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Amethyst Part4

This document outlines classes for characters on the planet Techa. It discusses classes that focus on technology rather than magic, including soldiers. Soldiers are proficient with firearms and vehicles. Their class abilities include talents that allow extreme efforts for strength-based checks. Higher levels provide bonuses to skills, defense, and reputation. The document also covers bastions (cities) that characters originate from and how their technology level affects available gear.

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Alexey Kutnyakov
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0% found this document useful (0 votes)
52 views73 pages

Amethyst Part4

This document outlines classes for characters on the planet Techa. It discusses classes that focus on technology rather than magic, including soldiers. Soldiers are proficient with firearms and vehicles. Their class abilities include talents that allow extreme efforts for strength-based checks. Higher levels provide bonuses to skills, defense, and reputation. The document also covers bastions (cities) that characters originate from and how their technology level affects available gear.

Uploaded by

Alexey Kutnyakov
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CLASSES OF TECHA

Natives of Techa often seek adventure out within the walls or without. However, the simple middle
class workers fall under the radar in the grand scope of the new Earth. The only classes listed are those
aspiring for greatness, exhibiting greatness, or has greatness thrust upon them. NOTE: These classes are
modified variations from D20 Modern, combining the basic and advanced classes in order to make them
competitive to the magically imbued opponents and allies of Echa. The Player Characters choosing a
path of non-magic must have access to technology on a regular basis. Without upgrading their
technology, Echan characters won’t fair much better than low-level D&D characters.
As stated above, until a human is infused with magic, either by embracing it as a wizard or
sorcerer, or wearing it as armor, or slaying with it using a sword, a human has a choice whether or not to let
the enchanted into his spirit. If he does that, he looses a portion of his own sprit, in favor of this infusion.
To offset the major hit bonuses of high-level characters, PCs are given a defense bonus dependant
on their level that is stacked onto existing bonuses. This is a bonus to AC that is not offered in D&D. These
bonuses remain as long as the PC does not multi-class in magic, hold magic, use magic, wield magic, or
protect himself with magic. If this happens, the PC will loose this bonus forever (unless the GM is feeling
generous). If the PC is forced magic on his person or if the GM wants to be kind, the PC can try to avoid
magic at all costs and gain 1 point of his original Class bonus every day until filled again.
Special Note: Magical Healing and Resurrections fall under the GM’s final decision. Making
magical heaving unavailable to Techan characters reduces their survivability. If the group is entirely
Techan, they should be nearby Bastions, allowing them to purchase Healing syringes. However, if the
group is a mix, the GM may allow Techan characters to keep their inherent defense bonus if a healing spell
is cast on them. It could be explained that the magic restores cells and doesn’t stay with the character as
possessing magic does. Anything that IMPROVES a Character can be defined as an INFUSION and not
magic that RESTORES. Descriptions that follow are short as many Bastions have different definitions to their
classes.
TECH POINTS (TP) -- GaPs & WePs
Gadget Points and Weapons Points are credits Techa characters gain resembling influence and
favors in their Bastion of origin allowing them to possess and acquire technology as their characters begin
and grow through life. Gadget Points pay for items that can assist a PC in unique tasks (like heat sensing
goggles and a portable shelter). Weapons points pay for all forms of devices that cause and protect from
damage. Every level, the character receives 1d4 + 3 + Reputation Bonus more points she can then
allocate to either GaPs or WePs. Once placed in their spot, they can never be shifted or traded. These
numbers are fixed. The GM may elect to award a point as a reward where money would not be
appropriate (the PC befriends an engineer who offers the Character 6 Gadget points as a thank you. He
can’t give money but that’s a mighty nice favor to add). GaPs and WePs not spent during leveling or
character generation compound so they can be saved for later. Tech points earned later may be spent at
any Bastion the PC encounters but starting characters can only spend their initial points at their city of
origin.
BASTIONS AND TECH LEVELS
Techan natives all originate from Bastions. However, no two cities are alike and bear so little from
each other that determining this origin is vital. A Player must indicate which Bastion the character is from.
Each Bastion carries a unique idea along, reflecting in their technology and attitudes. Technology
translates into Tech Levels. The higher the level, the more advanced the technology.
However, before the PC dives into Porto to snag some pulse rifles and ant-grav packs, it time to
point that the higher the TL, the higher the cost and Tech Points (TP) required to possess it. This difficulty
reflects in the cost of the item; it is not necessary to add a multiplier for High tech items. However, some
items are more rare than others, no matter where they originate are. This is explained with the items and
weapons later.
______________________________________________________________________________

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Class Base Attack Bonus Fort Ref Will Special Defense Reputation
Level Save Save Save Bonus Bonus
1 +1 +1 +0 +0 Talent, Weapon Focus +1 +0
2 +2 +2 +0 +0 Bonus Feat +2 +0
3 +3 +2 +1 +1 Weapon Specialization +2 +0
4 +4 +2 +1 +1 +3 +0
5 +5 +3 +1 +1 Talent +3 +1
6 +6 / +1 +3 +2 +2 Bonus Feat +4 +1
7 +7 / +2 +3 +2 +2 Tactical Aid +4 +1
8 +8 / +3 +4 +2 +2 Improved Critical +5 +1
9 +9 / +4 +4 +3 +3 Talent +5 +2
10 +10 / +5 +4 +3 +3 Bonus Feat +6 +2
11 +11 / +6 / +1 +5 +3 +3 Improved Reaction +6 +2
12 +12 / +7 / +2 +5 +4 +4 +7 +2
13 +13 / +8 / +3 +5 +4 +4 Talent +7 +3
14 +14 / +9 / +4 +6 +4 +4 Bonus Feat +8 +3
15 +15 / +10 / +5 +6 +5 +5 +8 +3
16 +16 / +11 / +6 / +1 +6 +5 +5 Greater Weapon Specialization +9 +3
17 +17 / +12 / +7 / +2 +7 +5 +5 Talent +9 +4
18 +18 / +13 / +8 / +3 +7 +6 +6 Bonus Feat +10 +4
19 +19 / +14 / +9 / +4 +7 +6 +6 +10 +4
20 +20 / +15 / +10 / +5 +8 +6 +6 Critical Strike +11 +4

SOLDIER
Aircraft Operation
GAME RULE INFORMATION Advanced Firearms Proficiency
Abilities: Strength and Dexterity are
All Soldiers receive the Personal Firearms
paramount. Soldiers vary from being close
Proficiency and Simple Weapons Proficiency.
melee fighter to long range snipers. They require
Talents: At 1st, 5th, 9th, 13th, and 17th
unmatched eye-hand coordination.
level, the Soldier selects a talent from the
Hit Dice: d10
following talent trees. Some trees have a set
Gadget Points: 5 + Charisma Bonus
order that must be followed, while others provide
Weapon Points: 10 + Charisma Bonus
a list to choose from. As long as the Soldier
CLASS SKILLS qualifies, he or she can select freely from any
The Soldier’s class skills (and the key talent trees. No talent can be selected more
ability for each skill) are: Demolitions (Int), Drive than once unless expressly indicated.
(Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Extreme Effort Talent Tree: A soldier can
Navigate (Int), Spot (Wis), Survival (Wis), Swim push him or herself to make an extreme effort.
(Str), Climb (Str), Craft (structural) (Int), Handle The effort must relate to either a Strength check
Animal (Cha), Knowledge (current events, or a Strength-based skill check. You must decide
popular culture, streetwise, tactics) (Int), to use this ability before making the check.
Profession (Wis), Repair (Int), and Spot (Wis) Extreme Effort: The effort requires a full-
round action and provides a +2 bonus on the
Skill Points at 1st Level: (4 + Int modifier) x4. check.
Skill Points at Each Level: 4 + Int modifier. Improved Extreme Effort: The effort
requires a full-round action and provides a +2
CLASS FEATURES bonus that stacks with the bonus provided by
Weapon and Armor Proficiencies: extreme effort (+4 total).
Soldiers don’t get all weapon and armor Prerequisite: Extreme effort.
proficiencies, but only a select few. Advanced Extreme Effort: The effort
Choose two of the following: requires a full-round action and provides a +2
Light Armor Proficiency (All Light Armor) bonus that stacks with the bonuses provided by
Medium Armor Proficiency (All Medium Armor) extreme effort and improved extreme effort (+6
Heavy Armor Proficiency (All Heavy Armor) total).
Choose two of the following: Prerequisites: Extreme effort, improved
Exotic Firearms Proficiency (One Exotic) extreme effort.
Vehicle Expert Ignore Hardness Talent Tree: The Soldier
Combat Martial Arts has an innate talent for finding weaknesses in

103
opponents. This allows a soldier to ignore some Armor Proficiency (light), Armor Proficiency
of an opponent’s hardness or magical defense (medium), Armor Proficiency (heavy), Brawl, Burst
when making a melee attack to damage it. Fire, Far Shot, Improved Knockout Punch, and
Ignore Hardness: The Soldier ignores 1 Knockout Punch.
point of an object’s hardness. In 3.0, the Soldiers Weapon Focus: At 1st level, a Soldier
attack counts as a +1 weapon for damage gains the Weapon Focus class feature, providing
penetration. In 3.5, the weapon retracts 5 points the benefit of the feat with the same name. The
of damage reduction, regardless of type. Soldier chooses a specific weapon. The soldier
Improved Ignore Hardness: The Soldier can choose unarmed strike or grapple as the
ignores 1 additional point of an object’s hardness weapon. The soldier must be proficient with the
(for a total of 2). In 3.0, the Soldiers attack counts chosen weapon. The soldier adds +1 to all
as a +2 weapon for damage penetration. In 3.5, attack rolls made using the selected weapon.
the weapon retracts 10 points of damage Weapon Specialization: At 3rd level, a
reduction, regardless of type. Soldier gains weapon specialization with a
Prerequisite: Ignore hardness. specific melee or ranged weapon that he or she
Advanced Ignore Hardness: The Soldier also has applied the Weapon Focus feat or class
ignores 1 additional point of an object’s hardness feature to. The soldier gets a +2 bonus on
(for a total of 3). In 3.0, the Soldiers attack counts damage rolls with the chosen weapon.
as a +3 weapon for damage penetration. In 3.5, Tactical Aid: As an attack action, the
the weapon retracts 15 points of damage Soldier provides tactical aid to any allies (but not
reduction, regardless of type. him or herself) within sight and voice range of the
Prerequisites: Ignore hardness, improved soldier’s position. As a full-round action, the
ignore hardness. Soldier provides tactical aid to all of his or her
Melee Smash Talent Tree: The Soldier has allies (including him or herself) within sight and
an innate talent that increases melee damage. voice range of the soldier’s position. This aid
Melee Smash: The Soldier receives a +1 provides either a competence bonus on attack
bonus on melee damage. This stacks with all rolls or a dodge bonus to Defense (Soldier’s
over bonuses. choice). This bonus is equal to the Soldier’s
Improved Melee Smash: The Soldier Intelligence modifier (minimum +1), and it lasts for
receives an additional +1 bonus on melee a number of rounds equal to one-half of the
damage (+2 total). This stacks with all over Soldier’s level in the class, rounded down.
bonuses. Improved Critical: For the weapon the
Prerequisite: Melee smash. Soldier has applied weapon specialization to the
Advanced Melee Smash: The Soldier Soldier’s threat range increases by one.
receives an additional +1 bonus on melee Improved Reaction: At 11th level, a
damage (+3 total). This stacks with all over Soldier gains a +2 competence bonus on
bonuses. initiative checks.
Prerequisites: Melee smash, improved Greater Weapon Specialization: At 16th
melee smash. level, a Soldier gains greater weapon
Bonus Feats: At 2nd, 6th, 10th, 14th, and specialization with the weapon he or she
18th level, the Soldier gains a bonus feat. This selected at 3rd level. This ability increases the
feat must be selected from the following list, and bonus on damage rolls to +4 when using the
the Soldier must meet any prerequisites. selected weapon.
Exotic Weapons Proficiency, Martial Critical Strike: At 20th level, a Soldier
Weapons Proficiency, Athletic, Blind-Fight, Brawl, gains the ability to automatically confirm a threat
Cleave, Combat Martial Arts, Combat Reflexes, as a critical hit when attacking with the weapon
Great Cleave, Improved Brawl, Improved he or she has applied weapon specialization to,
Combat Martial Arts, Power Attack, Weapon eliminating the need to make a roll to confirm
Focus. Advanced Firearms Proficiency, Personal the critical hit.
Firearms Proficiency, Exotic Firearms Proficiency

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MARTIAL ARTIST
Class Base Attack Bonus Fort Ref Will Special Defense Reputation
Level Save Save Save Bonus Bonus
1 +1 +0 +2 +0 Talent, Living Weapon (1d6), +1 +0
Martial Arts
2 +2 +0 +3 +0 Bonus Feat +2 +0
3 +3 +1 +3 +1 Flying Kick +2 +0
4 +4 +1 +4 +1 Living Weapon (1d8) +3 +0
5 +5 +1 +4 +1 Talent +4 +1
6 +6 / +1 +2 +5 +2 Bonus Feat +4 +1
7 +7 / +2 +2 +5 +2 +5 +1
8 +8 / +3 +2 +6 +2 Iron Fist (One Attack) +6 +1
9 +9 / +4 +3 +6 +3 Talent +6 +2
10 +10 / +5 +3 +7 +3 Bonus Feat +7 +2
11 +11 / +6 / +1 +3 +7 +3 Flurry of Blows +8 +2
12 +12 / +7 / +2 +4 +8 +4 +8 +2
13 +13 / +8 / +3 +4 +8 +4 Talent +9 +3
14 +14 / +9 / +4 +4 +9 +4 Bonus Feat +10 +3
15 +15 / +10 / +5 +5 +9 +5 Living Weapon 1d10 +10 +3
16 +16 / +11 / +6 / +1 +5 +10 +5 +11 +3
17 +17 / +12 / +7 / +2 +5 +10 +5 Talent +12 +4
18 +18 / +13 / +8 / +3 +6 +11 +6 Bonus Feat +12 +4
19 +19 / +14 / +9 / +4 +6 +11 +6 +13 +4
20 +20 / +15 / +10 / +5 +6 +12 +6 Iron Fist (All attacks) +14 +4
qualifies, he or she can select freely from any
GAME RULE INFORMATION talent trees. No talent can be selected more
Abilities: Strength and Dexterity are
than once unless expressly indicated.
paramount. Martial Artists specialize in close
Extreme Effort Talent Tree: A Martial Artist
combat.
can push him or herself to make an extreme
Alignment: Any, often depending on the
effort. The effort must relate to either a Strength
Bastion the Character originates from.
check or a Strength-based skill check. You must
Hit Dice: d8
decide to use this ability before making the
Gadget Points: 7 + Charisma Bonus
check.
Weapon Points: 8 + Charisma Bonus
Extreme Effort: The effort requires a full-
CLASS SKILLS round action and provides a +2 bonus on the
The Martial Artist’s class skills (and the key check.
ability for each skill) are: Balance (Dex), Climb Improved Extreme Effort: The effort
(Str), Escape Artist (Dex), Hide (Dex), Intimidate requires a full-round action and provides a +2
(Cha), Jump (Str), Knowledge (current events, bonus that stacks with the bonus provided by
popular culture, theology and philosophy) (Int), extreme effort (+4 total).
Move Silently (Dex), Perform (dance) (Cha), Prerequisite: Extreme effort.
Profession (Wis), Spot (Wis), Swim (Str), Tumble Advanced Extreme Effort: The effort
(Dex), Craft (structural) (Int), Handle Animal requires a full-round action and provides a +2
(Cha), Repair (Int), Swim (Str). bonus that stacks with the bonuses provided by
extreme effort and improved extreme effort (+6
Skill Points at 1st Level: (4 + Int modifier) x4. total).
Skill Points at Each Additional Level: 4 + Int Prerequisites: Extreme effort, improved
modifier. extreme effort.
Ignore Hardness Talent Tree: The Martial
CLASS FEATURES Artist has an innate talent for finding weaknesses
Weapon and Armor Proficiencies: Martial in opponents. This allows a soldier to ignore some
Artists receive the Personal Firearms Proficiency of an opponent’s hardness or magical defense
and Simple Weapons Proficiency as well as being when making a melee attack to damage it.
proficient in Light armor. Ignore Hardness: The Martial Artist ignores
Talents: 1st, 5th, 9th, 13th, and 17th level, 1 point of an object’s hardness. In 3.0, the
the Martial Artist selects a talent from the Soldiers attack counts as a +1 weapon for
following talent trees. Some trees have a set damage penetration. In 3.5, the weapon
order that must be followed, while others provide retracts 5 points of damage reduction, regardless
a list to choose from. As long as the Martial Artist of type.

105
Bonus Feats: At 2nd, 6th, 10th, 14th, and
Improved Ignore Hardness: The Martial 18th level, the Martial Artist gets a bonus feat.
Artist ignores 1 additional point of an object’s The bonus feat must be selected from the
hardness (for a total of 2). In 3.0, the Soldiers following list, and the Martial Artist must meet all
attack counts as a +1 weapon for damage the prerequisites of the feat to select it.
penetration. In 3.5, the weapon retracts 10 Acrobatic, Advanced Combat Martial Arts,
points of damage reduction, regardless of type. Martial Weapons Proficiency, Exotic Weapons
Prerequisite: Ignore hardness. Proficiency, Combat Reflexes, Combat Throw,
Advanced Ignore Hardness: The Martial Elusive Target, Improved Combat Throw,
Artist ignores 1 additional point of an object’s Unbalance Opponent.
hardness (for a total of 3). In 3.0, the Soldiers Iron Fist: At 8th level, a Martial Artist
attack counts as a +1 weapon for damage gains the ability to increase the damage he or
penetration. In 3.5, the weapon retracts 15 she deals to a single opponent with a single
points of damage reduction, regardless of type. unarmed strike in a single combat. The martial
Prerequisites: Ignore hardness, improved artist declares the use after making a successful
ignore hardness. unarmed strike. The damage is +1d6 and can
Melee Smash Talent Tree: The Martial only be used as many times a day = to the
Artist has an innate talent that increases melee Characters Dexterity Modifier. At 20th level, this
damage (lethal or non). ability improves. The Martial Artist now adds the
Melee Smash: The Martial Artist receives result to all successful attacks he or she makes in
a +1 bonus on melee damage. a round for as many rounds = to her dexterity
Improved Melee Smash: The Martial Artist modifier.
receives an additional +1 bonus on melee Flurry of Blows: At 11th level, a Martial
damage (+2 total). Artist gains the ability to strike with a flurry of
Prerequisite: Melee smash. blows at the expense of accuracy. The Martial
Advanced Melee Smash: The Martial Artist must be unarmored (or just using light) to
Artist receives an additional +1 bonus on melee use this talent, and he or she must make
damage (+3 total). unarmed strikes to gain the benefit. With a flurry
Prerequisites: Melee smash, improved of blows, the Martial Artist may make one extra
melee smash. attack in a round at his or her highest base
Martial Arts: The Martial Artist attacks attack bonus. This attack and each other attack
with either fist interchangeably, or even with made in the round take a –2 penalty. Using this
elbows, knees, and feet. This means that the ability is a full-round action.
Martial Artist may even make unarmed strikes
when his or her hands are full, and there is no
such thing as an off-hand attack for a Martial GUNSLINGER
Artist striking unarmed (counts as having the Two
Weapon Fighting Feat with fighting unarmed). GAME RULE INFORMATION
The Martial Artist also gains a +1 dodge bonus to Abilities: The Gunslinger needs Dexterity
Defense against melee attacks. to dodge and to aim her weapons properly.
Special: A condition that makes the Hit Dice: d8
character lose his or her Dexterity bonus to Gadget Points: 4 + Charisma Bonus
Defense also makes the character lose dodge Weapon Points: 12 + Charisma Bonus
bonuses. Also, dodge bonuses stack, unlike most
other types of bonuses.
CLASS SKILLS
The Gunslinger’s class skills (and the key
Living Weapon: The Martial Artist also
ability for each skill) are: Bluff (Cha), Demolitions
deals more damage with unarmed strikes. At 1st
(Int), Drive (Dex), Escape Artist (Dex), Gamble
level, the martial artist deals 1d6 points of
(Wis), Intimidate (Cha), Knowledge (current
damage with an unarmed strike. At 4th level,
events, popular culture, streetwise) (Int), Move
damage increases to 1d8. At 15th level, it
Silently (Dex), Profession (Wis), Ride (Dex), Sleight
increases to 1d10. The Artist can choose to either
of Hand (Dex), Spot (Wis), Survival (Wis), Tumble
deliver this as lethal or non-lethal damage.
(Dex), Balance (Dex), Craft (mechanical) (Int),
Flying Kick: Starting at 3rd level, a
Hide (Dex), Pilot (Dex), Ride (Dex), Speak
Martial Artist can use a charge to deliver a
devastating flying kick to an opponent. At the
Skill Points at 1st Level: (5 + Int modifier) x4.
end of this charge, the martial artist adds his or
Skill Points at Each Additional Level: 5 + Int
her class level as a bonus to the damage he or
modifier.
she deals with an unarmed strike.

106
Gunslinger Base Attack Bonus Fort Ref Will Special Defense Reputation
Class Level Save Save Save Bonus Bonus
1 +0 +0 +1 +0 Close Combat Shot, Talent +3 +0
2 +1 +0 +2 +0 Bonus feat +4 +0
3 +2 +1 +2 +1 Weapon Focus +4 +1
4 +3 +1 +2 +1 +5 +1
5 +3 +1 +3 +1 Talent +5 +1
6 +4 +2 +3 +2 Bonus Feat +6 +2
7 +5 +2 +4 +2 Defensive Position +6 +2
8 +6 / +1 +2 +4 +2 Lightening Shot +7 +2
9 +6 / +1 +3 +4 +3 Talent +7 +3
10 +7 / +2 +3 +5 +3 Bonus Feat +8 +3
11 +8 / +3 +3 +5 +3 +8 +3
12 +9 / +4 +4 +6 +4 Sharp Shooting +9 +4
13 +9 / +4 +4 +6 +4 Talent +9 +4
14 +10 / +5 +4 +6 +4 +10 +4
15 +11 / +6 / +1 +5 +7 +5 +10 +5
16 +12 / +7 / +1 +5 +7 +5 Greater Weapon Focus +11 +5
17 +12 / +7 / +7 / +2 +5 +8 +5 Talent +11 +5
18 +13 / +8 / +8 / +3 +6 +8 +6 Bonus Feat +12 +6
19 +14 / +9 / +9 / +4 +6 +8 +6 +12 +6
20 +15 / +10 / +10 / +4 +6 +9 +6 Bullseye +13 +6
CLASS FEATURES with a potentially lethal attack to take less
All of the following are class features of damage from it. When the Gunslinger is reduced
the Gunslinger. to 0 hit points or less by damage in combat (from
Weapon and Armor Proficiencies: The a ranged or melee attack), the Gunslinger can
Gunslinger begins play with the Simple Weapons attempt to roll with the damage.
Proficiency feat and the Personal Firearms The Gunslinger makes a Reflex saving
Proficiency Feat. throw (DC = damage dealt). If the save
Talents: At 1st, 5th, 9th, 13th, and 17th succeeds, he or she takes only half damage. The
level, the Gunslinger selects a talent from the Gunslinger must be able to react to the attack to
following talent trees. Some trees have a set execute a defensive roll—if the Gunslinger is
order that must be followed, while others provide immobilized, he or she can’t use this talent. Since
a list to choose from. As long as the character this effect would not normally allow a character
qualifies, he or she can select freely from any to make a Reflex save for half damage, the
talent trees. No talent can be selected more Gunslinger’s evasion talent doesn’t apply to the
than once unless expressly indicated. defensive roll.
Defensive Talent Tree: Gunslinger gains Prerequisites: Evasion, uncanny dodge 1.
the ability to improve his or her innate defensive Opportunist: The Gunslinger can make
talents as the character attains new levels. an attack of opportunity against an opponent
Evasion: If the Gunslinger is exposed to who has just been struck for damage in melee by
any effect that normally allows a character to another character. This attack counts as the
attempt a Reflex saving throw for half damage, Gunslinger attack of opportunity for that round.
she suffers no damage if he or she makes a Even a Gunslinger with the Combat Reflexes feat
successful saving throw. Evasion can only be can’t use this talent more than once per round.
used when wearing light armor or no armor. Prerequisite: Evasion.
Uncanny Dodge 1: The Gunslinger retains Increased Speed Talent Tree: The
his or her Dexterity bonus to Defense regardless of Gunslinger can increase his or her natural base
being caught flat-footed or struck by a hidden speed.
attacker. (The Gunslinger still loses his or her Increased Speed: The Gunslinger base
Dexterity bonus to Defense if he or she is speed increases by 5 feet.
immobilized.) Improved Increased Speed: The
Prerequisite: Evasion. Gunslinger’s base speed increases by 5 feet. This
Uncanny Dodge 2: The Gunslinger can talent stacks with increased speed (10 feet total).
no longer be flanked; she can react to Prerequisite: Increased speed.
opponents on opposite sides of him or herself as Advanced Increased Speed: The
easily as he or she can react to a single attacker. Gunslinger ‘s base speed increases by 5 feet. This
Prerequisites: Evasion, Uncanny dodge 1. talent stacks with increased speed and improved
Defensive Roll: The Gunslinger can roll increased speed (15 feet total).
Prerequisites: Increased speed, improved

107
increased speed. Lightning Shot: Starting at 8th level, a
Bonus Feats: At 2nd, 6th, 10th, 14th, and Gunslinger can make a flurry of ranged attacks
18th level, the Gunslinger gains a bonus feat. This with a personal firearm at the expense of
feat must be selected from the following list, and accuracy. With a lightning shot, the Gunslinger
the Gunslinger must meet any prerequisites. may make one extra ranged attack with a
Acrobatic, Combat Expertise, Combat Throw, personal firearm in a round at his or her highest
Defensive Martial Arts, Elusive Target, Focused, base attack bonus. This attack and each other
Improved Disarm, Mobility, Point Blank Shot, attack made in the round take a –2 penalty.
Stealthy, Weapon Finesse. Advanced Firearms Using lightning shot is a full-round action. The
Proficiency, Burst Fire, Dead Aim, Double Tap, Far Gunslinger can’t take more than a 5-foot step
Shot, Improved Two-Weapon Fighting, Precise and use lightning shot in the same round.
Shot, Quick Draw, Quick Reload, Shot on the Run, Sharp-Shooting: At 12 level, if the
Skip Shot, Strafe, Two-Weapon Fighting. Gunslinger uses a personal firearm to attack a
Close Combat Shot: At 1st level, a target, the cover bonus to the target’s Defense is
Gunslinger gains the ability to make a ranged reduced by 2.
attack with a Medium-size or smaller firearm while Greater Weapon Focus: At 16th level, a
in a threatened area without provoking an Gunslinger receives a +1 competence bonus on
attack of opportunity. attack rolls made with the firearm selected for
Weapon Focus: At 3rd level, a the Weapon Focus ability at 2nd level. This bonus
Gunslinger gains the Weapon Focus class stacks with the earlier bonus.
feature, providing the benefit of the feat with the Bullseye: At 20th level, a Gunslinger
same name. The Gunslinger must choose a becomes so adept at using the firearm to which
specific personal firearm. The gunslinger adds +1 he or she has applied Weapon Focus and
to all attack rolls made using the selected Greater Weapon Focus that the gunslinger’s
personal firearm. attacks with that firearm can deal extra
Defensive Position: Starting at 7th level, damage. With a successful attack, before
the Gunslinger gains an additional +2 cover damage is rolled, the gunslinger deals +3d6
bonus to Defense and an additional +2 cover points of damage.
bonus on Reflex saves whenever he or she has
one-quarter, one-half, three-quarters, or nine-
tenths cover.
________________________________________________________________________________________________________

INFILTRATOR
Class Base Attack Bonus Fort Ref Will Special Defense Reputation
Level Save Save Save Bonus Bonus
1 +0 +0 +2 +0 Talent, Sweep +1 +1
2 +1 +0 +3 +0 Bonus Feat +2 +1
3 +2 +1 +3 +1 Improvised Implements +2 +1
4 +3 +1 +4 +1 +3 +2
5 +3 +1 +4 +1 Talent +4 +2
6 +4 +2 +5 +2 Bonus Feat +4 +2
7 +5 +2 +5 +2 Improved Evasion +5 +3
8 +6 / +1 +2 +6 +2 Skill Mastery +6 +3
9 +6 / +1 +3 +6 +3 Talent +6 +3
10 +7 / +2 +3 +7 +3 Bonus Feat +7 +4
11 +8 / +3 +3 +7 +3 +8 +4
12 +9 / +4 +4 +8 +4 Improvised Weapon Damage +8 +4
13 +9 / +4 +4 +8 +4 Talent +9 +5
14 +10 / +5 +4 +9 +4 Bonus Feat +10 +5
15 +11 / +6 / +1 +5 +9 +5 +10 +5
16 +12 / +7 / +1 +5 +10 +5 Improved Sweep +11 +6
17 +12 / +7 / +7 / +2 +5 +10 +5 Talent +12 +6
18 +13 / +8 / +8 / +3 +6 +11 +6 Bonus Feat +12 +6
19 +14 / +9 / +9 / +4 +6 +11 +6 +13 +7
20 +15 / +10 / +10 / +4 +6 +12 +6 Without a Trace +14 +7

108
Defensive Roll: The Infiltrator can roll with
GAME RULE INFORMATION a potentially lethal attack to take less damage
Abilities: Dexterity is key to an Infiltrator’s
from it. When the Infiltrator would be reduced to
abilities
0 hit points or less by damage in combat (from a
Hit Dice: d8
ranged or melee attack), the Infiltrator can
Gadget Points: 6 + Charisma Bonus
attempt to roll with the damage. The Infiltrator
Weapon Points: 9 + Charisma Bonus
makes a Reflex saving throw (DC = damage
CLASS SKILLS dealt). If the save succeeds, he or she takes only
The Infiltrator’s class skills (and the key half damage. The Infiltrator must be able to
ability for each skill) are: Balance (Dex), Climb react to the attack to execute a defensive roll—if
(Str), Disguise (Cha), Disable Device (Int), Escape the Infiltrator is immobilized, he or she can’t use
Artist (Dex), Hide (Dex), Spot (Wis), Investigate this talent. Since this effect would not normally
(Int), Jump (Str), Knowledge (art, business, current allow a character to make a Reflex save for half
events, popular culture, streetwise) (Int), Listen damage, the Infiltrator’s evasion talent doesn’t
(Wis), Move Silently (Dex), Profession (Wis), Search apply to the defensive roll.
(Int), Sleight of Hand (Dex), Craft (mechanical) Prerequisites: Evasion, uncanny dodge 1.
(Int), Drive (Dex), Pilot (Dex), Ride (Dex), and Opportunist: The Infiltrator can make an
Tumble (Dex). attack of opportunity against an opponent who
Skill Points at 1st Level: (6 + Int modifier) x4. has just been struck for damage in melee by
Skill Points at Each Additional Level: 6 + Int another character. This attack counts as the
modifier. Infiltrator attack of opportunity for that round.
Even an Infiltrator with the Combat Reflexes feat
CLASS FEATURES can’t use this talent more than once per round.
All of the following are class features of Prerequisite: Evasion.
the Infiltrator. Increased Speed Talent Tree: The
Weapon and Armor Proficiencies: The Infiltrator can increase his or her natural base
Infiltrator begins play with the Simple Weapons speed.
Proficiency feat and the Personal Firearms Increased Speed: The Infiltrator base
Proficiency Feat. speed increases by 5 feet.
Talents: At 1st, 5th, 9th, 13th, and 17th Improved Increased Speed: The
level, the Infiltrator selects a talent from the Infiltrator’s base speed increases by 5 feet. This
following talent trees. Some trees have a set talent stacks with increased speed (10 feet total).
order that must be followed, while others provide Prerequisite: Increased speed.
a list to choose from. As long as the character Advanced Increased Speed: The
qualifies, he or she can select freely from any Infiltrator ‘s base speed increases by 5 feet. This
talent trees. No talent can be selected more talent stacks with increased speed and improved
than once unless expressly indicated. increased speed (15 feet total).
Defensive Talent Tree: Infiltrator gains the Prerequisites: Increased speed, improved
ability to improve his or her innate defensive increased speed.
talents as the character attains new levels. Sweep: An Infiltrator knows how to size
Evasion: If the Infiltrator is exposed to any up an area and get the lay of the land in a single
effect that normally allows a character to sweep of his or her eyes. This sweep provides a
attempt a Reflex saving throw for half damage, +4 circumstance bonus on Spot checks and
the Infiltrator suffers no damage if he or she covers an area out to 30 feet away from the
makes a successful saving throw. Evasion can Infiltrator (but not behind him or her). The
only be used when wearing light armor or no Infiltrator can use this bonus at the start of an
armor. encounter. Anything not concealed can be
Uncanny Dodge 1: The Infiltrator retains spotted in a sweep with a successful check (DC
his or her Dexterity bonus to Defense regardless of 10). The DC for concealed or less obvious threats
being caught flat-footed or struck by a hidden is equal to their Hide check result.
attacker. (The Gunslinger still loses his or her Improvised Implements: At 3rd level, an
Dexterity bonus to Defense if he or she is Infiltrator no longer takes a –4 penalty when
immobilized.) wielding an improvised weapon. In addition, the
Prerequisite: Evasion. Infiltrator is able to make do without proper
Uncanny Dodge 2: The Infiltrator can no equipment in certain circumstances: the
longer be flanked; the character can react to Infiltrator no longer takes a –4 penalty when using
opponents on opposite sides of him or herself as the Climb and Disable Device skills without the
easily as he or she can react to a single attacker. proper tools.
Prerequisites: Evasion, uncanny dodge 1.

