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Shadowrun

/ d20 Modern
Core Book

Brought to you by Ares


Macrotechnology
Better Weapons for a
Better Future
Accessing:
SECTION 1: CHARACTER SECTION 4: EQUIPMENT .... 31
WEALTH............................................... 31
C REAT ION ...................... 5 Nuyen¥ to Wealth.................................................................... 31
ABILITY SCORES ....................................... 5 RESTRICTIONS ....................................... 31
Appearance ................................................................................ 5
PERSONAL WEAPONRY .............................. 31
SPECIES................................................. 6 IMPACT PROJECTILE WEAPONRY .................. 31
Dwarf ......................................................................................... 6
Impact Projectile Weapons and Rate of Fire ............................. 32
Elf............................................................................................... 6
Human ....................................................................................... 6 FIREARMS ............................................. 32
Orc............................................................................................. 6 Shotguns.................................................................................. 33
Troll............................................................................................ 6 Firearm Accessories ................................................................. 33
Vital Statistics ............................................................................. 6 TASER WEAPONS .................................... 34
TRAITS, EDGES, AND FLAWS ......................... 6 AMMUNITION ........................................ 34
Roleplaying Traits and Flaws ....................................................... 7 EXPLOSIVES .......................................... 35
Neutral Traits.............................................................................. 7 Throwing Explosives ................................................................. 35
Negative Traits (Flaws) ............................................................... 9
HEAVY WEAPONS .................................... 35
Positive Traits (Edges) .............................................................. 10
Missiles.................................................................................... 36
STARTING OCCUPATIONS .......................... 11 ARMOR AND CLOTHING ............................ 36
Modified d20 Modern Roleplaying Game Occupations............. 11
Layering Armor ........................................................................ 37
Available d20 Future Occupations ............................................ 11
Clothing ................................................................................... 37
New Occupations..................................................................... 11
SECURITY AND SURVEILLANCE ..................... 37
SECTION 2: SKILLS ..........13 SURVIVAL GEAR...................................... 38
MODIFIED SKILLS ................................... 13 WORKING GEAR ..................................... 38
Balance .................................................................................... 13 LIFESTYLE ............................................. 38
Craft (chemical)........................................................................ 13
ELECTRONICS ........................................ 39
Diplomacy ................................................................................ 13
Gather Information ................................................................... 13 CYBERWARE .......................................... 39
Jump ........................................................................................ 13 Installation and Removal .......................................................... 39
Knowledge (streetwise) ............................................................ 13 Number of Attachments........................................................... 39
Perform .................................................................................... 14 Benefits and Drawbacks ........................................................... 39
Profession ................................................................................ 14 Cyberware, Advanced Grades, and Mastercraft ........................ 40
Sense Motive ........................................................................... 14 Cyberware and Size.................................................................. 40
Tumble ..................................................................................... 14 Reading the Tables................................................................... 40
Headware ................................................................................ 40
NEW SKILLS .......................................... 14 Bodyware ................................................................................ 41
Weapon Skills........................................................................... 14
Cyberlimbs ............................................................................... 42
S ECTION 3: FE AT S ........... 15 SKILLSOFTS .......................................... 43
Skillsofts and Feats................................................................... 44
UNAVAILABLE FEATS ................................ 15
d20 Modern Roleplaying Game ................................................ 15 CYBERDECKS AND PROGRAMS ..................... 45
d20 Future................................................................................ 15 BIOTECH.............................................. 46
d20 Apocalypse ....................................................................... 15 DRUGS AND COMPOUNDS .......................... 46
MODIFIED FEATS .................................... 15 Additional New Compounds .................................................... 46
d20 Modern Roleplaying Game ................................................ 15 MAGICAL EQUIPMENT............................... 46
d20 Future................................................................................ 16 VEHICLES ............................................. 47
d20 Apocalypse ....................................................................... 16
Autopilot (AutoNav) ................................................................. 47
NEW FEATS ........................................... 16 Sensors.................................................................................... 47
General Feats ........................................................................... 16 Stealth ..................................................................................... 47
Combat Feats ........................................................................... 21 Vehicle Weapons ..................................................................... 49
Decking Feats ........................................................................... 27 Vehicle Accessories.................................................................. 49
Defensive Feats ........................................................................ 27
Magic Feats .............................................................................. 29 S E C T I O N 5 : C O M B A T, R U L E S ,
Vehicle Feats ............................................................................ 29

1 1
Harpy .......................................................................................65
AND GAMEMASTERING ....... 51 Kraken ......................................................................................65
ATTACK AN OBJECT ................................. 51 Leshy........................................................................................65
Merrow.....................................................................................65
CLOBBERED .......................................... 51
Naga.........................................................................................65
DRAWING WEAPONS ................................ 51 Phoenix ....................................................................................66
MOVEMENT ........................................... 51 Sasquatch.................................................................................66
CRITICAL HITS ....................................... 51 Shapeshifter..............................................................................66
MELEE COMBAT ...................................... 51 Thunderbird ..............................................................................66
Unicorn.....................................................................................66
Combat Maneuvers .................................................................. 51
Vampire ....................................................................................67
RANGED COMBAT .................................... 51 Wendigo ...................................................................................67
Shooting into Melee ................................................................. 51
Provoking Attacks of Opportunity............................................. 52
DRAGONS ............................................. 67
Dragon Traits ............................................................................67
FIREARMS ............................................. 52 Eastern Dragon .........................................................................67
Automatic Weapons................................................................. 52 Feathered Serpent ....................................................................68
Crossfire................................................................................... 52 Western Dragon........................................................................68
Double Tap .............................................................................. 52 Great Dragon ............................................................................68
Suppression Fire....................................................................... 52
SPIRITS ............................................... 69
VISIBILITY AND WIND............................... 52 Spirit Traits ...............................................................................69
Wind Speeds............................................................................ 53 Spirits of Air ..............................................................................69
ASSORTED DANGERS ................................ 53 Spirits of Beasts ........................................................................69
Diseases................................................................................... 53 Spirits of Earth ..........................................................................70
Heat and Cold.......................................................................... 53 Spirits of Fire ............................................................................70
High Altitude/Low Oxygen ........................................................ 54 Spirits of Man ...........................................................................70
Scenery .................................................................................... 54 Spirits of Water.........................................................................70
Starvation and Thirst ................................................................ 54
Suffocation and Drowning ........................................................ 54 SECTION 7: MAGIC .......... 73
Strangulation ............................................................................ 54 MAGIC RATING ....................................... 73
Traps and Other Devices .......................................................... 54
Water Dangers ......................................................................... 55
TRADITIONS .......................................... 73
Hermetic Tradition....................................................................73
INJURY AND DEATH.................................. 55 Shamanic Tradition ...................................................................73
Massive Damage...................................................................... 55
Disabled................................................................................... 56
MAGICAL LODGE ..................................... 73
Dying ....................................................................................... 56 TOTEMS ............................................... 73
Dead ........................................................................................ 56 Bear..........................................................................................73
Stabilization ............................................................................. 56 Buffalo......................................................................................73
Healing .................................................................................... 56 Cat ...........................................................................................74
Injury, Death, and the Awakened.............................................. 56 Coyote......................................................................................74
Dog ..........................................................................................74
NEW CONDITIONS ................................... 57
Dolphin.....................................................................................74
CONTACTS ............................................ 57 Eagle.........................................................................................74
Connection .............................................................................. 57 Gator ........................................................................................74
Loyalty ..................................................................................... 57 Lion ..........................................................................................74
Contacts and Reputation .......................................................... 58 Mouse ......................................................................................74
General Information ................................................................. 58 Owl ..........................................................................................74
Networking .............................................................................. 58 Raccoon ...................................................................................74
Fencing .................................................................................... 58 Rat............................................................................................74
Favors ...................................................................................... 58 Raven .......................................................................................74
Maintaining Contacts ............................................................... 58 Shark ........................................................................................74
VEHICLE COMBAT ................................... 58 Snake .......................................................................................74
Vehicle Hit Points ..................................................................... 58 Wolf .........................................................................................74
Weather and Terrain................................................................. 59 ASTRAL PLANE ....................................... 74
Sensor-Enhanced Gunnery ....................................................... 59 Astral Perception ......................................................................74
ACTION POINTS ..................................... 59 Astral Projection .......................................................................75
What Can You Do With Action Points?...................................... 59 Mana Barriers ...........................................................................75
ADVANCEMENT ....................................... 59 CONJURING SPIRITS ................................ 75
SECTION 6: FRIENDS AND Spirit Forms ..............................................................................75
Spirit-Summoner Link ...............................................................76

FOES ........................... 61 Spirit Services ...........................................................................76


Summoning ..............................................................................76
CRITTER QUALITIES ................................. 61 Banishing ..................................................................................76
Powers..................................................................................... 61 Binding .....................................................................................76
Weaknesses ............................................................................. 62 Watcher Spirits .........................................................................77
CRITTERS ............................................. 62 SPELLCASTING ....................................... 77
Banshee ................................................................................... 62 Overchanneling.........................................................................77
Barghest................................................................................... 63 Noticing Spellcasting ................................................................77
Basilisk..................................................................................... 63 COUNTERSPELLING .................................. 77
Cockatrice ................................................................................ 63 Spell Defense............................................................................77
Eyekillers .................................................................................. 63 Dispelling..................................................................................77
Ghosts ..................................................................................... 64 RITUAL SORCERY .................................... 78
Ghouls ..................................................................................... 64 Requirements ...........................................................................78
Griffin....................................................................................... 64 Ritual Targeting.........................................................................78

2 2
Team Leader ............................................................................ 78
Casting a Ritual Spell ................................................................ 78
Noticing Ritual Spellcasting....................................................... 78
Ritual Drain............................................................................... 78
SPELLS ................................................ 78
Learning Spells ......................................................................... 78
Spell Descriptions..................................................................... 78
Combat Spells .......................................................................... 78
Detection Spells ....................................................................... 79
Health Spells ............................................................................ 81
Illusion Spells ........................................................................... 82
Manipulation Spells .................................................................. 84
MAGIC ITEMS ........................................ 86
Foci .......................................................................................... 86
ADEPTS ............................................... 87
Adept Powers........................................................................... 87

SECTION 8: THE MATRIX .... 89


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

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


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

3 3
4
Section 1: Character Creation (Ability Scores)

S E C T I O N 1 : C H A R A C T E R C R E AT I O N
• Step 1: Generate ability scores. Base Defense bonus: This is your base Defense bonus. It is a dodge
• Step 2: Select species. bonus, so it stacks with other dodge bonuses. Your base Defense bonus is lost
• Step 3: Select traits and flaws. any time your Dexterity bonus is lost.
• Step 4: Select starting occupation. Save bonuses: These are your base saving throw bonuses. Each +1 is
• Step 5: Select skills. purchased separately for each save type.
• Step 6: Select feats. Wealth bonus: This is your Wealth bonus. If you plan on playing a heavily
• Step 7: Determine Defense bonus, save bonuses, Wealth and cybered street sam, you need this bonus.
Reputation bonuses, Magic Rating, spells and other purchasable SINless characters have a beginning Wealth maximum of +10, including
qualities purchased Wealth and bonuses gained from feats and occupation.
Grey Wealth bonus: For information on Grey Wealth, see d20
• Step 8: Purchase equipment.
Cyberscape, p. 76.
• Step 9: Determine other characteristics.
Reputation bonus: Reputation bonus follows the normal rules. If you have
multiple identities (say a daily ID, and a specific shadowrunner ID), each must
You begin play with 7,000 – 10,000 XP to spend on building your character.
have its own Reputation bonus.
Character creation costs are described below. Note that character creation costs
Magic Rating: If you are going with Adept or Magician, you need this.
may differ from in-play advancement costs. Any XP not spent in character
Spell: If you are going with magician, you're not going to be very useful
creation is added to your Available XP total. Additional details on the following
unless you drop points on spells.
entries are presented below.
Contact: Contacts are contacts are contacts. To determine the XP cost for
a contact, select a Connection rating (1-6) and a Loyalty rating (also 1-6). Add
INITIAL CHARACTER CREATION COSTS TABLE the numbers from the following together:
Purchase XP Cost • Rating 1 = 50
Ability scores Special • Rating 2 = 100
• Rating 3 = 200
Species
• Rating 4 = 400
Dwarf 2,100 • Rating 5 = 800
Elf 900 • Rating 6 = 1,600
Human n/a For example, a Connection 3/Loyalty 2 contact costs 300 XP. A rating 6/6
Orc 3,350 contact is 3,600 XP.
Action point: Action points function in much the same manner as other
Troll 6,000 d20 games. A more detailed list of what they allow is presented later in this file.
Traits Varies Iterative attack: You are able to make iterative attacks. Making an iterative
Starting occupation n/a attack requires a full-round action. Each time you purchase this ability, you are
entitled to make an additional attack, but each additional attack suffers a -5
Skills
penalty. For example, if you have Iterative Attack 1, you may make up to 2
Non-weapon 100 per rank attacks with a full-round action, but the second attack is at a -5 penalty. If you
Weapon 400 per rank have Iterative Attack 3, you can make up to 4 attacks as a full-round action with
Feats 500 the following modifiers: -0/-5/-10/-15. Iterative Attack can be purchased a
maximum of (Dexterity bonus) times. For example, a character with a +4
Base Defense bonus (dodge) 400 per +1
Dexterity modifier can purchase this four times, allowing him up to 5 attacks
Save bonuses Hit Die: Characters begin play with hit points equal to their Constitution
Fortitude 150 per +1 score. If you want more hit points, purchase Hit Dice.
Reflex 150 per +1
Will 150 per +1 A BILITY S CORES
Wealth bonus 100 per +1 The first step in creating a Shadowrun/d20 Modern character is ability score
Grey Wealth bonus 100 per +1 generation. To generate ability scores, roll 3d6, in order of the ability scores, as
Reputation bonus 500 per +1 follows:
• Strength
Magic Rating 750 per +1
• Dexterity
Spell 200 • Constitution
Contact Special • Intelligence
Action point 500 • Wisdom
Iterative attack 5,000 • Charisma
• Appearance
Hit Die
Instead of simply rolling 3d6 in order, you can spend starting XP for a
d4 500 different score generation method as follows:
d6 750 • 3d6 - in order = 0 XP
d8 1,000 • 3d6 - place as desired = 750 XP
d10 1,250 • 4d6, drop lowest die - in order = 1,500 XP
• 4d6, drop lowest die - place as desired = 2,250 XP
d12 1,500
• 5d6, drop lowest 2 dice - in order = 3,300 XP
d20 2,000 • 5d6, drop lowest 2 dice - place as desired = 4,500 XP
• Point Buy (medium) - 30 points = 2,400 XP
Ability scores: The standard method for ability score generation does not • Point Buy (high) - 42 points = 4,500 XP
have an XP cost. Variant score generation methods are described below.
Species: This is your species.
Traits: There are three kinds of traits – Neutral Traits, Negative Traits
Appearance
(flaws), and Positive Traits (Edges). Appearance is a new score, using the following rules.
Starting occupation: This is your starting occupation. Typically, it Skills: Disguise is now an Appearance-based skill. When using Bluff, you
identifies either your basic day job, or your occupation prior to becoming a can use your Appearance instead of Charisma, unless performing a feint. When
criminal. using Gather Information, you may use either Charisma or Appearance.
Skills: All skills not covered under the description of "Weapon Skills" are Age Modifiers: The age of the character affects his Appearance score as
non-weapon skills. follows:
Characters begin play with a number of free skill ranks equal to their • Young Adult +2
Intelligence score. These can be used for Weapon Skills, but each rank in a • Adult +0 (loses the +2 Young Adult bonus)
weapon skill costs four of these free ranks. • Middle Age -1
Character also begin play with a number of ranks equal to their Intelligence • Old -1
score in Speak (Native) Language. • Venerable -1
Spellcraft is priced as Weapon Skill. These modifiers are cumulative – that is, a Venerable character loses a
Feats: Feats. There's a lot of them, so look them over carefully. Keep in total of three points from Appearance.
mind that they are scattered across a couple of books and this document. Species: Creatures suffer a -2 penalty to Appearance-based checks when
Characters begin play with a number of free feats equal to their Intelligence dealing with members of other species.
bonus. These feats can be selected from any category except Combat feats. Spells: When using spells of the Enchantment (charm) type, the save DC

