, which might be described as the adventure genre The leaked documents from the Centers for Disease Control confirmed
in a science-fiction setting. All the trappings of science fiction are what some had long suspected: There are gods among us. The outcry, the
there—spaceships, energy weapons, robots, aliens—but little or any paranoia, the panic grew too much for him to bear, so he came forward
emphasis is placed on the underlying workings of the technology, let and announced that he was the one the media had dubbed Metahuman
alone staying within the boundaries of our current scientific knowledge. Zero. He vowed never to use his powers in anger, never to turn his gifts
The Star Wars saga is one of the best-known members of this sub-genre. against his neighbors.
Because it plays more loosely with the laws of physics, space opera can He was never heard from again.
blur the lines between science fiction and fantasy, often introducing In the days, weeks, and months following Zero’s disappearance, more
elements that cross the line into magic. came forward, showing there are more of them than anyone had
imagined. Despite their powers, many wear masks out of fear of their

Campaign Settings neighbors and even their own families. Some grew to resent it, slowly
coming to identify more with the mask than with the humanity hidden
beneath it. Some became villains.
The e20 Core Rulebook includes a brief overview of some ready-to-use “Remember Zero” graffiti appears on more walls by the day, and many
campaign settings. The exact number will depend on how much space is fear that the metahumans will rise up in open conflict. Some have
available, but current plans call for three compact campaign settings. started stockpiling food, making their homes far from civilization to
Each will include an overview of the setting’s history, environment, avoid whatever happens next. And in that remote wilderness—far from
inhabitants, current events, major factions, and influential personae; the cities, far from the fear—some say they have found him.
settings on other worlds will also include regional maps with exotic They say that Metahuman Zero lives.
locations for the heroes to explore. Finally, each will provide a broad
range of adventure hooks to help the Gamemaster start the campaign. If

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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E.
Gary Gygax and Dave Arneson.
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle,
David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,
Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc.
Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir, and John Snead.
Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved.
Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson.
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True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve Kenson.
Caliphate Nights, Copyright 2006, Paradigm Concepts; Author Aaron Infante-Levy
Lux Aeternum, Copyright 2006, BlackWyrm Games; Author Ryan Wolfe, with Dave Mattingly, Aaron Sullivan, and Derrick Thomas.
Mecha vs. Kaiju, Copyright 2006, Big Finger Games; Author Johnathan Wright
Borrowed Time, Copyright 2006, Golden Elm Media; Authors Bruce Baugh and David Bolack

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