109
Bonus Feats: At 2nd, 6th, 10th, 14th, and the Infiltrator may take 10 even if stress and
18th level, the Infiltrator gets a bonus feat. The distractions would normally prevent him or her
bonus feat must be selected from the following from doing so.
list, and the Infiltrator must meet all the Improvised Weapon Damage: At 12th
prerequisites of the feat to select it. level, an Infiltrator’s attacks with improvised
Acrobatic, Alertness, Armor Proficiency weapons deal more damage. The Infiltrator
(light), Athletic, Attentive, Brawl, Cautious, treats an improvised weapon as one size
Defensive Martial Arts, Dodge, Elusive Target, category larger than it is for determining the
Meticulous, Mobility, Nimble, Renown, Run, damage it deals.
Stealthy, Combat Expertise, Combat Throw, Improved Sweep: At 16th level, an
Double Tap, Focused, Improved Disarm, Personal Infiltrator’s ability to get the lay of the land
Firearms Proficiency, Point Blank Shot, Weapon improves. Now the Infiltrator not only spots
Finesse. potential perils with a successful check, he or she
Improved Evasion: If an Infiltrator of 6th can determine the relative strength of these
level or higher is exposed to any effect that dangers. A successful check relates the danger’s
normally allows a character to attempt a Reflex strength compared to the Infiltrator: stronger
saving throw for half damage, the Infiltrator (higher level or Hit Dice), on par (same level or
suffers no damage if he or she makes a HD), or weaker (lower level or HD).
successful saving throw and only half damage on Without a Trace: At 20th level, when an
a failed save. Improved evasion can only be Infiltrator uses any of the following skills: Balance,
used when wearing light armor or no armor. For Climb, Disable Device, Escape Artist, Hide, Move
an Infiltrator who does not have evasion chosen, Silently, and Sleight of Hand, those using
improved evasion counts as evasion Investigate, Listen, Search, or Spot to detect the
Skill Mastery: At 8th level, an Infiltrator Infiltrator’s activity take a –4 penalty.
selects a number of skills from his or her class list
equal to 3 + his or her Intelligence modifier.
When making a check using one of these skills,
________________________________________________________________________________________________________

THE DAREDEVIL
Class Base Attack Bonus Fort Ref Will Special Defense Reputation
Level Save Save Save Bonus Bonus
1 +0 +1 +0 +0 Talent, Fearless +1 +0
2 +1 +2 +0 +0 Bonus feat +2 +0
3 +2 +2 +1 +1 Nip-up +2 +1
4 +3 +2 +1 +1 Boost +3 +1
5 +3 +3 +1 +1 Talent +3 +1
6 +4 +3 +2 +2 Bonus Feat +3 +2
7 +5 +4 +2 +2 Adrenaline rush (one ability +4 +2
score)
8 +6 / +1 +4 +2 +2 +4 +2
9 +6 / +1 +4 +3 +3 Talent +5 +3
10 +7 / +2 +5 +3 +3 Bonus Feat +5 +3
11 +8 / +3 +5 +3 +3 Delay damage +5 +3
12 +9 / +4 +6 +4 +4 +6 +4
13 +9 / +4 +6 +4 +4 Talent +6 +4
14 +10 / +5 +6 +4 +4 Bonus Feat +7 +4
15 +11 / +6 / +1 +7 +5 +5 Adrenaline rush (two ability +7 +5
scores)
16 +12 / +7 / +1 +7 +5 +5 +7 +5
17 +12 / +7 / +7 / +2 +8 +5 +5 Talent +8 +5
18 +13 / +8 / +8 / +3 +8 +6 +6 Bonus Feat +8 +6
19 +14 / +9 / +9 / +4 +8 +6 +6 +9 +6
20 +15 / +10 / +10 / +4 +9 +6 +6 Damage threshold +9 +6

110
ignores an additional 1-point of damage from
GAME RULE INFORMATION melee and ranged weapons (DR 3/— total).
Abilities: Constitution and Dexterity are
Prerequisites: Damage reduction 1/—,
the most important abilities for a Daredevil.
damage reduction 2/—, one other talent from
Hit Dice: d10
either the Energy Resistance Talent Tree or the
Gadget Points: 12 + Charisma Bonus
Unbreakable Talent Tree.
Weapon Points: 3 + Charisma Bonus
Energy Resistance Talent Tree: The
CLASS SKILLS Daredevil is particularly resistant to certain kinds
The Daredevil’s class skills (and the key of deadly energy effects. These talents can be
ability for each skill) are: Balance (Dex), Climb selected in any order.
(Str), Concentration (Con), Demolitions (Int), Drive Acid Resistance: The Daredevil ignores
(Dex), Escape Artist (Dex), Intimidate (Cha), an amount of acid damage equal to his or her
Jump (Str), Knowledge (current events, popular Constitution modifier.
culture) (Int), Perform (act) (Cha), Pilot (Dex), Cold Resistance: The Daredevil ignores
Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), an amount of cold damage equal to his or her
Tumble (Dex), Craft (mechanical, structural) (Int), Constitution modifier.
and Survival (Wis). Electricity Resistance: The Daredevil
ignores an amount of electricity damage equal
Skill Points at 1st Level: (4 + Int modifier) x4. to his or her Constitution modifier.
Skill Points at Each Additional Level: 4 + Int Fire Resistance: The Daredevil ignores an
modifier. amount of fire damage equal to his or her
Constitution modifier.
CLASS FEATURES Sonic/Concussion Resistance: The
All of the following are class features of Daredevil ignores an amount of sonic or
the Daredevil. concussion damage equal to his or her
Weapon and Armor Proficiencies: Constitution modifier.
A daredevil begins play with the Simple Unbreakable Talent Tree: The Daredevil
Weapons Proficiency feat. is particularly resilient thanks to the following
Talents: At 1st, 5th, 9th, and 13th and talents.
17th levels, the Daredevil selects a talent from Remain Conscious: The Daredevil gains
the following talent trees. Some trees have a set the ability to continue to perform actions when
order that must be followed, while others provide he or she would otherwise be considered
a list to choose from. As long as the Daredevil unconscious and dying. When the Daredevil’s hit
qualifies, he or she can select freely from any points reach –1, the character can perform as
talent trees. No talent can be selected more though he or she were disabled, making either
than once unless expressly indicated. an attack action or a move action every round
Damage Reduction Talent Tree: The until the character reaches –10 hit points (and
Daredevil has an innate talent to ignore a set dies) or the character’s hit points return to 1 or
amount of damage from most weapons, but not higher. The character can choose to succumb
from energy or special attack forms (which may to unconsciousness if he or she thinks that doing
or may not exist, depending on the campaign). so might prevent him or her from taking more
Before the Daredevil can, select a talent from this damage.
tree the character must have previously selected Robust: The Daredevil becomes
at least one talent from the Energy Resistance or especially robust, gaining a number of hit points
Unbreakable Talent Tree. equal to his or her Daredevil level as soon as he
Damage Reduction 1/—: The Daredevil or she selects this talent. Thereafter, the
ignores 1 point of damage from melee and character gains +1 hit point with each level of
ranged weapons. Daredevil he or she gains.
Prerequisite: One other talent from either Second Wind: The Daredevil can gain a
the Energy Resistance Talent Tree or the second wind. When the character does this, he
Unbreakable Talent Tree. or she recovers a number of hit points equal to his
Damage Reduction 2/—: The Daredevil or her Constitution modifier = to her Constitution
ignores an additional 1-point of damage from modifier per day / 2 (round down). This talent
melee and ranged weapons (DR 2/— total). does not increase the Daredevil’s hit points
Prerequisites: Damage reduction 1/—, beyond the character’s full normal total.
one other talent from either the Energy Stamina: The Daredevil recovers twice as
Resistance Talent Tree or the Unbreakable Talent fast as normal. Therefore, the Daredevil recovers
Tree. 2 hit points per character level per evening of
Damage Reduction 3/—: The Daredevil

111
rest, 2 points of temporary ability damage per boosted). A Daredevil can only use it once per
evening of rest, and awakens in half the normal roll and can accomplish this task as many times a
time after being knocked unconscious. day = Constitution Bonus.
Prerequisite: Robust. Adrenaline Rush: At 7th level, a
Bonus Feats: At 2nd, 6th, 10th, 14th, and Daredevil can temporarily increase one of his or
18th level, the Daredevil gains a bonus feat. This her physical ability scores (Strength, Dexterity, or
feat must be selected from the following list, and Constitution). The Daredevil can increase one
the Daredevil must meet any prerequisites. ability 1d4+1 points. The increase lasts for a
Alertness, Athletic, Brawl, Confident, Endurance, number of rounds equal to his or her class level.
Great Fortitude, Improved Brawl, Improved Bull At the end of the duration, the Daredevil is
Rush, Improved Feint, Knockout Punch, Power fatigued for 1d4+1 rounds.
Attack, Street fighting, Toughness, Vehicle Expert. At 15th level, a Daredevil can
Acrobatic, Armor Proficiency (light), Armor temporarily increase two physical ability scores.
Proficiency (medium), Cautious, Dodge, Force At the end of the duration, the Daredevil is
Stop, Improved Damage Threshold, Improved fatigued for 1d6+2 rounds.
Knockout Punch, Mobility, Nimble, Spring Attack, Delay Damage: Once per day, a
Surface Vehicle Operation, Vehicle Dodge/ Daredevil of 11th level or higher can delay the
Fearless: A Daredevil gains a +4 morale damage dealt by a single attack or effect for a
bonus on Will saves to resist fear effects and on number of rounds equal to his or her class level
level checks to oppose Intimidate checks. divided by two.
Nip-Up: A Daredevil of 3rd level or Damage Threshold: A 20th-level
higher can stand up from a prone position as a Daredevil can shake off massive hits by rolling
free action. with the damage or somehow only being
Boost: This ability, gained at 4th level, glanced at the last second. Once a day, if the
allows a Daredevil to increase a roll after it has Daredevil is inflicted with damage that will result
been made. A Daredevil can add a d4 to any in his or her death or knockout, they can turn it
die roll pertaining to an attribute (shooting, instantly to only being at one hit point.
running, just not damage rolls unless strength
________________________________________________________________________________________________________

THE BODYGUARD
Weapon and Armor Proficiencies:
A Bodyguard begins play with the Simple
GAME RULE INFORMATION Weapons Proficiency feat and the Personal
Abilities: Constitution is vital to a Firearms Feat.
Bodyguard to protect him and his ally. Talents: At 1st, 5th, 9th, and 13th and
Hit Dice: d12 17th levels, the Bodyguard selects a talent from
Gadget Points: 6 + Charisma Bonus the following talent trees. Some trees have a set
Weapon Points: 9 + Charisma Bonus order that must be followed, while others provide
CLASS SKILLS a list to choose from. As long as the Bodyguard
qualifies, he or she can select freely from any
The Bodyguard’s class skills (and the key
talent trees. No talent can be selected more
ability for each skill) are: Balance (Dex), Climb
than once unless expressly indicated.
(Str), Concentration (Con), Demolitions (Int), Drive
Damage Reduction Talent Tree:
(Dex), Intimidate (Cha), Jump (Str), Knowledge
The Bodyguard has an innate talent to ignore a
(current events, popular culture) (Int), Pilot (Dex),
set amount of damage from most weapons, but
Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str),
not from energy or special attack forms (which
Tumble (Dex), Disguise (Cha), Forgery (Int),
may or may not exist, depending on the
Gather Information (Cha), Listen (Wis), Profession
campaign). Before the Daredevil can select a
(Wis), Search (Int), Sense Motive (Wis),
talent from this tree the character must have
previously selected at least one talent from the
Skill Points at 1st Level: (4 + Int modifier) x4.
Energy Resistance or Unbreakable Talent Tree.
Skill Points at Each Additional Level: 4 + Int
Damage Reduction 1/—: The Bodyguard
modifier.
ignores 1 point of damage from melee and
CLASS FEATURES ranged weapons.
All of the following are class features of Prerequisite: One other talent from either
the Bodyguard. the Energy Resistance Talent Tree or the

112
Bodyguard Base Attack Bonus Fort Ref Will Special Defense Reputation
Class Save Save Save Bonus Bonus
Level
1 +0 +1 +2 +0 Talent, Harm’s way +1 +0
2 +1 +2 +3 +0 Bonus feat +1 +0
3 +2 +2 +3 +1 Combat sense +1 +2 +1
4 +3 +2 +4 +1 +2 +1
5 +3 +3 +4 +1 Talent +3 +1
6 +4 +3 +5 +2 Bonus Feat +3 +2
7 +5 +4 +5 +2 Sudden action +4 +2
8 +6 / +1 +4 +6 +2 +4 +2
9 +6 / +1 +4 +6 +3 Talent +5 +3
10 +7 / +2 +5 +7 +3 Bonus Feat +5 +3
11 +8 / +3 +5 +7 +3 Improved charge +6 +3
12 +9 / +4 +6 +8 +4 +6 +4
13 +9 / +4 +6 +8 +4 Talent +7 +4
14 +10 / +5 +6 +9 +4 Bonus Feat +7 +4
15 +11 / +6 / +1 +7 +9 +5 Defensive strike +8 +5
16 +12 / +7 / +1 +7 +10 +5 Combat sense +2 +8 +5
17 +12 / +7 / +7 / +2 +8 +10 +5 Talent +9 +5
18 +13 / +8 / +8 / +3 +8 +11 +6 Bonus Feat +9 +6
19 +14 / +9 / +9 / +4 +8 +11 +6 +10 +6
20 +15 / +10 / +10 / +4 +9 +12 +6 Blanket protection +10 +6
Unbreakable Talent Tree. is particularly resilient thanks to the following
Damage Reduction 2/—: The Bodyguard talents.
ignores an additional 1-point of damage from Remain Conscious: The Bodyguard gains
melee and ranged weapons (DR 2/— total). the ability to continue to perform actions when
Prerequisites: Damage reduction 1/—, he or she would otherwise be considered
one other talent from either the Energy unconscious and dying. When the Bodyguard’s
Resistance Talent Tree or the Unbreakable Talent hit points reach –1, the character can perform as
Tree. though he or she were disabled, making either
Damage Reduction 3/—: The Bodyguard an attack action or a move action every round
ignores an additional 1-point of damage from until the character reaches –10 hit points (and
melee and ranged weapons (DR 3/— total). dies) or the character’s hit points return to 1 or
Prerequisites: Damage reduction 1/—, higher. The character can choose to succumb
damage reduction 2/—, one other talent from to unconsciousness if he or she thinks that doing
either the Energy Resistance Talent Tree or the so might prevent him or her from taking more
Unbreakable Talent Tree. damage.
Energy Resistance Talent Tree: The Robust: The Bodyguard becomes
Bodyguard is particularly resistant to certain kinds especially robust, gaining a number of hit points
of deadly energy effects. These talents can be equal to his or her Daredevil level as soon as he
selected in any order. or she selects this talent. Thereafter, the
Acid Resistance: The Bodyguard ignores character gains +1 hit point with each level of
an amount of acid damage equal to his or her Bodyguard he or she gains.
Constitution modifier. Second Wind: The Bodyguard can gain
Cold Resistance: The Bodyguard ignores a second wind. When the character does this,
an amount of cold damage equal to his or her he or she recovers a number of hit points equal
Constitution modifier. to his or her Constitution modifier = to her
Electricity Resistance: The Bodyguard Constitution modifier per day / 2 (round down).
ignores an amount of electricity damage equal This talent does not increase the Bodyguard’s hit
to his or her Constitution modifier. points beyond the character’s full normal total.
Fire Resistance: The Bodyguard ignores Stamina: The Character recovers twice
an amount of fire damage equal to his or her as fast as normal. Therefore, the Daredevil
Constitution modifier. recovers 2 hit points per character level per
Sonic/Concussion Resistance: The evening of rest, 2 points of temporary ability
Bodyguard ignores an amount of sonic or damage per evening of rest, and awakens in half
concussion damage equal to his or her the normal time after being knocked
Constitution modifier. unconscious.
Unbreakable Talent Tree: The Bodyguard Prerequisite: Robust.

113
Bonus Feats: At 2nd, 6th, 10th, 14th, and to +2.
18th level, the Bodyguard gains a bonus feat. Sudden Action: Once per day, a
This feat must be selected from the following list, Bodyguard of 7th level or higher can focus his or
and the Bodyguard must meet any prerequisites. her effort to burst into sudden action when the
Alertness, Athletic, Brawl, Great Fortitude, situation calls for it. The Bodyguard can change
Improved Brawl, Improved Bull Rush, Improved his or her place in the initiative order, moving
Feint, Knockout Punch, Power Attack, Street higher in the count by a number less than or
fighting, Toughness, Vehicle Expert, Advanced equal to his or her class level, as the Bodyguard
Firearms Proficiency, Armor Proficiency (light), sees fit. The Bodyguard can declare the use of
Armor Proficiency (medium), Attentive, Combat this ability at the start of any round, before
Expertise, Combat Reflexes, Double Tap, anyone else takes an action.
Improved Feint, Improved Knockout Punch, Improved Charge: A Bodyguard of 11th
Knockout Punch, Precise Shot, Quick Draw, Quick level or higher can make a charge without
Reload, having to move in a straight line. All other
Harm’s Way: Once per round, if the charge rules apply, but the Bodyguard can alter
Bodyguard is adjacent to an ally who is targeted his or her direction when making a charge to
by a direct melee or ranged attack (but not an avoid obstacles.
area effect), the Bodyguard can subject him or Defensive Strike: At 15th level, if an
herself to the attack in the ally’s stead. If the opponent makes a melee attack against the
attack hits the Bodyguard, he or her takes Bodyguard and misses while the Bodyguard is
damage normally. If it misses, it also misses the using the total defense option, the Bodyguard
ally. The Bodyguard must declare his or her can attack that opponent on his or her next turn
intention to place him or herself in harm’s way (as an attack action) with a +4 bonus on his or
before the attack roll is made. The Bodyguard her attack roll. The Bodyguard gains no bonus
selects his or her ally either before combat or against an opponent who doesn’t attack the
immediately after the Bodyguard makes his or Bodyguard or against an opponent who makes a
her initiative check. The Bodyguard can’t successful attack.
change his or her ally for the duration of the Blanket Protection: At 20th level, a
combat. Bodyguard can use his or her expertise to provide
Combat Sense: This ability allows a protection for up to six allies (not including him or
Bodyguard of 3rd level or higher to designate a herself). The Bodyguard takes a full-round action
single opponent during his or her action and to issue orders and directions. Doing this provides
receive a +1 competence bonus on attacks the Bodyguard’s allies with a +1 insight bonus to
against that opponent. The Bodyguard can Defense for 3 rounds.
select a new opponent on any action.
At 16th level, the competence bonus increases
________________________________________________________________________________________________________

FIELD SCIENTIEST
theology and philosophy) (Int), Repair (Int),
GAME RULE INFORMATION Research (Int),
Abilities: Without high Intelligence, the
Skill Points at 1st Level: (8 + Int modifier) x4.
Scientist is just a dumb person without a gun.
Skill Points at Each Additional Level: 8 + Int
Hit Dice: d8
modifier.
Gadget Points: 13 + Charisma Bonus
Weapon Points: 2 + Charisma Bonus CLASS FEATURES
All of the following are class features of
CLASS SKILLS the Field Scientist.
The Field Scientist’s class skills (and the
Weapon and Armor Proficiencies:
key ability for each skill) are: Computer Use (Int),
A Field Scientist begins play with the
Craft (chemical, electronic, mechanical,
Simple Weapons Proficiency feat.
pharmaceutical), Decipher Script (Int),
Talents: At 1st, 5th, 9th, and 13th and
Demolitions (Int), Disable Device (Int), Drive (Dex),
17th levels, Field Scientist selects a talent from the
Investigate (Int), Navigate (Int), Pilot (Dex),
following talent trees. Some trees have a set
Profession (Wis), Search (Int), Forgery (Int),
order that must be followed, while others provide
Knowledge (arcane lore, art, behavioral
a list to choose from. As long as the character
sciences, business, civics, current events, earth
qualifies, he or she can select freely from any
and life sciences, history, physical sciences,
talent trees. No talent can be selected more
popular culture, streetwise, tactics, technology,
than once unless expressly indicated.

114
Scientist Base Attack Fort Ref Will Special Defense Reputation
Class Bonus Save Save Save Bonus Bonus
Level
1 +0 +1 +1 +1 Talent, Smart defense +0 +1
2 +1 +2 +2 +2 Bonus feat +1 +1
3 +1 +2 +2 +2 Scientific improvisation +1 +1
4 +2 +2 +2 +2 +1 +2
5 +2 +3 +3 +3 Talent +2 +2
6 +3 +3 +3 +3 Bonus Feat +2 +2
7 +3 +3 +3 +4 Skill mastery +2 +3
8 +4 +4 +4 +4 +3 +3
9 +4 +4 +4 +4 Talent +3 +3
10 +5 +4 +4 +5 Bonus Feat +3 +4
11 +5 +5 +5 +5 Minor breakthrough +4 +4
12 +6 / +1 +5 +5 +6 +4 +4
13 +6 / +1 +5 +5 +6 Talent +4 +5
14 +70 / +2 +6 +6 +6 Bonus Feat +5 +5
15 +7 / +2 +6 +6 +7 Smart survival +5 +5
16 +8 / +3 +6 +6 +7 Smart weapon +5 +6
17 +8 / +3 +7 +7 +8 Talent +6 +6
18 +9 / +4 +7 +7 +8 Bonus Feat +6 +6
19 +9 / +4 +7 +7 +8 +6 +7
20 +10 / +5 +8 +8 +9 Major breakthrough +7 +7
Research Talent Tree: Field Scientist has enough meaning from a conversation or
a natural aptitude for study and fact-finding. document to ascertain the basic message, but
These talents can be selected in any order. this ability in no way simulates actually being
Savant: Select one of the skills listed in able to converse or fluently read and write in a
the following paragraph. The Field Scientist gets given language.
to add a bonus equal to his or her Field Scientist Strategy Talent Tree: The Field Scientist
level when making checks with that skill. A Field has the brainpower to see solutions in most
Scientist can take the talent multiple times; each situations. These talents can be selected in any
time it applies to a different skill. order, but before the character can select a
Computer Use Craft (any single skill) talent from this tree, he or she must have
Decipher Script Demolitions previously selected at least one talent from the
Disable Device Forgery Research Talent Tree.
Investigate Knowledge (any single Exploit Weakness: After 1 round of
skill) combat, Field Scientist can designate one
Navigate Repair opponent and try to find ways to gain an
Research Search advantage by using brains over brawn. The Field
Linguist: With this talent, the Field Scientist Scientist uses a move action and makes an
becomes a master linguist. Whenever the Field Intelligence check (DC 15). If the check
Scientist encounters a new language, either succeeds, for the rest of the combat the Field
spoken or written, he or she can make an Scientist uses his or her Intelligence bonus instead
Intelligence check to determine if he or she can of either Strength or Dexterity bonus on attack
understand it. The check is made with a bonus rolls as the character finds ways to outthink his
equal to the Field Scientist level + the character’s opponent and notices weaknesses in his
Intelligence modifier. For a written language, the opponent’s fighting style.
bonus applies to a Decipher Script check Prerequisite: One talent from the
instead. Research Talent Tree.
The DC for the check depends on the Plan: Before a dramatic situation, either
situation: DC 20 if the language is Terran based combat- or skill-related, the Field Scientist can
(human origins) and is currently spoken. DC 25 if develop a plan of action to handle the situation.
the language is unrelated to any other Using this talent requires preparation; a Field
languages the Field Scientist (Common Echan Scientist can’t use this talent when surprised or
related—Elvish, Gnomish, Dwarfish, etc), and DC otherwise unprepared for a particular situation.
30 if the language is ancient or truly unique The Field Scientist makes an Intelligence check
(Draconic, Infernal, Celestial) Note: They cannot (DC 10) with a bonus equal to the Field Scientist
learn Ancient Draconic with this method. With level divided by two. The result of the check
this special ability, a Field Scientist can glean provides the Field Scientist and allies with a

115
circumstance bonus. A Field Scientist can’t take Intelligence bonus.
10 or 20 when making this check. Scientific Improvisation: At 3rd level, a
Check Result Bonus Field Scientist gains the ability to improvise
9 or lower +0 (check failed) solutions using common objects and scientific
10–14 +1 expertise. This ability lets the Field Scientist create
15–24 +2 objects in a dramatic situation quickly and
25 or higher +3 cheaply, but that have a limited duration.
This bonus can be applied to all skill By combining common objects with a Craft
checks and attack rolls made by the Field check that corresponds to the function desired,
Scientist and his or her allies, but the bonus only the Field Scientist can build a tool or device to
lasts for the first 3 rounds. After that time, reduce deal with any situation.
the bonus by 1 point (to a minimum of +0) for The DC for the Craft check is 5 + the Difficulty
every additional round the situation continues, as Below plus…
the vagaries of circumstance begin to unravel If Echan
even the best-laid plans. GP value of the item divided by 10 (round up,
Prerequisite: One talent from the minimum 1)
Research Talent Tree. If Techan
Trick: The Field Scientist has the ability to GV (Gadget Value) or WV of the item.
temporarily confuse a target (a GM character) Item DC
using ploy and deception. The target must have Simple Weapons (Melee) 2
an Intelligence score of 3 or higher to be Simple Weapons (Ranged) 5
susceptible to a trick, must be within 30 feet of Martial Weapons (Melee) 7
the Field Scientist, and must be able to hear and Martial Weapons (Ranged) 10
understand him or her. Exotic Weapons (Ranged or Cannot Be Done
To play a trick on a target, the Field Melee)
Scientist must use a full-round action and make TL 1 Techan Items 5
an Intelligence check (DC 15). If the Intelligence TL2 Techan Items 10
check succeeds, the target can try to think TL3 Techan Items 15
quickly and ignore the trick. The target resists the TL4 Techan Items 20
trick by making a Reflex saving throw (DC 10 + TL5 Techan Items Cannot be done
Field Scientist’s class level + Field Scientist’s Int Electronic devices, special tools,
bonus). If the saving throw fails, the target weapons, mechanical devices, and more can
becomes dazed (unable to act, but can defend be built with scientific improvisation. It takes a
normally) for 1 round. full-round action per DC5 to make an object with
A trick can only be played on a scientific improvisation. The object, when put
particular target once per encounter. After the into use, lasts for a number of rounds equal to the
first trick in an encounter, whether the attempt Field Scientist’s class level, or until the end of the
succeeds or not, that target becomes wary and current encounter, before it breaks down. It
immune to such ploys. cannot be repaired. The GM may deny the roll if
Prerequisite: One talent from the obvious situations prevents the creation of such a
Research Talent Tree. device (making a computer out of sand)
Bonus Feats: At 2nd, 6th, 10th, 14th, and Skill Mastery: At 7th level, a Field
18th level, the Field Scientist gains a bonus feat. Scientist selects a number of skills from his or her
This feat must be selected from the following list, class list equal to 3 + his or her Intelligence
and the Field Scientist must meet any modifier. When making a skill check using one of
prerequisites. these skills, the Field Scientist may take 10 even if
Builder, Cautious, Combat Expertise, stress and distractions would normally prevent
Educated, Gearhead, Improved Disarm, him or her from doing so.
Improved Trip, Iron Will, Lightning Reflexes, Minor Breakthrough: Upon attaining 11th
Meticulous, Studious, Vehicle Expert, Weapon level, a Field Scientist receives credit for a minor
Focus. Archaic Weapons Proficiency, Attentive, scientific breakthrough that earns him or her the
Cautious, Personal Firearms Proficiency, Point recognition of her peers. The Field Scientist
Blank Shot, Renown. chooses one of the following Knowledge skills:
Smart Defense: A Field Scientist applies behavioral sciences, earth and life sciences,
his or her Intelligence bonus and his or her physical sciences, or technology. When dealing
Dexterity bonus to his or her Defense. Any with others with at least 1 rank in the same
situation that would deny the Field Scientist his or Knowledge skill, the Field Scientist gains a +2
her Dexterity bonus to Defense also denies the bonus on Reputation checks. This only applies to

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Techie Base Attack Bonus Fort Ref Will Special Defense Reputation
Class Save Save Save Bonus Bonus
Level
1 +0 +0 +1 +1 Talent, Jury-rig +2 +0 +1
2 +1 +0 +2 +2 Bonus feat +1 +1
3 +1 +1 +2 +2 Extreme machine +1 +1
4 +2 +1 +2 +2 +1 +2
5 +2 +1 +3 +3 Talent +2 +2
6 +3 +2 +3 +3 Bonus Feat +2 +2
7 +3 +2 +3 +4 Build robot +2 +3
8 +4 +2 +4 +4 +3 +3
9 +4 +3 +4 +4 Talent +3 +3
10 +5 +3 +4 +5 Bonus Feat +3 +4
11 +5 +3 +5 +5 Mastercraft +4 +4
12 +6 / +1 +4 +5 +6 Jury-rig +4 +4 +4
13 +6 / +1 +4 +5 +6 Talent +4 +5
14 +70 / +2 +4 +6 +6 Bonus Feat +5 +5
15 +7 / +2 +5 +6 +7 +5 +5
16 +8 / +3 +5 +6 +7 Mastercraft +5 +6
17 +8 / +3 +5 +7 +8 Talent +6 +6
18 +9 / +4 +6 +7 +8 Bonus Feat +6 +6
19 +9 / +4 +6 +7 +8 +6 +7
20 +10 / +5 +6 +8 +9Mastercraft +7 +7
a Bastion the character wishes to accomplish the his or her Intelligence modifier instead of Strength
breakthrough in and only one. or Dexterity modifier on attack rolls.
This minor breakthrough also provides the Major Breakthrough: At 20th level, the
Field Scientist with an Int Bonus + 3d6 Field Scientist gains a +2 bonus on Reputation
Gadget/Weapon Point bonus increase to spend checks when dealing with individuals who have
on whatever she or he wishes at that Bastion. at least 1 rank in any of the following Knowledge
Smart Survival: A Field Scientist of 15th skills: behavioral sciences, earth and life sciences,
level or higher can reduce the damage dealt by physical sciences, or technology. This bonus
a single attack or effect by 5 points. They can do stacks with the bonus provided by the minor
this once per point of Intelligence bonus per day. breakthrough ability.
Smart Weapon: At 16th level, the Field This major breakthrough also provides
Scientist selects one weapon that he or she is the Field Scientist with a Int Bonus x2 + 3d6
proficient in and can use with one hand. With Gadget/Weapon bonus increase.
the selected weapon, the Field Scientist can use
________________________________________________________________________________________________________

TECHIE
(Int).
GAME RULE INFORMATION
Abilities: Hand-Eye coordination is
Skill Points at 1st Level: (8 + Int modifier) x4.
important but Intelligence is the key to everything
Skill Points at Each Additional Level: 8 + Int
for a Techie.
modifier.
Hit Dice: d6
Gadget Points: 14 + Charisma Bonus CLASS FEATURES
Weapon Points: 1 + Charisma Bonus All of the following are class features of
Techie.
CLASS SKILLS Weapon and Armor Proficiencies:
The Techie’s class skills (and the key ability for
A Techie begins play with the Simple
each skill) are: Computer Use (Int), Craft
Weapons Proficiency feat.
(electronic, mechanical) (Int), Demolitions (Int),
Talents: At 1st, 5th, 9th, and 13th and
Disable Device (Int), Drive (Dex), Knowledge
17th levels, a Techie selects a talent from the
(behavioral sciences, earth and life sciences,
following talent trees. Some trees have a set
physical sciences, popular culture, technology)
order that must be followed, while others provide
(Int), Navigate (Int), Profession (Wis), Repair (Int),
a list to choose from. As long as the character
Research (Int), Spot (Wis), Decipher Script (Int),
qualifies, he or she can select freely from any
Disable Device (Int), Drive (Dex), Investigate (Int),
talent trees. No talent can be selected more
Navigate (Int), Pilot (Dex), Search (Int), Forgery
than once unless expressly indicated.