5 5
Section 1: Character Creation (Species, Traits, Occupations)

is derived from the caster's Appearance score instead of the normal ability score. Social Penalties (Ex): Due to appearance, reputation, and some minor
genetic (and often social) deficiencies, Orcs suffer a -2 penalty to

S PECIES Charisma/Appearance checks and Charisma/Appearance-based skill checks


when dealing with species other than Orcs, Trolls, and similar species.
Once you have determined the character's ability scores, you must select his Free Language Skills: Speak native language (typically American) at
species. The following species are available to Shadowrun/d20 Modern [Intelligence score] ranks. Read/Write native language at [½ Intelligence score
characters. ranks].

Dwarf Troll
A Dwarf has the following species traits. A Troll has the following species traits.
XP Cost: 2,100. XP Cost: 6,000.
Type: Humanoid [Dwarf]. Type: Giant.
Ability Score Modifiers: +4 Strength, -2 Dexterity, +2 Constitution. Ability Score Modifiers: +8 Strength, +10 Constitution, -4 Intelligence.
Dwarves are very strong for their size, hardier than humans are, but they are less Trolls are tremendously strong and tough, but suffer great difficulties in
agile than most species. processing and retaining information.
Size: Medium. Size: Large. -1 size penalty to Defense, -1 size penalty on attack rolls, -4
Speed: A Dwarf's base land speed is 10 ft. + 1d2 x 5 ft. Dwarves can move size penalty on Hide checks, +4 size bonus on grapple checks, lifting and
at this speed when wearing medium or heavy armor, or when carrying a medium carrying limits double those of Medium characters. Massive damage threshold is
or heavy load, unlike most other species. +10. Space and reach are 10 ft./10 ft.
Darkvision (Ex): Darkvision is the extraordinary ability to see with no light Speed: A Troll's base land speed is 25 ft. + 1d4 x 5 ft.
source at all, out to a range of 60 ft. Darkvision is black and white only (colors Attacks: A trolls deals 1d4 + Str modifier non-lethal damage with an
cannot be discerned). It does not allow characters to see anything that they could unarmed attack.
not see otherwise – invisible objects are still invisible, and illusions are still visible Armor skin (Ex): Trolls have an unusual number of thick subdermal
as what they seem to be. Likewise, darkvision subjects a creature to gaze deposits. This provides protection, as armor, with the following ratings. This
attacks normally. The presence of light does not spoil darkvision. stacks with the protection provided by armor.
Saving throw bonuses (Ex): Dwarves have a +2 racial bonus on saving • High impact: 1d4-1
throws against diseases, poisons, and toxins. • Low impact: 1d8-1
Stability (Ex): Dwarves have a +4 bonus on checks to resist being • Energy: 1d4-1
knocked off their feet or moved, such as with bull rush or overrun, as long as they • Fire: 1d4-1
are standing on a surface (ground, floor, etc). • Cold: 1d4-1
Free Language Skills: Speak native language (typically American) at • Acid: 1d2-1
[Intelligence score] ranks. Read/Write native language at [½ Intelligence score • Sonic: 0
ranks]. Darkvision (Ex): Darkvision is the extraordinary ability to see with no light
source at all, out to a range of 60 ft. Darkvision is black and white only (colors
Elf cannot be discerned). It does not allow characters to see anything that they could
An Elf has the following species traits. not see otherwise – invisible objects are still invisible, and illusions are still visible
XP Cost: 900. as what they seem to be. Likewise, darkvision subjects a creature to gaze
Type: Humanoid [Elf]. attacks normally. The presence of light does not spoil darkvision.
Ability Score Modifiers: +2 Dexterity. Elves are more agile than humans. Social Penalties (Ex): Due to appearance, reputation, and some minor
Size: Medium. genetic (and often social) deficiencies, Trolls suffer a -4 penalty to
Speed: An Elf's base land speed is 20 ft. + 1d4 x 5 ft. Charisma/Appearance checks and Charisma/Appearance-based skill checks
Low-light vision (Ex): Elves have eyes that are so sensitive to light that when dealing with species other than Trolls, Orcs, and similar species.
they can see twice as far as normal in dim light. Low-light vision is color vision. A Free Language Skills: Speak native language (typically American) at
spellcaster with low-light vision can read a scroll as long as even the tiniest [Intelligence score] ranks. Read/Write native language at [½ Intelligence score
candle flame is next to her as a source of light. Elves can see outdoors on a ranks].
moonlit night as well as they can during the day.
Free Language Skills: Speak native language (typically American) at Vital Statistics
[Intelligence score] ranks. Read/Write native language at [½ Intelligence score
ranks]. VITAL STATISTICS TABLE
Race Height + Weight x
Human Dwarf, female 40 in. 2d6 120 lb. 2d4 lb.
A Human has the following species traits. Dwarf, male 42 in. 2d6 150 lb. 2d4 lb.
XP Cost: 0. Elf, female 67 in. 2d6 85 lb. 2d4 lb.
Type: Humanoid [Human]. Elf, male 69 in. 2d6 120 lb. 2d4 lb.
Ability Score Modifiers: None. Humans are the baseline against which
Human, female 56 in. 2d10 85 lb. 2d4 lb.
other species are measured.
Size: Medium. Human, male 60 in. 2d10 120 lb. 2d4 lb.
Speed: A Human's base land speed is 20 ft. + 1d3 x 5 ft. Orc, female 68 in. 2d10 210 lb. 2d6 lb.
Free Language Skills: Speak native language (typically American) at Orc, male 69 in. 2d10 230 lb. 2d6 lb.
[Intelligence score] ranks. Read/Write native language at [½ Intelligence score
Troll, female 98 in. 2d10 400 lb. 2d10 lb.
ranks].
Troll, male 100 in. 2d10 450 lb. 2d10 lb.
Orc When determining your character's height, roll the indicated + dice. Note
An Orc has the following species traits. the number. To determine weight, roll the indicated "x" dice, and multiply this
XP Cost: 3,350. result by the number generated for height. Add this is the base weight.
Type: Humanoid [Orc].
Ability Score Modifiers: +4 Strength, +6 Constitution, -2 Intelligence. Orcs
are stronger and physically tougher than humans are, but they have difficulties SPECIES LIFESPAN TABLE
processing and retaining information. Young Middle
Species Child Adult Old Venerable +
Size: Medium. Adult Age
Speed: An Orc's base land speed is 20 ft. + 1d3 x 5 ft. Dwarf 1-11 12-15 16-54 55-79 80-109 110+ 4d6
Armor skin (Ex): Orcs have thick skin that provides some measure of Elf* 1-12 13-16 17-199 200-499 500-899 900+ 3d%
protection, as armor, with the following ratings. This stacks with the protection
provided by armor. Human 1-11 12-15 16-39 40-59 60-79 80+ 3d6
• High impact: 1d2-1 Orc 1-10 11-14 15-24 25-39 40-50 51+ 2d4
• Low impact: 1d3-1 Troll 1-8 9-15 16-39 40-59 60-79 80+ 2d6
• Energy: 1d2-1 * This is speculative. No one has scientifically verified an Elf's typical
• Fire: 1d2-1 lifespan, and such a thing will not be possible for a very long time.
• Cold: 1d2-1


Acid: 0
Sonic: 0 T RAITS , E DGES , AND F LAWS
Low-light vision (Ex): Orcs have eyes that are so sensitive to light that Unless noted otherwise, you may purchase traits and flaws only during character
they can see twice as far as normal in dim light. Low-light vision is color vision. A creation, although the GM may assign traits or flaw during play. Neutral traits do
spellcaster with low-light vision can read a scroll as long as even the tiniest not have cost. Negative traits (flaws) provide bonus points, and Positive traits
candle flame is next to her as a source of light. Orcs can see outdoors on a (Edges) cost points.
moonlit night as well as they can during the day.

6 6
Section 1: Character Creation (Species, Traits, Occupations)

Roleplaying Traits and Flaws TRAITS AND FLAWS TABLE


While many of these traits and flaws provide additional char gen XP, these are Trait Cost
not here simply to provide numerical boosts to your character. The GM reserves Adrenaline Surge 20
the right to remove, change, and add traits and flaws based on your roleplaying. Astral Chameleon 50
If you select traits and flaws that provide char gen XP, then you are expected to
College Education 10
roleplay these as a part of your character even more than the other traits. Failure
to do so may result in the loss of the bonus char gen XP. Coordinator 100
Eidetic Memory 30
TRAITS AND FLAWS TABLE Extreme Effort 20 / 40 / 60
Trait Cost Human Looking 50
Neutral Magician 1,000
Abrasive 0 Mentor Spirit 50
Absent-Minded 0 Natural Hardening 40
Aggressive 0 SINner 25
Cautious 0 Spirit Affinity 50
Charmed 0 Will to Live 10 / 20 / 30
Coldly Logical 0
Conspiratorial 0 Neutral Traits
Detached 0
Dishonest 0 Abrasive
Distinctive 0 You are difficult and demanding in conversation, which tends to oppress those
around you.
Easy-Going 0 Cost: N/A
Farsighted 0 Effect: You gain a +1 bonus on Intimidate checks. You take a –1 penalty
Hard of Hearing 0 on Diplomacy checks and Bluff checks.
Hardy 0
Honest 0
Absent-Minded
You are fascinated by knowledge and learning and are capable of pursuing
Illiterate 0 complex trains of thought quite quickly. However, your preoccupation with such
Muscle-bound 0 thoughts makes you a little less aware of your surroundings.
Nearsighted 0 Cost: N/A
Networked 0 Effect: You gain a +1 bonus on Knowledge checks (although this does not
let you use a Knowledge skill untrained). You take a -1 penalty on Spot checks
Nightsighted 0
and Listen checks.
Polite 0
Preternaturally Sensitive 0 Aggressive
Quick 0 You are quick to initiate combat, and you tend to press the attack once battle is
Reckless Melee 0 joined. Your enthusiasm makes you a dangerous foe, but you sometimes leave
yourself open to blows that a more cautious warrior would avoid.
Relentless 0
Cost: N/A
Skinny 0 Effect: You gain +2 bonus on initiative checks. You take a -1 penalty to
Slippery 0 Defense.
Slow 0
Specialized 0
Cautious
You are cautious in combat, even a bit cowardly, and you take more care to
Spellgifted 0
defend yourself than others. However, this caution renders you susceptible to
Stout 0 fear effects.
Strange Luck 0 Cost: N/A
Suspicious 0 Effect: You gain an additional +1 dodge bonus to Defense whenever you
Torpid 0 fight defensively or take the total defense action. You take a -1 penalty on saving
throws made to resist fear effects.
Uncivilized 0 Special: You cannot select this trait if you have immunity to fear or fear
Unholy 0 effects. If you later gain immunity to fear, you lose the benefit of this trait.
Negative
Achilles Heel +500 Charmed
Addiction +100 Someone or something seems to be watching over you.
Cost: N/A
Allergy Special Effect: You gain a +2 bonus to any saving throws made to resist or avoid
Amnesia +10 / +20 / +30 / +40 damage. You seem to have less control of your own destiny. Action Points cost
Astral Beacon +50 you 1,500 XP each.
Brain Static +100
Computer Illiterate +20
Coldly Logical
You have a knack for separating the “cold, hard facts” from useless emotional
Criminal Record +50
entanglements.
Dependent +Rating x 20 Cost: N/A
Enemy +Rating x 15 Effect: You gain a +2 bonus on Sense Motive checks. You take a -2
Feeble +100 penalty on Bluff and Diplomacy checks.
Flashbacks +40
Conspiratorial
Gremlins +50 / +100 / +150 / +200
You can spot connections and patterns that others miss.
Guilt +Rating x 20 Cost: N/A
Inattentive +50 Effect: You gain a +1 bonus on Knowledge (current events) checks and In-
Indebted +50 vestigate checks. You see conspiracies even when there are none present. You
Jinxed +Rating x 10 take a -2 penalty on Sense Motive checks.
Manchurian Candidate +100 Detached
Paranoid +100 You maintain a distance from events that keeps you grounded but limits your
Phobia +20 / +40 / +100 reaction speed.
Sensitive Neural Structure +10 Cost: N/A
Sensitive System +150 Effect: You gain a +1 bonus on Will saves. You take a -1 penalty on Reflex
saves.
Spirit Bane +25
Positive Dishonest
Adept 500 You are naturally deceitful and insincere with others. You have a talent for lying,

7 7
Section 1: Character Creation (Species, Traits, Occupations)

but have difficulty convincing others when you do speak truthfully. flows both ways and maintaining a network of contacts isn’t cheap. Gather
Cost: N/A Information checks made against you receive a +2 bonus and any Gather
Effect: You gain a +1 bonus on Bluff checks. You take a -2 penalty on Information checks you make have their purchase DCs raised by 1.
Diplomacy checks.
Nightsighted
Distinctive Your eyes are particularly well suited to using darkvision or low-light vision, but
You have some distinctive physical feature such as a scar, a prominent nose, a they are less well adapted to what others consider normal light.
limp, or some similar characteristic that is hard to disguise or conceal. Cost: N/A
Cost: N/A Effect: Add 10 feet to the range of your darkvision, or increase the range of
Effect: You gain a +1 bonus on Reputation checks. You take a -1 penalty your low-light vision by 25%. You take a -2 penalty on Spot checks when in areas
on Disguise checks. of bright light.
Special: You must have darkvision or low-light vision as a racial ability to
Easy-Going have this trait.
You are naturally friendly. Others feel comfortable around you, but this trait also
makes it more difficult for you to be pushy or suspicious. Polite
Cost: N/A You are courteous and well spoken.
Effect: You gain a +1 bonus on Gather Information checks. You take a -1 Cost: N/A
penalty on Intimidate checks and Sense Motive checks. Effect: You gain a +1 bonus on Diplomacy checks. You take a -2 penalty
on Intimidate checks.
Farsighted
You have difficulty focusing on nearby objects, but your distance vision is more Preternaturally Sensitive
keen than normal. One of your five natural senses has developed beyond the norm.
Cost: N/A Cost: N/A
Effect: You gain a +1 bonus on Spot checks. Your penalty for range Effect: Choose one sense (i.e. Sight, Hearing, etc). You gain a +2 bonus
increments 6-10 is only -1 per increment. You have a -2 penalty on Search on checks involving the use of that sense (i.e. Spot checks for sight, Listen
checks. Within range increment 1, you suffer a -1 penalty to attack rolls. checks for hearing, etc). Your other senses are dull by comparison. You take a -3
penalty on checks involving your other four senses.
Focused
You can keep your attention on a task despite many distractions; however, Quick
events in the background pass you by. You are fast, but less sturdy than average members of your race.
Cost: N/A Cost: N/A
Effect: You gain a +1 bonus on Concentration checks. You take a -1 Effect: Your base land speed increases by 10 feet (if you don’t have a land
penalty on Spot checks and Listen checks. speed, apply the benefit to whichever of your speeds is highest). Whenever you
gain a Hit Die, reduce the result by one point (minimum of 0).
Hard of Hearing Special: You must have a Constitution of 4 or higher to select this trait.
You have a slight hearing impairment, and to compensate, you have become
more in tune with your other senses. Reckless Melee
Cost: N/A You naturally sacrifice accuracy to put more power behind your blows.
Effect: You gain a +1 bonus on Spot checks. You take a -2 penalty on Cost: N/A
Listen checks. Effect: You gain a +1 bonus on damage rolls after successful melee
attacks. You take a -1 penalty on melee attack rolls.
Hardy
You are made of tougher stuff than the average person, but you’re not quite as Relentless
quick to react to dangerous effects. You don’t know the meaning of the word “tired”. You go all out until you simply
Cost: N/A can’t continue.
Effect: You gain a +1 bonus on Fortitude saves. You take a -1 penalty on Cost: N/A
Reflex saves. Effect: You gain a +2 bonus on Constitution checks and similar checks
made to continue tiring activities (see the entry for the Endurance feat in Chapter
Honest Three of the d20 Modern roleplaying game). Any effect or condition that would
You are naturally straightforward and sincere. This quality helps you persuade normally cause you to become fatigued instead causes you to become
people to your viewpoint, but you have difficulty telling lies and seeing deception exhausted.
in others.
Cost: N/A Skinny
Effect: You gain a +1 bonus on Diplomacy checks. You gain a -1 penalty You are very slender for your race.
on Bluff checks and Sense Motive checks. Cost: N/A
Effect: You gain a +1 bonus on Escape Artist checks. You take a -2
Illiterate penalty on Strength checks to avoid being bull rushed or overrun.
You cannot read, but you have devoted yourself to learning other skills.
Cost: N/A Slippery
Effect: Choose any one skill except Decipher Script or Forgery. You gain a You are less adept at grappling and wrestling than others of your size and
+1 bonus on checks using that skill. You are illiterate. strength, but you are adept at slipping out of another’s hold.
Special: You can eliminate the negative effects of this trait by spending XP Cost: N/A
to gain ranks in Read/Write Language. However, ranks in Read/Write Language Effect: You gain a +1 bonus on Escape Artist checks to escape a grapple
cost you twice as much as normal. and on grapple checks to escape a grapple or avoid being grappled. You take a -
You can’t select this trait if your character is already illiterate because of 1 penalty on all other grapple checks.
race, class, or any other reason.
Slow
Muscle-bound You are slow, but sturdier than average members of your race.
You are good at almost everything that requires strength, but less adept than Cost: N/A
most at tasks that require coordination. Effect: Whenever you gain a Hit Die, you gain a +1 bonus to the roll. Your
Cost: N/A base land speed is halved (round down to the nearest 5-foot interval).
Effect: You gain a +1 bonus on Strength-based skill checks and ability Special: You must have a base land speed of at least 20 feet to select this
checks. You take a -2 penalty on Dexterity-based skill checks and ability checks. trait.

Nearsighted Specialized
You have difficulty focusing on distant objects, but your eye for detail is more You have a knack for one kind of work or study, but other tasks are harder for
keen than normal. you to accomplish.
Cost: N/A Cost: N/A
Effect: You gain +1 bonus on Search checks. You gain a +1 bonus to Effect: Choose one specific Craft, Knowledge, or Profession skill. You gain
ranged attack rolls within 30 ft. You take a -1 penalty on Spot checks. At ranged a +1 bonus on checks using the specified skill. You take a -2 penalty on all other
increments 2-10, you suffer an additional -1 penalty to attack rolls. checks using the same skill (Craft, Knowledge, or Profession, based on the skill
chosen).
Networked
You have a network of informants that feeds you information. Spellgifted
Cost: N/A You have a gift for casting certain types of spells. Although your spells from this
Effect: You gain a +2 bonus on Gather Information checks. Information class are more potent then those of other casters, you are not as effective at

8 8
Section 1: Character Creation (Species, Traits, Occupations)

casting spells from other groups. environment (sunlight, plastics, pollutants, seawater in a coastal
Cost: N/A setting, etc.).
Effect: Select a class of spells (Combat, Detection, Health, Illusion, • Mild: While experiencing the symptoms, you suffer a -2 penalty to
Manipulation). When you cast a spell from this group, increase the Force by +1. attack rolls, skill checks, Dodge bonuses, Reflex and Will saves.
This extra Force does not count for the Caster Check or when resisting Drain. • Moderate: While experiencing the symptoms, you suffer a -4 penalty
Whenever you cast a spell from a different group, reduce the Force of the spell to attack rolls, skill checks, Dodge bonuses, Reflex and Will saves.
by -1. This does not apply to the Caster Check or to resist Drain however. You suffer a -2 penalty to melee and man-powered projectile
damages. Weapons and attacks incorporating the substance deal an
Stout additional 25% damage.
You are heavy for your race. • Severe: While experiencing the symptoms, you suffer a -4 penalty to
Cost: N/A attack rolls, skill checks, Dodge bonuses, Reflex and Will saves. You
Effect: You gain a +2 bonus on Strength checks to avoid being bull rushed suffer a -2 penalty to melee and man-powered projectile damages.
or overrun. You take a -1 penalty on Escape Artist checks. Weapons and attacks incorporating the substance deal an additional
50% damage. Simple exposure to the substance deals 1d4 points of
Strange Luck damage per minute.
You have the weirdest luck.
Cost: N/A Amnesia
Effect: When rolling a die purchased with an action point to improve a d20 You can remember nothing about yourself or your past.
roll, if you achieve the highest number possible on the die (generally a natural 6 Cost: +10 / +20 / +30 / +40
on a d6), you re-roll that die, adding the second number you roll to the previous Effect: This disadvantage comes into play each time you are challenged or
result. Do not re-roll a single die more than once. So, if you roll a 6 on a d6 action confronted with some complication or danger from your forgotten past. The
point die, and then re-roll it, getting a 4, the total value of the die roll becomes 10, details of your past are left for you and GM to decide, or it may be left entirely to
resulting in a +10 bonus to the die roll the action point die was intended to the GM. The mechanical effects are as follows:
modify. • +10 Amnesia: You do not remember any details or information about
When rolling a die purchased with an action point to improve a d20 roll, if your past. You do remember your name, and retain most of your
you roll a natural 1, you re-roll that die, adding the second number you roll to the abilities. The GM will spend 25% of your char gen XP.
previous 1. The total result is applied as a penalty to the roll the action point die • +20 Amnesia: You do not remember any details or information about
was intended to modify. Do not re-roll a single die more than once. So, if you roll your past. You do remember your name, and retain some of your
a 1 on a d6 action point die, and then re-roll it, getting a 3, the total value of the abilities. The GM will spend 50% of your char gen XP.
die roll becomes –4, resulting in a –4 penalty to the die roll the action point die • +30 Amnesia: You do not remember any details or information about
was intended to modify. your past. You don't remember your name, but retain a few of your
abilities. The GM will spend 75% of your char gen XP.
Suspicious • +40 Amnesia: You do not remember any details or information about
You are naturally suspicious of everyone and everything. While this trait makes your past. You don't remember your name, skills, or abilities. The GM
you hard to fool, it makes others slightly less likely to agree with you or find you will spend 100% of your char gen XP.
threatening.
Cost: N/A Astral Beacon
Effect: You gain a +1 bonus on Sense Motive checks. You take a -1 Your astral signature is unusually potent and bright.
penalty on Diplomacy checks and Intimidate checks. Prerequisites: Magic Rating 1.
Cost: +50
Torpid Effect: Your astral signature remains present for twice as long as normal,
You are sluggish and slow to react to danger, but also resistant to other’s attempts to track you astrally gain a +4 bonus, and attempts to assense you gain
commands. a +4 bonus.
Cost :N/A
Effect: You gain a +1 bonus on saves against enchantment (mind- Brain Static
affecting) effects. You take a -2 penalty on initiative checks. Whether it’s the chip in your head, the government transmissions or just the
voices that never go away when you want them to, something fills your head with
Uncivilized noise and leaves you befuddled and confused.
You relate better to animals than you do to people. Cost: +100
Cost: N/A Effect: You take a –4 penalty to initiative checks, and a –4 penalty to
Effect: You gain a +1 bonus on Handle Animal checks. You take a -1 Concentration checks.
penalty on Bluff checks, Diplomacy checks, and Gather Information checks.
Computer Illiterate
Unholy You have severe difficulties when operating computers and other electronic
You radiate a palpable sense of evil. devices.
Cost: N/A Cost: +20
Effect: You gain a +2 on Intimidate checks. You take a -2 penalty on Bluff Effect: whenever you attempt to use an electronic device, you must make
and Diplomacy checks. an appropriate skill check (typically Computer Use) at a -4 penalty. This applies
even when performing tasks that do not normally require skill tests (such as
Negative Traits (Flaws) turning on the computer).

Achilles Heel Criminal Record


You are a convicted felon.
One spot on your body is extremely vulnerable and you suffer great harm when Cost: +50
you are attacked there. Effect: You take a –6 penalty to Bluff and Diplomacy checks when dealing
Cost: +500 with members of law enforcement who are aware of your criminal record. In
Effect: When you select this disadvantage, roll 1d20 (ignore a result of 20) addition, you have a criminal SIN, and your prints, DNA, and retinal patterns are
and note the result. In the future, any attack that results in a natural roll of that on file.
number automatically hits and is automatically a critical hit. If the attack requires
you to make a saving throw, you take a –4 penalty on the save attempt. Dependent
Addiction You have a loved one, a wife, a child, or even a sickly old aunt, that you must
care for and protect.
You are addicted to a harmful and illegal substance. Cost: +Rating x 20
Cost: +100 Effect: At the beginning of each game session make an unmodified d20 roll
Effect: See Section 4: Equipment for information on drugs and addiction. against a DC equal to the rating of this disadvantage x2. Failure indicates that
You are addicted to a randomly determined drug. your dependant is in some way involved in the adventure, or otherwise requires
Allergy you to take time away from your current activities to provide some care or
attention to him or her.
You are vulnerable to a substance that is not normally harmful. Gather Information checks made against you can also reveal the existence
Cost: Special – see below. of your dependant. These checks are made against a DC of 25 minus the rating.
Effect: The first step in selecting the allergy is determining if the substance
or condition is Uncommon (+20 XP) or Common (+70 XP). Then determine the Enemy
severity of the symptoms (Mild +30 XP), Moderate (+80 XP), or Severe (+130 Someone is out to get you.
XP). Cost: +Rating x 15
• Uncommon: The substance or condition is rare for the local Effect: At the beginning of each game session, make an unmodified d20
environment (gold, silver, salt water in a landlocked setting, etc). roll against a DC equal to the rating (1 to 5) of this disadvantage. Failure
• Common: The substance or condition is common for the local indicates your enemy becomes involved in the current adventure. The greater the

9 9
Section 1: Character Creation (Species, Traits, Occupations)