117
Research Talent Tree: A Techie has a Research Talent Tree.
natural aptitude for study and fact-finding. These Plan: Before a dramatic situation, either
talents can be selected in any order. combat- or skill-related, the Techie can develop
Savant: Select one of the skills listed in a plan of action to handle the situation. Using
the following paragraph. The Techie gets to add this talent requires preparation; a Techie can’t
a bonus equal to his or her Techie when making use this talent when surprised or otherwise
checks with that skill. A Techie can take the unprepared for a particular situation. The Techie
talent multiple times; each time it applies to a makes an Intelligence check (DC 10) with a
different skill. bonus equal to the Techie divided by two. The
Computer Use Craft (any single skill) result of the check provides the Field Scientist
Decipher Script Demolitions and allies with a circumstance bonus. A Field
Disable Device Forgery Scientist cannot take 10 or 20 when making this
Investigate Knowledge (any single check.
skill) Check Result Bonus
Navigate Repair 9 or lower +0 (check failed)
Research Search 10–14 +1
Linguist: With this talent, the Techie 15–24 +2
becomes a master linguist. Whenever the Techie 25 or higher +3
encounters a new language, either spoken or This bonus applies to all skill checks and
written, he or she can make an Intelligence attack rolls made by the Field Scientist and his or
check to determine if he or she can understand her allies, but the bonus only lasts for the first 3
it. The check is made with a bonus equal to the rounds. After that time, reduce the bonus by 1
Techie level + the Techie’s Intelligence modifier. point (to a minimum of +0) for every additional
For a written language, the bonus applies to a round the situation continues, as the vagaries of
Decipher Script check instead. circumstance begin to unravel even the best-laid
The DC for the check depends on the plans.
situation: DC 20 if the language is Terran based Prerequisite: One talent from the
(human origins) and is currently spoken. DC 25 if Research Talent Tree.
the language is unrelated to any other Trick: The Techie has the ability to
languages the Field Scientist (Common Echan temporarily confuse a target (a GM character)
related—Elvish, Gnomish, Dwarfish, etc), and DC using ploy and deception. The target must have
30 if the language is ancient or truly unique an Intelligence score of 3 or higher to be
(Draconic, Infernal, Celestial) Note: They cannot susceptible to a trick, must be within 30 feet of
learn Ancient Draconic with this method. With the Techie, and must be able to hear and
this special ability, a Field Scientist can glean understand him or her.
enough meaning from a conversation or To play a trick on a target, the Techie
document to ascertain the basic message, but must use a full-round action and make an
this ability in no way simulates actually being Intelligence check (DC 15). If the Intelligence
able to converse or fluently read and write in a check succeeds, the target can try to think
given language. quickly and ignore the trick. The target resists the
Strategy Talent Tree: The Techie has the trick by making a Reflex saving throw (DC 10 +
brainpower to see solutions in most situations. Techie’s class level + Field Scientist’s Int bonus). If
These talents can be selected in any order, but the saving throw fails, the target becomes dazed
before the character can select a talent from this (unable to act, but can defend normally) for 1
tree, he or she must have previously selected at round.
least one talent from the Research Talent Tree. A trick can only be played on a
Exploit Weakness: After 1 round of particular target once per encounter. After the
combat, Techie can designate one opponent first trick in an encounter, whether the attempt
and try to find ways to gain an advantage by succeeds or not, that target becomes wary and
using brains over brawn. The Techie uses a move immune to such ploys.
action and makes an Intelligence check (DC 15). Prerequisite: One talent from the
If the check succeeds, for the rest of the combat Research Talent Tree.
the Techie uses his or her Intelligence bonus Bonus Feats: At 2nd, 6th, 10th, 14th, and
instead of either Strength or Dexterity bonus on 18th level, the Techie gains a bonus feat. This
attack rolls as the character finds ways to feat must be selected from the following list, and
outthink his opponent and notices weaknesses in the Field Scientist must meet any prerequisites.
his opponent’s fighting style. Builder, Cautious, Combat Expertise, Educated,
Prerequisite: One talent from the Gearhead, Improved Disarm, Improved Trip, Iron

118
Will, Lightning Reflexes, Meticulous, Studious, character when the Techie wants to use one of
Vehicle Expert, Weapon Focus. Archaic the following skills: Computer Use, Demolitions,
Weapons Proficiency, Attentive, Cautious, Disable Device, Listen, Repair, or Spot.
Personal Firearms Proficiency, Point Blank Shot. The Techie must have at least 1 rank in the skill
Jury-Rig: A Techie gains a +2 that he wants to program into the robot. The
competence bonus on Repair skill checks made Techie can only control one robot at a time, and
to attempt temporary or jury-rigged repairs. See only one of his robots can be active at any time.
the Repair skill for details on jury-rigging. Follow these steps to build a robot.
At 12th level, this competence bonus increases Wealth: The purchase Gadget Value for
to +4. the components needed to construct a robot is
Extreme Machine: If it has mechanical based on the robot’s size.
or electronic components, a Techie of 3rd level Size Purchase price
or higher can get maximum performance out of Diminutive 1800
it. By making either a Craft (electronic) or Craft Tiny 1500
(mechanical) check (whichever is appropriate Construct Frame: The robot’s body
for the machine in question), the Techie can determines its size, shape, locomotion, and hit
temporarily improve a machine’s performance— points. The DC of the Craft (mechanical) check
at the risk of causing the machine to need is set by the robot’s size and modified by the form
repairs later. The DC for the Craft check of locomotion selected.
depends on the type of improvement made, as Size Craft DC
shown on the table below. Diminutive 15
Improvement Craft Repair Tiny 12
DC Chance (d%) Components DC
Ranged Weapons Modifier
+1 to damage 15 01–25 Frame Shape and Locomotion 1
+2 to damage 20 01–50 Bipedal +4
+3 to damage 25 01–75 Quadruped +3
+5 ft. to range 15 01–25 Treads +2
increment Wheels +1
+10 ft. to range 25 01–50 External Components 2
increment Manipulators 3 +3
Electronic Devices Audio/visual sensor +2
+1 equipment bonus 15 01–25 Remote Range 1
+2 equipment bonus 20 01–50 Remote control link, 100 feet +1
+3 equipment bonus 25 01–75 Remote control link, 200 feet +3
Vehicles Remote control link, 300 feet +5
+1 on initiative checks 20 01–25 1 Select only one of the options in this category.
+1 to maneuver 25 01–50 2 Select one or more of the options in this
+2 to maneuver 30 01–75 category.
The Techie performs the extreme 3 Necessary for a robot built to use any skill
modifications in 1 hour. The Techie cannot take except Listen or Spot.
10 or take 20 on this check. If the check Select a frame size and form, add
succeeds, the effect of the improvement lasts for manipulators and sensors as necessary, and
a number of minutes equal to his or her Techie choose a type of remote control link. Add all the
class level, beginning when the object is first put modifiers to determine the check’s DC. Make
into use. The Techie selects the single the Craft (mechanical) check to construct the
improvement he or she wants to make before robot’s frame. It takes a Techie 30 hours to
making the check. After the duration of the construct a Diminutive robot frame or 12 hours to
effect ends, the machine reverts to its previous construct a Tiny robot frame.
state and a repair chance percentile roll is A Diminutive robot can be 6 to 12 inches
made. The result of this roll indicates whether the long or tall and weighs about 1 pound. A Tiny
machine requires repairs before it can be used robot can be 13 to 24 inches long or tall and
again. weighs up to 3 pounds. Statistics for these robots
Build Robot: A Techie of 7th level or can be found later.
higher can build remote-controlled robots that Construct the Electronics: The next step is
are Tiny or Diminutive in size. These robots serve to build the internal electronics for the robot and
as the Techie’s eyes, ears, or hands out to a install them in the frame. The DC is based on the
predetermined distance away from the size of the robot and modified by the number of

119
components that need to be wired together. For can add the mastercraft feature to an existing
a Diminutive robot, the DC is 20. For a Tiny robot, ordinary object by making the Craft check as
the DC is 15. Add +1 to the DC for each external though he or she were constructing the object
component and +2 for the remote link. Make the from scratch. In addition, the Techie must also
Craft (electronic) check. pay a cost in experience points equal to 25 x his
It takes Techie 12 hours to wire a or her Techie level x the bonus provided by the
Diminutive robot or 6 hours to wire a Tiny robot. mastercraft feature. The XP must be paid before
For example, wiring the electronics for making the Craft check. If the expenditure of
the Tiny robot described above requires a check these XP would drop the Techie to below the
against DC 19 after 6 hours of work. minimum needed for his or her current level, then
Program the Robot: The Techie programs the XP cannot be paid and the Techie can’t use
the robot as the final step. Decide how many the mastercraft ability until he or she gains
ranks of the appropriate skill to program into the enough additional XP to remain at his or her
robot, up to the number of ranks the Techie has current level after the expenditure is made.
in the skill. A Techie’s robot can only contain When successfully completed, a mastercraft
programming for one skill. Make the Computer object provides a +1 bonus to its quality
Use check to program the robot. compared to an ordinary object of the same
The DC for the Computer Use check is 20, type. All weapons and armor, and certain other
modified by the number of ranks the Techie types of equipment, such as computers and
wants to program into the robot (+1 to the DC for electronic devices, can be constructed as
each rank). It takes 1 hour to program the robot. mastercraft objects.
Reprogramming: A robot can be At16th level, the Techie can add the
reprogrammed at any time. Doing this requires 1 mastercraft ability to another Craft skill, or he or
hour of work and a Computer Use check (DC 20 she can improve his or her ability in the skill
+ the number of ranks programmed into the selected at 5th level, so that his or her
robot). mastercraft objects provide a +2 bonus.
Mastercraft: At 11th level, the Techie At 20th level, the Techie adds another +1
becomes adept at creating mastercraft objects. bonus to his or her mastercraft ability. If the
He of she applies the mastercraft ability to one of Techie focuses his or her ability on one Craft skill,
his or her Craft skills (electronic or mechanical). his or her mastercraft objects now provide a +3
From this point on, he or she can build bonus. If the Techie already has the ability for
mastercraft objects using that skill. both Craft skills, he or she chooses which one to
With Craft (electronic), the Techie can build improve to a +2 bonus.
electronic devices. With Craft (mechanical), the The Craft DC for a mastercraft object is
Techie can build mechanical devices, including the same as for a normal object of the same
weapons. type, as described in the Craft skill, with the
On average, it takes twice as long to following modification: For a +1 object, add +3 to
build a mastercraft object as it does to build an the Craft DC; for a +2 object, add +5 to the Craft
ordinary object of the same type. The cost to DC; and for a +3 object, add +10 to the Craft
build a mastercraft object is equal to the DC.
purchase DC for the components (see the
appropriate Craft skill description) + the bonus
provided by the mastercraft feature. A Techie

_______________________________________________________________________________________________________

FIELD MEDIC
GAME RULE INFORMATION sciences, business, civics, current events, earth
Abilities: Wisdom and Intelligence are and life sciences, history, physical sciences,
the key abilities of a Medic. popular culture, streetwise, tactics, technology,
Hit Dice: d6 theology and philosophy) (Int), Listen (Wis),
Gadget Points: 14 + Charisma Bonus Profession (Wis), Sense Motive (Wis), Spot (Wis),
Weapon Points: 1 + Charisma Bonus Survival (Wis), and Treat Injury (Wis), Computer
Use (Int), Concentrate (Con), Diplomacy (Cha),
CLASS SKILLS Drive (Dex), Pilot (Dex), Research (Int),
The Field Medic’s class skills (and the key Skill Points at 1st Level: (5 + Int modifier) x4.
ability for each skill) are: Craft (pharmaceutical, Skill Points at Each Additional Level: 5 + Int
visual art, writing) (Int), Gamble (Wis), Investigate modifier.
(Int), Knowledge (arcane lore, art, behavioral

120
Field Medic Base Attack Fort Ref Will Special Defense Reputation
Class Level Bonus Save Save Save Bonus Bonus
1 +0 +1 +0 +1 Talent, Medical specialist +1 +0 +1
2 +1 +2 +0 +2 Bonus feat +1 +1
3 +1 +2 +1 +2 Expert healer +1 +1
4 +2 +2 +1 +3 +2 +2
5 +2 +3 +1 +3 Talent +2 +2
6 +3 +3 +2 +4 Bonus Feat +3 +2
7 +3 +3 +2 +4 Medical mastery +3 +3
8 +4 +4 +2 +5 +4 +3
9 +4 +4 +3 +5 Talent +4 +3
10 +5 +4 +3 +6 Bonus Feat +5 +4
11 +5 +5 +3 +6 Medical specialist +2 +5 +4
12 +6 / +1 +5 +4 +7 +6 +4
13 +6 / +1 +5 +4 +7 Talent +6 +5
14 +70 / +2 +6 +4 +8 Bonus Feat +7 +5
15 +7 / +2 +6 +5 +8 Minor medical miracle +7 +5
16 +8 / +3 +6 +5 +9 Medical specialist +3 +8 +6
17 +8 / +3 +7 +5 +9 Talent +8 +6
18 +9 / +4 +7 +6 +10 Bonus Feat +9 +6
19 +9 / +4 +7 +6 +10 +9 +7
20 +10 / +5 +8 +6 +11 Medical miracle +10 +7
CLASS FEATURES Prerequisite: Empathy.
All of the following are class features of Intuition: The Field Medic has an innate
the Field Medic. ability to sense trouble in the air. The Field Medic
Weapon and Armor Proficiencies: can make a Will saving throw (DC 15). On a
A Field Medic begins play with the successful save, the Field Medic gets a hunch
Simple Weapons Proficiency feat. that everything is all right, or the Field Medic gets
Bonus Circumstantial Feat: If the Field a bad feeling about a specific situation, based
Medic allots the maximum 4 ranks in Treat Injury on the GM’s best guess relating to the
at 1st level, she automatically gets the Surgery circumstances. This talent is usable a number of
feat free. times per day equal to the character’s Field
Talents: At 1st, 5th, 9th, and 13th and Medic.
17th level, the Field Medic selects a talent from Prerequisite: Empathy.
the following talent trees. Some trees have a set Healing Talent Tree: The Field Medic has
order that must be followed, while others provide a talent for healing.
a list to choose from. As long as the Field Medic Healing Knack: The Field Medic has a
qualifies, he or she can select freely from any knack for the healing arts. The Medic receives a
talent trees. No talent can be selected more +2 bonus on all Treat Injury skill checks.
than once unless expressly indicated. Healing Touch 1: The Field Medic’s ability
Empathic Talent Tree: The Field Medic to restore damage with a medical kit or perform
innate talents give him or her a great capacity surgery with a surgery kit increases by +2 hit
for empathy. points.
Empathy: The Field Medic has a knack Prerequisite: Healing knack.
for being sensitive to the feelings and thoughts of Healing Touch 2: The Field Medic’s ability
others without having those feelings and to restore damage with a medical kit or perform
thoughts communicated in any objectively surgery with a surgery kit increases by +2 hit
explicit manner. This innate talent provides a points, which stacks with healing touch 1 for a
bonus on checks involving interaction skills (Bluff, total of +4 hit points.
Diplomacy, Handle Animal, Intimidate, Perform, Prerequisites: Healing knack, healing
and Sense Motive), provided the Field Medic touch 1.
spends at least 1 minute observing his or her Insightful Talent Tree: The Field Medic’s
target before making the skill check. The bonus is innate insightfulness serves her well.
equal to the Field Medic level. Skill Emphasis: The Field Medic chooses a
Improved Aid Another: The Field Medic’s single skill and receives a +3 bonus on all checks
bonus on attempts to aid another increases by with that skill. This bonus does not allow the
+1 on a successful aid another check. This talent character to make checks for a trained-only skill
can be selected multiple times, each time if the character has no ranks in the skill.
increasing the bonus by +1. Aware: The Field Medic is intuitively

121
aware of his or her surroundings. The character medical kit or surgery kit and a successful use of
adds his or her base Will saving throw bonus to the Treat Injury skill improves. In addition to the
listen or Spot checks to avoid surprise. normal hit point recovery rate (1d4 for a medical
Prerequisite: Skill emphasis. kit, 1d6 per patient’s character level for surgery),
Faith: The Field Medic has a great deal the Field Medic restores 1 hit point for every level
of faith. It might be faith in self, in a higher he or she has in this class.
power, or in both. This unswerving belief allows Medical Mastery: When making a Treat
the Field Medic to add his or her Wisdom modifier Injury skill check, a Field Medic of 7th level or
to the die roll as many times a day as the Medic’s higher may take 10 even if stress and distractions
Wisdom bonus to improve the result of an attack would normally prevent him or her from doing so.
roll, skill check, saving throw, or ability check. Minor Medical Miracle: At 15th level or
Prerequisite: Skill emphasis. higher, a Field Medic can save a character
Cool Under Pressure: The Field Medic reduced to –10 hit points or lower. If the Field
selects a number of skills equal to 3 + the Medic’s Medic is able to administer aid within 3 rounds of
Wisdom modifier. When making a check with the character’s death, he or she can make a
one of these skills, the Field Medic can take 10 Treat Injury check. The DC for this check is 30,
even when distracted or under duress. and the Field Medic can’t take 10 or take 20. If
Prerequisite: Skill emphasis plus either the check succeeds, the dead character can
faith or aware. make a Fortitude save (DC 15) to stabilize and be
Bonus Feats: At 2nd, 6th, 10th, 14th, and restored to 0 hit points.
18th level, the Field Medic gains a bonus feat. If the Field Medic fails the skill check or
This feat must be from this list, and the Field the patient fails the save, the dead character
Medic must meet any prerequisites. can’t be saved.
Advanced Firearms Proficiency, Alertness, Medical Miracle: At 20th level, a Field
Archaic Weapons Proficiency, Attentive, Blind- Medic can revive a character reduced to –10 hit
Fight, Deceptive, Educated, Far Shot, Iron Will, points or lower. If the Field Medic is able to
Medical Expert, Meticulous, Surgery, Track, administer aid within 3 minutes of the character’s
Weapon Focus. Armor Proficiency (light), Armor death, he or she can make a Treat Injury check.
Proficiency (medium), Cautious, Defensive The DC for this check is 40, and the Field Medic
Martial Arts, Dodge, Improved Initiative, Medical can’t take 10 or take 20. If the check succeeds,
Expert, Personal Firearms Proficiency, Surface the dead character can make Fortitude save
Vehicle Operation, and Vehicle Expert. (DC 20) to stabilize and be restored to 1d6-hit
Medical Specialist: The Field Medic points.
receives a competence bonus on Treat Injury If the Field Medic fails the skill check or
checks. At 1st level, the bonus is +1. It increases the patient fails the Fortitude save, the dead
to +2 at 11th level, and to +3 at 16th level. character can’t be restored.
Expert Healer: At 3rd level and higher,
the Field Medic’s ability to restore hit points with a
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Investigator Base Attack Bonus Fort Ref Will Special Defense Reputation
Class Save Save Save Bonus Bonus
Level
1 +0 +0 +1 +1 Talent, Profile +1 +1
2 +1 +0 +2 +2 Bonus feat +1 +1
3 +2 +1 +2 +2 Contact, low-level +2 +1
4 +3 +1 +2 +3 +2 +2
5 +3 +1 +3 +3 Talent +3 +2
6 +4 +2 +3 +4 Bonus Feat +3 +2
7 +5 +2 +4 +4 Nonlethal force +4 +3
8 +6 / +1 +2 +4 +5 +4 +3
9 +6 / +2 +3 +4 +5 Talent +5 +3
10 +7 / +3 +3 +5 +6 Bonus Feat +5 +4
11 +8 / +3 +3 +5 +6 Contact, mid-level +6 +4
12 +9 / +4 +4 +6 +7 +6 +4
13 +9 / +5 +4 +6 +7 Talent +7 +5
14 +10 / +6 / +1 +4 +6 +8 Bonus Feat +7 +5
15 +11 / +6 / +2 +5 +7 +8 Discern lie +8 +5
16 +12/ +7 / +3 +5 +7 +9 Contact, high-level +8 +6
17 +12 / +8 / +3 +5 +8 +9 Talent +9 +6
18 +13 / +9 / +4 +6 +8 +10 Bonus Feat +9 +6
19 +14/ +9 / +5 +6 +8 +10 +10 +7
20 +15 / +10 / +6 / +1 +6 +9 +11 Sixth sense +10 +7

INVESTIGATOR
Firearms feat.
GAME RULE INFORMATION Talents: At 1st, 5th, 9th, and 13th and
Abilities: Wisdom helps an investigators
17th level, the Investigator selects a talent from
instinct.
the following talent trees. Some trees have a set
Hit Dice: d6
order that must be followed, while others provide
Gadget Points: 9 + Charisma Bonus
a list to choose from. As long as the Investigator
Weapon Points: 6 + Charisma Bonus
qualifies, he or she can select freely from any
talent trees. No talent can be selected more
CLASS SKILLS than once unless expressly indicated.
Empathic Talent Tree: The Investigator
The Investigator‘s class skills (and the key
innate talents give him or her a great capacity
ability for each skill) are: Craft (pharmaceutical,
for empathy.
visual art, writing) (Int), Gamble (Wis), Investigate
Empathy: The Investigator has a knack
(Int), Knowledge (arcane lore, art, behavioral
for being sensitive to the feelings and thoughts of
sciences, business, civics, current events, earth
others without having those feelings and
and life sciences, history, physical sciences,
thoughts communicated in any objectively
popular culture, streetwise, tactics, technology,
explicit manner. This innate talent provides a
theology and philosophy) (Int), Listen (Wis),
bonus on checks involving interaction skills (Bluff,
Profession (Wis), Sense Motive (Wis), Spot (Wis),
Diplomacy, Handle Animal, Intimidate, Perform,
Survival (Wis), Treat Injury (Wis), Bluff (Cha),
and Sense Motive), provided the Field Medic
Computer Use (Int), Disable Device (Dex), Drive
spends at least 1 minute observing his or her
(Dex), Forgery (Int), Gather Information (Cha),
target before making the skill check. The bonus is
Intimidate (Cha), Search (Int), Sense Motive (Wis).
equal to the Field Medic level.
Improved Aid Another: The Investigator’s
Skill Points at 1st Level: (5 + Int modifier) x4.
bonus on attempts to aid another increases by
Skill Points at Each Additional Level: 5 + Int
+1 on a successful aid another check. This talent
modifier.
can be selected multiple times, each time
CLASS FEATURES increasing the bonus by +1.
All of the following are class features of Prerequisite: Empathy.
the Investigator. Intuition: The Investigator has an innate
Weapon and Armor Proficiencies: ability to sense trouble in the air. The Investigator
A Investigator begins play with the can make a Will saving throw (DC 15). On a
Simple Weapons Proficiency feat and Personal successful save, the Investigator gets a hunch

123
that everything is all right, or the Investigator gets Fight, Deceptive, Educated, Far Shot, Iron Will,
a bad feeling about a specific situation, based Medical Expert, Meticulous, Surgery, Track,
on the GM’s best guess relating to the Weapon Focus, Armor Proficiency (light), Armor
circumstances. This talent is usable a number of Proficiency (medium), Brawl, Defensive Martial
times per day equal to the character’s Field Arts, Dodge, Double Tap, Knockout Punch,
Medic. Personal Firearms Proficiency, Point Blank Shot.
Prerequisite: Empathy. Profile: By making a Gather Information
Healing Talent Tree: The Investigator has check (DC 15) when talking to witnesses of a
a talent for healing. crime, the Investigator compiles a rough mental
Healing Knack: The Investigator has a picture of the suspect. This mental picture
knack for the healing arts. The Investigator provides a physical description, including
receives a +2 bonus on all Treat Injury skill checks. distinguishing markings and visible mannerisms.
Healing Touch 1: The Investigator’s ability Success makes the profile accurate, at least
to restore damage with a medical kit or perform concerning a particular suspect as seen by
surgery with a surgery kit increases by +2 hit witnesses. (For this Gather Information check, no
points. money changes hands.)
Prerequisite: Healing knack. The Investigator can expand the profile
Healing Touch 2: The Investigator’s ability by making an Investigate check (DC 15)
to restore damage with a medical kit or perform involving the crime scene or other evidence
surgery with a surgery kit increases by +2 hit linked to the suspect. If successful, the
points, which stacks with healing touch 1 for a Investigator combines eyewitness accounts with
total of +4 hit points. forensic evidence to develop a profile of the
Prerequisites: Healing knack, healing suspect’s method of operation. This provides a
touch 1. +2 circumstance bonus on any skill checks made
Insightful Talent Tree: The Investigator’s to uncover additional evidence or otherwise
innate insightfulness serves her well. locate and capture the suspect.
Skill Emphasis: The Investigator chooses a Contact: An Investigator of 3rd level or
single skill and receives a +3 bonus on all checks higher cultivates associates and informants.
with that skill. This bonus does not allow the Each time the Investigator gains a contact, the
character to make checks for a trained-only skill GM should develop a supporting character to
if the character has no ranks in the skill. represent the contact. The player can suggest
Aware: The Investigator is intuitively the type of contact his or her character wants to
aware of his or her surroundings. The Investigator gain.
adds his or her base Will saving throw bonus to A contact will not accompany an
listen or Spot checks to avoid surprise. Investigator on missions or risk his or her life. A
Prerequisite: Skill emphasis. contact can, however, provide information or
Faith: The Investigator has a great deal render a service (make a specific skill check on
of faith. It might be faith in self, in a higher the Investigator’s behalf).
power, or in both. This unswerving belief allows At 3rd level, the Investigator gains a low-
the Investigator to add his or her Wisdom modifier level contact, at 11th level a mid-level contact,
to the die roll as many times a day as the Medic’s and at 16th level a high-level contact.
Wisdom bonus to improve the result of an attack The Investigator can’t call on the same
roll, skill check, saving throw, or ability check. contact more than once in a week, and when
Prerequisite: Skill emphasis. he or she does call on a contact, compensation
Cool Under Pressure: The Investigator may be required for the assistance the contact
selects a number of skills equal to 3 + the renders. In general, a professional associate
Investigator’s Wisdom modifier. When making a won’t be compensated monetarily, but instead
check with one of these skills, the Investigator will consider that the Investigator owes him or her
can take 10 even when distracted or under a favor. Contacts with underworld or street
duress. connections usually demand monetary
Prerequisite: Skill emphasis plus either compensation for the services they render, and
faith or aware. experts in the use of skills normally want to be
Bonus Feats: At 2nd, 6th, 10th, 14th, and paid for the services they provide.
18th level, the Investigator gains a bonus feat. Nonlethal Force: At 7th level, an
This feat must be from this list, and the Investigator becomes adept at using nonlethal
Investigator must meet any prerequisites. force to subdue an opponent. From this point
Advanced Firearms Proficiency, Alertness, on, he or she can deal nonlethal damage with a
Archaic Weapons Proficiency, Attentive, Blind- weapon that normally deals lethal damage (if he

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or she so chooses) without taking the normal –4 unintentional inaccuracies, or necessarily reveal
penalty on the attack roll. omissions in information.
Discern Lie: At 15th level, an Investigator Sixth Sense: At 20th level, an Investigator
develops the ability to gauge whether another becomes so attuned at solving mysteries that he
character is telling the truth by reading facial or she finds a way to put two and two together
expressions and interpreting body language. The and rarely misses a clue. The Investigator gets to
Investigator must be able to see and hear (but add an additional 1d6 to the result of any of the
not necessarily understand) the individual under following skills as many times a day as the
scrutiny. Investigator Wisdom bonus. The skills that sixth
With a successful Sense Motive check sense applies to are Gather Information,
opposed by the subject’s Bluff check result or Investigate, Listen, Research, Search, and Spot.
against DC 10 (whichever is greater), the
Investigator can tell whether the subject is
deliberately and knowingly speaking a lie. This
ability doesn’t reveal the truth, uncover
________________________________________________________________________________________________________

all Charisma-based skill checks made to


THE PERSONALITY influence members of his chosen gender. (Some
GAME RULE INFORMATION characters are charming to members of the
Abilities: Personality and Charm are opposite gender, others to members of the same
nothing without Charisma gender.) The bonus is equal to the character’s
Hit Dice: d6 level.
Gadget Points: 14 + Charisma Bonus A Personality can only charm
Weapon Points: 1 + Charisma Bonus Gamemaster characters with attitudes of
indifferent or better. The charm bonus cannot be
CLASS SKILLS used against characters that are unfriendly or
The Personality’s class skills (and the key ability for hostile.
each skill) are: Bluff (Cha), Craft (visual arts) (Int), Favor: The Personality has the ability to
Craft (writing) (Int), Diplomacy (Cha), Knowledge acquire minor aid from anyone he or she meets.
(art, behavioral sciences, business, civics, current By making a favor check, a Personality can gain
events, popular culture) (Int), Perform (act, important information without going through the
dance, sing, stand-up) (Cha), Profession (Wis), time and trouble of doing a lot of research.
Read/_Write Language (none), Speak Language Favors can also be used to acquire the loan of
(none). equipment or documents, or to receive other
minor assistance in the course of an adventure.
Skill Points at 1st Level: (3 + Int Modifier) x 4 To make a favor check, roll a d20 and add the
Skill Points at Each Additional level: 3 +Int character’s favor bonus, equal to the
Modifier. character’s level. The GM sets the DC based on
the scope of the favor being requested. The DC
CLASS FEATURES ranges from 10 for a simple favor to as high as 30
Weapon and Armor Proficiencies: A for formidable and highly dangerous, expensive,
Personality begins play with the Simple Weapons or illegal favors. A Personality can’t take 10 or 20
Proficiency feat. on this check, nor can the Personality retry the
Renown: A Personality begins with the check for the same (or virtually the same) favor.
Renown feat. Favors should help advance the plot of an
Talents: At 1st, 5th, 9th, and 13th and adventure. A favor that would enable a
17th level, the Personality selects a talent from character to avoid an adventure altogether
the following talent trees. Some trees have a set should always be unavailable to the character,
order that must be followed, while others provide regardless of the result of a favor check.
a list to choose from. As long as the character The GM should carefully monitor a
qualifies, he or she can select freely from any Personality’s use of favors to ensure that this
talent trees. No talent can be selected more ability isn’t abused. The success or failure of a
than once unless expressly indicated. mission shouldn’t hinge on the use of a favor, and
Charm Talent Tree: The Personality has getting a favor shouldn’t replace good role-
an innate talent for being charming and playing or the use of other skills. The GM may
captivating. disallow any favor deemed disruptive to the
Charm: The Personality gets a bonus on game.

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Personality Base Attack Fort Ref Will Special Defense Reputation
Class Level Bonus Save Save Save Bonus Bonus
1 +0 +1 +1 +0 Talent, Unlimited access +0 +3
2 +1 +2 +2 +0 Bonus feat +1 +3
3 +1 +2 +2 +1 Bonus class skill +1 +3
4 +2 +2 +2 +1 +1 +4
5 +2 +3 +3 +1 Talent +2 +4
6 +3 +3 +3 +2 Bonus Feat +2 +4
7 +3 +3 +4 +2 Royalty +2 +5
8 +4 +4 +4 +2 +3 +5
9 +4 +4 +4 +3 Talent +3 +5
10 +5 +4 +5 +3 Bonus Feat +3 +6
11 +5 +5 +5 +3 Winning smile +4 +6
12 +6 / +1 +5 +6 +4 Bonus class skill +4 +6
13 +6 / +1 +5 +6 +4 Talent +4 +7
14 +7 / +2 +6 +6 +4 Bonus Feat +5 +7
15 +7 / +2 +6 +7 +5 +5 +7
16 +8 / +3 +6 +7 +5 Royalty +5 +8
17 +8 / +3 +7 +8 +5 Talent +6 +8
18 +9 / +4 +7 +8 +6 Bonus Feat +6 +9
19 +9 / +4 +7 +8 +6 +6 +9
20 +10 / +5 +8 +9 +6 Compelling performance +7 +9
Prerequisite: Charm. Diplomacy, or Gamble checks the Personality
Captivate: The Personality has the ability makes while attempting to lie, cheat, or
to temporarily beguile a target (a GM character) otherwise bend the truth.
using words and bearing. The target must have Dazzle: The Personality has the ability to
an Intelligence score of 3 or higher to be dazzle a target (a GM character) through sheer
susceptible to a captivate attempt, must be force of personality, a winning smile, and fast-
within 30 feet of the character, and must be able talking. The target must have an Intelligence
to see, hear, and understand the Personality. score of 3 or higher to be susceptible to a dazzle
To captivate a target, the Personality must use an attempt, must be within 30 feet of the Personality,
attack action and make a Charisma check (DC and must be able to see, hear, and understand
15). If the Charisma check succeeds, the target the character.
can try to resist. The target resists the captivation To dazzle a target, the Personality must
attempt by making a Will saving throw (DC 10 + use an attack action and make a Charisma
Personality’s class level + Cha bonus). If the check (DC 15), adding his or her Charismatic
saving throw fails, the Personality becomes the level / 2 as a bonus. If the Charisma check
target’s sole focus. The target pays no attention succeeds, the target can try to resist.
to anyone else for one round. This focusing of the The target resists the dazzle attempt by
target’s attention allows other characters to take making a Will saving throw (DC 10 + Personality’s
actions of which the captivated target is class level + Cha bonus). If the save fails, the
unaware. The effect ends immediately if the target receives a –1 penalty on attack rolls, ability
target is attacked or threatened. checks, skill checks, and saving throws for a
A Personality can concentrate to keep a number of rounds equal to the character’s level.
target captivated for additional rounds. The This talent can be selected multiple
Personality concentrates all his or her effort on times, each time worsening the dazzled penalty
the task, and the target gets to make a new Will by –1.
save each round. The effect ends when the Prerequisite: Fast-talk.
character stops concentrating, or when the Taunt: The Personality has the ability to
target succeeds on the save. temporarily rattle a target (a GM character)
Prerequisites: Charm, Favor. using insults and goading. The target must have
Fast-Talk Talent Tree: The Personality has an Intelligence score of 3 or higher to be
an innate talent for bending the truth and susceptible to a taunt, must be within 30 feet of
dazzling others with a combination of words, the character, and must be able to hear and
mannerisms, and charm. understand the character.
Fast-Talk: The Personality has a way with To taunt a target, the Personality must
words when attempting to con and deceive. use an attack action and make a Charisma
With this talent, he or she applies his or her check (DC 15), adding his or her Charismatic
Charismatic level /2 as a bonus on any Bluff, level / 2 as a bonus. If the Charisma check

126
succeeds, the target can try to resist. feat must be selected from the following list, and
The target resists the taunt by making a Will the Personality must meet any prerequisites.
saving throw (DC 10 + Personality’s class level + Agile Riposte, Creative, Deceptive, Dodge,
Personality’s Cha bonus). If the save fails, the Frightful Presence, Iron Will, Lightning Reflexes,
target becomes dazed (unable to act, but can Low Profile, Point Blank Shot, Renown, Trustworthy,
defend normally) for 1 round. Windfall, Alertness, Animal Affinity, Combat
A taunt can be played on an opponent Expertise, Confident, Defensive Martial Arts,
any number of times. Trustworthy.
Prerequisites: Fast-talk, dazzle. Unlimited Access: When others would
Leadership Talent Tree: The Personality normally make a Diplomacy check or Bluff check
has a talent for leadership and inspiration. to smooth-talk or trick their way into a private
Coordinate: The Personality has a knack party or invitation-only event, the Personality
for getting people to work together. When the adds a bonus equal to his or her Personality level.
Personality can spend a full round directing his or When a Personality buys a ticket to a show or for
her allies and makes a Charisma check (DC 10), transportation, he or she can make a Diplomacy
the character provides any of his or her allies check to get that ticket upgraded. DCs are
within 30 feet a +1 bonus on their attack rolls and given below.
skill checks. The bonus lasts for a number of Upgrade Diplomacy DC
rounds equal to the Personality’s Charisma Seat at sporting event 10
modifier. to field pass
The Personality can coordinate a number of allies Hotel room to suite 15
equal to one-half his or her level, rounded down Concert or theater 20
(to a minimum of one ally). ticket to backstage
Inspiration: The Personality can inspire his pass
or her allies, bolstering them and improving their Economy 25
chances of success. An ally must listen to and transportation to first-
observe the Personality for a full round for the class
inspiration to take hold, and the character must Bonus Class Skill: At 3rd and again at
make a Charisma check (DC 10). The effect lasts 12th level, the Personality designates one class-
for a number of rounds equal to the Personality’s class skill as a class skill. Once designated, the
Charisma modifier. skill is considered a class skill every time the
An inspired ally gains a +2 morale bonus character adds a new level of Personality.
on saving throws, attack rolls, and damage rolls. Royalty: At 7th and 16th level, a
A Personality can’t inspire him or herself. The Personality’s activities in the public eye generate
Personality can inspire a number of allies equal to extra income. This income provides a Wealth
one-half his or her Charismatic level, rounded bonus increase of +1d4 Gadget or Weapon
down (to a minimum of one ally). Points per level.
Prerequisite: Coordinate. Winning Smile: At 11th level, a
Greater Inspiration: The Personality can Personality develops such a force of personal
inspire his or her allies to even greater heights, magnetism that he or she can convince a single
bolstering them and improving their chances of target to regard him or her as a trusted friend. (If
success. An ally must listen to and observe the the target is currently being threatened or
Personality for a full round for the greater attacked by the Personality or his or her allies, this
inspiration to take hold, and the Personality must ability won’t work.)
make a Charisma check (DC 10). The effect lasts The target makes a Will saving throw to
for a number of rounds equal to the Personality’s avoid being persuaded by the Personality’s
Charisma modifier. words and actions. The DC is 10 + Personality’s
An inspired ally gains an additional +1 class level + Personality’s Charisma bonus.
morale bonus on saving throws, attack rolls, and This ability doesn’t enable the Personality to
damage rolls, which stacks with the bonus from control the target, but the target perceives the
inspiration for a total of a +3 morale bonus. A Personality’s words and actions in the most
Personality can’t inspire him or herself. The favorable way. The Personality can try to give
Personality can inspire a number of allies equal to the target orders, but he or she must win an
one-half his or her level, rounded down (to a opposed Charisma check to convince the target
minimum of one ally). to perform any actions the target would not
Prerequisites: Coordinate, inspiration. normally undertake. The target never obeys
Bonus Feats: At 2nd, 6th, 10th, 14th, and suicidal or obviously harmful orders, and any act
18th level, the Personality gains a bonus feat. This by the Personality or his or her allies that threatens

127
the target breaks the mood and clears the Charisma bonus. If the target succeeds at the
target’s head. Otherwise, a target remains won saving throw, he or she is immune to the
over for 1 minute per Personality level. After the compulsion of this performance. If the target
duration expires, the GM determines the reaction fails, he or she reacts to the emotion as
and attitude of the target based on what the described below.
Personality compelled the target to do. Despair: The target takes a –2 morale
Compelling Performance: At 20th level, penalty on saving throws, attack rolls, ability
a Personality’s force of personal magnetism checks, skill checks, and weapon damage rolls.
increases to the point that he or she can arouse Hope: The target gains a +2 morale bonus on
a single emotion of his or her choice—despair, saving throws, attack rolls, ability checks, skill
hope, or rage—in a target. The emotion he or checks, and weapon damage rolls.
she arouses affects one target (a GM character) Rage: The target gains a +2 morale
within 15 feet of the Personality (or within 15 feet bonus to Strength and Constitution, a +1 morale
of a television, radio, or telephone that bonus on Will saves, and a –1 penalty to Defense.
broadcasts the Personality’s performance). The In a dramatic situation, the target is compelled to
performance requires a full-round action, and its fight, regardless of the danger.
effects on the target last for 1d4+1 rounds.
The target makes a Will saving throw. The DC is
10 + Personality’s class level + Personality’s
________________________________________________________________________________________________________
the following talent trees. Some trees have a set
THE NEGOTIATOR order that must be followed, while others provide
GAME RULE INFORMATION a list to choose from. As long as the Negotiator
Abilities: Charisma is needed for a qualifies, he or she can select freely from any
Negotiator to do her job properly. It must be talent trees. No talent can be selected more
high. than once unless expressly indicated.
Hit Dice: d8 Charm Talent Tree: The Negotiator has
Gadget Points: 11 + Charisma Bonus an innate talent for being charming and
Weapon Points: 4 + Charisma Bonus captivating.
Charm: The Negotiator gets a bonus on
CLASS SKILLS all Charisma-based skill checks made to
The Negotiator’s class skills (and the key influence members of his chosen gender. (Some
ability for each skill) are: Bluff (Cha), Computer characters are charming to members of the
Use (Int), Diplomacy (Cha), Drive (Dex), Gamble opposite gender, others to members of the same
(Wis), Gather Information (Cha), Intimidate gender.) The bonus is equal to the character’s
(Cha), Investigate (Int), Knowledge (behavioral level.
sciences, business, civics, current events, popular A Negotiator can only charm
culture, streetwise) (Int), Profession (Wis), Gamemaster characters with attitudes of
Read/Write Language (none), Sense Motive indifferent or better. The charm bonus cannot be
(Wis), Speak Language (none), Spot (Wis). Craft used against characters that are unfriendly or
(visual arts) (Int), Craft (writing) (Int), Diplomacy hostile.
(Cha), Knowledge (art, behavioral sciences, Favor: The Personality has the ability to
business, civics, current events, popular culture) acquire minor aid from anyone he or she meets.
(Int), Perform (act, dance, sing, stand-up) (Cha), By making a favor check, a Negotiator can gain
Profession (Wis), important information without going through the
time and trouble of doing a lot of research.
Skill Points at 1st Level: (4 + Int Modifier) x 4 Favors can also be used to acquire the loan of
Skill Points at Each Additional level: 4 +Int equipment or documents, or to receive other
Modifier. minor assistance in the course of an adventure.
To make a favor check, roll a d20 and add the
CLASS FEATURES character’s favor bonus, equal to the
Weapon and Armor Proficiencies: A character’s level. The GM sets the DC based on
Negotiator begins play with the Simple Weapons the scope of the favor requested. The DC ranges
Proficiency feat. from 10 for a simple favor to as high as 30 for
Alertness: A Negotiator begins with the formidable and highly dangerous, expensive, or
Alertness feat. illegal favors. A Negotiator can’t take 10 or 20 on
Talents: At 1st, 5th, 9th, and 13th and this check, nor can the Negotiator retry the
17th level, the Negotiator selects a talent from check for the same (or virtually the same) favor.