enemy rating, the greater the power, motivation, and influence of the enemy. Cost: Mild (+20 XP); Moderate (+40 XP); Severe (+100 XP).
Effect: How badly this fear will affect you is determined by the level of the
Feeble phobia. The GM as always, reserves the right to select or change your phobia.
You are un-athletic and uncoordinated. • Mild: When confronted by your fear make a Will save (DC 15) or
Cost: +100 become shaken for 10 rounds. You may make a new saving throw
Effect: You take a –2 penalty on Strength-, Dexterity-, and Constitution- every 10 rounds.
based ability checks and skill checks, including damage rolls, attack rolls, saves, • Moderate: When confronted by your fear make a Will save (DC 20)
Defense and Hit Points. or become panicked for 10 rounds. You may make a new saving
throw every 10 rounds.
Flashbacks • Severe: When confronted by your fear make a Will save (DC 25) or
You suffer severe flashbacks due to a traumatic event. cower for 10 rounds. You may make a new saving throw every 10
Cost: +40 rounds.
Effect: You suffer from flashbacks (vivid, hallucinatory) due to a traumatic
event in your life. Whenever you encounter a potential trigger, roll a DC 25 Will Sensitive Neural Structure
save. If this fails, flashbacks occur, incapacitating you for 1d6 minutes. You are particularly sensitive to dumpshock, Black IC, and other forms of
damaging simsense.
Gremlins Cost: +10
You have preternaturally bad luck with technology. Effect: You suffer a -4 penalty to save against dumpshock-style simsense
Cost: Mild (+50); Moderate (+100); Severe (+150); Bad (+200). effects.
Effect: Whenever you perform a skill or action that involves a piece of
technology (not including implanted devices), you suffer a critical failure on a Sensitive System
natural die roll. If you have Mild Gremlins, you suffer a critical failure on a natural Your body reacts poorly to cyberware.
1. If you have Moderate Gremlins, you suffer a critical failure on a natural 1-2. If Cost: +150 (+10 for creatures with a Magic Rating).
you have Severe Gremlins, your suffer a critical failure on a natural 1-3. If you Effect: Whenever you get a piece of cyberware, roll 1d4. This is the
have Bad Gremlins, you suffer a critical failure on a natural 1-4. multiple of Essence that you take from the implant. For example, if you get a
Note, for you would-be clever folk, Gremlins does not allow you to Smartgun link (0.5 Essence), it counts as either 0.5 Essence, 1 Essence, 1.5
manipulate a piece of the enemy's technology in order to cause it to malfunction Essence, or 2 Essence.
for him.
Spirit Bane
Guilt You are repulsive to a certain type of spirit.
You are plagued by guilt over some past deed or misdeed. Cost: +25
Cost: +Rating x 20 Effect: You suffer a -4 penalty to all social interactions with the selected
Effect: When confronted with the source of your guilt, you suffer a penalty type of spirit. Such spirits are likely to harass you, and if under your command,
to all dice rolls equal to the rating of the trait (1 to 5). After one hour, you may abuse your commands in whatever way possible.
make a Will save (DC 20) to shake off the effects. You will remain “guilt-stricken”
until a successful Will save is made. Positive Traits (Edges)
Inattentive Adept
You are particularly unaware of your surroundings.
You are Awakened, but your magic potential is channeled in a very limited way.
Cost: +50
Cost: 500
Effect: You take a –4 penalty on Listen checks and Spot checks.
Effect: When you take this trait, you gain an automatic Magic Rating of 1.
Indebted This provides you with one point to spend on Adept abilities. Whenever your
Magic Rating increases, you gain an additional point to spend on Adept powers.
Your spending habits have put you chronically and deeply in debt. If your Magic Rating decreases, you lose access to one point's worth of Adept
Cost: +50 powers. If your Magic Rating is reduced to 0, you permanently lose access to
Effect: You take a –4 penalty on Wealth checks. This penalty applies your Adept abilities.
regardless of your actual Wealth bonus. You also suffer a -4 penalty to Credit
Rating checks. Adrenaline Surge
Jinxed You are quick to respond.
Cost: 20
You cannot catch a break. Effect: In combat and other stressful situations, you receive a +4 bonus to
Cost: +Rating x 10 initiative, and a +1 dodge bonus to Defense. These bonuses last for a number of
Effect: If you win a waterbed in a contest, it will spring a leak and flood rounds equal to your Constitution modifier +1. Afterwards, you are fatigued for a
your apartment while you are out saving the world. Your girlfriend gets mono number of minutes equal to the rounds you received the bonus. These bonuses
right before the romantic evening you’ve been planning for months. Your best do not stack with like bonuses gained through technology or magic.
friend blames you for the death of his villainous father. Your luck never actually
gets so bad as to make your adventures more dangerous but your bad luck just Astral Chameleon
makes everything around you more complicated, twisted, and generally lousy.
Your astral signature is hazy and indistinct.
Hopefully, you’re at least a happy-go-lucky, friendly, neighborhood guy to make
Prerequisites: Magic Rating 1.
up for this dismal luck.
Cost: 50
At the beginning of each game session make an unmodified d20 roll
Effect: Your astral signature remains for only one-half the normal time, and
against a DC equal to the rating of this disadvantage (1 to 5). Failure indicates
attempts to track you astrally suffer a -4 penalty. Attempts to assense you suffer
your luck has turned sour again. The details of this fickle turn of fate are left
a -4 penalty.
entirely to GM’s fiat.

Manchurian Candidate College Education


You have received formal college education.
You have been brainwashed into working for some secret person or organization.
Cost: 10
Cost: +100
Effect: You can use Knowledge skills untrained.
Effect: You can be forced to follow some preprogrammed plan of action
with the utterance of a code word or simple phrase. You must succeed at a Will
save (DC 30) to resist the effects of your programming. Failure indicates you will
Coordinator
follow your programming until your task is completed. If the task takes longer You are a born organizer of people.
than a day to complete, additional Will saves (DC 30) can be made each day. Cost: 100
This programming must be determined by the Game Master, or at least approved Effect: When you can take a full-round action to direct your allies, make a
by him or her. DC 15 Charisma check. If successful, a number of allies equal to your Charisma
bonus within 30 ft. gain a +1 bonus to attack rolls or skill checks (your decision).
Paranoid This bonus lasts for a number of rounds equal to your Charisma bonus. You can
attempt this ad often as desired.
You believe they really are out to get you.
Cost: +100
Effect: In situations where you are required to trust someone (including
Eidetic Memory
people you know), you must succeed at a Will save (DC 20) or take a –2 penalty You have a photographic memory.
to all skill checks for 1d6 hours. During that time period, you can spend Action Cost: 30
Points only to “escape” from or “defend yourself” against the person who ac- Effect: You can remember damn-near everything that's ever happened to
tivated your paranoia. you. For things you've experienced or know directly, you have near perfect recall.
If you forget a piece of information, the GM will typically either give it to you, or
Phobia have you roll a DC 1 Intelligence check to remember it. However, if you want to
remember who sat two tables from you at lunch on Tuesday, 7 years ago, the
You have a deep, irrational fear of something.

1010
Section 1: Character Creation (Species, Traits, Occupations)

S TARTING O CCUPATIONS
GM may call for a DC 10 or higher Intelligence check.

Extreme Effort All of the standard d20 Modern Roleplaying Game occupations are available.
You have a natural gift for pushing your physical strength. Due to the lack of character classes, the Skills provided by occupations are
Cost: 20/ 40 / 60 altered in the following manner.
Effect: This trait is available in three levels: For each skill that an occupation provides as a "class skill" (typically two or
• Level 1: When you must make a Strength or Strength-based check, three), you may purchase ranks in that skill for 75 XP instead of the normal 100
you gain a +2 bonus to the check. To gain this bonus, the action is XP.
extended to a full-round action. The following occupations allow you to split the Wealth bonus between
• Level 2: When you must make a Strength or Strength-based check, Wealth and Grey Wealth.
you gain a +4 bonus to the check. To gain this bonus, the action is • Adventurer
extended to a full-round action. • Bohemian
• Level 3: When you must make a Strength or Strength-based check, • Celebrity
you gain a +6 bonus to the check. To gain this bonus, the action is • Entrepreneur
extended to a full-round action. • Hacker/Decker
• Investigative
Human-Looking • Religious
You strongly resemble a baseline Homo sapiens sapiens. Only elves, dwarves, • Technician
and orcs can take this trait.
Cost: 50
Effect: You do not suffer the normal Appearance modifier when dealing Modified d20 Modern Roleplaying Game
with members of other species. Additionally, the attitudes of other species may
initially be less hostile than normal. You suffer a penalty to all Charisma-, and
Occupations
Adventurer: Instead of the listed bonus feats, select one of the following skills at
Appearance-based checks when dealing with members of your own species who
4 ranks:
may be prejudiced against humans. This penalty can range from mild (-1) to
Axes, Flails and Chains, Handguns, Heavy Blades, Light Blades, Maces
severe (-6).
and Clubs, Picks and Hammers, Rifles, Shotguns, Slings and Thrown Weapons,
Magician Spears and Lances, or Unarmed/Natural Weapons.
Athlete: Instead of the bonus feats, select one of the following at 4 ranks:
You are Awakened and capable of learning and casting spells. Flails and Chains, Heavy Blades, Light Blades, Maces and Clubs, or
Cost: 1,000 Unarmed/Natural Weapons.
Effect: When you select this trait, you gain an automatic Magic Rating of 1. Criminal: Instead of the bonus feats, select one of the following at 4 ranks:
You must select the Hermetic or Shamanic tradition. You do not begin play with Handguns, Light Blades, Maces and Clubs, Rifles, Shotguns, or
any spells unless you spend a portion of your beginning XP on them. Unarmed/Natural Weapons.
Law Enforcement: Instead of the bonus feats, select one of the following
Mentor Spirit at 4 ranks:
You have a mentor spirit that guides you. Armor Proficiency (light) (feat), Handguns, Rifles, Shotguns, Submachine
Cost: 50 Guns, or Unarmed/Natural Weapons.
Effect: You have a mentor spirit, known in shamanic circles as a Totem. Military: Instead of the bonus feats, select one of the following at 4 ranks:
This spirit guides you in the use of magic and provides certain modifiers. This Armor Proficiency (light) (feat), Assault Rifles, Handguns, Heavy Weapons,
quality is available only to character with the Magician trait. Unlike the Adept or Machine Guns, Rifles, Shotguns, Submachine Guns, or Unarmed/Natural
Magician traits, you can take this trait in play. However, doing so alters your Weapons.
character significantly. Once you select a Mentor Spirit, your ability to summon Rural: Instead of the bonus feats, select one of the following at 4 ranks:
spirits becomes limited. When you summon a spirit, that spirit is restricted to a Handguns, Light Blades, Maces and Clubs, Rifles, Shotguns, or
domain, which matches the totemic environment. Normal spirits cannot leave the Unarmed/Natural Weapons.
domain. Great Form spirits are not domain-bound.

Natural Hardening Available d20 Future Occupations


Astronaut Trainee
Your neural structure is resistant to dumpshock. Drifter
Cost: 40 Gladiator: Replace the Bonus feat with Unarmed 4 ranks.
Effect: You gain a +4 bonus to save against dumpshock damage. Heir: As noted, you must purchase the Educated feat.
Outcast: Instead of gain the Toughness feat, you can purchase Hit Die for
Pounder 80% of the listed price.
You are a natural melee combatant. Scavenger
Cost: 20 / 40 / 60 Transporter
Effect: This is available in three levels.


Level 1: You gain a +1 bonus to all melee damage.
Level 2: You gain a +2 bonus to all melee damage.
New Occupations
• Level 3: You gain a +3 bonus to all melee damage.
Apothecary
SINner Apothecaries are people who study the science of mixing chemicals, elements,
and naturally occurring materials together for predictable results. They often go
You have an honest-to-God legal System Identification Number.
on to be research scientists, inventors, pharmacists, or alchemists.
Cost: 25
Prerequisite: Age 20+.
Effect: You are a legal citizen of the nation of extraterritorial
Skills: Choose three of the following skills. You can purchase ranks in
megacorporation of your choice, which means you are entitled to all the rights
these skills at a reduced cost.
and responsibilities entailed by such. This means your real identity, personal
Craft (chemical, mechanical, pharmaceutical, or writing), Disable Device,
history, biometric data, credit records, medical history, travel history, etc. is
Knowledge (arcane lore, earth and life sciences, history, or physical sciences),
stored and accessible in numerous databanks.
Repair, Research.
Spirit Affinity Bonus Feat: Gain Educated as a bonus feat.
Wealth Bonus: +3.
You are naturally attuned to a certain type of spirit.
Cost: 50 Bohemian
Effect: Select one type of spirit. Spirits of this type are drawn to you, find
Bohemians are people who do not live life by society’s rules. They are free spirits
you interesting, and are more inclined to aid you. In some situations, they may be
who express themselves in unique and quirky manners suited to their own tastes.
reluctant to attack you, and if forced to, may attempt non-lethal methods. You
Bohemians do not generally hold down regular 9-to-5 jobs, but spend what little
receive a +4 bonus to social interaction rolls with the selected spirit type.
money they have freely on life’s little pleasures. They include social activists,
Will to Live hippies, anarchists, vagabonds, artists, and anyone else who believes in
throwing off society’s shackles.
You are particularly resistant to death. Prerequisite: Age 15+.
Cost: 10 / 20 / 30 Skills: Choose four of the following skills. You can purchase ranks in these
Effect: Your Death's Door increases by +2, +4, or +6 hit points. For skills at a reduced cost.
example, if you have a Constitution of 12 (+1 bonus) and Will to Live 3, you do Bluff, Climb, Craft (mechanical or structural), Diplomacy, Disguise, Forgery,
not die until you reach -15 hit points. Gather Information, Hide, Jump, Knowledge (current events, popular culture, or
streetwise), Listen, or Sense Motive.
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +0.

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

Bureaucrat Scene, Streetwise) (Int), and Sense Motive (Wis).


Bonus Feats: Select either Gearhead or Meticulous
Bureaucrats are skilled at navigating the systems, networks, and confusing Wealth Bonus Increase: +2.
arrays of rules and regulations inherent in modern corporate and political
processes. They may be helpful or obstructive depending on where they work
and with whom they’re dealing, but they always know how to get things done.
Politico
Bureaucrats include receptionists, secretaries, paralegals, interns, desk Politicos are born dealmakers. They are drawn to situations where money,
clerks, executive assistants, human resources representatives, middle goods, and power are bartered, and they are the people without whom deals
management, and anyone else involved in keeping the wheels of business cannot be made. Politicos include negotiators, lobbyists, agents, judges,
turning. politicians, and other people who make their livings by getting groups or
Prerequisite: Age 23+. individuals to come to terms and consummate deals.
Skills: Choose two of the following skills. You can purchase ranks in these Prerequisite: Charisma 13.
skills at a reduced cost. Skills: Choose two of the following skills. You can purchase ranks in these
Bluff, Craft (writing), Diplomacy, Forgery, Gather Information, Knowledge skills at a reduced cost.
(business, civics, current events, history, or popular culture), Listen, Research, Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (behavioral
Sense Motive, or add a new Read/Write Language or a new Speak Language. sciences, civics, current events, history, popular culture, or theology and
Bonus Feat: Select either Educated or Renown. philosophy), Listen, Research, Sense Motive, or add a new Read/Write
Wealth Bonus Increase: +2. Language or a new Speak Language.
Bonus Feat: Select one of the following: Renown, Trustworthy, or Windfall.
Corporate Zombie Reputation Bonus Increase: +1.
Wealth Bonus Increase: +3.
The corporate zombie has been raised working for the corporation, trained by the
corporation, buying from the corporation, and most likely, living in the
corporation's housing. This may have dealt some damage to your soul, but you
Tribal
have a good understanding of the corporate life. Tribal characters come from a culture or group that functions distinctly and
Prerequisite: Age 21+. separately from the mass of mainstream society. Often these are aboriginal
Skills: Choose three of the following skills. You can purchase ranks in populations, people whose way of life dates back to before the area was
these skills at a reduced cost. “civilized,” and who refuse to give up their traditional ways in order to conform to
Computer Use, Craft (any), Diplomacy, Gather Information, Knowledge popular convention. In other cases, they are groups who have purposely
(business, civics, or earth and life sciences), Profession, Research, Speak eschewed the rules and regulations of modern society and formed a less
language. complex culture of their own. Tribal societies are often (but not always) feudal in
Wealth Bonus Increase: +4. nature. Tribal characters can include members of Native American nations,
aboriginal Australians, some street gangs, and anyone else who comes from a
Craftsperson culture that maintains traditional practices rather than following modern practices.
Prerequisite: Age 15+.
A craftsperson is anyone trained to create or fix items using basic materials. This Skills: Choose three of the following skills. You can purchase ranks in
includes carpenters, jewelry makers, potters, cobblers, blacksmiths, plumbers, these skills at a reduced cost.
and anyone else who works making or repairing specific types of items or Balance, Craft (pharmaceutical, structural, or visual art), Escape Artist,
machinery. Handle Animal, Hide, Intimidate, Jump, Knowledge (current events, popular
Prerequisite: Dexterity 13. culture, or streetwise), Listen, Move Silently, Navigate, Ride, Sense Motive, Spot,
Skills: Choose two of the following skills. You can purchase ranks in these Survival, or Swim.
skills at a reduced cost. Bonus Feat: Select one of the following: Animal Affinity, Athletic, Guide, or
Craft (chemical, electronic, mechanical, pharmaceutical, structural, or Track.
visual art), Disable Device, Knowledge (art, physical sciences, or technology), Wealth Bonus Increase: +1.
Repair, Research, or Treat Injury.
Bonus Feat: Select one of the following: Builder, Creative, or Gearhead.
Wealth Bonus Increase: +2.

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

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

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

1212
Section 2: Skills

SECTION 2: SKILLS
themselves and what they might value; while $100 might be chump change to an
M ODIFIED S KILLS adventurer, it may represent several months' earnings for a poor farmer.
Likewise, a heroic paladin is unlikely to be persuaded from his tenets for any
amount of gold, though he might be convinced that a greater good is served by
Balance the proposed deal. When dealing with multiple people at once, always consider
Log roll: Maintaining your balance on a rolling log, barrel, boulder, or similar the benefits to the person who is in clear command, if any hierarchy exists within
object requires a DC 20 Balance check. A logrolling character can move at his the group.
normal speed, or even take a double move, but any change in direction requires • -10 Fantastic: The reward for accepting the deal is very worthwhile,
an additional Balance check. Rolling any faster than a double move increases and the risk is either acceptable or extremely unlikely. The best-case
the DC to 30. scenario is a virtual guarantee. Example: An offer to pay a lot of gold
Standing on a moving mount or vehicle: Standing up in a horse's for something of no value to the subject, such as information that is
saddle, the roof of a moving coach or wager, or car, is possible. When attempting not a secret.
this on a creature using normal movement rules, the DC is 15 at normal speeds, • -5 Favorable: The reward is good, and the risk is tolerable. If all goes
20 if moving at a double-move, and 25 if running. according to plan, the deal will end up benefiting the subject.
When attempting this on a mount using vehicle speeds, the DC is 15 at Example: A request to aid the party in battle against a weak goblin
alley speed, 20 at street speed, 30 at highway speed, and 40 at all-out speed. tribe in return for a cut of the money and first pick of the magic items.
Terrain and the actual object or creature being stood upon may modify all • +0 Even: The reward and risk are more or less even, or the deal
DCs. When standing on mounts, Ride checks may be required as well. involves neither reward nor risk. Example: A request for directions to
Throw someone off balance: If you and an opponent are standing on the someplace that is not a secret.
same precarious surface, one that is susceptible to swaying (such as a tightrope, • +5 Unfavorable: The reward is not enough compared to the risk
small rowboat, rope bridge, etc), you can attempt to rock the surface and throw involved; even if all goes according to plan, chances are it will end up
your opponent off balance by making an opposed Balance check as a move badly for the subject. Example: A request to free a prisoner the
action. The loser of the check is considered off balance until his next action subject is guarding (for which he or she will probably be fired) in
(opponents get a +2 bonus to attack him and he loses his Dexterity bonus to return for a small amount of money.
Defense). If the winner and loser differ by 5 or more, the loser falls, suffering any • +10 Horrible: There is no conceivable way the proposed plan could
appropriate damage. end up with the subject ahead, or the worst-case scenario is
guaranteed to occur. Example: A offer to trade a bit of dirty string for
Craft (chemical) a castle.
Success or Failure: If the Diplomacy check beats the DC, the subject
There are several new chemicals available in the Sixth World. See Section 4:
accepts the proposal, with no changes or with minor (mostly idiosyncratic)
Equipment for more information.
changes. If the check fails by 5 or less, the subject does not accept the deal but
may, at the DM's option, present a counter-offer that would push the deal up one
Diplomacy place on the risk-vs.-reward list. For example, a counter-offer might make an
Even deal Favorable for the subject. The character who made the Diplomacy
Revised Basic Rules check can simply accept the counter-offer, if they choose; no further check will be
Use this skill to ask the local baron for assistance, to convince a band of thugs required. If the check fails by 10 or more, the Diplomacy is over; the subject will
not to attack you, or to talk your way into someplace you aren't supposed to be. entertain no further deals, and may become hostile or take other steps to end the
Check: You can propose a trade or agreement to another creature with conversation.
your words; a Diplomacy check can then persuade them that accepting it is a Action: Making a request or proposing a deal generally requires at least 1
good idea. Either side of the deal may involve physical goods, money, services, full minute. In many situations, this time requirement may greatly increase.
promises, or abstract concepts like "satisfaction." The DC for the Diplomacy Try Again: If you alter the parameters of the deal you are proposing, you
check is based on three factors: who the target is, the relationship between the may try to convince the subject that this new deal is even better than the last
target and the character making the check, and the risk vs. reward factor of the one. This is essentially how people haggle. As long as you never roll 10 or less
deal proposed. than the DC on your Diplomacy check, you can continue to offer deals.
The Target: The base DC for any Diplomacy check is equal to the 15 + the Synergy: If you have 5 or more ranks in Bluff, you get a +2 synergy bonus
Wisdom modifier of the character in the group with the highest Wisdom. High to Diplomacy. No other skill provides a synergy bonus to Diplomacy.
Wisdom characters are more likely to perceive the speaker's real motives and
aims. By applying the highest modifiers in any group, a powerful king (for Seduction Modifications
example) might gain benefit from a very wise advisor who listens in court and One of the possible uses for Diplomacy is the art of seduction. A successful
counsels him accordingly. For this purpose, a number of characters is only a seduction checks makes the target interested in you sexually. Often, it means the
"group" if they are committed to all following the same course of action. Either target is willing to find a private corner, or invite you to their place or go to yours
one NPC is in charge, or they agree to act by consensus. If each member is for a romp. It can also cause the target to believe that your interest is more than
going to make up their mind on their own, roll separate Diplomacy checks against just sexual.
each. The target must be a sexually active individual who is willing and able to
The Relationship: Whether they love, hate, or have never met each other, copulate. This aspect of Diplomacy does not force someone to act outside their
the relationship between two people always influences any request. nature (you probably aren't going to convince a nun to take it doggy style in the
• -10 Intimate: Someone who with whom you have an implicit trust. bathroom).
Example: A lover or spouse. When making a Diplomacy check for seduction, apply the following
• -7 Friend: Someone with whom you have a regularly positive modifiers to the DC:
personal relationship. Example: A long-time buddy or a sibling. • Target is drunk, fatigued, energy drained or otherwise impaired -5
• -5 Ally: Someone on the same team, but with whom you have no • The setting is social and relaxed +0
personal relationship. Example: A cleric of the same religion or a • The setting is formal +5
knight serving the same king.
• -2 Acquaintance (Positive): Someone you have met several times
with no particularly negative experiences. Example: The blacksmith
Gather Information
When you are attempting to use Gather Information about an individual, you
that buys your looted equipment regularly.
receive a +1 bonus to the check for every two full points of Reputation bonus the
• +0 Just Met: No relationship whatsoever. Example: A guard at a target has (i.e., a Rep of +0 to +1 provides no bonus, while +2 to +2 provides a
castle or a traveler on a road. +1 bonus, etc).
• +2 Acquaintance (Negative): Someone you have met several times
with no particularly positive experiences. Example: A town guard that
has arrested you for drunkenness once or twice. Jump
• +5 Enemy: Someone on an opposed team, with whom you have no Jump onto a moving vehicle: Jumping onto a moving mount or vehicle requires
personal relationship. Example: A cleric of a philosophically-opposed a readied action to jump when it passes by. This requires a normal Jump check,
religion or an orc bandit who is robbing you. with a +1 DC per 5 ft. of speed beyond 40 ft. that the vehicle or mount is moving.
• +7 Personal Foe: Someone with whom you have a regularly
antagonistic personal relationship. Example: An evil warlord whom Knowledge (streetwise)
you are attempting to thwart, or a bounty hunter who is tracking you In Shadowrun/d20 Modern, the Knowledge (streetwise) skill is used as the basis
down for your crimes. of grey wealth. .
• +10 Nemesis: Someone who has sworn to do you, personally, harm. Mechanically speaking, you cannot spend XP in play to increase your Grey
Example: The brother of a man you murdered in cold blood. Wealth bonus unless you have ranks in Knowledge (streetwise). Whenever you
Risk vs. Reward Judgment: The amount of personal benefit must always go to spend XP on Grey Wealth, you must make a Knowledge (streetwise)
be weighed against the potential risks for any deal proposed. It is important to check. The DC for this check is 5 + current Grey Wealth bonus. If the check fails,
remember to consider this adjustment from the point of view of the NPC you must wait at least one game month before you can make the attempt again.

1313
Section 2: Skills

Every six months of game time, you may make a Knowledge (streetwise)
check in an attempt to increase your Grey Wealth bonus for free. You cannot Tumble
take 10 or 20 on this check. The DC for this check is your current Grey Wealth Chandelier swing: A classic move, swinging on a chandelier at an enemy
bonus +10. If successful, increase your Grey Wealth bonus by +1, with an requires a DC 15 Tumble check. If successful, you can swing up to the length of
additional +1 per 5 points over the DC. the rope or chain holding the chandelier as a charge action (with the normal
benefits and penalties). If the chandelier is supported by multiple ropes or chains,
Perform you can't really swing on it. Note that reaching the chandelier may require other
skills checks (Climb or Jump for example).
Perform as written is a good skill from a role-playing standpoint, but provides Flip up: A DC 25 Tumble check can allow you to flip up onto a ledge or
next-to-nothing in the way of mechanical benefits. Apply the following rules when balcony that is within arm's reach as a free action. This would normally be a
using Perform: move action with a Climb check.
• Great Performance: A great performance provides you with a +1 Wall jump: If you are at least 5 ft. away from a wall, you can make a DC 20
bonus to Diplomacy checks against those who observed the Tumble check to run up the wall 5 ft. and back flip off it. If you succeed at the
performance for the next 24 hours. Tumble check, you may roll a Jump check from the wall as if you had made a
• Memorable Performance: A memorable performance provides you running high jump.
with a +2 bonus to Diplomacy checks against those who observed


the performance for the next 24 hours.
Masterpiece Performance: A masterpiece performance provides N EW S KILLS
you with a +3 bonus to Diplomacy checks against those who
observed the performance for the next 24 hours.
Double these bonuses when using Perform (sexual techniques), as this
Weapon Skills
skill typically applies to a much smaller audience. (Dexterity)
You may also use Perform to panhandle, earning a tiny income. The modifications to the d20 system used in Shadowrun/d20 Modern remove the
• Amateur Performance: You can earn enough in a day to buy maybe concept of classes, and of the Base Attack Bonus. Gone with these concepts are
a cup of coffee or a donut. the ideas of Weapon Proficiency feats. Instead, there are several Weapon Skills.
• Routine Performance: You can earn enough in a day to buy a cup of Each of these functions in the same manner a regular skill, with the total skill
coffee and a donut. bonus used as the attack modifier. If a character uses a weapon and he no ranks
in the appropriate skill, he suffers a -8 penalty on his attack roll. The
• Great Performance: You can earn enough in a day to buy a combo
Gamemaster may modify this penalty.
meal from McHugh's.
Weapons classified as Exotic use the base Weapon Skill, but characters
• Memorable Performance: You can earn enough in a day to buy a
without the appropriate Exotic Weapons feat suffer an additional -4 penalty on
bottle of booze and a combo meal.
the attack roll.
• Masterpiece Performance: Booze, combo meal, and maybe even a All of the Weapon Skills are Dexterity-linked. Skills marked with a dagger
cheap joygirl. (†) are Trained Only. The following Weapon Skills are available:

New Perform Category – Sexual Techniques •
Assault Rifles
Axes
This new Perform type encompasses an understanding of a wide array of sexual • Black Powder Firearms†
styles and techniques. Those lacking ranks in this skill are fully capable of • Bows
engaging in satisfying sexual encounters; they simply lack knowledge of the finer
• Crossbows
points of the act.
• Flails and Chains
Check: As with other Perform types, this is an open-ended check, with the
result indicating the level of performance. • Grenade Launchers
Try Again? Yes, if you have the stamina, you may attempt this skill check • Handguns
again after a 30-minute rest period, but each additional check in a 24-hour period • Heavy Blades
suffers a -2 penalty, and increases the DC for sustaining the encounter to the • Heavy Weapons†
nest higher number. • Light Blades
Special: If you have 5 or more ranks in Perform (sexual techniques), you • Maces and Clubs
gain a +2 circumstance bonus on Diplomacy checks made to seduce an • Machine Guns
individual. • Picks and Hammers
Time: The time required for this check is a function of both your desire, the • Polearms
partner or partners' desires, and the your Constitution score. To determine the • Rifles
maximum amount of time that you can sustain the activity, make a Constitution • Shotguns
check. • Slings and Thrown Weapons
Length of Time DC • Spears and Lances
20 minutes 10 • Submachine Guns 1
30 minutes 12 • Unarmed/Natural Weapons
40 minutes 14
50 minutes 16 1
This includes machine pistols, and handguns capable of firing bursts
1 hour 18 or on full auto.
2 hours 25
3 hours 30 +5 per additional hour

Apply the following modifiers to the Constitution check:


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

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

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

1414
Section 3: Feats

S E C T I O N 3 : F E AT S
Certain feats, by the book, have Base Attack Bonus requirements. In these
cases, the BAB requirement is replaced with a skill rank requirement in Weapon Armor Proficiency (Heavy, Light, Medium)
skills. Some feats are applicable only to certain skills, while others require you to Prerequisites: As listed.
have the number of ranks in any Weapon skill. Regardless, unless noted Benefit: You receive full protection from armor.
otherwise, you can use Weapon Skill-based feats only with weapons that you Normal: Without the appropriate proficiency, characters receive only one-
have ranks in. half the normal protection from armor, and the check penalty applies to all
movement-based skills, attack rolls, Defense, and Reflex saves.
U NAVAILABLE F EATS Brawl
Prerequisites: Unarmed skill 1 rank.
d20 Modern Roleplaying Game Benefit: Increase your unarmed damage by one step (typically increases to
Archaic Weapons Proficiency 1d4).
Burst Fire
Double Tap Cleave
Exotic Firearms Proficiency Benefit: If one of your melee attacks leaves an opponent stunned, disabled, or
Exotic Melee Weapon Proficiency worse, you get an immediate additional melee attack against an opponent
Personal Firearms Proficiency adjacent to the one you just felled. This must be the same type of attack as the
Simple Weapons Proficiency first, at the same attack bonus. You can use this ability once per round.
Toughness
Weapon Finesse Combat Expertise
Benefit: The number you subtract from attack rolls cannot exceed the ranks you
d20 Future have in the melee weapon you are currently wielding.
Advanced Mecha Operation (171)
Alien Weapons Proficiency Combat Martial Arts
Armor Proficiency (Powered) – this may become available at a future point Prerequisites: Unarmed skill 1 rank.
Charismatic Plus Benefit: When fighting unarmed, you are treated as armed for the
Dedicated Plus purposes of threatening and provoking attacks of opportunity.
Fast Plus
Hair Trigger (171) Combat Throw
Mecha Crush (171) Prerequisites: Defensive Martial Arts, Unarmed skill 1 rank.
Mecha Fling (171)
Mecha Operation (171) Dead Aim
Mecha Sweep (171) Prerequisites: Wisdom 13, Far Shot, ranged Weapon Skill 1 rank.
Mecha trample (172)
Mecha Weapon Boost (172)
Mecha Weapon Proficiency (172)
Defensive Martial Arts
Planetary Adaptation Prerequisites: Unarmed skill 1 rank.
Smart Plus
Starship Battle Run Exotic Weapons Proficiency
Starship Dodge Prerequisites: Appropriate skill at 1 rank.
Starship Feint There are several version of this feat available to characters. Attacks with
Starship Gunnery an appropriate weapon by a character lacking the necessary feat suffer an
Starship Mobility additional -4 penalty. The following Exotic Weapon Proficiency feats are
Starship Operation available:
Starship Strafe • Assault Rifles
Strong Plus • Axes
Stun Mecha (172) • Black Powder Firearms
Thruster Blast (172) • Bows
Tough Plus • Crossbows
• Flails and Chains
d20 Apocalypse • Grenade Launchers
Mutation Damage Boost • Handguns
Mutation Immunity • Heavy Blades
Rad Soaker • Heavy Weapons
Sense Mutation • Light Blades
Thrifty Mechanic • Maces and Clubs
• Machine Guns
M ODIFIED F EATS •

Picks and Hammers
Polearms
• Rifles
d20 Modern Roleplaying Game • Shotguns
• Slings and Thrown Weapons
Advanced Combat Martial Arts • Spears and Lances
Prerequisites: Combat Martial Arts, Improved Combat Martial Arts, Unarmed • Submachine Guns 1
skill 8 ranks. • Unarmed/Natural Weapons
Benefit: Unarmed strikes deal x3 damage on a critical hit. Note that energy weapons are considered Exotic, and require this feat. For
example, a High-Intensity Hand Laser is an Energy Handgun, and thus requires
Advanced Firearms Proficiency the Exotic Weapons Proficiency (handguns) feat to use properly.
You are skilled in using fully automatic weapons.
Prerequisite: Assault Rifles, Heavy Weapons, Machine Guns, or
Far Shot
Submachine Guns skill 4 ranks. Prerequisites: ranged Weapon Skill 1 rank.
Effect: When attacking a target multiple times with a weapon set on
autofire you only suffer a –8 penalty to hit on each attack roll beyond the first. Frightful Presence
Special: Automatic shotguns are a hybrid between shotguns and assault Benefit: The save DC for this ability is 15 + Charisma modifier.
rifles. When using an automatic shotgun, you use the Shotguns skill. If you do
not have Assault Rifles at an equal or greater level, you suffer a -2 penalty when Great Cleave
using autofire with an automatic shotgun. Prerequisites: Strength 13, Cleave, Power Attack, any Melee Weapon skill 4
ranks.
Advanced Two-Weapon Fighting
Prerequisites: Dexterity 13, Ambidexterity, Improved Two-Weapon Fighting, Heroic Surge
Two-Weapon Fighting, Weapon skill 11 ranks. Benefit: You may use this ability once per day.

1515
Section 3: Feats

Special: You may purchase this feat up to five times, with each time
providing one use per day.
Unbalance Opponent
Prerequisites: Defensive Martial Arts, Unarmed skill 6 ranks.
Improved Brawl Weapon Focus
Prerequisites: Brawl, Unarmed skill 3 ranks
Benefit: Increase your unarmed damage by an additional step. Prerequisites: Weapon skill 3 ranks.
Benefit: You gain a +1 bonus to attack rolls with the selected weapon. In
Improved Bull Rush addition, you improve the weapon's Armor Penetration by one point.
Benefit: When you perform a bull rush maneuver, not only do you not provoke
attacks of opportunity, you receive a +4 bonus to the ability score check.
Whirlwind Attack
Prerequisites: Dexterity 13, Intelligence 13, Combat Expertise, Dodge, Mobility,
Improved Combat Martial Arts Spring Attack, any Melee Weapon skill 4 ranks.

d20 Future
Prerequisites: Combat Martial Arts, Unarmed skill 4 ranks.

Improved Combat Throw


Prerequisites: Defensive Martial Arts, Combat Throw, Unarmed Skill 3 ranks. Cybernetic Surgery
The installation times and DCs are modified from the text as presented. See
Improved Disarm Section 4: Equipment for more information.
Prerequisites: Intelligence 13, Combat Expertise, any Melee Weapon skill 1
rank. Jack of All Trades
Benefit: When you attempt a disarm maneuver, not only do you not Prerequisites: 28,000 total XP.
provoke attacks of opportunity, you receive a +4 bonus to the check.
Nerve Pinch
Improved Knockout Punch Prerequisites: Combat Martial Arts, Unarmed skill 4 ranks.
Prerequisites: Brawl, Knockout Punch, Unarmed skill 6 ranks. Benefit: The save DC is 15 + Strength modifier.

Improved Trip d20 Apocalypse


Prerequisites: Intelligence 13, Combat Expertise, any Melee Weapon skill 1
rank. Fight with Anything
Benefit: When you attempt a trip maneuver, not only do you not provoke Prerequisites: At least 4 different Melee Weapon skills at 4 ranks.
attacks of opportunity, you gain a +4 bonus to the check.

Improved Two-Weapon Fighting


Prerequisites: Dexterity 13, Ambidexterity, Two-Weapon Fighting, Weapon skill
N EW F EATS
Many of the feats below have a type listed in brackets. This does not have any
6 ranks. effect; it is simply a convenience so you can more quickly tell what a feat might
affect.
Knockout Punch Some of the following feats provide Wealth bonuses. You may divide these
Prerequisites: Brawl, Unarmed skill 3 ranks. bonuses between Wealth and Grey Wealth. Some of the feats modify Purchase
DC for the purpose of Wealth loss. These do not apply equally to both bonuses;
Point Blank Shot when you select the feat, you select which bonus the modification applies to.
This is weapon skill specific.
Prerequisites: any Ranged Weapon Skill 1 rank. General Feats
Power Attack Ambidexterity [General]
Prerequisites: Strength 13, any Melee Weapon skill 1 rank. You are equally skilled at using both hands.
Benefit: The maximum amount you can subtract from your attack equals Prerequisites: Dexterity 13.
the ranks in the melee weapon you are wielding. When using Power Attack with Benefit: You suffer no penalty for using your off-hand for tasks. When
a two-handed weapon, multiply the Power Attack damage bonus by x1.5 When fighting with two weapons, reduce the penalties by 1 point.
using Power Attack with a light weapon, multiply the Power Attack damage
bonus by x0.5. Animal Empathy [General]
Precise Shot You are able to influence the attitudes of animals.
Prerequisites: Charisma 13, Animal Affinity, Handle Animal 6 ranks.
Prerequisites: ranged Weapon Skill 1 rank. Benefit: You can use your Handle Animal skill to improve the attitude of an
Quick Draw animal or magical beast. Treat the interaction as a Diplomacy skill check, with
Handle Animal used instead of Diplomacy. You need to be within 30 feet of the
Prerequisites: Weapon skill 1 rank. creature to use this ability.
Benefit: You may draw a weapon as a free action and sheath a weapon as Treat most domestic animals as having a Relationship/Risk of Just
a free action. Also, when drawing weapons larger than Light, you do not provoke Met/Even, while treating wild animals as Acquaintance (negative)/Unfavorable.
attacks of opportunity. Most domestic animals have a starting attitude of indifferent, while most
wild animals are unfriendly. (Exceptions exist: trained guard dogs may have
Quick Reload Acquaintance (negative)/Unfavorable with strangers.)
Prerequisites: Weapon skill 1 rank. You may also seek to influence magical beasts (including those she has
never encountered before) at a –4 penalty. Animal empathy does not function on
Skip Shot vermin.
Benefit: The attack deals one-half damage.
Boss [Skill]
Spring Attack You’re a mover and a shaker, on a first-name basis with the uppermost powers
Prerequisites: Dexterity 13, Dodge, Mobility, any Melee Weapon skill 4 ranks. within an organization.
Example: 33rd-Degree Freemason, vice president of operations or senior
Strafe bureau chief.
Prerequisites: Diplomacy 6 ranks, Company Man.
Prerequisites: Advanced Firearms Proficiency, Assault Rifles, Heavy Weapons,
Benefit: Gain a +4 bonus on Charisma rolls and Charisma-based skill
Machine Guns, or Submachine Guns skill 4 ranks.
checks when dealing with someone of the same organization; to resist attempts
Streetfighting by others in the organization to sway your attitude or activities; and on Diplomacy
and Intimidate checks when dealing with other organizations familiar with the one
Prerequisites: Brawl, Unarmed skill 2 ranks. you belong to.
Benefit: As described. In addition, you gain a +2 bonus to checks made to Gain Wealth bonus +2; you can requisition equipment of up to purchase
perform maneuvers common to dirty fighting (dirt in the eyes and the like). DC 30 once per session.
Action Point: You can spend an action point for a second requisition.
Sunder
Also known as Improved Sunder. Captivate [General]
Prerequisites: Strength 13, Power Attack, any melee Weapon skill 1 rank. You can attract almost anyone's attention.
Prerequisites: Charisma 19, Bluff 5 ranks.
Two-Weapon Fighting Benefit: You have the ability to beguile a target temporarily using words
Prerequisites: Dexterity 13, Weapon skill 1 rank. and bearing. The target must have an Intelligence score of 3 or higher to be

1616
Section 3: Feats

susceptible to a captivate attempt, must be within 30 ft. of you, and must be able
to see, hear, and understand you.
Connected [General]
To captivate a target, make a Bluff check. The target is allowed a Sense You have an especially good relationship with a contact.
Motive check to oppose the check. If you win, you become the target’s sole Prerequisites: Charisma 15, existing applicable contact.
focus. The target pays no attention to anyone else for 1 round. This focusing of Benefit: Select one contact; when dealing with this contact, you receive top
the target’s attention allows other characters to take actions of which the price when selling or the best discount when buying (select either selling or
captivated target is unaware. The effect ends immediately if the target is attacked buying). If your Charisma is 19 or better, then you receive the best deal when
or threatened. You can concentrate to keep a target captivated for additional buying and selling.
rounds. You concentrate all your effort on the task (a full-round action), and the Special: You may select this feat more than once. For each selection, you
target gets to make a new Sense Motive check each round. The effect ends may select either buying or selling with the same contact, or with a new contact.
when you stop concentrating, or when the target succeeds on the save.
Action Point: You can spend an action point to void the target's Sense Cool Under Pressure [Skill]
Motive check for a round. You are able to perform certain tasks even when distracted or threatened.
Prerequisites: Wisdom 13.
Code of Honor [Skill] Benefit: When you select this feat, select a number of skills equal to your
You have a sterling reputation among the members of a particular organization or Wisdom bonus. You may take 10 with these skills even when distracted or under
group. duress.
Prerequisites: At least one allegiance. Special: You may select this feat multiple times; each time, select a new
Benefit: Select one allegiance your character already has formed. You set of skills.
gain a +4 circumstance bonus on Bluff, Diplomacy, Gather Information,
Intimidate, and Sense Motive checks when dealing with characters who have the Corporate Clout [General]
same allegiance. You gain a –4 circumstance penalty on these same checks In a good way, you have become someone the corps want to keep an eye on.
when dealing with characters who have the opposed allegiance. Benefit: Select one corporation; you gain a +4 Reputation bonus with reps
Special: You may select this feat multiple times; each time it applies to a from that corp.
different allegiance. Special: You may select this feat multiple times; each selection applies to a
different corporation.
Collector [General]
You spend so much time and money on one of your hobbies that you have Deep Pockets [Wealth]
become an expert on the subject. You lack nothing in the way of comfort and can buy just about anything that
Prerequisites: Knowledge (popular culture) 5 ranks. catches your eye.
Benefit: Select a single hobby or pastime (comic books, baseball cards, Prerequisite: Well-Off, Knowledge (business) 5 ranks, Profession 10
noir films, and so forth). You gain a +5 bonus on Wealth checks to see if you ranks.
have an object related to your hobby on hand. (See On-Hand Objects in Chapter Benefit: Increase your Wealth bonus by +3. An item’s purchase DC is
4: Equipment of the d20 Modern Roleplaying Game.) You may attempt these considered 10 points lower when applying a Wealth bonus decrease. The item’s
checks for items with a purchase DC of 12 or lower. purchase price remains the same, and the decrease for a purchase DC 15 or
Normal: On-hand Wealth checks can normally only be made for items with higher still applies.
a purchase DC of 10 or lower.
Special: You must still get your GM’s permission to attempt the Wealth Diehard [General]
check, and the GM is the final arbiter of the purchase DC for all items. You are hard to put down.
Prerequisites: Constitution 13.
Commanding Presence [General] Benefit: You are not disabled until your negative hit points exceed your
Your presence can strength the resolve of allies and weaken that of opponents. Constitution bonus. You are not unconscious until your negative hit points
Prerequisites: Charisma 13, Diplomacy 11 ranks, Intimidate 11 ranks. exceed your Constitution bonus x2, and you are not dead until your negative hit
Benefit: You can use an attack action to enable an ally or weaken an points exceed 10 + (Constitution bonus x2).
opponent. You cannot use this feat on yourself.
To enable an ally, the target must be able to hear, see and understand you Disarming Looks [Skill]
Make a DC 20 Diplomacy check. If successful, you negate one of the following Your physical appearance can fool others into ignoring your other attributes,
conditions: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. abilities, or faults.
To weaken an opponent, the opponent must be able to see, hear, and Prerequisites: Appearance 15.
understand you. Make an Intimidate check opposed by the target's Will save. If Benefit: Once per day, you may reroll Bluff, Diplomacy, Gather
you win, the opponent is shaken for 1d6 + Charisma bonus rounds. If the target Information, or Intimidate check in which your gender and physical appearance
wins, he is immune to your use of this ability for 24 hours. may apply (such as seduction or convincing a guard of the opposite gender to let
you by). You must accept the outcome of the reroll, regardless of the result.
Company Man [Skill]
You have some weight you can throw around in an organization — just Dominating Demeanor [Skill]
remember that you can catch it from on high if you make waves. You have a force of presence that demands respect.
Example: An Army sergeant, division manager or senior field agent. Benefit: You gain a +2 bonus to Intimidate checks. This increases to +6 in
Benefit: Gain a +2 bonus on Charisma rolls and Charisma-based skill sexual situations in which you are dominating or imposing your authority and will
checks when dealing with someone of the same organization; to resist attempts on another person.
by others in the organization to sway your attitude or activities; and on Diplomacy
and Intimidate checks when dealing with other organizations familiar with the one Electronic Warfare [Skill]
you belong to. You are an expert in the most sophisticated modern warfare techniques.
Gain Wealth bonus +1; you can requisition equipment of up to purchase Effect: You gain a +4 bonus with any of the following uses of the Computer
DC 20 once per session. Use skill: Jamming, Signal Interception, Signal Triangulation or Signal
Action Point: You can spend an action point for a second requisition. Scrambling/Unscrambling.
Compelling Performance [General] Extreme Machine [General]
You can give performances so powerful that they affect an audience's emotional You are able to "soup up" devices to greater effect, but with the risk of them
state. breaking.
Prerequisites: Charisma 17, Perform 12 ranks. Prerequisites: Craft (electronic) 6 ranks, Craft (mechanical) 6 ranks.
Benefit: To use this ability, you must spend 1 action point. The emotion Benefit: To use this, you must have access to the parts and a tool kit.
you arouse affects a number of targets equal to your Charisma bonus within 15 Make a Craft (electronic) or Craft (mechanical) check as appropriate. This takes
feet of you (or within 15 feet of a television, radio, or telephone that broadcasts 60 minutes (-10 minutes per 5 points over the DC, minimum of 10 minutes). If
your performance). The performance requires a full-round action, and its effects successful, the device gains a bonus (described below). The device retains this
on the target last for 1d4+1 rounds. The target makes a Will saving throw. The bonus for one minute per 5 points over the DC, plus one minute (beginning when
DC is 10 + your Charisma bonus. If the target succeeds at the saving throw, he the device is put into use). After the duration ends, roll d%. If the result is equal to
or she is immune to the compulsion of this performance. If the target fails, he or or less than the indicated number the item breaks and must be repaired.
she reacts to the emotion as described below. You can attempt multiple different modifications.
• Despair: The target takes a –2 morale penalty on saving throws, Action Point: You can spend an action point to double the duration.
attack rolls, ability checks, skill checks, and weapon damage rolls.
• Hope: The target gains a +2 morale bonus on saving throws, attack Improvement Craft DC Repair Chance (d%)
rolls, ability checks, skill checks, and weapon damage rolls.
Ranged Weapons
• Rage: The target gains a +2 morale bonus to Strength and
Constitution, a +1 morale bonus on Will saves, and a –1 penalty to +1 to damage 15 01–25
Defense. In a dramatic situation, the target is compelled to fight, +2 to damage 20 01–50
regardless of the danger. +3 to damage 25 01–75
+5 ft. to range increment 15 01–25