128
Negotiator Base Attack Fort Ref Will Save Special Defense Reputation
Class Bonus Save Save Bonus Bonus
Level
1 +0 +1 +0 +2 Talent, Conceal motive +0 +1
2 +1 +2 +0 +3 Bonus feat +1 +1
3 +2 +2 +1 +3 React first +1 +1
4 +3 +2 +1 +4 +1 +2
5 +3 +3 +1 +4 Talent +2 +2
6 +4 +3 +2 +5 Bonus Feat +2 +2
7 +5 +3 +2 +5 Talk down one opponent +2 +3
8 +6 / +1 +4 +3 +6 +3 +3
9 +6 / +2 +4 +3 +6 Talent +3 +3
10 +7 / + 3 +4 +3 +7 Bonus Feat +3 +4
11 +8 / +4 +5 +4 +7 No sweat +4 +4
12 +9 / +4 +5 +4 +8 +4 +4
13 +9 / +5 +5 +4 +8 Talent +4 +5
14 +10 / +6 / +1 +6 +5 +9 Bonus Feat +5 +5
15 +11 / +6 / +2 +6 +5 +9 Talk down several +5 +5
opponents
16 +12/ +7 / +3 +6 +5 +10 Sow distrust +5 +6
17 +12/ +8 / +3 +7 +6 +10 Talent +6 +6
18 +13 / +9 / +4 +7 +6 +11 Bonus Feat +6 +6
19 +14/ +9 / +5 +7 +6 +11 +6 +7
20 +15 / +10/ +6 / +1 +8 +7 +12 Talk down +7 +7
Favors should help advance the plot of an A Negotiator can concentrate to keep a
adventure. A favor that would enable a target captivated for additional rounds. The
character to avoid an adventure altogether Personality concentrates all his or her effort on
should always be unavailable to the character, the task, and the target gets to make a new Will
regardless of the result of a favor check. save each round. The effect ends when the
The GM should carefully monitor a character stops concentrating, or when the
Negotiator’s use of favors to ensure that this target succeeds on the save.
ability isn’t abused. The success or failure of a Prerequisites: Charm, Favor.
mission shouldn’t hinge on the use of a favor, and Fast-Talk Talent Tree: The Negotiator has
getting a favor shouldn’t replace good role- an innate talent for bending the truth and
playing or the use of other skills. The GM may dazzling others with a combination of words,
disallow any favor deemed disruptive to the mannerisms, and charm.
game. Fast-Talk: The Negotiator has a way with
Prerequisite: Charm. words when attempting to con and deceive.
Captivate: The Negotiator has the ability With this talent, he or she applies his or her
to temporarily beguile a target (a GM character) Charismatic level /2 as a bonus on any Bluff,
using words and bearing. The target must have Diplomacy, or Gamble checks the Negotiator
an Intelligence score of 3 or higher to be makes while attempting to lie, cheat, or
susceptible to a captivate attempt, must be otherwise bend the truth.
within 30 feet of the character, and must be able Dazzle: The Negotiator has the ability to
to see, hear, and understand the Negotiator. dazzle a target (a GM character) through sheer
To captivate a target, the Negotiator must use force of personality, a winning smile, and fast-
an attack action and make a Charisma check talking. The target must have an Intelligence
(DC 15). If the Charisma check succeeds, the score of 3 or higher to be susceptible to a dazzle
target can try to resist. The target resists the attempt, must be within 30 feet of the Negotiator,
captivation attempt by making a Will saving and must be able to see, hear, and understand
throw (DC 10 + Personality’s class level + the Negotiator.
Negotiator’s Cha bonus). If the saving throw fails, To dazzle a target, the Negotiator must
the Negotiator becomes the target’s sole focus. use an attack action and make a Charisma
The target pays no attention to anyone else for 1 check (DC 15), adding his or her Charismatic
round. This focusing of the target’s attention level / 2 as a bonus. If the Charisma check
allows other characters to take actions of which succeeds, the target can try to resist.
the captivated target is unaware. The effect The target resists the dazzle attempt by
ends immediately if the target is attacked or making a Will saving throw (DC 10 + Negotiator’s
threatened. class level + Negotiator’s Cha bonus). If the save

129
fails, the target receives a –1 penalty on attack inspire his or her allies to even greater heights,
rolls, ability checks, skill checks, and saving throws bolstering them and improving their chances of
for a number of rounds equal to the character’s success. An ally must listen to and observe the
level. Negotiator for a full round for the greater
This talent can be selected multiple inspiration to take hold, and the Negotiator must
times, each time worsening the dazzled penalty make a Charisma check (DC 10). The effect lasts
by –1. for a number of rounds equal to the Negotiator’s
Prerequisite: Fast-talk. Charisma modifier.
Taunt: The Negotiator has the ability to An inspired ally gains an additional +1
temporarily rattle a target (a GM character) morale bonus on saving throws, attack rolls, and
using insults and goading. The target must have damage rolls, which stacks with the bonus from
an Intelligence score of 3 or higher to be inspiration for a total of a +3 morale bonus. A
susceptible to a taunt, must be within 30 feet of Negotiator cannot inspire him or herself. The
the character, and must be able to hear and Negotiator can inspire a number of allies equal to
understand the character. one-half his or her level, rounded down (to a
To taunt a target, the Negotiator must minimum of one ally).
use an attack action and make a Charisma Prerequisites: Coordinate, inspiration.
check (DC 15), adding his or her Charismatic Bonus Feats: At 2nd, 6th, 10th, 14th, and
level / 2 as a bonus. If the Charisma check 18th level, the Negotiator gains a bonus feat. This
succeeds, the target can try to resist. feat must be selected from the following list, and
The target resists the taunt by making a Will the Negotiator must meet any prerequisites.
saving throw (DC 10 + Negotiator’s class level + Agile Riposte, Creative, Deceptive, Dodge,
Negotiator’s Cha bonus). If the save fails, the Frightful Presence, Iron Will, Lightning Reflexes,
target becomes dazed (unable to act, but can Low Profile, Point Blank Shot, Renown, Trustworthy,
defend normally) for 1 round. Windfall, Advanced Firearms Proficiency, Armor
A taunt can be played on an opponent Proficiency (light), Armor Proficiency (medium),
any number of times. Attentive, Confident, Dead Aim, Educated, Far
Prerequisites: Fast-talk, dazzle. Shot, Iron Will, Personal Firearms Proficiency,
Leadership Talent Tree: The Negotiator Conceal Motive: A Negotiator gets to
has a talent for leadership and inspiration. add a bonus equal to his or her Negotiator level
Coordinate: The Negotiator has a knack whenever he or she opposes a Sense Motive
for getting people to work together. When the check.
Negotiator can spend a full round directing his or React First: Starting at 3rd level, a
her allies and makes a Charisma check (DC 10), Negotiator gains the ability to react first when
the character provides any of his or her allies trying to make a deal or mediate a settlement.
within 30 feet a +1 bonus on their attack rolls and The Negotiator must make contact and speak to
skill checks. The bonus lasts for a number of the participants before the start of combat. If he
rounds equal to the Negotiator’s Charisma or she does this, he or she gains a free readied
modifier. action that allows the Negotiator to make either
The Negotiator can coordinate a number of allies a move or attack action if either side in the
equal to one-half his or her level, rounded down negotiation (other than the Negotiator) decides
(to a minimum of one ally). to start hostilities. The Negotiator gets to act
Inspiration: The Negotiator can inspire his before any initiative checks are made, in effect
or her allies, bolstering them and improving their giving him or her the benefit of surprise.
chances of success. An ally must listen to and Talk Down: A Negotiator of 7th level or
observe the Negotiator for a full round for the higher can talk his or her way out of trouble.
inspiration to take hold, and the Negotiator must Either prior to the start of hostilities or during
make a Charisma check (DC 10). The effect lasts combat, the Negotiator can talk down a single
for a number of rounds equal to the Negotiator’s opponent within 15 feet of his or her position or
Charisma modifier. otherwise able to hear the Negotiator’s voice.
An inspired ally gains a +2 morale bonus The target must be able to understand the
on saving throws, attack rolls, and damage rolls. Negotiator. That opponent immediately stops
A Negotiator cannot inspire him or herself. The fighting and reverts to an indifferent attitude
Negotiator can inspire a number of allies equal to regarding the Negotiator and the situation in
one-half his or her Negotiator level, rounded general. Any hostile action by the Negotiator or
down (to a minimum of one ally). by one of the Negotiator’s allies directed at the
Prerequisite: Coordinate. opponent allows the opponent to act as he or
Greater Inspiration: The Negotiator can she sees fit.

130
To initiate this talent, the Negotiator must 10 + Negotiator’s class level + Negotiator’s
spend a full-round action talking to his or her Charisma bonus. If the target fails the save, his or
opponent. The opponent makes a Will saving her attitude toward the other designated
throw. The DC is equal to 10 + Negotiator’s class character worsens by one step: helpful turns to
level + Negotiator’s Charisma bonus. If the save friendly, friendly to indifferent, indifferent to
fails, the opponent stops fighting. If the save unfriendly, unfriendly to hostile (see the
succeeds, the opponent continues as normal. Diplomacy skill). The target makes a Will save
At 15th level, a Negotiator can talk down a whenever the Negotiator uses this talent against
number of opponents equal to his or her him or her. As long as the target continues to fail
Charisma bonus within 15 feet of his or her the Will save, the Negotiator can continue taking
position or within 15 feet of a television, radio, or full-round actions to worsen the target’s attitude
telephone broadcasting the Negotiator’s toward a designated character. When the
message. target’s attitude drops to hostile, he or she
At 20th level, the range extends to 30 attacks the designated character.
feet and covers all opponents who can hear and A successful Will save doesn’t restore previous
understand the Negotiator’s voice. This ability attitude shifts, but it does render the target
only affects humans and humanoids of civil immune for 24 hours to further attempts by the
alignment. Negotiator to sow distrust.
No Sweat: Starting at 11th level, once a The Negotiator can’t use this talent on his
day, a Negotiator can roll an additional 1d6 to or her allies.
add to any d20 roll desired.
Sow Distrust: A Negotiator of 16th level
or higher can turn one character against
another. The Negotiator must spend a full-round
action and know the name of the character he
or she is attempting to persuade as well as the
name of the character toward which the target’s
distrust will be directed. The target must be able
to hear and understand the Negotiator.
The target makes a Will save. The DC is equal to

________________________________________________________________________________________________________

THE
LOTEKS
Outside Bastions, some
without the precious
knowledge gifted to them,
still did not focus on Echa
paths. Some knew just
enough to make a living
outside utilizing safer
technology—machines
more resistant or immune
to the powers of magic.
Most of those wanting to
enter a Bastion either
found some way to
smuggle themselves in or
died trying. Others live
outside the walls, existing
off the garbage and
scrap. These scavengers
seldom developed,
earning a livelihood by
selling off what they find.

131
Those failing to still enter hardly turned into By stereotype, Loteks seldom carry heavy
positive contributors to society. However, distant magic, usually simple items to offer a little edge,
miles away, on whole sections of continent but never anything that cannot be discarded at
unknown to Bastions, some technology grew. a moments notice. The same goes for
Practically primitive, the knowledge and impact technology. No batteries mean no worries of
of these communities fell under the radar. disruption. Obviously, power must exist…which is
However, without much magic to back them up, where the Loteks really came into their own.
few to no cities formed, leading these LoTeks to Not really batteries, the Loteks operate
be nomadic, wandering the land, never staying Capacitors that keep a low charge continuously
still for fear of falling prey to the monsters in the fed from an outside source. They never store
wilderness. They learned their own ways to their energy for long periods of time, preventing
survive in the areas where no civilized man Magic from getting its fingers in their technology.
lived…in the continents ruled by no one. Some Weapons are never energy based or battery
Bastion natives fled to join them, helping with an powered—most firing simple slugs from
edge in knowledge. However, humility and a combustion sources (ei: gunpowder). Anything
respect for the Echan’s around made the Loteks that could be done manually often is—Loteks
passive, silently passing through lands that normal hardly keep dishwashers. This is where the Air
Techans would fear. Some Bastions took pity on fans and Solar cells came into the Lotek societies.
these struggling families. Samba, in particular, At night, Loes light candles, but at day, the sun
sold many of them Air Farm technology, allowing beads down onto the cells, offering power. With
some communities to form. the wind, as long as the air moves, Lotecks get to
use their technology, but the world won’t end if
FEATURES OF THE they don’t have running water one day.
LOTEKS: Vehicles, above all, else, really stood out
as a symbol of Lotek adaptation. Equipped with
Loteks refrain from building or
either with a fan or a solar cell, the vehicle would
developing any technology dependent on
take enough power to keep itself going with
battery power. Being in and passing through
usually a little bit more for emergencies… and
usually rich, magical areas forced them to
that’s all. It is how efficient these machines are
adapt. Loteks exhibit few to no inherent magical
which really surprise most outsiders. A single
abilities. If they did, then they would be pure
“solar sail” (Loteks love calling their solar cells
Echans and follows the paths so many others
“sails” and their fan generators “Spinners”) can
have. If they were geniuses in technology, those
power a single tonne transport at more than 40
gifted could select which Bastion to enter. It is an
kph at midday. Large “Sailers” have even
extreme rarity that these intellects would deny
improved upon that design by incorporating
such a paradise. This leaves those in between.
Bastion technology. In Southam, an inventive
Those few who feel they have no home in either
designer laid (with the help of a nifty spell he
world. They struggle to find a middle ground that
wrote himself) a mirco-thin, self-repairing, cold-
most died before finding. So many wander the
iron filament that runs for thousands of miles
world, trying to find a place to fit in, some by
through the continent. Now several vehicles
either discovering a way to embrace as much
equipped with massive Sails float atop an
magic as possible while others try to learn as
invisible magnetic cushion across the continent,
much about science as they can in hopes to get
transporting supplies and between the few
a job in even the Bastion with the lowest
communities that have sprouted.
standards. However, some enjoy that
Loteks seem to love laying roots in the
unclassified void. Some prefer to walk the
few areas where virtually no men live. They are
tightrope. Some believe there is no void, and the
concentrated in Southam, IndoAus, and Africa.
middle ground has form, that embracing magic
In Africa, the majority adapted to create ships
or technology exclusively is wrong or at least
that sail the sands like vessels over the sea.
narrow minded. Too much technology brings the
There, they go by the name “SandSailers.”
wrath of magic diffusion. Too much magic often
However, be it the SandSailers of Dudak, the
lures men away to shun their own kind, removing
Spinships of IndoAus or the Railrunners of
them from the human race entire. Many Loteks
Southam, they are all Loteks.
believe the middle ground exists where magic
Calling us Loteks indicates a weakness most
exists to assist man and not dictate his life,
people believe exists within us. This world
including enough technology to make life more demands adaptation. Why must one fight
convenient without disrupting itself in the face of against a wall when he can build onto it? Magic
that same magic assisting him. to the right, Technology to the left. This

132
provides a stable base to build anew. Improved Unarmed Strike, Shield Proficiency,
This Dogma sounds great on paper. Simple Weapon Proficiency, Aircraft Operation,
Honestly, I couldn’t give a drow’s dark behind if Personal Firearms Proficiency, Surface Vehicle
people think we’re nomadic, raiders, and Operation.
scavengers. They all can bury their heads up the --Automatic Language: Common. One
ass of a dead ogre for all I care. bonus Human language. Bonus Languages: Any
Just Live. (other than secret languages, such as Druidic
There are many people who want--desperately and Ancient Draconic).
want—a decent world. A good world. A world --Favored Class: Any Techan class.
without war, without fear or hatred. If you fight When determining whether a multiclass human
something more powerful than you, all that is takes an experience point penalty, his or her
left is them. Rebellion is for the egocentric.
highest-level class does not count.
Patience and efficiency is key.
--Limitation: Loteks cannot choose
Just Live.
Echan classes initially for they simply do not have
If you think something is too good for you,
magic coursing through their bodies. They may
than it is. If you deserve something, you won’t
get it. I don’t have time to lecture people who multiclass later but certain classes are
don’t know this or lack a desire to learn it. I am unavailable to them: Paladin, Sorcerer, Bard,
not teacher. Druid, Monk, and Cleric--any class with major
Just Live. inherent magical abilities. This leaves: Barbarian,
Just Live. Fighter, Rogue, and Wizard. Lotek Rangers can
Who the hell actually reads these things? never cast 3rd or 4th level spells. Lotek Wizards’
Graemon Hannox magic exists somewhat externally, offering a
Solar Sailor loophole.
--No Inherent Dex Bonus. Because of
loteks’ exposure to magic unlike Bastions, they
RACIAL QUALITIES OF LOTEKS: loose their inherent Dex bonus early in life,
--All are human. making it unavailable in character generation.
--Medium: As Medium creatures, Lotek However, this allows all Loteks to possess magical
humans have no special bonuses or penalties items that they can use freely such as magic
due to their size. armor, rings, wands and swords.
--Human base land speed is 30 feet. --The Tech points awarded to them
--1 extra feat at 1st level. initially and at later levels are limited to TL0 items
--4 extra skill points at 1st level and 1 ONLY. They may purchase and use higher levels
extra skill point at each additional level. while progressing, but run the chance for EDF
--Broad skills: Loteks can choose two skills disruption as they obviously hold some magic at
among both Echan and Techan lists and make that time.
them Class skills as long as they are not an --Their starting money is in Gold, not UC,
exclusive skill to another class. which Loteks personally don’t keep usually in high
--Proficiency: Lotek characters need a numbers.
broad range of skills to survive in the wild. At 1st
level, they can choose between two of the feats
following for free if their class does not already
have them: Armor Proficiency (Light), Armor
Proficiency (Medium), Armor Proficiency (Heavy),
________________________________________________________________________________________________________

133
Martial Base
Gunslinger Fort Ref Will
Attack Bonus
Level Save Save Save Special
1st +1 +0 +2 +0 Martial Gunplay, Close Combat Shot, Canny
Defense
2nd +2 +0 +3 +0 Precise Strike +1d6, Channel Energy
3rd +3 +1 +3 +1 Improved Two Weapon Fighting.
4th +4 +1 +4 +1 Mobility
5th +5 +1 +4 +1 Improved Rapid Reload
6th +6 +2 +5 +2 Precise Strike +2d6
7th +7 +2 +5 +2 Elaborate Parry
8th +8 +2 +6 +2 Improved Reaction
9th +9 +3 +6 +3 Flurry of Shots
10th +10 +3 +7 +3 Precise Strike +3d6

LOTEK PRESTIGUE CLASSES


Many might wonder why firearms are not their inane abilities to always be in the right place
more common among the nations of Echa. in close combat to place a perfect shot.
Beyond the advances of magic, any magic- Martial Gunslingers prefer to offer
inept could pick up a rifle and use it. The themselves into close quarters, preventing their
problem arose with knowledge. Simply put, enemies from striking from a distance. They
when the Attricana opened and mankind maneuver themselves to get close, maximizing
separated, those with the know banded their firing potential while reducing the capacity
together. They became Bastions. The ability to for themselves to be hit. They are masters at
construct and maintain firearms proved valuable being close to a target but maneuvering angles
and these knowledged folk gained admittance. for maximum firing arcs but doing it while
This left the outsiders with a disadvantage, as tumbling around enemies, under them, and over
they possessed no firearms to defend themselves, them. It is not unheard of for one to jump in the
forcing to adapt to what they had around. midst of an enemy squad, take every one down
Eventually, the knowledge trickled down and a at point blank range and walk away with nary a
few learned how to make rudimentary weapons. scratch.
Many kept this knowledge secret in hopes to However, to do that, they must get
monopolize a product and industry. Firearms close, study their targets. Make every shot count.
and the capacity to build and maintain them is They sometimes use two handguns, firing often
still rare and the selling of ammunition ever rarer. without even knowing a target’s exact position.
Loteks is the only society that has been able to They master studying a scene in seconds and
create a rudimentary network of places where knowing exactly where to stand and in what
their people can find and purchase the weapons position to offer the greatest level of defense
they need. while also make their handguns lethal with even
Because Loteks were exposed to these a single shot.
TL0 weapons more than anyone else, after two Hit Die: d10.
thousand years, many with the knowledge of
high-level magic found ways to combine the
REQUIREMENTS
To qualify to become a Martial
two. Being able to imbue magical properties in
Gunslinger, a character must fulfill all the
firearms quickly formed. These are really only
following criteria.
found with Loteks. Several variations of these
Tumble: 5 ranks
classes exist—those able to enchant their firearms
Base Attack Bonus: +6.
or themselves in concert with them. These are
Feats: Two-Weapon Fighting, Personal
the Lotek Prestige classes.
Firearms Feat, Weapon Focus (Specific Handgun)
Note: A Martial Artist can supplement
MARTIAL GUNSLINGER the requirements Two Weapon Fighting with their
Most Martial Gunslingers believe their Martial Artist ability.
abilities to be naturally canny skills developed CLASS SKILLS
over years of hard training and discipline. The Martial Gunslinger class skills (and the
Although this is partly true, not to quench the key ability for each skill) are Balance (Dex), Bluff
believe of these artists. However, their abilities
amplify with hidden powers that channel through

134
(Cha), Escape Artist (Dex), Innuendo (Wis), Jump against attacks of opportunity caused when she
(Str), Tumble (Dex), Listen (Wis), Spot (Wis). moves out of or within a threatened area. A
Skill Points at Each Level: 3 + Int modifier. condition that makes her lose her Dexterity bonus
to Armor Class (if any) also makes her lose dodge
CLASS FEATURES bonuses.
All of the following are Class Features of
Off Hand Parry (Ex): When using the full
the Martial Gunslinger prestige class.
attack option, a Martial Gunslinger can sacrifice
Weapon and Armor Proficiency: A
her off-hand attack in enhance for a +2 Dodge
Martial Gunslinger is proficient with all firearms
bonus to her AC. This stacks with a Buckler and
but with no type of armor. The only shield they
the Intelligence and Dex bonus listed above.
are proficient with is the buckler.
Rapid Reload (Ex): At 5th level, a Martial
Close Combat Shot (Ex): At 1st level, a
Gunslinger can reload a single focused firearm as
Martial Gunslinger gains the ability to make a
a free action that does not provoke an attack of
ranged attack with a Medium-size or smaller
opportunity.
firearm while in a threatened area without
Elaborate Parry (Ex): At 7th level, if the
provoking an attack of opportunity.
Martial Gunslinger chooses to fight defensively or
Canny Defense (Ex): When not wearing
use all out defense in melee combat, she gains
medium or heavy armor or using a shield, a
an additional +1 dodge bonus to her AC for
Martial Gunslinger adds 1 point of Intelligence
each class level of Martial Gunslinger she has
bonus (if any) per Martial Gunslinger class level to
advanced. This is an extraordinary ability.
her Dexterity bonus to modify Armor Class while
Improved Reaction (Ex): At 8th Level, the
wielding a handgun. If a Martial Gunslinger is
Martial Gunslinger gains a +2 to initiative rolls. This
caught flat-footed or otherwise denied her
ability stacks with Improved Initiative.
Dexterity bonus, she also loses this bonus.
Flurry of Shots (Ex): In lieu of her regular
Martial Gunplay: A Martial Gunslinger’s
attacks, once per day a Martial Gunslinger of 9th
weapon/s become extensions of her body. The
level or higher can fire a single shot at each and
Gunslinger’s now becomes proficient with using
every target within the first range increment, to a
her weapon/s as clubs. The Pistol does 1d6
maximum of one target for every Martial
damage. For Martial Artists, The weapon/s act as
Gunslinger level she has earned. Each attack
being unarmed for the purposes of Living
uses the Gunslingers primary attack bonus, and
Weapon Damage. This means that a Martial
each enemy may only be targeted by a single
Artist can instantly switch from pistol damage to
shot. In addition, the Gunslinger cannot use her
living weapon damage without dropping the
Precise Strike with this maneuver. She also can
firearm/s and they still retain their two weapon
only fire as many shots as she has in her armed
fighting ability and do not provoke attacks of
weapon/s.
opportunity.
Precise Strike (Ex): At 2nd Level, the
Martial Gunslinger gains the extraordinary ability GUN DANCER
to strike precisely with her focused personal
firearm, gaining a bonus 1d6 damage added to Poetic in their movements, flamboyant in
her normal damage roll. Only the first shot per the actions, Gun Dancers received their names
combat round is eligible for this bonus. Any not from their movements in combat but rather
creature immune to critical hits is not vulnerable the ballet of gunfire from their weapons. Often
to a precise strike. Every four levels of Martial staying clear from close combat, Dancers
Gunslinger increase the damage by an extra release showers of bullets from multiple weapons
1d6. often concealed until the Dancer enters
Channel Energy: At 2nd level, the Martial combat.
Gunslinger with previous levels in Monk or Martial The Dancer exposes her weapons from
Artist can channel her Ki abilities through her hidden recesses and shoots as many bullets as
bullets. This includes the bonuses for damage necessary to defeat her enemy. Precision is not
reduction and any additional bonuses for as much of a priority as simple numbers. Ignore
unarmed strikes. The weapons count as accuracy; Dancers simply go for a quantity
unarmed so do unarmed Monk damage instead rather than quality approach to gunfire, a mirror
of 1d6. opposite to the Martial Gunslinger. Also, unlike
Improved Two Weapon Fighting: At 3rd the Martial Gunslinger, the Gun Dancer prefers to
level, the Martial Gunslinger gains the Improved remain out of close combat. However, they still
Two Weapon Fighting Feat. prefer using handguns and always use two
Mobility (ex): At 4th level, a Martial weapons simultaneously.
Gunslinger gets a +4 dodge bonus to Armor Class

135
Gun Dancer Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Improved Two Weapon Fighting, Improved Armor
Use.
2nd +2 +3 +0 +0 Sharp Shooting / Improved Personal Firearm Use.
3rd +3 +3 +1 +1 Concealable Weapons
4th +4 +4 +1 +1 Rapid Reload
5th +5 +4 +1 +1 Greater Two Weapon Fighting
6th +6 +5 +2 +2 Greater Concealable Weapon
7th +7 +5 +2 +2 Free Attack
8th +8 +6 +2 +2 Absolute Ambidexterity
9th +9 +6 +3 +3 Supreme Concealable Weapons
10th +10 +7 +3 +3 Supreme Two Weapon Fighting
Hit Die: d10. conceal her weapon in magical repositories
located at each of the wrists. They operate as
REQUIREMENTS special portable holes just large enough to fit
To qualify to become a Gun Dancer, a
ONE Small weapon (or item) each. As a free
character must fulfill all the following criteria.
action, the Gun Dancer launches these weapons
Base Attack Bonus: +9.
from these portable holes (often concealed
Feats: Weapon Focus (Any Personal
within long sleeves), immediately sliding
Firearm), Two-Weapon Fighting, and Weapon
effortlessly into the Gun Dancer’s hands. The
Finesse
holes are invisible and undetectable by any
Class Skills: The Gun Dancer’s class skills
means save for magic detection (From Spells or
(and the key ability for each skill) are Climb (Str),
Techa). The weapons only launch from
Intimidate (Cha), Jump (Str), Listen (Wis), Ride
telepathic commands from the Dancer and false
(Dex), Tumble (Dex), Balance (Dex) and Bluff
alarms do not occur. This effect is permanent,
(Cha), Spot (Wis)
but the holes close off temporarily while in
Skill Points at Each Level: 2+ Int modifier.
antimagic fields, making the weapons
CLASS FEATURES inaccessible.
All of the following are Class Features of If the Dancer’s hands are tied and the
the Gun Dancer prestige class. command given, the weapons drop to the
Weapon and Armor Proficiency (Ex): ground. If the Dancer is dominated (as per the
Gun Dancer is proficient with all firearms and with spell), the weapons can be launched from a
Light and Medium armor. The only shield they command from the controller.
are proficient with is the buckler. If pistols are concealed, then the holes
Improved Two Weapon Fighting (Ex): are large enough to hold an additional clip for
Beginning at 1st Level, a Gun Dancer can fight that weapon.
with two firearms as if she had the Improved Two After combat is concluded, the Dancer
Weapon Fighting Feat. She looses this ability if can raise her arms in the air and drop the
using anything but Personal Firearms. weapons back into the holes, ready to be
Improved Armor Use (Ex): When using deployed again. The holes enlarge later on as
any Masterwork armor (Magical or Mithral, or the Dancer progresses in levels (see later). They
not), a Gun Dancer receives an additional –1 also weigh nothing.
reduction to Armor Check penalties up to a Rapid Reload (Ex): At 4th level, a Gun
maximum penalty of 0. This ability stacks with any Dancer can reload a firearm as a free action
other improvements made to reduce the Armor that does not provoke an attack of opportunity.
Check penalty (as long as its not above 0). When using two handguns, they both can be
Sharp Shooting (Ex): Gun Dancers reloaded but it costs a move-equivalent action
receive a +2 bonus to ranged attack rolls against and provokes an attack of opportunity. If using
targets with some degree of cover. This ability the Concealable Holes to carry the additional
has no effect against foes with no cover or total clips, the small handguns can both be reloaded
cover. simultaneously as a free action.
Improved Personal Firearm Use (Ex): Greater Two Weapon Fighting (Ex): At 5th
When the Gun Dancer is using two-weapon level, the Gun Dancer can make a third attack
fighting; she can use two medium firearms and with her off hand weapon, albeit with a –10
wield them as light. penalty (before improvements for BAB).
Concealable Weapons (Su): At 3rd Level,
the Gun Dancer gains the Supernatural ability to

136
Enchanted Base Attack
Sniper Fort Ref Will
Bonus
Level Save Save Save Special
1st +1 +0 +2 +0 Ranged Sneak Attack +1d6, Range Increase bonus
+10ft / level.
2nd +2 +0 +3 +0 Keen Bullets
3rd +3 +1 +3 +1 Ranged Sneak Attack +2d6
4th +4 +1 +4 +1 Take Aim +2
5th +5 +1 +4 +1 Ranged Sneak Attack +3d6, Consistent Aim 1/day
6th +6 +2 +5 +2 Free Attack
7th +7 +2 +5 +2 Consistent Aim 2/day, Take Aim +4
8th +8 +2 +6 +2 Ranged Sneak Attack +4d6
9th +9 +3 +6 +3 Banked Shot, Consistent Aim 3/day
10th +10 +3 +7 +3 Ranged Sneak Attack +5d6
Greater Concealable Weapons (Sp): The deny their magical influences and marvel in their
Gun Dancer improves her concealable weapon patience. Many elves don’t mind the idea of
launchers. They can now conceal: Enchanted Snipers and even the odd elf has
1 Small Firearm & 2 clips OR been seen wielding a longarm instead of a bow,
1 Longarm. but this is quite rare.
If using the holes to carry the additional Snipers prefer to keep back and lack
clips, the small handguns can both be reloaded many abilities for close combat.
simultaneously as a free action. Hit Die: d8.
Free Attack (Ex): Starting 7th level, once
per round, whenever an ally within line of sight
REQUIREMENTS
To qualify to become an Enchanted
gains an attack of opportunity upon a foe, the
Sniper, a character must fulfill all the following
Gun Dancer can make one ranged attack
criteria.
against the same foe, at her highest attack
Base Attack Bonus: +5.
bonus, as a free action.
Hide: 4 Ranks
Absolute Ambidexterity: Beginning at 8th
Spot: 4 Ranks
level, the Gun Dancer’s attack penalties for
Feats: Far Shot, Precise Shot, Weapon Focus (any
fighting with two weapons lessen by 2. Thus if she
Longarm).
is using a light weapon in her off-hand, she suffers
no penalties on her attack rolls for fighting with CLASS SKILLS
two weapons. The Enchanted Sniper’s class skills (and
Supreme Concealable Weapons: The the key ability for each skill) are Balance (Dex),
concealed holes for launching weapons enlarge Climb (Str), Escape Artist (Dex), Hide (Dex), Jump
again at 9th level. Each hole can hold the (Str), Listen (Wis), Spot (Wis), Swim and (Str).
following: Skill Points at Each Level: 4 + Int modifier.
1 Small Firearm & 3 clips OR
2 Small Firearms & 1 clip OR
CLASS FEATURES
3 Small Firearms OR All of the following are Class Features of
1 Longarm & 1 clip the Enchanted Sniper prestige class.
Supreme Two-Weapon Fighting: At 10th Weapon and Armor Proficiency: An
level, Gun Dancer gains an additional attack Enchanted Sniper is proficient with all firearms but
wither her off-hand weapon. In additional to her with no type of armor.
three attacks she already has each round with Ranged Sneak Attack (Ex): Any time the
her off hand weapon at penalties at 0, -5, and – Sniper’s target is denied his Dexterity Bonus to AC
10, respectively, she is also entitled to a fourth (Whether or not he has a dexterity bonus), the
attack with her off-hand weapon at a –15 Sniper’s ranged sneak attack deals extra
penalty. damage. The extra damage is +1d6 at 1st level,
and +1d6 every two levels after that.
Range Increase Bonus (Ex): With each
ENCHANTED SNIPER level the Sniper gains, the range increments of all
Learning from the elves, certain Loteks her projectile weapons increase by 10 feet.
found ways to channel similar abilities in their Keen Bullets (Ex): At 2nd level, all
longarms. This turned into an Enchanted Sniper, projectiles the Sniper fires behaves as if they were
combining the patience and discipline taught by keen weapons in addition to any other properties
elves into more modern firearms. They never they may possess. This effect does not stack with

137
other keen effects. Free Attack (Ex): Starting 6th level, once
Take Aim (Ex): At 4th level, the per round, whenever an ally within line of sight
Enchanted Sniper gains a +2 stacking bonus on gains an attack of opportunity upon a foe, the
her attack rolls against a stationary target by Enchanted Sniper can make one ranged attack
careful aiming. Taking aim is a full round action against the same foe, at her highest attack
and if the target moves more than five feet bonus, as a free action.
during that period, the bonus is lost. No Banked Shot: This extraordinary ability
additional bonus exists for spending more than allows the Sniper to fire a shot at a target within
one round aiming. At 7th level, this bonus 20 feet of a wall (but not adjacent to the wall)
increases to +4. and treat the target as if flat-footed for purposes
Consistent Aim (Su): Once per day, a 7th of AC and damage inflicted. The Sniper may
level Sniper can reroll one attack roll that she has also ignore cover between the character and
just made with a projectile weapon. She must the target. The surface doesn’t have to be
keep that result, even if it is worse than the perfectly smooth and level; a brick wall or an
original roll. She can use this ability twice a day asphalt road can be used. This is a full round
at 7th level and 3 times a day at 9th level. action since it is extremity difficult.
______________________________________________________________________________________________________

D20 MODERN FEATS


Feats listed here are only available to D20 Modern. Exceptions are up to the GM. For
Techa classes or Techa born humans. Techa Descriptions, please refer to the D20 Modern
characters may choose feats from D20 or from
book or the SRDs.
ADVANCED COMBAT DOUBLE TAP PERSONAL FIREARMS
MARTIAL ARTS DRIVE-BY ATTACK PROFICIENCY
ADVANCED FIREARMS EXOTIC FIREARMS RENOWN
PROFICIENCY PROFICIENCY SIMPLE WEAPONS
AIRCRAFT OPERATION FORCE STOP PROFICIENCY
BUILDER GEARHEAD STRAFE
BURST FIRE IMPROVED COMBAT MARTIAL SURFACE VEHICLE OPERATION
COMBAT MARTIAL ARTS ARTS SURGERY
CREATIVE LOW PROFILE VEHICLE DODGE
DEFENSIVE MARTIAL ARTS MEDICAL EXPERT VEHICLE EXPERT
________________________________________________________________________________________________________

SKILLS
These skills are Techan based skills and Cross table below summarizes the characteristics of
Culture Skills are denoted with a @. Some are various poisons.
altered for cost purposes (D20 modern utilizes a Save DC: The Difficulty Class of the
different financial system). Some have also been Fortitude save to negate the effects of the
altered to fit into the setting or have new rules poison.
attached for unique circumstances. Initial Damage: The damage a
COMPUTER USE@ character takes immediately upon failing his or
her Fortitude save.
CRAFT (chemical) (Int)@ Secondary Damage: The damage a
Explosive COST DC Time character takes after 1 minute of exposure to the
Improvised (1d6/5 feet)* 60 10 1 round poison if the character fails a second saving
Simple (2d6/5 feet) 120 15 10 min.
throw. Ability score damage is temporary, unless
Moderate (4d6/10 feet) 160 20 1 hr.
marked with an asterisk, in which case the
Complex (6d6/15 feet) 200 25 3 hr.
Powerful (8d6/20 feet) 250 30 12 hr.
damage is permanent ability drain.
Devastating (10d6/25 300 35 24 hr. Unconsciousness lasts for 1d3 hours, and
feet) paralysis lasts 2d6 minutes.
*The figures in parentheses are typical Craft DC: The DC of the Craft check to
damage/burst radius for each type of explosive. create a quantity of the poison.
Poisonous Substances: Solid poisons are usually Time: The amount of time required for the Craft
ingested. Liquid poisons are most effective when check.
injected directly into the bloodstream. Gaseous
poisons must be inhaled to be effective. The

138
Table: poisons
Save Initial Secondary Craft
Poison Type DC Damage Damage Cost Restriction DC Time
Arsenic Ingested 15 1d4 Str 2d4 Con 90 Res (+2) 24 4 hr.
Atropine Injury 13 1d6 Dex 1d6 Str 30 Res (+2) 14 1 hr.
Belladonna (plant) Injury 18 1d6 Str 2d6 Str 140 Lic (+1) n/a n/a
Blue vitriol Injury 12 1d2 Con 1d2 Con 30 Res (+2) 9 1 hr.
Blue-ringed Injury 15 1d4 Con 1d4 Con 140 Lic (+1) n/a n/a
Octopus venom
Chloral hydrate Ingested 18 1d6 Dex Unconsciousness 120 Res (+2) 28 8 hr.
1d3 hours
Chloroform 1 Inhaled 17 Unconsciousness — 90 Res (+2) 24 4 hr.
1d3 hours
Curare (plant) Injury 18 2d4 Dex 2d4 Wis 150 Res (+2) n/a n/a
Cyanide Injury 16 1d6 Con 2d6 Con 150 Mil (+3) 31 15 hr.
Cyanogen Inhaled 19 1d4 Dex 2d4 Con 120 Mil (+3) 28 8 hr.
DDT Inhaled 17 1d2 Str 1d4 Str 90 Lic (+1) 20 4 hr.
Knockout gas Inhaled 18 1d3 Dex Unconsciousness 120 Res (+2) 26 8 hr.
1d3 hours
Lead arsenate (gas) Inhaled 12 1d2 Str 1d4 Con 60 Res (+2) 17 2 hr.
Lead arsenate (solid) Ingested 12 1d2 Con 1d4 Con 60 Res (+2) 18 2 hr.
Mustard gas Inhaled 17 1d4 Con 2d4 Con 120 Mil (+3) 26 8 hr.
Paris green (gas) Inhaled 14 1d2 Con 1d4 Con 90 Res (+2) 20 4 hr.
Paris green (solid) Ingested 14 1d4 Con 1d4 Con 90 Res (+2) 24 4 hr.
Puffer poison (fish) Injury 13 1d6 Str Paralysis 130 Lic (+1) n/a n/a
2d6 minutes
Rattlesnake venom Injury 12 1d6 Con 1d6 Con 120 Lic (+1) n/a n/a
Sarin nerve gas Inhaled 18 1d4 Con 2d4 Con 150 Illegal (+4) 30 15 hr.
Scorpion/tarantula venom Injury 11 1d2 Str 1d2 Str 120 Lic (+1) n/a n/a

Strychnine Injury 19 1d3 Dex 2d4 Con 90 Res (+2) 23 4 hr.


Tear gas Inhaled 15 Blindness — 90 Res (+2) 21 4 hr.
1d6 rounds
VX nerve gas Inhaled 22 1d6 Con 2d6 Con 210 Illegal (+4) 42 48 hr.
1 Chloroform gives off vapor that causes unconsciousness. Applying chloroform to an unwilling subject requires a
successful grapple check and pin.
n/a: Certain poisons can’t be made with the Craft skill. Instead, such a poison must be obtained by extracting it
from the creature in question.
Special: A character without a chemical kit takes a –4 penalty on Craft (chemical) checks.
A character with the Builder feat gets a +2 bonus on all Craft (chemical) checks.
CRAFT (electronic) (Int) Advanced (jet engine) 200 30 60 hr.
Tech Level = +1*
Type of Scratch-Built Craft Cost Time
*A crafter cannot scratch build anything more
Electronics (Examples) DC
than one tech level above his own.
Simple (timer or 80 15 1 hr.
detonator) CRAFT (pharmaceutical) (Int)
Moderate (radio direction 120 20 12 hr Disease Fortitude Purchase Craft Time
finder, electronic lock) Save Cost DC
14 or lower 50 15 1 hr.
Complex (cell phone) 160 25 24 hr.
15–18 150 20 3 hr.
Advanced (computer) 220 30 60 hr.
19–22 250 25 6 hr.
23 or higher 400 30 12 hr.
CRAFT (mechanical) (Int)
Type of Scratch-Built Cost Craft Time CRAFT (structural) (Int)
Mechanical Device DC Type of Scratch h-Built Cost Craft Time
(Examples) Structure (Examples) DC
Simple (tripwire trap) 50 15 1 hr Simple (bookcase, false 50 15 12 hr
Tech Level = -2 or less wall)
Moderate(engine 120 20 12 hr. Moderate(catapult, shed, 100 20 24 hr
component, light armor) house deck)
Tech Level = 1
Complex 160 25 24 hr. Complex(bunker, domed 150 25 60 hr.
(automobile engine, 9mm ceiling)
autoloader handgun) Advanced (house) 200 30 600 hr.
Tech Level = 0

139
CRAFT (visual art) (Int) Try Again?: No. The check represents
what a character knows, and thinking about a
CRAFT (writing) (Int) topic a second time doesn’t let the character
DEMOLITIONS (Int)@ know something he or she never knew in the first
DRIVE (Dex)@ place.
Special: An untrained Knowledge check
GAMBLE (Wis) is simply an Intelligence check. Without actual
INVESTIGATE (Int) training, a character only knows common
KNOWLEDGE <NEW> (Int) @ knowledge about a given subject. A character
Arcane Lore: Separate from Arcana, this can take 10 when making a Knowledge check,
is a less detailed, analytical approach to the but can’t take 20. A character with the
world outside the walls. This includes the occult, Educated feat gets a +2 bonus on any two types
magic and the supernatural, astrology, of Knowledge checks. The GM may decide that
numerology, and similar topics. having 5 or more ranks in a specific Knowledge
Behavioral Sciences: Psychology, skill provides a character with a +2 synergy bonus
sociology, and criminology. when making a related skill check.
Business: Business procedures, Time: A Knowledge check can be a
investment strategies, and corporate structures. reaction, but otherwise requires a full-round
Bureaucratic procedures and how to navigate action.
them. NAVIGATE (Int)
Techa Civics (specify Bastion): Law, PILOT (Dex)@
legislation, litigation, and legal rights and SPECIAL – Flying higher/lower tech level
obligations. Political and governmental machines: The difference between Tech levels
institutions and processes. of the Pilot and Craft is doubled and added as a
Current Events (specify Bastion): Recent competency bonus / Penalty.
happenings in the news, sports, politics, A TL3 Pilot flying a TL1 craft gains a +4
entertainment, and foreign affairs of a Bastion. bonus to operate the craft. That same pilot
Earth and Life Sciences: Biology, botany, would receive a –4 penalty is attempting to fly a
genetics, geology, and paleontology. Medicine TL5 craft.
and forensics. SPECIAL: Techan raised
characters add their TL to their roll as a REPAIR (Int)@
competency bonus. Repair Task (Example) Cost Repair Time
History: Events, personalities, and DC
cultures of the past. Archaeology and Simple (tool, simple 40 10 1 min.
weapon)
antiquities. This is generic history of the Earth. It is
Moderate (mechanical or 70 15 10 min.
more vague. electronic component)
Physical Sciences: Astronomy, Complex (mechanical or 100 20 1 hr.
chemistry, mathematics, physics, and electronic device)
engineering. SPECIAL: Techan raised characters Advanced (cutting-edge 130 25 10 hr.
add their TL to their roll as a competency bonus mechanical or electronic
Popular Culture (specify Bastion): device)
Popular music and personalities, genre films and SPECIAL – Repairing higher/lower tech
books, urban legends, comics, science fiction, level machines: The difference between Tech
and gaming, among others. levels of the mechanic and object is doubled
Streetwise (specify Bastion): Street and and added as a competency bonus / Penalty.
urban culture, local underworld personalities and A TL3 mechanic repairing a TL1 object
events. gains a +4 bonus to operate the craft. That same
Tactics: Techniques and strategies for mechanic would receive a –4 penalty is
disposing and maneuvering forces in combat. attempting to repair a TL5 craft. (Anyone getting
Technology: Current developments in cutting- Deja-Vu?—Ed.)
edge devices, as well as the background RESEARCH (Int)
necessary to identify various technological
devices.
SLEIGHT OF HAND (Dex)
Theology and Philosophy: Liberal arts, SURVIVAL (Wis)
ethics, philosophical concepts, and the study of TREAT INJURY (Wis)@
religious faith, practice, and experience.
________________________________________________________________________________________________________

140
EQUIPMENT (GENERAL)
These sections covers the wide variety of (usually involving battery life). For all descriptions,
general gear available to Techan Adventurers refer to the D20 modern book or SRD.
and to Echans that luck out and either stumble
upon these outside of the walls or happen to
CLOTHING
Bastions often sport their own fashions
enter a Bastion and find them through normal
but obviously, to go into their trends would take
means.
up far too much space to include here. Simply
BATTERY CELLS: put, regular clothes from Porto look very different
Many of the objects in this section are battery-- from the norm in York. Unless someone
operated. Any device that uses batteries comes purchases clothes from the Bastion they are in,
with one. There are two very important rules with visitors will stick out. Even York and Mann wear
Cells: different styles.
1: Bastion batteries are completely
INCOMPATIBLE with other Bastion batteries.
COMPUTERS AND CONSUMER
2: You cannot replace one type of ELECTRONICS
battery for another under ANY circumstances. Camera--Digital: A digital camera uses
Battery Classes: no film; instead, its pictures are simply
Basic (B): These Cells are for smaller items and downloaded to a computer as image files. No
cost 10 UC each. film developing is necessary. The battery can
Medium (M): These cells power smaller vehicles take one photo per charge.
and larger equipment. They cost 100 UC each. Cell Phone: A digital communications
High (H): These Cells are larger, powerful, and device that comes in a hand-held model or as a
usually reserved for huge weapons and massive headset, a cell phone uses a battery that lasts for
energy equipment. They cost 500 UC each. 24 hours before it must be recharged. It works in
Battery Charges: any area covered by cellular service. The
1: 1 charge 2: 5 Charges Battery lasts for one minute per charge.
3: 10 Charges 4: 25 Charges Notebook: Slim, lightweight, and
5: 50 Charges portable, notebook computers have most of the
EQUIPMENT TABLES functions available on desktop computers.
Upgrade: A character can upgrade a desktop or
Size: The size category of a piece of
notebook computer’s processor to provide a +1
equipment helps to determine how easy that
equipment bonus on Computer Use checks. The
object is to conceal, and it also indicates
Battery lasts one hour per charge.
whether using the object requires one hand or
Digital Audio Recorder: These tiny
two.
recorders (about the size of a deck of playing
Weight: This column gives the item’s
cards) can record up to eight hours of audio and
weight.
can be connected to a computer to download
Cost: This is the purchase price. This
the digital recording. Digital audio recorders
number reflects the base price and doesn’t
don’t have extremely sensitive microphones; they
include any modifier for purchasing the item on
only pick up sounds within 10 feet. The Battery
the black market.
lasts one hour per charge.
Restriction: The restriction rating for the
Cellular: A cellular modem allows a
object, if any, and the appropriate black market
character to connect her notebook computer to
modifier.
the Internet anywhere he or she can use a cell
Gadget Points (GaPs): Purchase cost in
phone. However, access speed is slow, and any
Gadget Points.
Computer Use or Research check involving the
Cell: Class and Type required to operate
Internet takes half again the normal time
(if at all)
(multiply by 1.5). The Battery lasts one hour per
Tech Level: Tech Level of items. To
charge.
purchase an items requires a rarity check if
PDA: Personal data assistants are handy
above the Tech level of the Bastion is being
tools for storing data. They can be linked to a
purchased from. Tech Level 0 still cannot be
notebook or desktop computer to move files
found in Echan locales but are found in every
back and forth, but can’t be used for Computer
Techan community and are the most common
Use or Research checks. The Battery lasts one
belongings found with the Loes.
hour per charge.
Portable Video Camera: Portable video
Revised descriptions are listed below
cameras use some format of videotape to

141
record activity. The tape can be played back wire and hear any conversation that crosses it. A
through a VCR or via the camera eyepiece. The lineman’s buttset is a common tool for telephone
Battery lasts one hour per charge. repair personnel. The Battery lasts one hour per
Walkie-Talkie: This hand-held radio charge.
transceiver communicates with any similar Metal Detector: This handheld device
device operating on the same frequency and provides a +10 equipment bonus on all Search
within range. checks involving metal objects. The Battery lasts
Basic: This dime-store variety has only a one hour per charge.
few channels. Anyone else using a similar walkie- Night Vision Goggles: Night vision
talkie within range can listen in on the goggles use passive light gathering to improve
character’s conversations. It has a range of 2 vision in near-dark conditions. They grant the
miles. user the ability to see in darkness, also called
Professional: This high-end civilian model darkvision—but because of the restricted field of
allows a character to program in twenty different view and lack of depth perception these
frequencies from thousands of choices—making goggles provide, they impose a –4 penalty on all
it likely that the character can find a frequency Spot and Search checks made by someone
that not being used by anyone else within range. wearing them.
The device can be used with or without a voice- Night vision goggles must have at least a
activated headset (included). It has a range of little light to operate. A cloudy night provides
15 miles. sufficient ambient light, but a pitch-black cave or
a sealed room doesn’t. For situations of total
SURVEILLANCE GEAR darkness, the goggles come with an infrared
Black Box: This device, easily concealed
illuminator that, when switched on, operates like
in the palm of one hand, emits digital tones that
a flashlight whose light is visible only to the
convince the phone system to make a long-
wearer (or anyone else wearing night vision
distance connection free of charge. They also
goggles). The Battery lasts one hour per charge.
let a user “bounce” a call through multiple
Tap Detector: Plug this into a telephone
switches, making the call harder to trace (the DC
line between the phone and the outlet, and it
of any Computer Use check to trace the call is
helps detect if the line is tapped. To detect a
increased by 5). The Battery lasts one hour per
tap, make a Computer Use check (the DC varies
charge.
according to the type of telephone tap used;
Caller ID Defeater: When a phone line
see below). With a success, the tap detector
contains a caller ID defeater, phones attempting
indicates that a tap is present. It does not
to connect with that line show up as
indicate the type or location of the tap however.
“anonymous” or “unavailable” on a caller ID unit.
In addition, it can’t be used to detect a
Such a call can still be traced as normal,
lineman’s buttset. The Battery lasts one hour per
however. The Battery lasts one round per
charge.
charge.
Line Tap: This tap can be attached to a
Cellular Interceptor: About the size of a
phone line at any point between a phone and
small briefcase, a cellular interceptor can detect
the nearest junction box (usually on the street
and monitor a cell phone conversation within a
nearby). Installing it requires a Repair check (DC
5-mile area by listening in on the cellular service’s
15). It broadcasts all conversations on the line
own transmitters. Intercepting the calls of a
over a radio frequency that can be picked up by
particular cell phone requires a Computer Use
any professional walkie-talkie. Detecting a line
check (DC 35); if the user knows the phone
tap by using a tap detector requires a Computer
number of the phone in question, the DC drops
Use check (DC 25). The Battery lasts one day per
to 10. Obviously, the phone must be in use for
charge
someone to intercept the call. A cellular
interceptor cannot be used to intercept regular
(ground line) phone connections. The Battery
lasts one minute per charge.
Lineman’s Buttset: This device resembles
an oversized telephone handset with a numeric
keypad on the back and wire leads hanging
from the bottom. It functions as a portable,
reusable telephone line tap. With a Repair
check (DC 10), a user can connect to a phone

142
Table: General Equipment 1
Object Size Weight Cost Restriction GaPs Cell TL

Bags and Boxes


Aluminum travel case
10 lb. Capacity Med 5 lb. 100 - 0.5 - 0
40 lb. Capacity Large 10 lb. 110 - 0.5 - 0
75 lb. capacity Large 15 lb. 120 - 0.5 - 0
Briefcase Med 2 lb. 170 - 0.5 - 0
Contractor’s field bag Med 2 lb. 60 - 0.5 - 0
Day pack Small 2 lb. 50 - 0.5 - 0
Handbag Small 1 lb. 40 - 0.5 - 0
Range pac
Standard Small 2 lb. 70 - 0.5 - 0
Oversized Med 3 lb. 90 - 0.5 - 0
Patrol box Med 4 lb. 90 - 0.5 - 0

Clothing
Clothing outfit
Business Med 3 lb. 220 - 1.5 - 0
Casual Med 2 lb. 80 - 1 - 0
Formal Med 3 lb. 250 - 1.5 - 0
Fatigues Med 3 lb. 90 - 0.5 - 0
Uniform Med 2 lb. 90 - 0.5 - 0
Ghillie suit Med 5 lb. 60 - 0.5 - 1
Outerwear
Coat Med 2 lb. 80 - 0.5 - 0
Fatigue jacket Med 2 lb. 70 - 0.5 - 0
Overcoat Med 3 lb. 90 - 0.5 - 0
Parka Med 3 lb. 90 - 0.5 - 0
Photojournalist’s vest Med 1 lb. 90 - 0.5 - 0
Windbreaker Med 1 lb. 60 - 0.5 - 0
Tool belt Small 2 lb. 90 - 0.5 - 0

Computers and Consumer Electronics


Camera (Digital) Tiny 0.5 lb. 340 - 1.5 B5 1
Cell phone Dim - 90 - 0.5 B5 1
Computer
Desktop Large 10 lb. 1220 - 4 -* 1
Notebook Med 5 lb. 1230 - 4 B3 1
Upgrade - - See text - special - 1
Digital audio recorder Tiny 1 lb. 200 - 1 B3 1
Modem
Broadband Tiny 1 lb. 30 - 0.5 -* 1
Cellular Tiny 1 lb. 60 - 0.5 B5 1
PDA Tiny 0.5 lb. 360 - 1.5 B3 1
Portable video camera Small 2 lb. 360 - 2 B2 1
Printer Med 3 lb. 120 - 1 -* 1
Scanner Med 3 lb. 120 - 1 -* 1
Walkie-talkie
Basic Tiny 1 lb. 70 - 0.5 B3 0
Professional Tiny 1 lb. 150 - 1 B3 1

143
Table: General Equipment 2
Object Size Weight Cost Restriction GaPs Cell TL

Surveillance Gear
Black box Tiny 0.5 lb. 40 Illegal (+4) 0.5 M5 1
Caller ID defeater Tiny 1 lb. 50 - 0.5 B2 1
Cellular interceptor Tiny 0.5 lb. 230 - 4 B3 1
Lineman’s buttset Tiny 1 lb. 130 Lic (+1) 1.5 B3 1
Metal detector Small 2 lb. 110 - 1 B3 1
Night vision goggles Small 3 lb. 170 - 2 B3 1
Tap detector Tiny 1 lb. 70 - 0.5 B3 1
Telephone tap
Line tap Tiny 0.5 lb. 130 Lic (+1) 1 B4 1
Receiver tap Tiny 0.5 lb. 30 Res (+2) 0.5 B4 1
Telephone line tracer Med 5 lbs. 730 - 3 -* 1
Fly-on-the-wall Tiny 0.1lb 2000 Res (+2) 5 B5 3

Professional Equipment
Bolt cutter Med 5 lb. 60 - 0.5 - 0
Caltrops (25) Small 2 lb. 50 - 0.5 - 0
Vehicle opening kit Tiny 1 lb. 160 Lic (+1) 2 - 1
Chemical kit Med 6 lb. 160 - 2 - 1
Demolitions kit Med 5 lb. 130 Lic (+1) 1.5 - 1
Disguise kit Med 5 lb. 120 - 1.5 - 1
Duct tape Tiny 1 lb. 10 - 0.5 - 0
Electrical tool kit
Basic Large 12 lb. 240 - 2 - 0
Deluxe Huge 33 lb. 1210 - 4 - 1
Evidence kit
Basic Med 6 lb. 70 - 1 - 0
Deluxe Med 8 lb. 150 - 2 - 1
Fake ID Fine — See text Illegal (+4) 2 - 0
First aid kit Small 3 lb. 100 - 1.5 - 0
Forgery kit Small 3 lb. 240 - 3 - 1
Handcuffs
Steel Tiny 1 lb. 50 - 0.5 - 0
Zip-tie (25) Dim 0.5 lb. 40 - 0.5 - 0
Mag – Kuffs Tiny 0.5 150 - 1.5 B5 4
Instrument, keyboard Large 12 lb. 240 - 2.5 B3
Instrument, percussion Huge 50 lb. 240 - 2.5 - 1
Instrument, stringed Large 7 lb. 230 - 2.5 - 0
Instrument, wind Tiny 1 lb. 180 - 2 - 0
Lockpick set Tiny 1 lb. 190 Lic (+1) 2 - 0
Lock release gun Tiny 0.5 lb. 520 Res (+2) 4 - 1
Mechanical tool kit
Basic Large 22 lb. 330 - 3 - 0-6
Deluxe Huge 45 lb. 2000 - 10 - 0-6
Multipurpose tool Tiny 0.5 lb. 90 - 1 - 1
Search-and-rescue kit Med 7 lb. 120 - 1.5 - 1
Spike strip Huge 22 lb. 130 - 1.5 - 0

144
Table: General Equipment 3
Object Size Weight Cost Restriction GaPs Cell TL
Medical Gear
Medical kit Med 5 lb. 150 - 2 - 0
Pharmacist kit Med 6 lb. 170 Res (+2) 2 - 0-6
Surgery kit Med 5 lb. 160 Lic (+1) 2 - 1
Adrenaline Boost Tiny 0.1lb 450 Res (+2) 3 -- 2
Ehn-sense Boost Tiny 0.1lb 450 Res (+2) 3 -- 2
Cloner Tube Large 150 lbs 25000 Outlaw (+10) n/a H1 5
Advanced Nano-Healer Med 2lbs 5500 Res (+2) 20 H3 4
Advanced First Aid Med 8lbs 3500 -- 12 -- 4
TL Medical Bed Large 350lbs 10000 -- -- M3 0-6
Rapid Healing Injection Tiny 0.1lb 500 -- 3 -- 2
Enhanced First Aid Kit Med 5lbs 900 -- 10 -- 2
Increased Immunity Injections Small 0.1lbs 250 -- 2 -- 2
Chemical Analyzer Small 5lbs 850 -- 9 B4 2
Stamina Injection Tiny 0.1lbs 450 Res (+2) 3 -- 2
Advanced Nano Reactor Huge 155lb 55000 -- n/a H1 5
Modified T-Cell Injection Tiny 0.1lb. 375 -- 5 4
NanoPerm Injection Tiny 0.1lb Illegal (+4) --
Anti-Nano 3500 30 4
Strength 8500 35 4
Intelligence 8500 35 4
Dexterity 8500 35 4
Constitution 8500 35 4
Tough Skin 4500 28 5
Sustenance 5500 30 4
Heightened Awareness 8500 35 4
Anti-suffocate 20000 45 5
Regeneration 25000 50 5
Survival Gear
Backpack Med 3 lb. 50 - 0.5 - 0
Binoculars
Standard Small 2 lb. 70 - 1 - 0
Range finding Small 3 lb. 150 - 2 B4 1
Electro-optical Small 4 lb. 260 - 3.5 B3 2
Chemical light sticks (5) Tiny 1 lb. 20 - 0.5 - 0
Climbing gear Large 10 lb. 210 - 2 - 0
Compass Dim 0.5 lb. 25 - 0.5 B5 0
Fire extinguisher Med 3 lb. 50 - 0.5 - 0
Flash goggles Tiny 2 lb. 250 - 2 B3 1
Flashlight
Penlight Dim 0.5 lb. 20 - 0.1 B5 1
Standard Tiny 1 lb. 40 - 0.5 B4 1
Battery flood Small 2 lb. 90 - 1 B3 1
Gas mask Small 5 lb. 130 - 1 - 0
GPS receiver Tiny 1 lb. 250 - 3 B5 1
Portable stove Tiny 1 lb. 90 - 1 B3 0
Sleeping bag Med 4 lb. 50 - 0.5 - 0
Tent
2-person dome Med 4 lb. 80 - 1 - 0
4-person dome Med 7 lb. 120 - 2 - 0
8-person dome Large 10 lb. 230 - 3 - 0
Folding Shelter Large 15lb. 1500 - 10 B5 3
Trail rations (12) Tiny 1 lb. 50 - 0.5 - 0
Battery Flare Small 1lbs 100 -- 1 B1 1
Purifying Filter Small 5lb. 35 0.5 3

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Table: General Equipment 4
Object Size Weight Cost Restriction GaPs Cell TL

Weapon Accessories
Box magazine Tiny 0.5 lb. 40 - 0.5 - 0
Detonator
Blasting cap Tiny 0.5 lb. 40 Lic (+1) 0.5 - 0
Radio controlled Tiny 0.5 lb. 100 Lic (+1) 1 B1 1
Timed Tiny 0.5 lb. 70 Lic (+1) 1 B1 1
Wired Tiny 1 lb. 60 Lic (+1) 1 - 1
Holster
Hip Tiny 1 lb. 50 - 1 - 0
Concealed carry Tiny 0.5 lb. 80 - 1 - 1
Illuminator Tiny 0.5 lb. 70 - 1 B3 1
Laser sight Tiny 0.5 lb. 150 - 2 B3 1
Scope
Standard Tiny 0.5 lb. 110 - 1 - 0
Electro-optical Small 3 lb. 180 - 2 B3 2
Speed loader Tiny 0.5 lb. 30 -
Suppressor
Pistol Tiny 1 lb. 120 Mil (+3) 1 - 0
Rifle Small 4 lb. 140 Mil (+3) 1.5 - 0
* requires a plug in.

Unique Items
Antimagic Field Generator Large 40lbs 19500 Illegal (+4) 15 H5 5
Tech-Translator – Text Small 2lbs 2500 -- 8 B5 3
Tech-Translator – Voice Small 2lbs 3500 -- 10 B4 4
Infrared Goggles Small 2lbs 5 000 -- 6 M4 1
Gravity Lens Med 15lbs 5 950 -- 10 M3 4
Lie Detector Med 15lbs 1 850 -- 8 B1 1
Thumper Med 25lbs 9 500 Illegal (+4) 15 H1 4
JellyPad Med 2lbs 350 -- 5 -- 3
Force Shield Med 5lbs 9 500 Res (+2) 15 H2 4
AntiGravity Generator (Pers) Med 15lbs 8 500 Res (+2) 17 M3 5
Holographic Generator (Large) Large 45lbs 9 500 Res (+2) 25 H5 3
Electron Laser Scanner Med 15lb 1 550 -- 8 M5 2-6
Light Bender (minor) Med 5lb 9 500 Mil (+3) 15 M1 4
Spider Gloves Small 5lb. 5 875 Mil (+3) 15 H3 4
Pocket Boat Med 2lb. 10500 -- 20 M3 3
Gravity Boots Med 5lb. 8500 -- 15 M3 4
Micro-Goggles Small 1lb. 2000 -- 10 M5 3
Antigrav Belt Small 5lb. 15 000 -- 28 H3 5
Cloaking Generator Small 10lb. 25 000 -- 28 H3 5
Imprinter Small 1lb. 1 500 -- 5 M3 2
Keenear Small 1 lb. 1 000 -- 5 B3 1
A-EDF Pack Med 1lb. 10000 -- 12 -- 3
Ultrasound Goggles Small 1 lb. 5 000 Mil (+3) 6 M3 4
Ultrasonic Caster Med 5 lb. 10 000 Mil (+3) 12 M3 4
EMP “Pinch” Caster Med 5 Lb. 8 000 Illegal (+4) 8 M2 3
Temporal Mover Small 1 lb. 15000 Illegal (+4) 28 H2 5

Receiver Tap: This item can be easily any professional walkie-talkie. Detecting a
slipped into a telephone handset as a Repair receiver tap by using a tap detector requires a
check (DC 5). It broadcasts all conversations Computer Use check (DC 15). The Battery lasts
over a radio frequency that can be picked up by one day per charge.