1717
Section 3: Feats

Improvement Craft DC Repair Chance (d%) or small neighborhood – or an environment encountered infrequently during the
+10 ft. to range increment 25 01–50 campaign.
For example, in a Seattle-based campaign, the desert would be an
Electronic Devices infrequently encountered region and could be considered home ground. The
+1 equipment bonus 15 01–25 desert would not be a suitable home ground for a campaign set in the magic-
+2 equipment bonus 20 01–50 soaked Mojave. Gamemasters must approve all home grounds in their
+3 equipment bonus 25 01–75 campaigns.
For Deckers, a home ground might be a particular computer network the
Vehicles character knows extremely well. In this case, the character receives the bonus
+1 on initiative checks 20 01–25 for all tests made while accessing that network. Favorite data havens like the
+1 to maneuver 25 01–50 Denver Nexus make suitable home grounds for hacker characters. Many
+2 to maneuver 30 01–75 corporate hackers have the Home Ground quality for their corporate systems.
All home grounds must be fixed locations – characters cannot move them
False Allegiance [General] around. If a character’s home ground is destroyed, the quality is lost.
You are skilled at fitting in with different groups.
Prerequisites: Charisma 13, Diplomacy 6 ranks.
Implant Awareness [Cyber]
Benefit: You can successfully emulate an allegiance you know about. You You are very aware of the location of your implants, and very protective of them.
gain the +2 circumstance bonus on Charisma-based skills when dealing with an Prerequisites: Cybernetic or other implants subject to attack.
individual of the same allegiance. The allegiance and its bonus is considered in Benefit: You gain a +4 dodge bonus to Defense against attacks directed at
effect until a check is failed, at which point the false allegiance is revealed. your implants.

Faith [General] Improve Kit [General]


Your belief and faith in a greater power aids you in some situations. You are able to upgrade electrical and mechanical tool kits for cheap.
Benefit: When you spend an action point to modify a d20 roll, add your Prerequisites: Craft (electronic) 6 ranks, Craft (mechanical) 6 ranks.
Wisdom bonus to the action point result. Benefit: For the cost of a standard kit, you can create a mastercraft (+1)
kit. For the cost of a mastercraft (+1) kit, you can build a mastercraft (+2) kit, and
First Impression [General] for the cost of a mastercraft (+2) kit, you can build a mastercraft (+3) kit.
You are skilled at fitting in with different groups and social settings, at least
initially.
Improved Aid Another [General]
Prerequisites: Charisma 13. You are skilled at aiding others.
Benefit: Whenever attempting to fit into a new environment – such as Prerequisites: Wisdom 17.
infiltrating a group or trying to meet contacts in a new city – you gain a +6 bonus Benefit: When you perform the Aid Another action, instead of simply
on all Charisma-based skills. This bonus does not apply to subsequent applying a +2 bonus, you apply your Wisdom bonus.
interactions.
Improved Flight [General]
Fleet of Foot [General] You are an agile flier.
You can turn corners without losing momentum. Prerequisites: Fly speed.
Prerequisites: Run Benefit: Your maneuverability category improves by one.
Benefit: When running or charging, you can make a single direction
change of 90 degrees or less. You cannot use this feat in medium or heavy Improved Natural Healing [General]
armor, or if you are carrying more than a light load. You heal more quickly than normal.
Normal: Normally, you can only charge or run in a straight line. Prerequisites: Base Fortitude save bonus +5
Action Point: You can spend an action point to make a second turn. Benefit: You heal twice the normal number of hit points and ability score
points.
Gang Rep [General]
For some reason, a particular gang treats you with some deference. Improved Scent [General]
Benefit: Select a specific gang; you have a +4 Reputation bonus with You can detect and track creatures by smell at a greater than normal distance.
members and followers of that gang. Prerequisites: Scent ability.
Special: You may select this feat multiple times; each selection applies to a Benefit: Double the ranges of your scent ability.
different gang.
In Charge [Skill]
Good Impression [General] You don’t just have authority in an organization — you are the authority.
You have the gift of gab that can convince people that you know what you’re Becoming the Pope or head of the Joint Chiefs is stretch, but you could easily be
talking about (even when you don’t). Before attempting a Bluff check, you may the ruler of a small nation, the ultimate mastermind behind a global conspiracy or
first use this feat to try to improve your chances of success. the leader of a fledgling religious cult.
Prerequisites: Charisma 13. Prerequisites: Diplomacy 12 ranks, Boss, Company Man.
Benefit: Make a check against your Reputation, opposed by the Benefit: Gain a +6 bonus on Charisma rolls and Charisma-based skill
appropriate Knowledge check. If the target does not have any ranks in the checks when dealing with someone of the same organization; to resist attempts
appropriate Knowledge skill, it is instead opposed by an Intelligence check. If you by others in the organization to sway your attitude or activities; and on Diplomacy
are successful, you gain a +4 circumstance bonus on your Bluff check. and Intimidate checks when dealing with other organizations familiar with the one
Special: If you are trying to bluff a group of characters, the one with the you belong to.
highest skill or Intelligence modifier rolls for the entire group. Gain Wealth bonus +4; you can requisition equipment of up to purchase
DC 40 once per session.
Haggle [Skill] You wield significant influence if you’re in direct contact with underlings.
You are adept at receiving the best price. More often, you are an impersonal figure who rules from a distance. Your orders
Prerequisite: Trustworthy. are carried through proper channels and trickle down to the individual
Benefit: When making a Diplomacy check to haggle on a price, you priests/soldiers/employees, who may choose to ignore or alter them. Note also
receive a +4 bonus. that you are still subject to Wealth constraints. You’re using the organization’s
funds, which are not your own.
Hard-Eyed [Skill] Action Point: You can spend an action point for a second requisition.
You are particularly intimidating with a gun in your hand.
Prerequisites: Charisma 13, Intimidate 4 ranks.
Information Broker [Skill]
Benefit: You gain a +5 bonus to Intimidate checks when you aim a firearm Prerequisite: Well-Connected.
at the target of the check. The target must be within 30 ft., and able to see you. Benefit: You receive a +4 bonus on general Gather Information checks.
The target does not have to be flat-footed. You gain three national contacts or one global contact; each confers a +8 bonus
Special: This bonus does not stack with the potential +2 bonus you might on your Gather Information checks in a specific area of interest. These contacts
receive from aiming a gun at the target. have Connection and Loyalty ratings of 1.
Special: The contacts gained with this feat are in addition to those from
Home Ground [General] Well-Connected.
You are particularly skilled at operating in a particular area.
Benefit: Home Ground provides you with a +2 bonus to all Strength-,
Instant Recovery [Sex]
Dexterity-, and Constitution-based skill checks, attack rolls, saves, and so forth You revive more quickly after sex.
made within your home turf. Any Knowledge skills relevant to the people, places, Prerequisites: Quick Recovery.
or things within this area receive a +4 bonus, as do Charisma-, and Appearance- Benefit: You need not rest after performing sexual activities.
based skills. Your home turf is a particular location with which you are intimately Normal: You must rest at least half an hour between sexual activities.
familiar. The location must either be a small area—no larger than a large building

1818
Section 3: Feats

Kingpin [Skill] Menacing Aura [General]


You don’t just curry favor with powerful individuals; you are the ultimate arbiter of You cause other to tremble in fear.
favor. You have many capable folks convinced (perhaps fraudulently) that it is in Prerequisites: Charisma 15, Steely Gaze, Intimidate 15 ranks.
their best interests to provide you with any favor, information or advantage they Benefit: You may make a demoralize opponent attempt as a free action
can. against any opponent who comes within 15 ft. of you, whether or not it is your
Prerequisites: Diplomacy 12 ranks, Well-Connected, Information Broker. turn to act. You may do this against any number of opponents per round.
Benefit: You receive a +6 bonus on general Gather Information checks. On
a successful DC 13 Charisma check, you know of a nearby contact anywhere in Mighty Leaping [Skill]
the known world who confers a +10 bonus on your Gather Information checks on You have developed your leg muscles and trained yourself to make mighty leaps.
a local area of interest of your choosing. You can also prevail upon this contact Prerequisites: Strength 21, Dexterity 13, Dodge, Mobility, Jump 9 ranks or
for free food and lodging for a number of weeks (if you’re alone) or days (if you’re a racial bonus on Jump checks.
with a group) equal to your Charisma modifier (minimum 1). The contact’s Benefit: You gain a +10 bonus on Jump checks. If you intentionally jump
receptiveness does not extend to floating you a million-dollar loan or committing down from a height, a successful DC 15 Jump check lets you take damage as if
felonies at your request. you had fallen 20 feet less than you actually did.
This contact has a Connection and Loyalty rating of 1. Normal: Without this feat, a successful Jump check lets you take damage
Special: You retain the contacts gained from Well-Connected and as if you had fallen 10 feet less than you actually did.
Information Broker.
Miracle Worker [Skill]
Kundalini [Sex] You have a knack for bringing the dead back to life.
You can channel sexual energy into enlightenment. Prerequisites: Intelligence 17, Treat Injury 10 ranks.
Benefit: You gain a +2 enhancement bonus to Wisdom after sustaining sex Benefit: When you attempt to jump-start the dead, you gain a +4 bonus to
for at least 20 minutes. This bonus lasts for 24 hours. the Treat Injury check. If successful, the deceased gets a +4 bonus to his saving
Special: You may select this feat multiple times; each selection increases throw.
the bonus by +2 (to a maximum of +6). Each additional +2 requires an additional
20 minutes of sustained sex. For example, to receive a +6 bonus, you must have Motivational Speaker [General]
selected this feat 3 times and sustained sex for at least one hour.
You can inspire people to greatness.
Legal Protection [General] Prerequisites: Charisma 15, Diplomacy 5 ranks.
Benefit: You are able to inspire your allies, bolstering their chances of
For some reason, you're in good with the fuzz. success. You must spend at least one full round inspiring your allies. Make a
Benefit: Select a law enforcement entity (Lone Star, F.B.I., Knight-Errant, Diplomacy check. Your allies must make a Will save (with an additional modifier
etc); you have a +4 Reputation bonus with members of the organization. equal to their Charisma modifier). If successful, the allies gain a +2 morale bonus
Special: You may select this feat multiple times; each selection applies to a to attack rolls or skill checks (your choice) for a number of rounds equal to your
different law enforcement authority. Charisma bonus.
You can inspire a number of allies equal to your Charisma bonus. You
Licensed and Authorized [General] cannot inspire yourself.
You have the right connections or know a very good forger; you have the license
required to buy a certain level of restricted goods without an increase in cost. Multitasking [General]
Prerequisites: Charisma 13, at least 1 contact. You can perform different tasks with different limbs.
Benefit: You can acquire goods with a restriction of Licensed at the normal Prerequisites: Dexterity 15, Intelligence 15, three or more arms,
Purchase DC, bypassing the increased DC. Multiattack.
Special: You may select this feat multiple times; each selection increases Benefit: If you have three or more arms, you can use each set of arms (in
the restriction rating you can bypass – one time gets you Licensed goods; 2 the case of three arms, one set of two arms and a single arm) to perform a
times gets you Restricted goods; 3 gets you Military goods, and 4 gets you Illegal distinct partial action.
goods.
Mystery Man [General]
Lightsleeper [General] You cover your tracks so well that you wonder who you really are sometimes.
You are able to awaken instantly and react accordingly. Prerequisites: Shadowy Past, Secret Life.
Prerequisites: Listen 5 ranks. Benefit: A –15 penalty applies on any skill checks that involve digging up
Benefit: When sleeping, you do not suffer a penalty to your Listen check to facts about you or your past. The penalty applies as long as you take even
wake up. simple precautions to protect your secrets. There’s no hiding the fact that you’re
Normal: You suffer a -10 penalty to your Listen check to wake up. also the mysterious vigilante Jet Justice if you run around as Jet Justice with your
face uncovered. However, a ruse as simple as wearing glasses in your secret
Linguist [General] identity baffles the most astute observers. You also gain two additional “cover
You have a talent for communication. identities” for a total of three; see Secret Life.
Prerequisites: At least 5 ranks in Read/Write Language or Speak
Language for at least 3 different languages. Observational Empathy [General]
Benefit: Whenever you encounter a new language, you can make an You are a skilled observer of people.
Intelligence check to understand the language. The DC for the check is Prerequisites: Wisdom 13, Sense Motive 5 ranks.
determined as follows: Benefit: Observe a target for one minute. At the end of the minute, make a
• If the language belongs to a group in which you already have Sense Motive check. The DC for this check is 15 + target's Wisdom modifier +
Read/Write Language or Speak Language ranks = DC 15 target's Charisma modifier. If successful, you can add your Wisdom bonus to
• The language is unrelated to any language you know = DC 20 your Charisma-based checks (in addition to your Charisma modifier) with the
• The language is ancient or unique = DC 25 target for a period of 3d10 minutes.
A successful check allows you to glean enough meaning from a text or
conversation to ascertain the basic message, but does indicate that you actually Poker Face [General]
know the language. You naturally hide your feelings, thoughts, and emotions well.
In addition, you can purchase ranks in Read/Write Language and Speak Prerequisites: Wisdom 13.
Language skill at 75% of the normal cost. Benefit: Anyone attempting to make a Sense Motive check against you
gets a –2 circumstance penalty.
Lucky [General]
Things just happen to fall your way. Prehensile Tail [General]
Benefit: When spending an action point to improve a d20 roll, instead of You can use your tail to manipulate objects.
adding a die to the roll, you may instead choose to reroll the d20. The second Prerequisites: Strength 13, tail attack, Multiattack.
result must be used, regardless of whether it is better or worse than the original Benefit: You can use your tail as an extra "hand". It can grasp melee
result. weapons and use them in combat, although the normal penalties for using an off-
hand weapon apply. If you have two or more hands, your tail counts as a third
Membership [General] hand for the Multiweapon Fighting feat chain.
You belong to a particular group. You can also use your tail as a 'hand" to assist in grapple and Climb
Prerequisites: Allegiance. checks. You gain a +2 competence bonus to all such checks.
Benefit: Select a particular group – this may be a tribe, fraternal order,
criminal organization, guild, noble court, etc. When dealing with members of the Profiler [General]
group, you gain a +1 bonus to Charisma-based skill checks. Reasonable (and You are skilled at putting together profiles on investigatory subjects.
inexpensive) requests may be granted. Prerequisites: Intelligence 13, Gather Information 6 ranks, Investigate 6
Special: This feat is very subject to the Gamemaster's discretion. ranks, Knowledge (behavioral sciences) 6 ranks.
Benefit: By making a Gather Information check (DC 15) when talking to
witnesses of a crime, you compile a rough mental picture of the suspect. This