146
Fly on the wall: Quite literally, this robotic full day of natural healing, the kit cures 3d8 +4 of
bug resembles a fly. Thus, it is very hard to spot additional damage along with the subjects
(Spot DC 25 if actively looking, DC 30 for a natural healing. The advanced first aid kit has
passive search). It has wings and legs and is enough supplies to heal 100 points of total
controlled directly from a small joystick and damage (not including the natural healing). If
camera with the operator. It relays all audio and the subject is jostled heavily or is forced into
video back to the operator with a maximum combat before the day is up, the wounds tear
range of 50 km. It can then be recorded for and the hit points rolled are removed without
prosperity. It can maneuver with startling ease healing the subject.
and with its tiny appearance has an AC of 23 (+8 TL Medical Bed: A Large, practically
size, +5 Dex). It cannot attack and is instantly immovable bed with built in robotic arms and
destroyed if “swatted.” Its battery is installed in medical supplies. It automatically supplies the
the transmitter/controller and transmitted along subject placed in it with whatever is needed to
the carrier signal to its body, explaining is power cure that person…whether it be puncture
source in a size so small. As a result, the controller wounds or internal damage. It cannot cure
is susceptible to EDF but the fly is not. The Battery diseases or remove ability loss. It simply cures
lasts for one hour per charge. natural damage. The subject must be place in
the bed for a full day for the effects to begin.
PROFESSIONAL The bed cures 1d8 +(TLx3) hit points (TL5 Bed –
EQUIPMENT 1d8+15) per Day of use. Each cell charge will last
Mag-Kuffs: Self-powered with 50 hours of for one day. The bed weighs 350 lbs and is
life, “MaKs” as there are called, lock the limbs incapable of being moved easily.
together in separate steel bracelets, which then Rapid Healing Injection: Similar to Nano
lock together with a magnetic strength requiring healers but less powerful, this one-shot injection
a heavy DC of 40 to break out of and a Disable acts to cure 2d8+5 after an hour of incubation.
Device DC of 30. Escape artist DC is 40. The After initial injection, another dosage cannot be
Bracelets have 15 hardness and 15 hit points and used again for 24 hours.
there is no chain in between to cut. Enhanced First Aid Kit: Similar to the
Adrenaline Boost: A rapid one-shot Advanced First Aid Kit but less powerful, this
injection into the body via syringe or injection version cures 2d8 +4 after one day of use. This
gun, the ADB takes effect in 1d6 rounds and lasts cannot be used again for 24 hours.
2 hours. It invokes a +1d4+1 Techa Strength Increased Immunity Injections: A one-
bonus. shot injection, this basic fluid boosts immunity,
Ehn-sense Boost: Same as the making the subject temporarily immune to poison
Adrenaline boost above, the ESB lasts 2 Hours for 2d4 hours. If the poison looses effect before
after 1d6 rounds of incubation and offers a the time is up, the subject is safe.
+1d4+1 Techa bonus to Dexterity . Chemical Analyzer: Each charge of the
Cloner Tube: Reaching the level of this small device allows a chance to detect one
almost Fantasy, some Bastions can recreate a type of poison. A Wisdom or Alchemy check at
body requiring only a sample of original flesh. It DC20 to detect poison. Only a drop of blood is
takes 2d4 months to reach maturity. It performs required to detect the poison and identify it.
exactly like the Clone spell. Each battery cell Stamina Injection: A rapid one shot
creates one clone. injection like the Adrenaline Boost, the SIJ, after
Advanced Nano-Healer: Beyond just 1d6 rounds, boosts the subjects Con by 1d4+1.It
patching holes, the Nanobots enter the body via lasts 2 hours.
an injection gun and repair it from within. Advanced Nano Reactor: Beyond a
However, these are lower technology creations simple Nano healer, the reactor is a huge man-
compared to some of the prototypes Porto is sized tube that bombards the body with self-
testing. The bots quickly run out of power after a replicating nanobots. Further, they supply all the
few minutes. However, in that time (2d6 rounds), materials needed to cure any injury of any type.
the bots will cures 4d8 + 8 points of damage. Each charge utilizes one purpose…whatever it
After the first dosage, the subject cannot be may be. Placing a body in the tube and
injected again for another 24 hours. The price activating starts a complicated process.
listed is for one gun and the battery replacement Instantly, it starts to heal wounds, curing 1d8+10
charges the gun to create more for more doses. hit points per round. 2d10 rounds later, severed
Advanced First Aid: A much more appendages and other lost extremities are
advanced version of the basic kit, this box regenerated. If the body is dead and or only
contains sprays and skin sealers. If used during a

147
partially intact (only 50% of the original body binoculars function the same as standard
need be there), total Resurrection is available. binoculars in normal light. In darkness, however,
NanoPerm Injection: One of the most users looking through them see as if they had the
advanced versions of the Nanobot injections, darkvision ability granted by night vision goggles.
these bots are self-replicating and self powered It will work for one hour per charge.
utilizing and tapping into the energy of the Flash Goggles: These eye coverings
human body it is injected into. However, their provide total protection against blinding light.
limits are with techa itself. A body resurrected or They work for one hour per charge.
risen using magic does not bring the NanoPerm Flashlight: Flashlights come in a wide
back. Only ONE NanoPerm can be injected in a variety of sizes and quality levels. Those covered
body at any one time. More than one conflict here are professional, heavy-duty models,
and they end up either destroying each other or rugged enough to withstand the rigors of modern
even killing their subject by overloading the adventuring. Flashlights negate penalties for
body. NanoPerms only work on humans and not darkness within their illuminated areas. It will work
on any other creatures. NPIs cannot be for one hour per charge.
exchanged. An Anti-Nano is administered which Penlight: This small flashlight can be
seeks out and kills Existing Nano in the body so a carried on a key ring. It projects a beam of light
new injection can be administered. Nanos also 10 feet long and 5 feet wide at its end. It will
do not exist through magical transformation work for one hour per charge.
(Polymorph). If destroyed or removed, all Standard: This heavy metal flashlight
bonuses the Nanos offered are lost. projects a beam 30 feet long and 15 feet across
Anti-Nano: Removes existing Nanos in at its end. It will work for one hour per charge.
the body. Battery Flood: Practically a handheld
Strength: Incurs a +2 Techa bonus to spotlight, this item projects a bright beam 100
Strength. feet long and 50 feet across at its end. It will work
Intelligence: Incurs a +2 Techa bonus to for one hour per charge.
Intelligence. Portable Stove: This small stove works on
Dexterity: Incurs a +2 Techa bonus to kerosene or white gasoline, and can easily be
Dexterity. broken down and carried for backpacking. The
Constitution: Incurs a +2 Techa bonus to Battery lasts for one hour per charge.
Constitution. Folding Shelter: Much more than a
Tough Skin: Incurs a +1 Natural Bonus to regular tent, this suitcase-sized box unfolds into a
AC. hardened shell where up to 9 people can rest
Sustenance: Improves the body’s use of comfortable. Each charge lasts one hour per
food and water, requiring the body to require charge. The temperature inside the shelter is 70°
food and water ten times less than normal. F if the exterior temperature is between 0° and
Heightened Awareness: Gives the 100° F. An exterior temperature below 0° or
subject Alertness (per the feat). above 100° lowers or raises the interior
Anti-Suffocant: Instead of holding ones temperature on a 1-degree-for-1 basis. The
breath for 2 rounds per point of Constitution, this shelter also provides protection against the
enables one to hold their breath for 20 rounds elements, such as rain, dust, and sandstorms. The
per point of constitution. shelter withstands any wind of less than hurricane
Regeneration: Regenerates 1 point of force, but a hurricane (75+ mph wind speed) or
damage / hour. greater force destroys it.
Binoculars: Binoculars are useful for The interior of the shelter is plain. One
watching opponents, wild game, and sporting can illuminate it dimly upon command or
events from a long distance. extinguish the light as desired.
Standard: Standard binoculars reduce Trail Rations: Trail rations come in a
the range penalty for Spot checks to –1 for every number of commercial options. They all provide
50 feet (instead of –1 for every 10 feet). Using the necessary energy and nutrition for survival.
binoculars for Spot checks takes five times as The purchase DC given is for a case of 12 meals.
long as making the check unaided. Battery Flare: A battery powered bright
Range finding: In addition to the benefit candle, the charge only lasts for one hour but
of standard binoculars, range finding binoculars illuminates are area more than 50 feet in radius.
include a digital readout that indicates the exact Purifying Filter: This removes all impurities
distance to the object on which they are from water to make it drinkable. This includes
focused. It will work for one hour per charge. sifting water from sludge or even from mud. The
Electro-Optical: Electro-optical Filter can create fifty gallons of drinkable water

148
before being saturated. range to 2000 feet, expanding its capabilities
substantially.
WEAPON ACCESSORIES Lie Detector: Not paper, needles, and
Illuminator: An illuminator is a small
wire, this device is a simple palm-shaped device
flashlight that mounts to a firearm, freeing up one
that is placed gently on the subject’s skull. The
of the user’s hands. It functions as a standard
subject may resist to a Will DC of 20. It will detect
flashlight. The Battery lasts for one hour per
falsehoods when the subject is asked direction
charge.
questions. One person can be interrogated with
Laser Sight: This small laser mounts on a
1d6 questions and use a cell charge.
firearm, and projects a tiny red dot on the
Thumper: Once a scientific device, this
weapon’s target. A laser sight grants a +1
Porto invention originally flatted land and raised
equipment bonus on all attack rolls made
islands for Porto to expand its city without
against targets no farther than 30 feet away.
encroaching on the Echan villages nearby.
However, a laser sight can’t be used outdoors
When slammed into the ground, reverberations
during the daytime. The Battery lasts for one shot
echo through the dirt 80 feet in every direction.
per charge.
The shock knocks creatures down, collapses
Electro-Optical: An electro-optical scope
structures, raises, or lowers earth, and more. The
functions the same as a standard scope in
effect lasts for 6 rounds, during which time
normal light. In darkness, however, the user sees
creatures on the ground can’t move or attack.
through it as if he or she had the darkvision ability
A spellcaster on the ground must make a
granted by night vision goggles. The Battery lasts
Concentration check (DC 20 + spell level) or lose
for one shot per charge.
any spell he or she tries to cast. The earthquake
UNIQUE ITEMS affects all terrain, vegetation, structures, and
The following items are unique to specific creatures in the area. The specific effect
Bastions that are listed in their descriptions. Many depends on the nature of the terrain where it is
of these items are the most advanced available, cast.
and, as a result, are hard to find, expensive to Cave, Cavern, or Tunnel: It collapses the
use, and very vulnerable to being disabled. roof, dealing 8d6 points of bludgeoning damage
Anti-Magic Field Generator: This Porto to any creature caught under the cave-in (Reflex
device offers the greatest threat to Echan DC 15 half ) and pinning that creature beneath
civilizations. This small handheld device radiates the rubble (see below). An earthquake cast on
an antimagic field that disrupts all magic ten feet the roof of a very large cavern could also
in every direction. Every round uses up one endanger those outside the actual area but
charge. below the falling debris.
Tech-Translator Voice / Text – Two Cliffs: Cliffs crumble, creating a landslide
different items. One has a visual scanner that that travels horizontally as far as it fell vertically.
superimposes translated text over a foreign Any creature in the path takes 8d6 points of
language. The other translates the voice of bludgeoning damage (Reflex DC 15 half ) and is
someone talking. It deciphers all languages, pinned beneath the rubble (see below).
Echan and Techa except for Ancient Draconic. Open Ground: Each creature standing in
One charge is used up per minute of use. the area must make a DC 15 Reflex save or fall
Infrared Goggles: Those non-telescoping down. Fissures open in the earth, and every
goggles still provide stereoscopic vision and allow creature on the ground has a 25% chance to fall
the wearer to see 60ft in total darkness. Each into one (Reflex DC 20 to avoid a fissure). At the
cell lasts 24 hours. end of the spell, all fissures grind shut, killing any
Battery Flare: Each Flare offers full creatures still trapped within.
daylight for 60 feet for 40 minutes. Structure: Any structure standing on
Gravity Lenses: An ingenious invention open ground takes 100 points of damage,
developed at Motego and utilized at Porto as enough to collapse a typical wooden or masonry
well, it lasts 2 minutes per cell charge. It detects building, but not a structure built of stone or
secret doors, compartments, caches and so forth reinforced masonry. Hardness does not reduce
as well as snares and pits. Will give trap disarming this damage, nor is it halved as damage dealt to
rolls a +10 Techa bonus. It allows the viewer to objects normally is. Any creature caught inside a
see through walls and underground. Only collapsing structure takes 8d6 points of
Adamantine walls resist the lens or Magical bludgeoning damage (Reflex DC 15 half ) and is
Containments (after rolling for EDF). The effective pinned beneath the rubble (see below).
range is 50 feet. Doubling the cost increases the River, Lake, or Marsh: Fissures open
underneath the water, draining away the water

149
from that area and forming muddy ground. safely. If not, she falls the rest of the distance,
Soggy marsh or swampland becomes quicksand taking 1d6 points of damage per 10 feet of fall.
for the duration of the spell, sucking down Holographic Generator (Large): This
creatures and structures. Each creature in the backpack carried device deploys its own legs
area must make a DC 15 Reflex save or sink when activates. The fabric of the pack conceals
down in the mud and quicksand. At the end of most of its gear. Only a reflective sphere on a
the spell, the rest of the body of water rushes in to pindle rises from the top. Lasting 2 hours per
replace the drained water, possibly drowning charge, the device can make natural terrain
those caught in the mud. look, sound, and smell like some other sort of
Pinned beneath Rubble: Any creature natural terrain. Creating terrain around them can
pinned beneath rubble takes 1d6 points of hide structures, equipment, and creatures within
nonlethal damage per minute while pinned. If a the area. However, the moment physical
pinned character falls unconscious, he or she interaction occurs, the effect is nullified. This
must make a DC 15 Constitution check or take could cloak an entire party if need be. The
1d6 points of lethal damage each minute range is more than 300 feet in diameter. It was
thereafter until freed or dead. originally designed by Porto as a duck blind to
Of course, the device can also be monitor Echan cultures.
controlled to raise land up to ten feet per round Electron Laser Scanner: Not just a
or lower at the same rate. It can also be used to computer bank of pre-programmed identities,
level ground. Each use takes a charge. the ESL can scan the capacity of a TECHA item
JellyPad: This odd device resembles a and determine its function and controls. The
little plastic bag filled with red gel surrounded by Scanner can only identify items 1tech level
a mechanical control collar. When dropped, it above its own. It can scan one item per charge
targets itself directly underneath the target or and takes 5 minutes per scan to function
positions itself to land where the subject will properly. Cutting it off uses a charge and it must
land…of course, the user must be falling. No restart. The ELS determines all properties of a
matter the height, the jelly pad expands to catch single item, including how to activate those
the target, removing any damage the user functions (if appropriate), and how many
would take. Of course, the user would have to charges are left (if any) in a battery cell.
be conscious and have a hand free to release It does not function when used on anything
the unit. It does not work if the Jelllypad lands on magical. It comprises of a handle with a built-in
water or on a fire or substantial heat source. The tri-pod, a laser scanner, and a small 4” screen.
Jelly Pad does not roll down hill but once it hits Light Bender (minor): Thought once to
the ground, it stays. If the target moves position, be the realm of only magic, the Bender moves
the pad does not move. The Jellypad has a built light flawlessly itself, effectively making itself
in battery and is a one-shot only device. Invisible. The device, usually backpack stored
Force Shield: Lasting 1 minute / charge, with a remote bracelet to operate creates a
the Force Shield offers a +7 Techa bonus to AC, a field, vanishes from all sight, even from darkvision
+3 to all Ref saves and offers ¾ cover to all missile and infrared. If the recipient carries gear, that
and area attacks vanishes, too. Items dropped or put down by an
AntiGravity Generator (Personal): The invisible creature become visible; items picked
subject using this belt-like device can fly at a up disappear if tucked into the clothing or
speed of 60 feet (or 40 feet if it wears medium or pouches worn by the creature. Light, however,
heavy armor, or if it carries a medium or heavy never becomes invisible, although a source of
load). She can ascend at half speed and light can become so (thus, the effect is that of a
descend at double speed, and the light with no visible source). Any part of an item
maneuverability is good. Using the generator that the subject carries but that extends more
requires only as much concentration as walking, than 10 feet from it becomes visible.
so the subject can attack or cast spells normally Of course, the subject is not silenced,
(careful of EDF though). The subject can charge and certain other conditions can render the
but not run, and it cannot carry aloft more recipient detectable (such as stepping in a
weight than its maximum load, plus any armor it puddle). The device’s field does not disrupt if the
wears. subject attacks any creature.
The cell lasts for one minute per charge. Spider Gloves: Lasting 10 minutes per
Should the cell expire while the subject is still aloft, charge, this allows the user to climbs at ½ walking
the cell fails slowly. The subject floats downward speed. A DC of 30 required to forcefully remove
60 feet per round for 1d6 rounds. If she reaches the PC from the wall unwillingly.
the ground in that amount of time, she lands

150
Boat, Folding: A folding boat looks like a accordingly. Anything entering the Dome will
small wooden box, about 12 inches long, 6 see everything inside for what it is. However, until
inches wide, and 6 inches deep. It a switch is that occurs, all actions inside remain invisible,
thrown, the box opens and a plastic inside even attacks. Theoretically, one can stage arrow
inflates to form a boat 10 feet long, 4 feet wide, fire from a Cloaking Dome and no one can trace
and 2 feet in depth. Pressing the button again the location without sufficient spot checks to see
and using another charge causes it to unfold to the point of origin. Even still, the cloaking field
a ship 24 feet long, 8 feet wide, and 6 feet deep. does not turn off.
The boat can hold four people Imprinter: The Imprinter looks like a small
comfortably, while the ship carries fifteen with camera with a very large screen. It takes a
ease. A opening valve causes the boat or ship photograph of any text and transfers it to text,
to collapse itself so it can be closed into the box which then it saves to a memory bank for later
once again. One charge is used per action retrieval. It can store 20 pages of text and
except to collapse it. pictures on a hard-wired memory chip. The act
Gravity Boots: Lasting 1 per minutes of of reading it uses a charge. Holding data does
charge, this Motego creation allows you to move not drain the cell.
yourself up and down as you wish. Small buttons Keenear: This set of headphones offers a
located in the toes allows the boots to move up +10 Techa Bonus to all Listen checks. Every
or down as much as 20 feet each round; doing minute uses a charge.
so is a move action. You cannot move Anti-Enchantment Field Disruption Bag:
horizontally, but could clamber along the face of A large sack, bag, or backpack capable of
a cliff, for example, or push against a ceiling to shielding of shielding Battery cells from the
move laterally (generally at half its base land disruption of magic. It protects 3 TLs of power
speed). inside of it. Therefore, Any TL3 Cells and under
Someone aloft that attacks with a melee or are safe from all outside magic. However, TL4
ranged weapon finds itself increasingly unstable; and 5 and up still must roll but at a reduced
the first attack has a –1 penalty on attack rolls, chance (TL4 becomes TL1, TL5 becomes TL2, etc).
the second –2, and so on, to a maximum penalty Because of the generic descriptions of Battery
of –5. A full round spent stabilizing allows the cell sizes and origins, the AEDF Bag can carry 10
creature to begin again at –1. cells of any size and of any type. There is not
Micro-Goggles: When worn, the lenses lifespan of the Bag. However, if it is puncture or
enable her to see much better than normal at damaged by fire, it is useless.
distances of 1 foot or less, granting her a +5 Ultrasound Goggles: The Goggles
competence bonus on Search checks to find translate sonic vibrations into visual stimuli. An
secret doors, traps, and similar concealed are that’s loud to the point of painful to the ears
objects. One charge is used per minute. causes the Goggles to cease being useful.
Gravity Disc: This odd device invented in However, when in a prime situation, the Goggles
Motego and still almost exclusively run by that transmit high frequency pulses and detects their
Bastion, creates a solid disk of energy that any ricochet off object. This not only allows the wear
mass of weight can step upon providing it can to view complete darkness as if she had
step upon this disk measuring about 50 feet in Darkvision up to 80 feet, but it will also detects
diameter. Slow but very stable and controlled, any invisible objects in that range as well. Each
the Disc can move a speed of 30 feet in any cell charge lasts for one minute. It detects both
direction, regardless of wind speed or weight of Magical and Technological Invisibility.
the passengers. Maneuverability is good. Each Ultrasonic Caster: Larger, more powerful,
charge lasts for one minute per charge. and more useful than the Goggles, the Caster
The cell lasts for ten minutes per charge. casts out sonic waves and electro aluminates
Should the cell expire while the disc still carries, it anything not visible to the naked eye. The unit
deactivates plummeting all aboard resembles a mace and contains a built in tri-pod
Cloaking Generator: Different than a if the need arises to put it down while still on.
Terrain Generator, the Cloaking Generator could Anything in 60 feet of the Caster that is invisible
vanishes a whole army or even a small town in by Magic or Techa means becomes visible.
the desert. Lasting 10 minutes per charge, the However, identifying the target may still take
dome totally turns invisible anything within 100 work. However, it can still be targets without any
feet. However, this device is not portable and difficulty. Each cell charge lasts for one minute.
cannot be moves when activated. Utilizing EMP Caster: The “pinch” as it is known,
another charge doubles the diameter but resembles a small silver sphere in a small
increases the charge usage per 10 minutes assembly about the size of a hatbox. When

151
activates, it generates a massive EMP field that Housing Cost
disrupts all electronics and battery cells for 30 Small condo 5000
feet in every direction. It takes a full 6 rounds to Large condo 10000
generate the pulse with a single cell charge. It Small house 30000
then activates with a spherical energy discharge. Medium house 35000
It can be charged up prior and activated by a Large house 40000
command switch later. However, the charge will Mansion 100000
dissipate and waste itself after 10 rounds if not Entertainment Cost
used. Movie ticket 10
Every Techa item using a circuit or Theater ticket 20
employing a battery cell must make an EDF roll Sporting event ticket 50
at DOUBLE their TL. However, machines that are Meals Cost
shielded still maintain their defense even though Fast food 10
their adjusted number is still doubled. Because of Family restaurant 20
special of advanced circuitry, TL4 and higher Upscale restaurant 50
items do not double. TL4 becomes TL7, TL5 Fancy restaurant 100
becomes TL8, and TL6 becomes TL9. Transportation Cost
(Note that a failed roll leads to another Airfare
EDF roll like normal disruption rules) Domestic, coach 50
Temporal Mover: This oversized watch- Domestic, first class 100
shaped device from Porto takes one full round to Interbastion, coach 500
charge after activated by a move action. The Interbastion, first class 1000
charge then discharges a waveform, rapidly Vehicle rental
speeding up the user. At ANY point in combat, Economy 60
the user activates the device. Time appears to Mid-size or cargo trans 100
slow, allowing the character one full round of Luxury 200
uninterrupted action at that moment. They can Lodging Cost
attack viable targets, cast spells, use devices and Budget motel 70
move, all without taking attacks of opportunity Average hotel 100
from anyone. All potential targets in combat are Upscale hotel 150
considered flat-footed for both rounds. After the Item Cost
round, time resume for the character and actions Auto repair
continue normally. For the user, everything slows 1 to 10 hp damage 150
down. She simply speeds up. Any projectiles 11 to 20 hp damage 250
can be fired at the character’s ability, but move 21 to 30 hp damage 350
according to their own speed. Therefore, bullets 30+ hp damage 500
and arrows, as well as everything else, will Towing 80
appear to move in slow motion. This occurs in Bail bonds
reverse as the user can suddenly dodge bullets Property crime 200
and arrows effortlessly. The wearer gains a +10 Assault crime 500
Dodge bonus to AC for that round for anything Death crime 10000
fired at the user upon activation. The user also Bribery
receives a +10 Competency bonus to all REF Bouncer 20
saving throws. The wearer also gains the Bureaucrat 100
Improved Evasion feat for the purposes of rolling Informant 200
for half damage for those two rounds (if they Police officer 500
don’t already have it). After the device charge Legal services 100 x lawyer’s
runs out, combat proceeds normally, even if the Knowledge (civics) ranks
wearer’s turn is next. Medical services
Long-term care 100 x doctor’s
Treat Injury ranks
LIFESTYLE Restore hit points 120 x doctor’s
Lifestyle items include travel expenses,
Treat Injury ranks
entertainment and meals beyond the ordinary,
Surgery 150 x doctor’s
and housing, for those characters interested in
Treat Injury ranks
buying a home rather than renting. Lifestyle
Treat poison/disease 100 x doctor’s
items are shown on the table below.
Treat Injury ranks

152
Weapon Dam Critical Type Range ROF Mag / Size Wt. Cost Rest. TL WePs
Inc. Cell
Handguns (require the Personal Firearms Proficiency feat)
9mm Autoloader 2d6 X2 Ballistic 40 S 15 box Small 3 lb. 250 Lic (+1) 0 4
9mm Machine Pistol 2d6 X2 Ballistic 30 S,A 20 box Med 3 lb. 500 Res(+2) 0 5
10mm Autoloader 2d6+2 X2 Ballistic 30 S 9 box Small 3 lb. 500 Lic (+1) 0 5
.45 Autoloader 2d6+2 X2 Ballistic 30 S 7 box Small 3 lb. 450 Lic (+1) 0 5
.50AE Autoloader 2d8 X2 Ballistic 40 S 9 box Med 4 lb. 550 Lic (+1) 0 6
9mm Autoloader1 2d6 X2 Ballistic 30 S 17 box Small 2 lb. 550 Lic (+1) 0 6
10mm Autoloader1 2d6 X2 Ballistic 40 S 15 box Small 3 lb. 600 Lic (+1) 0 7
.45 Machine Pistol 2d6 X2 Ballistic 40 S, A 30 box Med 6 lb. 450 Res(+2) 0 7
.32 Machine Pistol 2d4 X2 Ballistic 40 S, A 20 box Med 4 lb. 550 Res(+2) 0 7
.32 Autoloader 2d4 X2 Ballistic 30 S 7 box Small 1 lb. 200 Lic (+1) 0 3
Basic Laser Pistol 2d10 X2 Energy 100ft S M3 Small 4lb. 6375 ILL(+4) 3 12
.50 Hand Cannon 3d6 X2 Ballistic 20 S 3 Box Med 6 lb. 800 ILL (+4) 0 9
Longarms (require the Personal Firearms Proficiency feat)
7.62mm Assault Rifle 2d8 X2 Ballistic 70 S, A 30 box Large 10 lb 600 Res(+2) 0 7
.50 Sniper Rifle* 2d12 19-20/ x2 Ballistic 120 S 11 box Huge 35lb. 1500 Lic (+1) 0 12
12-Gauge Shotgun 2d8 X2 Ballistic 30 S 5 box Large 9 lb. 800 Lic (+1) 0 7
10-Gauge Shotgun 2d10 X2 Ballistic 30 S 5 int. Large 11 lb 700 Lic (+1) 0 6
9mm Submachine 2d6 X2 Ballistic 50 S, A 30 box Large 7 lb. 1000 Res(+2) 0 10
Gun1
7.62mm Sniper Rifle1 2d10 X2 Ballistic 90 S 5 box Large 16lb. 1300 Lic(+1) 0 10
Basic Laser Rifle 3d10 X2 Energy 200ft S H3 Large 25lb. 7500 ILL(+4) 3 18
Pulse Carbine 3d10 X2 Energy 100 ft S, A H3 Large 20lb. 13000 ILL (+4) 4 20
Sniper Laser Rifle* 2d10 17-20/x2 Energy 300ft S H2 Large 30lb. 15500 ILL (+4) 4 25
Void Sniper Rifle* 2d12 18-20/x3 Ballistic 1000 ft S 10 box/ Large 25 lb. 35000 ILL (+4) 4 25
H5
Phase Rifle* 2d12 19-20/x2 Ballistic 500 ft. S 10 Box Large 20 lb. 55000 ILL (+4) 5 30
/ H5
Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
Med. Machine Gun 2d8 X2 Ballistic 100 ft. A Linked Huge 22lb. 1500 Mil (+3) 0 12
Hvy. Machine Gun 2d12 X2 Ballistic 110 ft. A Linked Huge 75lb. 2000 Mil (+3) 1 14
Rocket Launcher 10d6 — — 150 1 1 int. Large 5 lb. 900 Mil (+3) 1 8
Guided Rocket 10d6 -- -- 200ft 1/ 1 Int. Large 10 lb. 1500 Mil (+3) 2 15
Launcher Spcl
Grenade Launcher Varies2 — — 70 1 1 int. Large 7 lb. 700 Mil (+3) 1 7
Plasma Cannon* 10d6 / X2 Fire 50ft 1 H3 Large 30lb. 22500 ILL+4) 3 24
6d6
Disintegrator Rifle* Special / -- Energy 340ft 1 H2 Large 35lb. 40000 ILL(+4) 4 33
5d6
Atomic Devastator * Special / -- Energy 60ft 1 H2 Large 20lb. 30000 ILL (+4) 5 30
10d6
Terminal Laser 1-10d6 X2 Energy 100ft 1 H5 Large 25lb 22500 ILL(+4) 5 20
Seeker Cannon 1d4+1 / X2 Ballistic 50ft 1/ M4 Med 20lb. 18500 Mil (+3) 5 15
Special spcl
Railgun* 2d10 16-20/x3 Ballistic 100ft Single Slug / Large 45lb. 15000 ILL (+4) 2 15
H5
Rotary Cannon* 2d12 / X2 Ballistic 100ft A/ Linked Huge 80 lb 10000 Mil (+3) 0 15
3d12 / spcl (rec:
4d12 500)
Other Ranged Weapons (Weapons Proficiency feat needed given in parentheses)
Flamethrower 3d6 — Fire — 1 10 int. Large 50lb. 1500 Mil (+3) 1 12
(no feat needed)3
Pepper spray (Simple) Spcl2 — Spcl2 5 1 1 int. Tiny 0.5lb 50 — 0 1
Taser (Simple) 1d42 — Electricity 5 1 1 int. Small 2 lb. 100 — 0 1.5

Restrainment Field Special2 -- Special 10 1 M3 Med 15lbs 1500 Lic (+1) 3 5


(Personal Firearms)
Weapon Dam Critical Type Range ROF Mag / Size Wt. Cost Rest. TL WePs
Inc. Cell
NetGun Special -- Special 5 1 5 shots Med 20lb. 1125 Lic (+1) 1 6

Pincher Rifle Spcl -- Spcl 50ft 1 M2 Med 15lb. 10000 ILL (+4) 3 12
Advanced Weapons (Weapons Proficiency feat needed given in parentheses)
Disruption Wave Special2 -- Special 50 1 M3 Med 15lbs 5500 Mil (+3) 3 5
(Personal Firearms) / 3d8
Grav Stick (Simple) 1d6 X2 Bludgeoning -- N/A B5 Med 4lb. 8500 Lic (+1) 4 6
Sunburst Missile Special / 400 1 Shot Large 45lb. 4500 Mil (+3) 2 12
(Exotic Firearms) 3d6
Para-Stick (Simple) Special X2 Special Touch 1 M2 Small 10lb. 5000 Lic (+1) 3 8
Scatterpack Missile* 24d6 / -- Fire 500 1 1 shot Large 85lb. 11650 ILL(+4) 4 20
Special
Mono Blade 1D8 16-20/x2 Slashing -- -- H5 Med. 15lb. 10000 Mil (+3) 3 10
Smart Disc 1d6 19-20/x2 Slashing 10ft -- M5 Med 5 lb. 18000 ILL (+4) 4 20

153
Weapon Dam Critical Type Range ROF Mag / Size Wt. Cost Rest. TL WePs
Inc. Cell
Voidech Vampire Spc -- Special 30ft 1 M2 Med 5 lb. 15000 ILL (+4) 4 15
Super Heavy Mounted Weapons ((each requires a specific Exotic Firearms Proficiency feat)
30mm Cannon 4d12 20 Ballistic 150 ft A Linked Huge 150 18500 Mil(+3) 1 15
lb.
Tank cannon 10d12 20 Ballistic 150 ft. Single 1 Huge 550lb 25300 ILL(+4) 1 25
Railcannon 5d10 16-20/x3 Ballistic 200ft Single Slug / Huge 350 35000 ILL(+4) 2 35
H5 lb.
Particle Beam Cannon 20d6 / 20 Energy 300ft Single H1 Huge 550 55000 ILL (+4) 4 40
10d6 lb.
Ion Cannon 5d10 20 Energy 100 ft Single H2 Huge 300 35000 ILL (+4) 5 35
lb.
Plasma Caster 10d10 -- Fire Spcl Single H2 Huge 350 50000 ILL (+4) 3 50
lb.
Pulse Blaster 3d10 X2 Energy 150 ft A H5 Huge 150 43000 ILL (+4) 4 35
lb.
1 This mastercraft weapon grants a +1 bonus on attack rolls.
2 This weapon does special damage. See the weapon description.
3 See the description of this weapon for special rules.
* Must be braced or mounted on a turret or tri-pod or suffer a –2 to hit.

WEAPONS ten range increments, except for thrown


weapons, which have a maximum range of five
The weapons covered here are grouped range increments.
into two categories based on their general utility: Rate of Fire (ROF): Some ranged
ranged weapons, explosives, and splash weapons have a rate of fire of 1, which simply
weapons. Ranged weapons fall into two general means they can be employed once per round
groups: handguns and longarms. When using a and then must be reloaded or replaced.
ranged weapon, the wielder applies his or her Firearms, which operate through many different
Dexterity modifier to the attack roll. Handguns forms of internal mechanisms, have varying rates
and longarms are personal firearms. A personal of fire. The three possible rates of fire for
firearm is any firearm designed to be carried and handguns, longarms, and heavy weapons are
used by a single person. single shot, semiautomatic, and automatic.
SPECIAL RULE: Higher tech weapons Single Shot: A weapon with the single shot rate of
carry the capacity of cutting through enemy fire requires the user to manually operate the
magic resistance if they have it. For those action (the mechanism that feeds and cocks the
gamers using 3.0 rules instead of 3.5, every level weapons) between each shot. Pump shotguns
Tech the weapon has its TL –1 the amount of and bolt-action rifles are examples of firearms
magical resistance it can cut through (etc: A TL2 with single shot rates of fire. A weapon with the
weapon acts a +1 Weapon for the purpose of single shot rate of fire can fire only one shot per
Magic Resistance, a TL6 weapon will cut through attack, even if the user has a feat or other
+5 magic defense). It should be noted that even abilities that normally allow more than one shot
buying a Basic Laser pistol at Porto would still per attack.
classify the weapon at TL3, not TL5. Semiautomatic (S): Most firearms have
For 3.5, specific weapons offer damage the semiautomatic rate of fire. These firearms
penetration. feed and cock themselves with each shot. A
Damage: The damage the weapon semiautomatic weapon fires one shot per attack
deals on a successful hit. (effectively acting as a single shot weapon), but
Critical (Crit): The threat range for a some feats allow characters armed with
critical hit. If the threat is confirmed, a weapon semiautomatic weapons to fire shots in rapid
deals double damage on a critical hit (roll successions, getting in more than one shot per
damage twice, as if hitting the target two times). attack.
Damage Type (DT): Ranged weapon Automatic (A): Automatic weapons fire
damage is classified according to type: ballistic a burst or stream of shots with a single squeeze of
(all firearms), energy (of a specific type), piercing the trigger. Only weapons with the automatic
(some simple ranged weapons), or slashing (a rate of fire can be set on autofire or be used with
whip). Some creatures or characters may be feats that take advantage of automatic fire.
resistant or immune to some forms of damage. Magazine: The weapon’s magazine
Range Increment (Rang Inc.): Any capacity and type are given in this column. The
attack at less than this distance is not penalized amount of ammunition a weapon carries, and
for range. However, each full range increment hence how many shots it can fire before needing
causes a cumulative –2 penalty on the attack to be reloaded, is determined by its magazine
roll. Ranged weapons have a maximum range of capacity. How the firearm is reloaded depends

154
upon its magazine type. The number in this entry the item can be found.
is the magazine’s capacity in shots; the word that Weapon Points (WePs): Cost in Weapon
follows the number indicates the magazine type: Points
box, cylinder, or internal. A fourth type, linked, SPECIAL RULE: TLO weapons may be
has an unlimited capacity; for this reason the enchanted as they are immune to EDF
entry does not also have a number. Weapons interference. Bullets respond to magic the same
with a dash in this column have no magazines; was as arrows do.
they are generally thrown weapons, or weapons
(such as bows) that are loaded as part of the
RELOADING FIREARMS
Reloading a firearm with an already filled
firing process.
box magazine or speed loader is a move action.
Box: A box magazine is any type of
Refilling a box magazine or a speed loader, or
magazine that can be removed and reloaded
reloading a revolver without a speed loader or
separately from the weapon.
any weapon with an internal magazine, is a full-
Cylinder: A revolver keeps its ammunition
round action. Loading a belt of linked
in a cylinder, which is part of the weapon and
ammunition is a full-round action. Linking two
serves as the firing chamber for each round as
belts together is a move action.
well. Unlike box magazines, cylinders can’t be
removed, and they must be reloaded by hand. HANDGUNS
However, most revolvers can be used with a A handgun is a personal firearm that can
speed loader. Using a speed loader is much like be used one-handed without penalty. This
inserting a box magazine into a weapon. Without includes all pistols and some submachine guns
a speed loader, a firearm with a cylinder and shotguns. All handguns require the Personal
magazine must be loaded by hand. Firearms Proficiency feat. Using a handgun
Internal: Some weapons keep their without this feat imposes a –4 penalty on attack
ammunition in an internal space, which must be rolls.
loaded by hand. This is the case with most Handguns can be broken down into
shotguns, as well as some rifles. three smaller groups: autoloaders, revolvers, and
Linked: Some machine guns use linked machine pistols.
ammunition. The bullets are chained together Autoloaders (sometimes called
with small metal clips, forming a belt. Typically, a “automatics”) feature removable box
belt holds 50 bullets; any number of belts can be magazines, and some models hold quite a lot of
clipped together. In military units, as the gunner ammunition. They work by using the energy of a
fires, an assistant clips new ammunition belts shot fired to throw back a slide, eject the shot’s
together, keeping the weapon fed. shell casing, and scoop the next round into the
Size: Size categories for weapons and chamber. They are more complex than revolvers,
other objects are defined differently from the size but have become increasingly popular in the
categories for creatures. The relationship modern age.
between a weapon’s size and that of its wielder Revolvers are relatively simple firearms
defines whether it can be used one-handed, if it that store several rounds (usually six) in a
requires two hands, and if it is a light weapon. revolving cylinder. As the trigger is pulled, the
A Medium-size or smaller weapon can cylinder revolves to bring the next bullet in line
be used one-handed or two-handed. A Large with the barrel.
weapon requires two hands. A Huge weapon Machine pistols are automatic weapons
requires two hands and a bipod or other mount. small enough to be fired with one hand. Some
A Small or smaller weapon is considered are autoloader pistols modified to fire a burst of
a light weapon. It can be used one-handed and, bullets in a single pull of the trigger, while others
as a light weapon, is easier to use in your off are modified submachine guns, cut down in size
hand. and weight to allow one-handed use. Ranged
Weight (Wt.): This column gives the weapons that use box magazines come with one
weapon’s weight when fully loaded. full magazine.
Cost: This is the price to acquire the
weapon. This number reflects the base price and
LONGARMS
doesn’t include any modifier for purchasing the Longarms are personal firearms that
weapon on the black market. require two hands to be fired without penalty.
Restriction (Rest.): The restriction rating This group includes hunting and sniping rifles,
for the weapon, if any, and the appropriate assault rifles, shotguns, and most submachine
black market modifier. guns. The basic longarm is the rifle, a group that
Tech Level (TL): The Tech Level where includes both hunting rifles and sniper rifles. Most
rifles are autoloaders, and they function internally

155
in a manner very similar to autoloader pistols. the same initiative of the firer. Each time it makes
Some models are operated manually, with the an additional attempt to strike, an EDF rolls is
user having to work a bolt or lever between each necessary (if disruption is present) to see if the
shot. Assault rifles are rifles designed for military weapon shorts out. If the firer’s base hit bonus is
use and feature automatic as well as less than +2, than the firer may opt to let the
semiautomatic fire. weapon track is target on the first turn. Like the
Shotguns are large-bore weapons that basic rocket, it also counts as an epic weapon.
primarily fire shells full of small projectiles. They Atomic Devastator: A massive and
tend to be powerful, but only at short range. destructive device. If it strikes a target, it rips it
Reduce shotgun damage by 1 point for every apart, atom by atom. The victim must make
range increment of the attack. Fortitude save of DC15. A success means it just
Submachine guns are relatively takes 10d6 damage. A Failure results in the
compact longarms that generally fire pistol target being vaporized, wiping out all remains.
ammunition. They can fire on automatic. This weapon originated from Motego and
All longarms are covered by the Personal remains banned everywhere else. It will cut
Firearms Proficiency feat. through all damage resistance.
Longarms are not well suited to close Disintegrator Rifle: Similar to the Atomic
combat. A character takes a –4 penalty on the Devastator, this Porto device reaches much
attack roll when firing at an adjacent target. further but does less damage. A struck target
Void Sniper Rifle: This Motego weapon must face a Fort DC of 20 or disintegrate. A save
creates an invisible gravity tunnel that reaches to results in the target taking 5d6 damage. It will
its target, even if miles away. The shell then cut through all damage resistance.
travels along this tunnel, avoiding all Plasma Cannon: A strike results in a
interferences that reduce range including gravity Reflex save of DC16 for half damage. A direct hit
and wind resistance. The only obstacle capable strikes for 10D6. Everything 10 feet in every
of stopping the shell is a solid force (wall, flesh, direction must also roll a REF at the same difficulty
etc.). It counts as magical for of damage or take 6d6. A success halves damage. It also
penetration. combusts everything in the blast radius. It will cut
Phase Sniper Rifle: Porto’s response to through all magic resistance for penetration.
the Void Rifle, the Phase rifle fires a traditional .50 Terminal Laser: The Tuning Laser,
cal. shell like the Void Rifle, and it resembles the developed recently within Porto allows the firer to
Motego rifle except for the Jump tunnel configure the energy blast before firing. The rifle
attached at the barrel and the Advanced releases a powerful stroke of electrical energy
Gravity Lens equipped atop. The weapon uses that deals 1d6 points of electricity damage per
the lens to seek out a target, avoiding all charge pre-configured (maximum 10d6) to the
obstacles including force fields, walls, and other target creature. It sets fire to combustibles and
people. (up to a range of 2000 feet. The shell is damages objects in its path. It can melt metals
fired, passing through the Jump Tunnel. The shell with a low melting point, such as lead, gold,
is instantaneously transported to three inches copper, silver, or bronze. If the damage caused
before the target, passing through anything in to an interposing barrier shatters or breaks
the transition. It will cut through all forms of through it, the bolt may continue beyond the
damage resistance except for adamantine. barrier, otherwise, it stops at the barrier. The firer
MUST declare how many charges are being used
HEAVY WEAPONS before firing. For Damage resistance, it counts as
The weapons covered in this section fall
Epic.
under the Exotic Firearms Proficiency feat.
Railgun / Railcannon: Magnetically
Someone who wields a heavy weapon without
accelerate iron flachette launch at such
the appropriate proficiency takes a –4 penalty
velocities, they penetrate most armor without
on all attack rolls with the weapon.
even slowing down. This is reflected in the
Rocket Launcher: The rocket can be
weapon high critical rate. For damage
struck if its target is more than 200 feet away. Its
resistance, it counts as magical.
AC is 25, has a hardness of 5 and 5 hit points.
Rotary Cannon: Six barrels spin around,
The rocket counts as an epic weapon.
keeping cooling down and increasing the fire
Guided Rocket Launcher: The same as a
rate, allowing the Rotary to fire twice as fast as
regular rocket launcher except for the next two
any other weapon. Therefore, the firer can allot
rounds, it makes an additional attempt to strike
to fire more shots in a round instead of ten. This
the target without the firer’s need to guide it. Its
increases the Ref save to and increases damage:
base bonus is +2. It, like the rocket, has an AC of
25, a hardness of 5, and 5 hit points. It strikes at

156
Bullet Ref DC Damage target must make a Fortitude saving throw (DC
10 Shots 15 2d12 15) or be paralyzed for 1d6 rounds. Reloading a
20 Shots 16 3d12 taser is a full-round action that provokes attacks
30 Shots 17 4d12 of opportunity.
40 Shots 17* 4d12 Restrainment Field: This pistol shaped
*A success roll will still strike for half weapon launches a force field that captures a
damage. target. They are unable to move or attack. If the
target is under 8HD it does not receive a Saving
OTHER RANGED WEAPONS Throw. Those above 8HD can roll Will against DC
Ranged weapons that are not firearms
20. Additional Fields targeting add +1to the
include such diverse objects as crossbows, tasers,
difficulty. Each shot and every round holding the
and pepper spray. The feat that provides
target uses one charge.
proficiency with these weapons varies from
NetGun: A short-range weapon with
weapon to weapon, as indicated on Table:
only 5 shots, a strike entangles the target. The
Ranged Weapons.
victim receives –2 to attack rolls, -4 to Dex. The
Flamethrower: A flamethrower consists
victim also cannot move. The victims needs to
of a pressurized backpack containing fuel,
beat a Strength DC of 20 or an Escape Artist
connected to a tube with a nozzle. It shoots a 5-
check (DC25) to escape. The web lasts 60
foot-wide, 30-foot-long line of flame that deals
minutes.
3d6 points of fire damage to all creatures and
Pincher Rifle: The Pincher sends out a
objects in its path. No attack roll is necessary,
bubble of electromagnetic energy. If it strike a
and thus no feat is needed to operate the
targets all cells and electronics within 1 foot must
weapon effectively. Any creature caught in the
make an EDF roll at DOUBLE their TL. However,
line of flame can make a Reflex save (DC 15) to
machines that are shielded still maintain their
take half damage. Creatures with cover get a
defense even though their adjusted number is still
bonus on their Reflex save.
doubled. Because of special of advanced
A flamethrower’s backpack has
circuitry, TL4 and higher items do not double. TL4
hardness 5 and 5 hit points. When worn, the
becomes TL7, TL5 becomes TL8, and TL6
backpack has a Defense equal to 9 + the
becomes TL9.
wearer’s Dexterity modifier + the wearer’s class
(Note that a failed roll leads to another
bonus. A backpack reduced to 0 hit points
EDF roll like normal disruption rules)
ruptures and explodes, dealing 6d6 points of fire
damage to the wearer (no save allowed) and ADVANCED WEAPONS
3d6 points of splash damage to creatures and These are the unique devices made by
objects in adjacent 5-foot squares (Reflex save, man that require special care as they also often
DC 15, for half damage). originate from an advanced Bastion so EDF is a
Any creature or flammable object that concern. Most weapons like these were
takes damage from a flamethrower catches on designed to square off with the forces of Techa.
fire, taking 1d6 points of fire damage each Some of these weapons are considered firearms
subsequent round until the flames are but all of them utilize Battery cells to operate.
extinguished. A fire engulfing a single creature or Disruption Wave: The Wavegun harms
object can be doused or smothered as a full- only undead creatures. Anything undead struck
round action. Discharging a fire extinguisher is a must make a Fort save DC15 or be destroyed. If
move action and instantly smothers flames in a not destroyed, then it still takes 3d8 points of
10-foot-by-10-foot area. damage.
A flamethrower can shoot 10 times Grav Sticks: Grav sticks are advanced
before the fuel supply is depleted. Refilling or hand-to-hand weapons that, which the flip of a
replacing a fuel pack costs 500. switch (free action) freeze in mid-air. The item is
Pepper Spray: A chemical irritant that programmed to the pulse of the owner and will
can temporarily blind a target, pepper spray only activate and deactivate for them. A DC30
comes in a single-shot container. To use it, make towards STR is required to move it or release from
a ranged touch attack against the target. The a grapple without deactivating. A Martial Artist
target must make a Fortitude saving throw (DC at peak skill really utilize these items, especially in
15) or be blinded for 1d4 rounds. pair. A Grav Stick offers +1 Competency bonus
Taser: A taser uses springs or to Hit, Defense, and Damage per stick when
compressed air to fire a pair of darts at a target. used in combat (so a fighter using one in each
On impact, the darts release a powerful hand gains +2). The user also receives a +5 to
electrical current. On a successful hit, the darts Tumble rolls, +10 to Climb rolls, and +5 to Grapple
deal 1d4 points of electricity damage and the using BOTH sticks. If the target is forced into a

157
corner and grappled to a wall, the victim must penetration.
now fight against the grav sticks DC30 to be Smart Disc: A Disc with handhold is
release. The operator of the sticks can now launches from the thrower. It seeks outs the
leave them in there position and return to them ordained target. If misses, the weapon returns on
when they see fit. Each round a stick is used in the following turn, and attempts another attack
combat, a charge is used. If the stick is used at +2 BAB (AC 25, 5 hardness, 5 Points). If it strikes,
outside of combat, it lasts for one minute per it will return the next round, and not make an
charge. Luckily, the sticks are very efficient and additional attack. It can only target one victim
well shielded, reducing the EDF failure to 0%. before returning to the thrower.
Therefore, it is one of the only high tech items Voidech Vampire: This small device
capable being enchanted. appears to have no function other than
Sunburst Missile: A one-shot weapon projecting a relatively slow moving whisp of
that launches a long range missile. On a strike, a energy towards a target. When it strikes, all
massive blast 160ft in diameter. Anyone caught magic on the target and everything magical
inside the arc are blinded and take 3d6 damage within 5 feet must make a saving throw or be
(DC20 halves and prevents Blindness). rendered permanently drained of all their power.
Para-Stick: This requires a touch attack Those that survive the DC10 difficulty are still
with the top of the half-staff. The subject struck rendered useless for 1d6 hours. A person struck
becomes paralyzed and freezes in place. It is cannot cast spells or use magic for that same
aware and breathes normally but cannot take period. Artifacts are immune.
any actions, even speech. Each 5 rounds on its
turn, the subject may attempt a new saving
SUPER HEAVY MOUNTED
throw to end the effect. (This full-round action WEAPONS
does not provoke attacks of opportunity.) Mounted weapons MUST be mounted on
A winged creature that is paralyzed cannot flap a brace and cannot be hand held. Even still,
its wings and falls. A swimmer can’t swim and these weapon incur an automatic –4 to hit while
may drown. on turrets because of their clumsy nature. Super
Seeker Cannon: If the first shot strikes, Heavies on fixed mounts only receive this penalty
every subsequent round strikes with a free action if the –4 is greater than vessels maneuverability
for another 1d4+1. The firer can also target a penalty (which penalizes aiming).
new enemy. The rifle will fire the new shot as well (EG: A vessel’s maneuver penalty is –4.
as fire a shot that will seek out the last target. The Therefore, a Super Heavy Weapon would receive
Cannon can keep track of 6 different struck a –4 penalty on a turret and fixed. The
targets, firing six times per round. The Firer will advantage of having fixed is for firing arc. A
have to stop firing a free shot to one of these vessel with a Penalty of –8 receives a –8 for firing
targets to fire a shot at the new one. If the firer a weapon fixed or –4 if its turret mounted. A
keeps firing at the same target, more missiles will vessel with a +4 Maneuverability balances out.
fire out, eventually firing all six shots to the same Both Turret and fixed mounts receive 0 penalties.)
target every round. The blasts are energy sliver Particle Beam Cannon: Same as a
guided and controlled by a magnetic bubble. Plasma Cannon, if the weapon hits, everything
From the weapon. For damage resistance, it within 20 feet must rolls for half damage. A direct
counts as magic. hit strikes for 20D6. Everything 20 feet in every
Scatterpack Missile: This weapon is direction roll a REF at a DC of 18 or take 10d6. A
another one-shot rocket launcher, except this success halves damage. It also combusts
one breaks into several smaller warheads before everything in the blast radius. It counts as an
detonation. A direct Impact takes 24d6 epic weapon.
Damage (no save). If the weapon is allowed to Ion Cannon: Any techa struck as well as
separate, it bursts into several smaller warheads items in 1-foot proximity must made EDF checks
per meteor swarm and acts accordingly. It will at double difficulty.
cut through all damage resistance. Plasma Caster: This fires a superheated
Mono Blade: A basic longsword stream of plasma that vaporizes everything in its
equipped with a hardened cord (AC25, 2 path. The weapon fires as a Red Dragon Cone
Hardness, 10 hit points) leading to a hip-mounted of Fire 100 feet long. The Ref DC for half damage
power pack, causing the weapon to activate a is 24. It cuts through all Damage penetration.
micro thin monomolecular wire around the edge
of the blade,. The weapon then can slice
AMMUNITION
through virtually anything, increasing its critical Ammunition for firearms and other
rate. It counts as magical for damage ranged weapons is covered on Table:
Ammunition. It should be noted that supplies are

158
Weapon Dam Dam. Crit. Burst Reflex Range Size Wt. Rest. Cost TL WPs
Type Radius DC Inc.
40mm fragmentation* 3d6 Slashing — 10 ft. 15 — Tiny 1 lb. Mil(+3) 200 0 2
grenade
Moldable Explosive 4d6 Concussion — 10 ft. 18 — Small 1 lb. Mil(+3) 250 0 2
Det cord 2d6 Fire — See text 12 — Med 2 lb. Res(+2) 150 0 1.5
Smoke grenade* — See text — 10 ft. — — Small 2 lb. — 100 0 1
Tear Gas Grenade* SeeText — — 10 ft. SeeText — Small 2 lb. Res(+2) 150 0 1
Thermite grenade* 6d6 Fire — 5 ft. 12 10 ft. Small 2 lb. Mil (+3) 300 1 3
White Phosphorus* 2d6 Fire — 20 ft. 12 10 ft. Small 2 lb. Mil (+3) 200 0 2
grenade
Flash Grenade.* Special Special -- 10ft Fort 18 10ft Small 2lb. Res(+2) 100 1 1
Sonic Grenade* Special Sonic -- 20ft Fort 18 10ft Small 3lb. Res(+2) 150 1 3
Energy Grenade* 1d8+10 Energy -- 20ft 18 10ft Small 3lb. Res(+2) 350 2 5
Nerve Toxin Grenade* Special Gas -- 10ft Fort 20 10ft Small 3lb ILL(+4) 500 3 6
Fire Grenade* 10d8 Fire -- 20ft 18 10ft Small 5lb. ILL(+4) 550 2 6
* Can be scaled (see below)
extremely limited, forcing many to drop propelled from some sort of launcher or other
gunpowder weapons in favor of magic. This is device, in which case the appropriate Weapon
reflected in the cost. Proficiency feat for the launcher is necessary to
5.56mm, 7.62mm, 7.62mmR, .444, .50: avoid the –4 nonproficient penalty.
These calibers of ammunition are generally used Explosives and Splash Weapons Table
in rifles, assault rifles, or machine guns, and are Explosives and splash weapons are described by
sold in boxes of 20 bullets each. The .50 caliber is a number of statistics, as shown on Table:
a huge cartridge generally fired from heavy Explosives and Splash Weapons.
machine guns, but also adapted to a few Damage/Direct Hit Damage: The primary
models of powerful sniper rifles. damage dealt by the weapon. For explosives,
9mm, 10mm, .22, .32, .38 S, .357, .44, .45, the Damage column shows the damage dealt to
.50AE: These calibers are generally used in pistols all creatures within the explosive’s burst radius.
or submachine guns, and are sold in boxes of 50 For splash weapons, the Direct Hit Damage
bullets each. The .50AE pistol round is not column is used for a target directly struck by the
compatible with the much larger .50 rifle-caliber weapon.
cartridge (see above). Burst Radius/Splash Damage: For
10-gauge Buckshot, 12-gauge Buckshot: explosives, the burst radius is the area affected
Shotgun cartridges, also known as buckshot, are by the explosive. All creatures or objects within
sold in boxes of ten. the burst radius take damage from the explosive.
For splash weapons, all creatures within 5 feet of
EXPLOSIVES & SPLASH the weapon’s impact point take splash damage
WEAPONS equal to the amount shown in this column.
These weapons explode or burst, dealing Damage Type: Damage from explosives
damage to creatures or objects within an area. and splash weapons is classified according to
Explosives can be thrown or set off in
Table: Ammunition
place, depending on the type of explosive
Ammunition Type (Quantity) Cost WePs
device. Dynamite and hand grenades are
5.56mm (20) 200 1
examples of these weapons.
7.62mm (20) 200 1
All explosives must be detonated. Some,
7.62mmR (20) 200 1
such as grenades, include built-in detonators.
.444 caliber (20) 400 2
(Pulling the pin on a grenade is a free action.)
.50 caliber (20) 400 2
Others require timers or other devices to set them
9mm (50) 250 1
off. Detonators are covered in Weapon
10mm (50) 250 1
Accessories.
.22 caliber (50) 200 1
A splash weapon is a projectile that
.32 caliber (50) 250 1
bursts on impact, spewing its contents over an
.38 special (50) 250 1
area, and damaging any creature or object
.357 caliber (50) 250 1
within that area. Generally, creatures directly hit
.44 caliber (50) 250 1
by splash weapons take the most damage, while
.45 caliber (50) 250 1
those nearby take less damage. Splash weapons
.50AE caliber (50) 400 2
usually must be thrown to have effect.
10-gauge buckshot (10) 250 1
Explosives and splash weapons require no feat to
12-gauge buckshot (10) 200 1
use with proficiency unless they are fired or
Railgun Slug (10) 250 4

159
type: energy (of a specific type) or slashing. TePs increase 75%.
Some creatures or characters may be resistant or Level 5: Bomb -- 200% - 250% increase in
immune to some forms of damage. damage dice and blast radius (round down).
Critical: The threat range for a critical hit. REF DC increases +8. Weapon must be a
If the threat is confirmed, a weapon deals dropped bomb. Three size scales up. Weight
double damage on a critical hit (roll damage increases x5. Cost increases by x10. TePs
twice, as if hitting the target two times). increase 100%.
Reflex DC: Any creature caught within
the burst radius of an explosive may make a
GRENADES
Many explosives require detonators, which are
Reflex save against the DC given in this column
described in Weapon Accessories.
for half damage.
40mm Fragmentation Grenade: This
Range Increment: If the weapon can be
small explosive device must be fired from a
thrown, its range increment is shown in this
40mm grenade launcher, such as the M79. It
column. Explosives with no range increment must
sprays shrapnel in all directions when it explodes.
be set in place before being detonated. (See
The 40mm fragmentation grenade has a
the Demolitions skill)
minimum range of 40 feet. If fired against a
Size: Size categories for weapons and
target closer than 40 feet away, it does not arm
other objects are defined differently from the size
and will not explode.
categories for creatures. The relationship
The purchase price given is for a box of 6
between a weapon’s size and that of its wielder
grenades.
defines whether it can be used one-handed, if it
C4/Semtex: So-called “plastic”
requires two hands, and if it is a light weapon.
explosives resemble slabs of wax. Hard and
A Medium-size or smaller weapon can be used
translucent when cold, these explosives warm up
one-handed or two-handed.
when kneaded, and then can be coaxed to
A Small or smaller weapon is considered
take various shapes. The information on the table
a light weapon. It can be used one-handed and,
represents a 1-pound block. Additional blocks
as a light weapon, is easier to use in a
can be wired together, increasing the damage
character’s off hand.
and burst radius; each additional block increases
Weight: This column gives the weapon’s
the damage by +2d6 and the burst radius by 2
weight.
feet, and requires a Demolitions check (DC 15) to
Cost: This is the purchase price acquire
link them.
the weapon. This number reflects the base price
Although the damage statistics on the
and doesn’t include any modifier for purchasing
table represent a 1-pound block, C4 is sold in 4-
the weapon on the black market.
block packages. The price given represents a
Restriction: The restriction rating for the
package of 4 blocks. C4/Semtex requires a
weapon, if any.
detonator to set off. It is considered a moderate
Scaling: Some weapons can be scaled.
explosive for using a Craft (chemical) check to
This increases their damage, size, and cost. All
manufacture it.
scaled explosives are immediately Illegal (+4) if
Det Cord: Det cord is an explosive in a
not already. Levels do not stack.
ropelike form. Technically, det cord doesn’t
Level 1: Standard
explode—but it burns so fast (4,000 yards per
Level 2: Enlarged – 50% increase in
second) that it might as well be exploding.
damage dice and blast radius (round down).
Normally used to string multiple explosive charges
REF DC increases +2. Range Inc drops –5 feet
together for simultaneous detonation (allowing a
(min 0). One size scale up. Weight doubles.
single detonator to set them all off), det cord can
Cost Doubles. GePs increase 25%.
also be looped around a tree or post or other
Level 3: Specialized Replacement--
object to cut it neatly in half.
Replacements for tank shells, Mortar rounds, or
The information on the table represents a
small bombs. 100% increase in damage dice
50-foot length. A length of det cord can be
and blast radius. REF DC increases +4. Cannot
spread out to pass through up to ten 5-foot
be thrown at all. Must be fired from an external
squares. When this is the case, it deals the
launcher. One size scale up. Weight triples. Cost
indicated damage to all creatures in each 5-foot
increases x4. TePs increase 50%.
square through which it passes.
Level 4: Warhead -- 150% increase in
It can also be doubled up; for each
damage dice and blast radius (round down).
additional 5 feet of cord within a single 5-foot
REF DC increases +4. Weapons MUST be
square, increase the damage by +1d6 to a
warhead mounted or Bomb dropped. Two sizes
maximum increase of +4d6.
scale up. Weight quadruples. Cost increases x8.
Det cord requires a detonator to set it

160
off. It is considered a simple explosive for using a and smoke out hostage takers. On the round that
Craft (chemical) check to manufacture it. it is thrown, a tear gas grenade fills a 5-foot radius
Dynamite: Perhaps one of the most with a cloud of irritant that causes eyes to fill with
common and straightforward explosives, tears. On the following round, it fills a 10-foot
dynamite is very stable under normal conditions. radius, and on the third round, it fills a 15-foot
A stick of dynamite requires a fuse or detonator radius. It disperses after 10 rounds, though a
to set it off. Additional sticks can be set off at the moderate wind (11+ mph) disperses the smoke in
same time if they are within the burst radius of the 4 rounds and a strong wind (21+ mph) disperses it
first stick, increasing the damage and burst radius in 1 round.
of the explosion. Each additional stick increases A character caught in a cloud of tear
the damage by +1d6 (maximum 10d6) and the gas must make a Fortitude save (DC 15) or be
burst radius by 5 feet (maximum 20 feet). nauseated. This effect lasts as long as the
It is possible to wire together several sticks of character is in the cloud and for 1d6 rounds after
dynamite for even greater explosive effect. he or she leaves the cloud. Those who succeed
Doing so requires a Demolitions check (DC 10 + 1 at their saves but remain in the cloud must
per stick). If the character succeeds on the continue to save each round. A gas mask
check, the damage or the burst radius of the renders the target immune to the effects. A wet
explosion increases by 50% (the character’s cloth held over the eyes, nose, and mouth
choice). provides a +2 bonus on the Fortitude save.
Dynamite is sold in boxes of 12 sticks. It is Thermite Grenade: Thermite does not
considered a simple explosive for using a Craft technically explode. Instead, it creates intense
(chemical) check to manufacture it. heat meant to burn or melt through an object
To set off dynamite using a fuse, the fuse upon which the grenade is set. Military forces use
must first be lit, requiring a move action (and a thermite grenades to quickly destroy key pieces
lighter or other source of flame). The amount of of equipment. The price given is for a box of 6
time until the dynamite explodes depends on the grenades.
length of the fuse—a fuse can be cut short White Phosphorus Grenade: White
enough for the dynamite to detonate in the phosphorus grenades use an explosive charge to
same round (allowing it to be used much like a distribute burning phosphorus across the burst
grenade), or long enough to take several radius. Any target that takes damage from a
minutes to detonate. Cutting the fuse to the White Phosphorus grenade is dealt an additional
appropriate length requires a move action. 1d6 points of fire damage in the following round
Fragmentation Grenade: The most and risks catching on fire.
common military grenade, this small explosive In addition, a WP grenade creates a
device sprays shrapnel in all directions when it cloud of smoke. Treat a white phosphorus
explodes. The price given is for a box of 6 grenade as a smoke grenade (see above),
grenades. except that it only fills squares within 5 feet of the
Smoke Grenade: Military and police explosion point. The purchase price is for a box
forces use these weapons to create temporary of 6 grenades.
concealment. On the round when it is thrown, a Flash Grenade: Those struck inside the
smoke grenade fills the four squares around it blast radius must make a Fort save of DC 18 or be
with smoke. On the following round, it fills all blinded for 1d6 hours.
squares within 10 feet, and on the third round, it Sonic Grenade: Those struck inside the
fills all squares within 15 feet. The smoke obscures blast radius must make a Fort Save DC 18 or be
all sight, including the darkvision ability granted deaf for 1d6 hours.
by night vision goggles. Any creature within the Energy Grenade: A pure energy burst
area has total concealment (attacks suffer a 50% explodes, effecting everything in around it. The
miss chance, and the attacker can’t use sight to grenade damages everything, regardless of
locate the target). It disperses after 10 rounds, elemental resistance. A Fort save DC 18 halves
though a moderate wind (11+ mph) disperses the damage.
smoke in 4 rounds and a strong wind (21+ mph) Nerve Toxin Grenade: A deadly and
disperses it in 1 round. Smoke grenades are illegal weapon. Under 3HD of creatures die
available in several colors, including white, red, instantly if caught in the blast. 4-6 HD of creature
yellow, green, and purple. As such, they can be need a Fort save against 20 or die. Above 6HD
used as signal devices. The price given is for a must save or take 1d10 damage per round in the
box of 6 grenades. gas.
Tear Gas Grenade: Military and police Fire Grenade: A powerful napalm blast.
forces use these weapons to disperse crowds

161
ARMOR
Body armor comes in a variety of shapes
and sizes, providing varying degrees of coverage
and varying heaviness of materials.
Three feats cover proficiency in the use
of armor: Armor Proficiency (light), Armor
Proficiency (medium), and Armor Proficiency
(heavy).
Armor Table: Armor is described by a
number of statistics, as shown on the table
below.
Type: Armor comes in four types:
impromptu, concealable, tactical, and
advanced.
Impromptu armor includes items that
provide protection even though they weren’t
designed for that purpose, such as leather biker’s
jackets and football pads.
Concealable armor is modern body
armor designed to fit underneath regular
clothing. It can be worn for extended periods of
time without fatiguing the wearer.
Tactical armor is modern body armor
that fits over clothing and can’t be easily
concealed. Its weight and bulk make it
impractical to wear all the time, and it is
generally only donned when a specific
dangerous confrontation is likely. Because it is
worn over clothing in tactical situations, tactical
armor often has pockets, clips, and velcro
attachment points for carrying weapons,
grenades, ammunition, flashlights, first aid kits,
and other items.
Advanced armor progresses past the
previous three types with additional features,
some obvious, some beyond the realm of
imagination.
AC Bonus: The protective value of the
armor. This bonus adds to the wearer’s Defense.
Nonproficient Bonus: The maximum
amount of the armor’s equipment bonus that
can be applied to the wearer’s Defense if the
wearer is using armor with which he or she isn’t
proficient (doesn’t have the appropriate feat).
Maximum Dex Bonus: This number is the
maximum Dexterity bonus to Defense that this
type of armor allows. Heavier armor limits
mobility, reducing a character’s ability to avoid
attacks.
Even if a character’s Dexterity bonus
drops to +0 because of armor, the character are
not considered to have lost his or her Dexterity Move Silently, and Tumble.
bonus. Speed (30 ft.): Medium and heavy armor
Armor Penalty: The heavier or bulkier the slows a character down. The number in this
armor, the more it affects certain skills. This column is the character’s speed while in armor,
penalty applies to checks involving the following assuming his or her base speed is 30 feet (the
skills: Balance, Climb, Escape Artist, Hide, Jump,

162
Armor Type AC Nonprof. Max Armor Spd. Wt. Cost Rest. TL WePs
Bonus Bonus Dex Penalty
Bonus
Light Armor
Leather jacket Impromptu +1 +1 +8 –0 30 4 lb. 150 — 1 2
Light Concealable +2 +1 +7 –0 30 2 lb 200 Lic(+1) 1 3
Undercover Shirt
Concealable
Undercover Vest +3 +1 +5 –2 30 3 lb. 180 Lic(+1) 1 3
Metal Lace Concealable +6 +6 +8 0 30ft 2lb. 5 500 Res(+2) 4 18
Medium Armor
Concealable Concealable +4 +2 +4 –3 25 4 lb. 200 Lic(+1) 1 3
Vest
Light-duty vest Tactical +5 +2 +3 –4 25 8 lb. 250 Lic(+1) 1 4
Tactical vest Tactical +6 +2 +2 –5 25 10lb. 250 Lic(+1) 1 4
Tech Armor Tactical +4 +2 +2 -3 25 15lb. 2000 Mil(+3) 3 12
Pressure Suit Tactical +5 +1 +2 -4 25 20lb. 1500 Lic(+1) 3 11
Flack Longcoat Tactical +6 +3 +3 -4 25 10lb. 2200 Lic(+1) 2 8
Camo-Net
Heavy Armor
Special Tactical +7 +3 +1 –6 20 15lb. 250 Lic(+1) 1 4
Response Vest
Forced Entry Tactical +9 +3 +0 –8 20 20lb. 300 Lic(+1) 1 5
Unit
Battle Dancer* Advanced +9 0 +6 -2 20 165lb. 35000 Mil(+3) 4 30

Zephyr Suit* Advanced +4 0 +4 -4 20 210lb. 33000 ILL (+3) 4 28


Kodiak* Advanced +3 0 +1 -8 15 200lb. 15000 Mil (+3) 2 15
Harvester* Advanced +1 0 +1 -10 10 150lb. 8000 Lic (+3) 1 12
Armored Tactical +7 +2 +1 -6 20 25lb 5 000 Mil(+3) 3 15
Spacesuit
Golum Suit- Advanced +10 0 +1 -5 20 185lb. 25000 Mil(+3) 3 30
Light*
Golum Suit- Advanced +12 0 0 -6 20 300lb. 35000 Mil (+3) 3 35
Medium*
Golum Suit- Advanced +14 0 0 -8 15 425lb. 45000 Mil (+3) 3 40
Heavy*
Zohar Tank Advanced +14 0 +1 -7 15 350lb. 70000 Mil (+3) 5 45
Armor Upgrades
Acid Resistant Modification Spcl N/A N/A 0 N/A 5lb. 2000 Lic (+2) 0 5
Cold Resistant Modification Spcl N/A N/A 0 N/A 7lb. 1000 Lic (+2) 0 3
Fire Resistant Modification Spcl N/A N/A 0 N/A 7lb. 1000 Lic (+2) 0 3
Fortification Modification Spcl N/A N/A -1 N/A 9lb. 5000 Mil (+3) 0 8
Electricity Modification Spcl N/A N/A 0 N/A 5lb. 3000 Lic (+2) 0 4
Resistant
Stealth Modification Spcl N/A N/A 0 N/A 5lb. 6000 Mil (+2) 0 8
Phase Modification Spcl N/A N/A -1 N/A 2lb. 20000 ILL (+4) 5 15
Invulnerability Modification Spcl N/A N/A 0 N/A 5lb. 15000 Mil (+3) 2 10
Invisibility Modification Spcl N/A N/A 0 N/A 5lb. 10000 ILL (+4) 5 12
Sonic Modification Spcl N/A N/A 0 N/A 2lb. 1000 Lic (+2) 2 3
Resistance
Booster Modification Spcl N/A N/A 0 N/A 8lb. 9000 Mil (+3) 3 11
Anti-Gravity Modification Spcl N/A N/A 0 N/A 20lb. 15000 Mil (+2) 4 12
Collapsible Modification Spcl N/A N/A 0 N/A 0lb. 20000 Lic (+2) 5 15
Weapon Mount Modification Spcl N/A N/A 0 N/A 5lb. 500 Mil (+2) 2 2
Jumper Modification Spcl N/A N/A 0 N/A 6lb. 2000 Lic (+2) 3 5
EDF Shield Modification Spcl N/A N/A 0 N/A 5lb. 20000 Mil (+3) 5 15
Sentience Modification Spcl N/A N/A 0 N/A 10lb. Spcl Spcl 5 30
*These are power suits requiring clips to operate. The Weights given do no hinder movement or actions in anyway and are simply
used to add to the weight of the character already.
normal speed for most human beings).
Weight: This column gives the armor’s weight.
LIGHT ARMOR
For the character that doesn’t want to
Cost: This is the purchase price to
be bogged down by more cumbersome armor
acquire the armor. This number reflects the base
types, a leather garment or some sort of
price and doesn’t include any modifier for
concealable armor is just the ticket.
purchasing the armor on the black market.
Leather Jacket: This armor is represented
Restriction: The restriction rating for the
by a heavy leather biker’s jacket. A number of
armor, if any, and the appropriate black market
other impromptu armors, such as a football pads
purchase modifier.

163
and a baseball catcher’s pads, offer
similar protection and game
statistics.
Light Undercover Shirt:
Designed for deep undercover work
in which it’s critical that the wearer
not appear to be armed or armored,
this garment consists of a T-shirt with
a band of light protective material
sewn in around the lower torso.
Undercover Vest: Covering
a larger area of the torso, this vest
provides better protection than the
light undercover shirt—but it is also
more easily noticed. It is best used
when the armor should remain
unseen but the wearer doesn’t
expect to face much scrutiny,
granting a +2 bonus on Spot checks
to notice the armor.
MEDIUM ARMOR
Most medium armor (except
for the archaic chain mail shirt) is not
terribly heavy, but nonetheless
provides a significant amount of
protection—at the expense of some
speed. and groin guards, arm protection, and a helmet.
Concealable Vest: Standard issue in Heavy and cumbersome, this armor is generally
many police forces, this vest provides maximum only donned by tactical officers heading into a
protection in a garment that can be worn all day dangerous assault.
long under regular clothing. While it may go Battle Dancer*: Battle Dancer is the
unnoticed by a quick glance, it is usually visible to Codeword for a prototype defense armor
anyone looking closely for it, granting a +4 bonus operated from Porto even though similar designs
on Spot checks to notice the armor. have been found elsewhere. The Dancer is a
Light-Duty Vest: A lightweight tactical powered suit requiring a H5 cell which expends a
vest designed for extended use by riot police charge for every hour in use. It boosts agility and
and forces on alert for potential attack, this maneuverability, allowing the subject to perform
armor sacrifices a degree of protection for a amazing tasks impossible otherwise. It offers a +1
modicum of comfort—at least compared to Techa bonus to Dexterity, increasing the
other tactical body armors. Character’s bonus up to +6 but not past it as the
Tactical Vest: The standard body armor armor’s max Dex bonus is +6. The light allows it to
for police tactical units, this vest provides full-torso operate as a second skin, removing almost any
protection in the toughest flexible protective penalty for tumble and balance checks. Only
materials available. Swim incurs a –4 penalty. The Dancer is a sealed
HEAVY ARMOR environment but needs external gases to create
For the best protection money can buy, its livable environment inside. It can only operate
go with heavy armor, but watch out for the for 30 minutes in a vacuum before suffocating its
armor penalty. operator. However, it can filter all toxins and
Special Response Vest: Built like the even allow the user to breath underwater for as
tactical vest, but incorporating groin and neck long as the power cell will last. Its environment
protection as well as a ceramic plate over the seals from external punctures. If the user is killed
chest, this armor provides additional protection in (below –10), it is assumed the suit has withstood
battles against heavily armed opponents. enough damage to render it non functional as
Forced Entry Unit: The most powerful well.
basic protection available is built into this suit, Zephyr Suit: This Motego creation
which consists of a heavy torso jacket with deploys wings that only assist stability of this suit
ceramic plates over the chest and back, neck that flies as easily as a humming bird. The subject

164
flies at a speed of 80 feet (or 60 feet if it carries a Golum Suit-Medium “Typhoon”: A Larger
medium or heavy load). The suit can ascend at version of the Light variant, the Typhoon boosts
half speed and descend at double speed, and strength with a +4 Techa bonus. The battery and
the maneuverability is Perfect. Using the suit drain are the same. If the user is killed (below –
requires only as much concentration as walking, 10), it is assumed the suit has withstood enough
so the subject can attack or cast spells normally damage to render it non functional as well.
(careful of EDF though). Golum Suit-Heavy “Mammoth”: The
The H5 cell lasts for one hour per charge gargantuan Mammoth is slow but virtually
on normal operation but when flight is enabled, indestructible. If offers the user a +6 bonus to
the drain increases to one per minute. Should strength. If the user is killed (below –10), it is
the cell expire while the subject is still aloft, the assumed the suit has withstood enough damage
cell fails slowly. The subject floats downward 60 to render it non functional as well. The battery
feet per round for 1d6 rounds. If she reaches the and drain are the same as the Typhoon and
ground in that amount of time, she lands safely. If Specter. Unlike all other powered armor,
not, she falls the rest of the distance, taking 1d6 however, the Mammoth can carry four
points of damage per 10 feet of fall. modifications instead of three and mount Super
Kodiak: A lower tech power armor Heavy Weapons (but only one and it takes two
developed in York. Its H3 cell operates for one spots—remember Super Heavies receive a –4 to
day per charge. It slow and cumbersome and penalty when firing)
offers little protection considering its open Zohar Tank: Front line heavy Porto power
environment. It does, however , offer a 25% suit, the Zohar Tank Bots act as a front-line
concealment to its pilot. However, if the Kodiak blitzkrieg. Similar to the lower tech Golum suit,
is struck and absorbs the damage instead of its the Zohar is slow but virtually indestructible. If
owner, it risks a %10 chance of breaking down, offers the user a +8 bonus to strength. If the user
freezing all limbs in place. The Kodiak’s primary is killed (below –10), it is assumed the suit has
objective was to amplify the owner’s strength. To withstood enough damage to render it non
that end, the Kodiak offers a +6 Techa bonus to functional as well. The battery and drain are the
strength. same as the golum suit. Unlike all other powered
Harvester: A prototype of the Kodiak, armor, however, the Zohar can carry five
this one emerged from, of all places, Gimfalk. Its modifications instead of three and mount Super
assumed the gnomes helped York build the Heavy Weapons (but only one and it takes two
Kodiak and took that knowledge back with them spots--remember Super Heavies receive a –4 to
and created the Harvester. Much more primitive, penalty when firing). One is AUTOMATICALLY
some doubts its feasibility. However, it does work. taken up by an EDF shield (see below) and the
Like the Kodiak, it offers a 25% concealment at additional cost has already been incorporated
the risk of a %10 chance of breakdown per hour into the suit. The Zohar is a sealed environment
or per minute in combat. It also boosts strength, but unlike the Battle Dancer, does not need
but only at a +4 Techa bonus. The Harvester’s external gases to create its livable environment
biggest advantage is its resilience to Magic. The inside. It will still filter outside air, but in a vacuum,
EDF does not effect the power cell while inside will operate for six hours before suffocating its
the armor. The H4 cell lasts one day per charge. operator. It can filter all toxins and even allow
Golum Suit-Light “Specter”: The Golum the user to breath underwater for as long as the
suits are power armor suits that use the strength power cell will last. Its environment self seals from
boosting ability of the Kodiak but in a sealed external punctures. An advanced senor array
environment like the Battle Dancers. They don’t incurs a +1 Techa bonus to all ranged weapons.
improve agility, however, and offer
unprecedented protection. The Specter suit is
ARMOR MODIFICATIONS
These additions only apply to power
the cheapest and smallest. It offers a +2 Techa
armor (Kodiak, Harvester, Battle Dancer, Light
bonus to strength on a H5 charge that lasts 1
Medium, and Heavy Golum Suits). Each suit can
hour per charge. Like the Dancer, it filters outside
carry THREE modifications. Each one requires its
air but doesn’t seal from outside damage. If
own battery cell to operate which can get
more than 20 hit point’s gets through the suit, the
expensive after a while. Higher tech medications
armor is breached and must be repaired before
can be placed on lower tech armor but the low-
it can properly filter outside air. If the suit is
tech armor does not protect the high
submerged, it will fill with water and drown the
modification form Magical interference.
pilot. If the user is killed (below –10), it is assumed
Acid Resistance: This modifications
the suit has withstood enough damage to render
withstands the first 10 points of Acid damage. It
it non functional as well.
requires no cell.

165
Cold Resistance: This modifications Weapon Mount: A shoulder or arm
withstands the first 10 points of Cold damage. It mounted assembly, which frees up a hand for
requires no cell. the user. This mount can carry any Light,
Fire Resistance: This modifications Medium, or Heavy weapon from the tables
withstands the first 10 points of Fire damage. It above. It cannot mount “Super heavy”
requires no cell. weapons which are simply too big. Only the
Fortification: Additional armor platting Mammoth can use Super heavy weapons and it
prevents flanking and critical hits. There is a %50 requires two spots to do it and it still incurs a –4 to
chance that these attacks are treated normally. penalty when firing them. The weapon fires
It requires no cell. normally with no penalties. It works off the cell of
Electricity Resistance: This modifications the suit, not needing one itself.
withstands the first 10 points of Electricity Jumper: Huge hydraulic lifters work off
damage. It requires no cell. the cell of the suit. It allows a +10 - suit weight to
Stealth: Baffles and insulation quiets the Jump checks (Battle Dancer +8, Kodiak +8,
unit, offering a +10 Circumstance bonus to the Harvester +8, Specter +8, Typhoon +7, Mammoth
user’s Move Silently checks. It requires no cell. +6).
Phase: Image distortions and light EDF shield: Developers in Porto
bending generators blurs the armor, incurring half discovered their technology’s risk of disruption
concealment (%20 chance miss rate) when and created shielding technology for their
activated. A H4 cell lasts for one round per powered suits. This affects the armor and all
charge. weapons attached to it as well as anything inside
Invulnerability: An advanced design the suit. For EDF disruption rolls, the suit and all
rebuilds the suit with adamantine armor, offering weapons attached to it count as item 3 Tech
a 5 hardness to the suit and wearer. levels lower (Eg: TL5 becomes TL2, TL3 and lower
Invisibility: A built-in Cloaking generator cannot be disrupted).
renders the suit invisible per the spell for one Sentience: Porto pushed the envelope
round per charge in a H3 clip. Like the spell, the by finally creating artificial intelligence. Still in the
effect dissipates with an attack. Tripling the price prototype stages, it has only now become
removes that disadvantage. available as an option for power suits. The suit
Sonic Resistance: This modifications can operate independently or with a user. It can
withstands the first 10 points of Sonic damage. It take control of the suit of the user is
requires no cell incapacitated. The Suit is treated as a construct.
Booster: Hydraulic implants in the suit The purchaser first buys an alignment. The
incurs a +2 Techa bonus to strength. This slaves alignment only determines the rarity.
off the power cell of the suit but does not drain it Good Lic (+2)
anymore. It does not require another cell. This Neutral Mil (+3)
modification does not work on Harvesters. Evil ILL (+4)
Anti-Gravity: The armor can fly at a The AI speaks Common plus one
speed of 35 feet. It can ascend at half speed additional language per point of Intelligence
and descend at double speed, and the bonus. Choose appropriate languages, taking
maneuverability is Average. The subject can into account owner’s origin.
attack or cast spells normally (careful of EDF The base cost is 10000 UC (15 GaPs) with
though). The subject can charge but not run. the additional modifiers:
It requires an additional H5 cell that lasts
for one minute per charge. Should the cell Mental Ability Scores
expire while the subject is still aloft, the cell fails (Wis, Int, Char) Cost GaPs
slowly. The subject floats downward 60 feet per Two at 12, one at 10 +10000 +10
round for 1d6 rounds. If it reaches the ground in Two at 13, one at 10 +15000 +12
that amount of time, the suit lands safely. If not, it Two at 14, one at 10 +17500 +15
falls the rest of the distance, taking 1d6 points of Two at 15, one at 10 +25000 +20
damage translated to the user per 10 feet of fall. Two at 16, one at 10 +32000 +25
Collapsible: And odd modification seen Two at 17, one at 10 +55000 +35
usually only on the Golum and Dancer suits, it is a Two at 18, one at 10 +78000 +50
totally different way of constructing the suits. Two at 19, one at 10 +90000 +70
With only 1 minute, the suit completely
disassembles and folds into a case 1 foot by 1
foot per 200 lbs of suit. (425 lb. Mammoth folds
into a 2x2 case)

166
Physical Ability Scores wounded. The AI takes all damage done to the
(Str, Dex) Cost GaPs user as well, absorbing none of it.
One at 12, one at 10 +5000 +10
One at 13, one at 11 +8000 +12 Suit Hit Points
One at 14, one at 12 +11500 +15 Kodiak 50
One at 15, one at 13 +15000 +20 Harvester 75
One at 16, one at 14 +20000 +25 Battle Dance 50
One at 17, one at 15 +25000 +35 Specter 50
One at 18, one at 16 +30000 +50 Typhoon 100
One at 19, one at 17 +47000 +70 Mammoth 150
Attack Skills
BAB Cost GaPs Additions Cost GaPs
+1 +1000 +5 10 ranks in Intimidate +5000 7
+2 +2000 +7 10 ranks in Decipher Script +5000 7
+3 +4000 +9 10 ranks in Knowledge
+4 +7000 +11 (choose category) +5000 7
+5 +11000 +15 10 ranks in Search +5000 7
+6 / +1 +20000 +35 10 ranks in Spot +5000 7
+7 / +2 +36000 +40 10 ranks in Listen +5000 7
+8 / +3 +60000 +60 10 ranks in Sense Motive +5000 7
10 ranks in Bluff +5000 7
The AC is calculated assuming the AI is piloting 10 ranks in Diplomacy +5000 7
the armor. Hit Points are dependant on the Suit.
The Hit points are fixed are refer to the AI’s
electronics and not the suit itself. If the user sits
inside as a passenger, he still runs the risk of being
________________________________________________________________________________________________________

167
VEHICLES
Crew: The standard number of
crew. In most cases, only one person is
needed to drive the vehicle; other crew
members serve as gunners or copilots.
Passengers: The number of
passengers (in addition to the crew) the
vehicle is designed to carry. Vehicles
that carry passengers can use that
space to carry additional cargo when
passengers aren’t present. Each unused
passenger slot allows the vehicle to carry
an additional 100 pounds of cargo.
Cargo Capacity: The amount of
cargo the vehicle is designed to carry.
Many vehicles can carry extra
passengers instead of cargo, but doing
so is usually a cramped, uncomfortable, increase this with their Dexterity modifier with a
and often unsafe experience for those maximum dependant on the size of the craft
passengers. As a rule of thumb, one additional Size Max Dex Bonus
passenger can be carried for each 250 pounds Colossal & Colossal + 0
of unused cargo capacity. Gargantuan 0
Initiative: The modifier added to the Huge +1
driver’s or pilot’s initiative check when operating Large +2
the vehicle. Medium-size +3
Maneuver: The modifier added to any Please note the vehicle must be moving
Drive or Pilot checks attempted with the vehicle. at least at half speed for whatever bonus to be in
It is also the penalty to hit with any fixed mounted effect.
weapons built onto the craft. Weapons that are Hardness: The vehicle’s hardness.
turret mounted loose this penalty but can only Subtract this number from any damage dealt to
fire at targets in the turret’s view. the vehicle.
Top Speed: The maximum number of Hit Points: The vehicle’s full normal hit
squares the vehicle can cover in 1 round at points.
character scale (with the number of squares at Size: Vehicle size categories are defined
chase scale in parentheses). This is the fastest the differently from the size categories for weapons.
vehicle can move. Cost: This is the purchase price to
Defense: The vehicle’s AC. A pilot can acquire the vehicle. This number reflects the base

168
price and doesn’t include
any modifier for purchasing
the vehicle on the black
market.
Power: Each
charge will last one hour. A
@ means the vehicle has a
full integrated drive which
never runs out of power but
can still short out from EDF.
Restriction: The
restriction rating for the
vehicle, if any.
Flight Man:
Applying to aircraft, this
explains their flight
maneuverability as on page 69 of the DMG
CIVILIAN AIRCRAFT
All aircraft, from one-seaters to
jumbo jets, are controlled by the use of the
Pilot skill. A few examples are provided here
from the variety of air going vehicles that
might be available to characters.
Angel Kylas Zeppelin: Angel’s only
lighter than aircraft, the Kylas comprises of a
small cockpit mounted under a pair of
airbags. Not very efficient, most of the time,
the Zeppelins are very upper-class transports
smoothly carrying passengers in luxury from
one location to another. The airfans are built
into the Balloons themselves. If its power
goes out, it can luckily drift smoothly to the
ground.
Beluga Carrier: One of only two
Porto craft which venture far from their
homelands, the Belugas travel usually to their
distant allies in York and Angel, transporting
supplies and personnel. Intentionally
detuned, the craft acts as a TL2 craft when in
the open. It is crewed only by Porto staff and
carries no armaments.
Sunlab: A quiet craft with no
weapons, the Sunlabs, invented in Selkirk,
utilize magnetic to hover quietly above the
ground. Slow but not cumbersome, the
vessel can rise to miles above the ground if
attacked. withstands the outside EDF better than most, only
CIVILIAN CARS acting as a TL3 item outside of the city. It runs on
four legs that travel at amazing speeds.
Unless otherwise noted, civilian cars
provide three-quarters cover for their occupants CIVILIAN MOTORCYLES
(although passengers who lean out of windows Unlike getting into a car, mounting a
or sunroofs, perhaps to fire weapons, may be motorcycle is a free action. Motorcycles tend to
reduced to one-half or even one-quarter cover). perform better than automobiles, but they
Crab Car: This Porto novelty machine provide no cover to their occupants.

169
Porto Buzzboy: These odd bikes still utilize OTHER VEHICLES
wheels, unlike many of the other Porton Armored Truck: Used to transport money
technology. However, they are extremely fast between businesses and financial institutions,
and can travel on anything…seriously anything. armored trucks are designed to deter would-be
Buzzboys can travel on ice, walls, even upside thieves. The truck has three doors and firing ports
down. It attaches to whatever surface it is one that allow the crew to use their firearms without
and cannot jump off a surface unless the surface leaving the vehicle. The armored truck is two
ends suddenly. If there is a curve, the Buzzboy squares wide and four squares long. It provides
follows it. The rider can override that and allow nine-tenths cover for its occupants. It is equipped
the craft to lift off. with puncture-resistant tires.
CIVILIAN TRUCKS
Trucks include pickups, sport
utility vehicles, vans, and minivans. They
generally have the same features as
civilian cars.
Like cars, trucks generally
provide three-quarters cover to their
occupants. The rear bed of a pickup
truck, however, provides only one-half
cover.
WATER VEHICLES
Piloting a water vehicle is
covered by the Drive skill.
Ironclad: The slow and
cumbersome Ironclad defends the
waters around Mann. With two heavy
Machine guns and Tank Cannon, it
accomplishes the task quite well.

170
harsh waters of the planet, carrying people and
supplies to ports across the planet. It is not known
how many of these Porto operates but the guess
stands at less than eight. The craft utilize
antigravity propulsion powered from Solar cells.
This prevents the craft from needing to carry
large power cells with it. Even still, Galleons seem
to be immune to all EDF thrown at it (Acting as a
TL0 vessel). The Galleons are slow but still move
with perfect maneuverability.
I believe, like many, that the Sky
Galleons are Porto’s insurance policy
against other Bastions. Their crew and
reactor core decks are sealed off with
security patrols and defense systems
meant usually for the greatest threats
to national security. Even the crew
quarters are off limits and guarded by
built in sentry net guns. Not even
Beluga’s are this well protected. I
have been on two flights now. The
latest takes myself and the group that
gathered around me across the Ocean to
Porto. I fear we may never return.
Our quest to retrieve these artifacts
finally leads us away from our home. I
notice that only the steward staff
associates with the crew. Pilots and
Engineers are unseen even though I know
they exist. It is the belief of a few
in the loops of knowledge, that the Sky
Galleons are armed to the teeth in
secret weapon mounts scattered over the
hull. This would include Particle
Beam Cannons and Scatterpack Missiles.
If this is the truth, a single Sky
Nuke Truck: In order to combat with the
Galleon could lay waste to an entire
EDF interference outside their walls. Mann R&D
Bastion.
created a vehicle with its own nuclear power
reactor. This makes the vehicle sustain itself MILITARY VEHICLES
indefinitely with no chance of shorting out. Angel Assault Shuttle: The most common
However, if three EDF failures occur, the reactor military vehicle in Angel, the Assault shuttle is
will still blow. This will cause everything for 50 feet noisy and inefficient. If a power failure occurs, it
to incinerate without a save and everything for drops hard and fast. It generally transports troops
the next 50 feet to make a REF at DC20 or take around the city. A system is equipped
20D6 damage. A success halves that damage. underneath the craft allowing it to land in
Platform: A simple name for an amazing crowded areas. A collapsed fence drops and
craft. This enormous Porto vessel hovers expands out to form a clear circle. Electric posts
anywhere from inches to miles from the surface. rise, preventing anyone from breaching this
Its movement is slow but stable. It carries no fence. The craft then lands inside. A doors is
standard armament but can carry up to 15 remotely operated from the pilot. The craft can
various craft inside. It only operates as a TL 3 then be left unattended. It comes standard with
vessel for EDF purposes outside of the Bastion. a front mounted 30 MM Cannon and 6 Standard
Porto built and operates four of these mammoth Rockets.
ships. Serkis Assault Pod: The more advanced
Argon Sky Galleons: The pinnacle and cousin of the AAS above, the Angel Serkis carries
the image representing everything Porto stands a more formidable aeroform designed to defend
for, the Galleons of Porto sail effortlessly over the the city from the increasing Dragon attacks, The
craft carries 6 rockets and the 30 mm Cannon

171
amazing speeds. They sport two
heavy machine guns and a
rotary cannon.
Propenve: The
Propenve is the more advanced
transport in Motego. It is a
vertical take off and landing
craft that transports usually high
dignitaries from the city and
drops soldiers to the surface. It
usually comes standard with a
dozen rocket launchers.
Big Bug: Bugs never
received an official name, and
the nickname stuck. This Porto
defense machine patrols and
mountains and hills around the
Western side of the Bastion. Four
legs allow travel anywhere. EDF
shielding results in the craft
protected as a TL3 machine.
like the AAS but better engines allow it to target This Tank is mobile and hard to take down. Plus it
better. comes standard a Particle Beam Cannon and
Grumnerii Combat Tank: The Grumnerii is Two Laser Rifles.
Krebet’s front line tank. Its slow and massive and Grav-Interceptor. Generic high-tech
unstoppable. It comes standard a standard Tank attack craft. It has two hardpoints, usually
Cannon and an eight-pronged missile launcher. reserved for one rocket port of 4-6 rockets and a
It also sports a rear mounted Hvy Machine Gun. ballistic or energy weapon.
Krebet Hover Cruiser: The monstrous
vessel glides rather clumsily over the surface of
the planet when Krebet decided to send its army
beyond its walls. Looking like a grounded
spacecraft, the Krebet cruiser stays aloft from
massive turbines keeping it anywhere from three
feet to 50 feet off the ground. Its loud and
imposing and fires massive weaponry. Its primary
armament consists of 50 guided rocket and 10
mounts for various heavy weapons, three being
Tank Cannons. Luckily, Krebet only operates 6 of
these vessels.
Police Tank: Only Krebet
would operate military armored
vehicles for law enforcement. Still,
this vehicle runs on wheels and is
more maneuverable that its
tracked cousins. It also only sports
one turret mounted machine gun
and five side ports for net guns.
Police MRV: Larger and
faster, the MRV carries troops and
sports the same weaponry.
SkimFighter: These Krebet
vehicles stand the best
achievement in their army. Built
on the same technology of the
Hover Cruisers, these craft don’t
rise more than 30 or 40 feet above
the ground but zip around at

172
Name Crew Pass. Cargo Init. Man. Top Speed Def. Hard. Hit Size Power Cost Rest. TL Flight
(lbs.) Points Man.
Civilian Aircraft
Light 1 4 250 -4 -4 245(25) 16 5 28 G M3 15500 Lic(+1) 1 Perfect
Helicopter
Medium 2 13 5000 -4 -4 200(20) 16 5 36 G M3 25000 Res(+2) 1 Good
Helicopter
Light Fixed 1 3 120 -4 -4 210(21) 16 5 30 G M3 13600 Lic (+1) 1 Poor
Wing
Large Fixed 2 10 500 -4 -4 1,100(110) 16 5 44 G M3 75000 Lic (+1) 1 Clumsy
Wing
Angel Kylas 2 2 2000 -8 -8 150 (15) 14 5 20 C M5 15000 Lic (+1) 1 Poor
Zeppelin
Cargo VTOL 1 4 1500 -5 -5 190 (19) 16 5 35 G M4 20000 Lic (+1) 2 Good
Beluga Carrier 2 20 10000 -5 -4 1200 (120) 18 10 85 C @ 85000 Res 5 Poor
(+2)
Sunlab 1 6 1000 -4 -4 100 (10) 14 5 40 G M5 15900 Lic (+1) 2 Clumsy
Sail Ships 1-3 10 1000 -8 -8 100 (20) 16 6 45 G @ 12000 -- 0 Clumsy
Civilian Cars
Medium 1 4 300 –2 –1 265 (26) 18 5 34 H B4 10000 Lic (+1) 0
Wheeled
Fast Wheeled 1 1 250 –2 +0 310 (31) 18 5 32 H B4 30000 Lic (+1) 0
Medium Hover 1 1 175 –2 +0 335 (33) 18 5 34 H M3 22000 Lic (+1) 2
Fast Hover 1 1 100 –2 +1 360 (36) 18 5 34 H M3 45000 Lic (+1) 2
Name Crew Pass. Cargo Init. Man. Top Speed Def. Hard. Hit Size Power Cost Rest. TL Flight
(lbs.) Points Man.
Mag-Car 1 4 150 -1 +2 310 (31) 18 5 40 H M4 50000 Lic (+1) 3
Mag-Supercar 1 2 100 0 +3 360 (36) 19 5 30 H M4 65000 Lic (+1) 3
Grav-Lev 2 30 2000 -6 -10 200 (20) 16 8 60 C M5 75000 Lic (+1) 3
Grav-Speeder 1 2 200 -1 +5 360 (36) 18 5 30 H M4 68000 Lic (+1) 4
Crab-Car 1 3 500 -1 +3 265 (26) 18 7 35 H M5 25000 Lic (+1) 1
Civilian Motorcycles
Racing Bike 1 0 0 lb. +0 +3 370 (37) 20 5 18 M B2 2700 Lic (+1) 1

Hover Bike 1 0 0lb. +0 +4 390 (39) 21 6 18 M M2 12700 Lic (+1) 2


Mag Bike 1 0 0lb +1 +5 415 (41) 22 5 18 M M2 20000 Lic (+1) 3
Grav Bike 1 0 Olb. +2 +6 500 (50) 23 6 20 M M2 40000 Lic (+1) 4
Porto Buzzboy 1 0 0ln +1 +6 750 (75) 24 5 15 M M2 65000 Res 5
(+2)
Civilian Trucks
General 1 3 1,000 -2 -2 140 (14) 18 5 38 H B3 34000 Lic (+1) 0
Wheeled lb.
Transport
(SUV)
Heavy 1 2 1,700 -2 -2 175 (17) 18 5 36 H B3 28000 Lic (+1) 0
Transport lb
Wheeled
Hover Truck 1 4 1000 -2 -2 190 (19) 19 6 40 H M3 40000 Lic (+2) 3
Railrunner 2 20 1500 -6 -10 200 (20) 16 8 55 C @ 35000 -- 0
Grav-Train 2 20 2000 -4 -10 350 (35) 16 10 65 C H4 75000 Lic (+2) 4
Poseidon 3 50 30000 -10 -15 60 (6) 15 5 100 C+ @ 100000 -- 0
Water Vehicles
Runabout 1 5 2,100 -2 -2 55 (5) 18 5 28 H B2 28000 Lic (+1) 1
lb
Cabin cruiser 1 3 2,100 -4 -4 80 (8) 16 5 40 G M3 32000 Lic (+1) 1
lb
Ironclad 2 6 2000 -4 -4 80 (8) 22 15 60 G H3 45000 Mil (+3) 2
Shrimp 1 2 500lb. 0 -2 100 (10) 18 2 20 H M3 35000 Lic (+1) 3
Other Civilian Vehicles
Armored truck 2 0 3,600 –2 –2 175 (17) 20 10 36 H M3 34000 Res(+2) 1
lb
4-wheel ATV 1 0 675 lb –1 +1 95 (9) 19 5 22 L B2 23000 Lic (+1) 1
Nuke Truck 1 6 4000 -4 -6 150 (15) 19 14 50 H @ 45000 Mil (+3) 1
Argon Sky 4 350 25000 -10 -10 300 (30) 25 15 250 C+ @ 999999 ILL (+9) 5 Perfect
Galleons
Selkirk 2 10 6000 -6 -6 190 (19) 16 8 30 C M2 25000 Lic (+1) 3 Clumsy
Zeppelin
Platforms 3 50 10000 -8 -15 150 (15) 26 20 450 C++ @ 999999 ILL (+9) 5 Perfect
Military Vehicles
Tracked APC 3 7 250 lb. -2 -2 70 (7) 18 10 52 H M3 40000 Mil (+3) 1
Tracked Tank 4 0 425 lb. -4 -4 80 (8) 16 20 64 G M3 47000 Mil (+3) 1
Military 2 14 9,000 -4 -4 325 (32) 16 5 46 G M3 47000 Mil (+3) 1 Poor
Transport lb.
Helicopter

173
Name Crew Pass. Cargo Init. Man. Top Speed Def. Hard. Hit Size Power Cost Rest. TL Flight
(lbs.) Points Man.
Angel Assault 1 6 1000 -4 -2 450 (45) 18 10 45 H M3 50000 ILL (+4) 2 Good
Shuttle lb.
Serkis Flight 1 0 500 lb. -2 -1 500 (50) 16 5 30 H M3 45000 Res(+2) 4 Good
Pod
Spinner VTOL 2 4 1000 -4 -6 850 (85) 18 8 45 G M3 55000 Res(+2) 3 Good
Grumnerii 3 0 500lb. -8 -8 100 (10) 21 15 50 G M3 75000 Mil (+3) 1
Combat Tank
Krebet Hover 6 100 50000 -15 -10 250 (25) 18 20 250 C++ @ 999999 ILL (+9) 1 Good
Cruiser
Police Tank 2 2 500 lb. -6 -6 250 (25) 18 8 50 H M2 45000 Mil (+3) 1
Police MRV 2 10 1000lb. -8 -8 300 (30) 19 10 65 G M2 55000 Mil (+3) 1
Grav- 1 0 100 lb. -1 -3 1000 (100) 20 5 30 H H3 40000 Mil (+3) 4 Perfect
Interceptor
Skim-Fighter 1 1 500 lb. -4 -4 420 (42) 18 6 44 G M2 65000 Mil (+3) 1 Good
Propenve 1 8 1000 -6 -6 210 (21) 14 5 40 G M3 35000 Mil (+3) 2 Poor
lb.
BigBug 1 1 100 lb. -3 -2 80 (8) 20 15 50 G H3 75000 ILL (+4) 5

174

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