1919
Section 3: Feats

mental picture provides a physical description, including distinguishing markings to indifferent, indifferent to unfriendly, unfriendly to hostile (see the Diplomacy
and visible mannerisms. Success makes the profile accurate, at least concerning skill). The target makes a Will save whenever you use this talent against him or
a particular suspect as seen by witnesses. (For this Gather Information check, no her. As long as the target continues to fail the Will save, you can continue taking
money changes hands.) You can expand the profile by making an Investigate full-round actions to worsen the target’s attitude toward a designated character.
check (DC 15) involving the crime scene or other evidence linked to the suspect. When the target’s attitude drops to hostile, he or she attacks the designated
If successful, you combine eyewitness accounts with forensic evidence to character. A successful Will save doesn’t restore previous attitude shifts, but it
develop a profile of the suspect’s method of operation. This provides a +2 does render the target immune for 24 hours to further attempts by you to sow
circumstance bonus on any skill checks made to uncover additional evidence or distrust.
otherwise locate and capture the suspect.
Steely Gaze [Skill]
Quick Craft [Skill] One glance from you is enough to make weak-willed opponents defecate
You are able to build things in less time than normal. themselves.
Prerequisites: Craft (electronic) 6 ranks, Craft (mechanical) 6 ranks, or Prerequisites: Charisma 13, Intimidate 8 ranks.
Craft (structural) 6 ranks. Benefit: Up to once per round, you may demoralize an opponent (see
Benefit: You are able to use the appropriate Craft skills to build items in Intimidate skill, PHB) as a free action.
one-half the normal time.
Street Broker [General]
Quick Recovery [Sex] You have a larger than normal supply of goods and rumors for trade.
You revive more quickly after sex. Benefit: Your grey wealth bonus increases by +3. You gain a +1 bonus on
Benefit: You are ready to perform sexually after only 15 minutes of rest. Knowledge (streetwise) checks.
Normal: You must rest at least half an hour between sexual activities. Special: You may select this feat multiple times; its effects stack.

Reconfigure Weapon [General] Superior Conditioning [General]


You are skilled at customizing weapons. You are able to shrug off certain effects more quickly than normal.
Prerequisites: Repair 7 ranks. Prerequisites: base Fortitude save +5, base Will save +5.
Benefit: You can reconfigure a melee or ranged weapon, improving one Benefit: When you are subjected to one of the following conditions
aspect of it. This requires the appropriate tools, and one hour. Reconfiguring a [cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken,
weapon requires a DC 20 repair check (DC 20 + mastercraft bonus if it is a and stunned], reduce the duration of the effect to one-half normal (if the duration
mastercraft item). is only 1 round, you are unaffected by it).
The reconfiguration imposes a -1 penalty to attack rolls with the weapon, Action Point: You can spend an action point to completely negate the
but the weapon gains one of the following features: effect.
• Changed rate of fire: This allows you to turn a semi-auto into an
automatic weapon or vice versa. Survivor [General]
• Greater ammo capacity: This increases the ammo capacity of the You are adept at surviving without food and water.
weapon by 50%. Benefit: When determining how long you may survive without food or
• Greater concealment: This provides a +2 bonus to sleight-of-Hand water, you are considered to have a +4 bonus to your Constitution; this affects
checks to conceal the weapon. both the time before you have to begin rolling Fortitude saves, and the bonus to
• Greater range increment: This increases the weapon's range those Fortitude saving throws.
increment by 10 ft.
• Signature shooter: This redesigns the weapon for a specific user. Sweep [Skill]
Other characters take a -4 penalty to attack rolls with the weapon. You are able to size up an area instantly.
Weapons can be reconfigured multiple times, with each reconfiguration Prerequisites: Spot 5 ranks.
imparting a new ability, but imposing an additional attack penalty. The new Benefit: When you enter an area, you can make a Spot check as a free
configuration can be undone, requiring the same rolls and time as the action with a +4 bonus. This check covers a 90-degree arc in front of you. A
reconfiguration. check result of 10 or better spots everything in the area that is not concealed,
including useful cover, valuables, enemies, surveillance devices, etc. To notice
Second Wind [General] concealed or hidden items or creatures in the area, your check must beat their
You are able to recover in a fight. Hide check.
Prerequisites: Constitution 13.
Benefit: You can spend an action point as a free action to immediately Swift Tracker [Skill]
recover a number of hit points equal to your Constitution bonus. You are able to follow tracks at great speed.
Prerequisites: Wisdom 15, Track, Survival 6 ranks.
Secret Life [General] Benefit: When tracking, you can move at your normal speed with no
You are mystery wrapped in an enigma. penalty to the check, or twice normal speed at a -10 penalty.
Prerequisite: Shadowy Past.
Benefit: A –8 penalty applies on any skill checks that involve digging up Talk Down [General]
facts about you or your past. Additionally, you have one “cover identity,” a set of You are good at talking your way out of bad situations.
falsified legal documents – passport, driver’s license and bank account with a Prerequisites: Charisma 13, Diplomacy 6 ranks.
Wealth bonus half that of your main identity (round down to a minimum of 1). Benefit: Either prior to the start of hostilities or during combat, you can talk
down a single opponent within 15 feet of your position or otherwise able to hear
Seductive [Skill] your voice. The target must be able to understand you. That opponent
You are alluring and know how to use your sexuality to get what you want. immediately stops fighting and reverts to an indifferent attitude regarding you and
Prerequisites: Charisma 15. the situation in general. Any hostile action by you or by one of your allies directed
Benefit: You gain a +2 bonus on Charisma-, and Appearance-based at the opponent allows the opponent to act as he or she sees fit.
checks against intelligent creatures of a chosen gender. To initiate this talent, you must spend a full-round action talking to your
Special: You may select this feat a second time, applying it to the other opponent. The opponent makes a Will saving throw. The DC is equal to 10 +
gender. your Charisma bonus. If the save fails, the opponent stops fighting. If the save
succeeds, the opponent continues as normal.
Sexual Training [Sex] Special: If you spend an action point when you use this feat, you can apply
You have been educated and trained for endurance in sex. the effects to all opponents who can hear and understand your voice.
Benefit: You gain a +1 bonus to Perform (sexual techniques) checks and a
+2 bonus to Constitution checks to sustain sex. Tantric [Sex]
You can channel sexual energy into genius.
Shadowy Past [General] Benefit: You gain a +2 enhancement bonus to Intelligence after sustaining
There is a certain amount of uncertainty about your past. sex for at least 20 minutes. This bonus lasts for 24 hours.
Benefit: A –4 penalty applies on any skill checks that involve digging up Special: You may select this feat multiple times; each selection increases
facts about you or your past. the bonus by +2 (to a maximum of +6). Each additional +2 requires an additional
20 minutes of sustained sex. For example, to receive a +6 bonus, you must have
Sow Distrust [General] selected this feat 3 times and sustained sex for at least one hour.
You are able to turn people against each other.
Prerequisites: Charisma 13, Talk Down, Diplomacy 11 ranks.
Teamwork (Specific Team) [General]
Benefit: You must spend a full-round action and know the name of the You have extensive training in small unit tactics and can coordinate attacks with
character you are attempting to persuade as well as the name of the character great precision.
toward whom the target’s distrust will be directed. The target must be able to Prerequisite: Allegiance (specific team)
hear and understand you. The target makes a Will save. The DC is equal to 10 + Effect: When working with others of your team (those with a Teamwork
your Charisma bonus. If the target fails the save, his or her attitude toward the feat for the same group) you gain a +2 bonus to attack and skill checks (this is in
other designated character worsens by one step: helpful turns to friendly, friendly addition to any bonus you might gain if a member of your team takes the aid

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Section 3: Feats

another action). the Dodge feat attacks you in melee and misses, you may choose to force it to
Characters with this feat may also communicate simple information using make an immediate extra attack against any other creature of your choice within
hand signals. its reach that also threatens you. This free attack is at the same attack bonus as
the one that missed, and any effects that applied to the original attack against
Uncanny Scent [General] you remain in effect. This feat does not apply if the attack that missed was an
You can pinpoint scents at a greater distance. attempt to disarm, grapple, sunder, or trip you, nor if it was an attack of
Prerequisites: Scent ability, Improved Scent. opportunity that you provoked. This attack counts as one of your attacks of
Benefit: You can pinpoint the location of a scent when within 20 feet. opportunity for the round; you may use this feat no more than once per round,
Normal: You can pinpoint the location of a scent when within 5 feet. even if entitled to multiple attacks of opportunity per round.

Uncanny Stealth [Skill] Accurate Attack [Attack]


You are able to move stealthily at normal speeds. You can sacrifice power for accuracy.
Prerequisites: Dexterity 15, Hide 6 ranks, Move Silently 6 ranks. Prerequisites: Dexterity 13, any Weapon skill 2 ranks.
Benefit: You take no penalty to Hide and Move Silently check when Benefit: On your action, before making attack rolls, you can take a penalty
moving at your normal speed, and you take only a -10 penalty when running or on your damage rolls for the round (up to -5, but not exceeding your weapon skill
charging. ranks), and add that amount to your attack rolls. The penalty remains until your
next turn.
Wealth beyond Avarice [Wealth]
It’s simplicity itself for you to acquire any mass-produced or common object.
Aerial Combat [Combat]
More expensive items may require longer (months or possibly even years) — not You are trained at fighting in the air.
because you can’t afford them, but because they have to be made to order. The Prerequisites: Dexterity 13, ability to fly.
plus side is that when you buy very expensive things such as custom yachts and Benefit: You gain either a +1 bonus to attack rolls or Defense (dodge)
buildings, you can design them to your own eccentric specifications. while in the air. You can apply the bonus to either attack rolls or Defense each
Prerequisites: Deep Pockets, Well-Off, Knowledge (business) 10 ranks, round. The bonus remains allocated until your next turn.
Profession 15 ranks.
Benefit: Increase your Wealth bonus by +5. An item’s purchase DC is All-Out Attack [Combat]
considered 20 points lower when applying a Wealth bonus decrease. The item’s You can increase your chances to hit by opening yourself to attacks.
purchase price remains the same. Prerequisites: +1 or better dodge bonus to Defense.
Benefit: When making an attack, you can reduce your dodge bonus to
Well-Connected [Skill] Defense by a number (up to 5, but no to exceed your total dodge bonus) and add
Benefit: You receive a +2 bonus on general Gather Information checks. You also that same number to your attack rolls for the round. These changes remain until
gain three local contacts or one national contact; each confers a +4 bonus on your next turn. You cannot make an all-out attack if you would be denied your
your Gather Information checks in a specific area of interest. These contacts dodge bonus.
have Connection and Loyalty ratings of 1.
Area Attack [Melee]
Well-Off [Wealth] You can wield improvised weapons to attack several spaces at once.
You always make sure you have money set aside for a rainy day — or for an Prerequisites: Strength 19, Huge size, Power Attack.
urge to indulge. Benefit: You can use your great size and strength to pick up a heavy
Prerequisites: Profession 5 ranks. object and attack an area as an attack action. Such an attack may consist of
Benefit: Increase your Wealth bonus by +2. An item’s purchase DC is swinging a large log or smashing a door down on opponents' heads. The area
considered five points lower when applying a Wealth bonus decrease. The item’s affected is a half-circle with a radius equal to your reach. You deal damage to all
purchase price remains the same, and the decrease for a purchase DC 15 or creatures two or more size categories smaller than you within the area. The base
higher still applies. damage dealt depends on your size category. Add 1½ x your Strength bonus to
this damage.
Winning Smile [General] • Huge – 1d8
You can get more with a smile than with a gun. • Gargantuan – 2d6
Prerequisites: Charisma 17, Bluff 8 ranks, Diplomacy 8 ranks. • Colossal – 2d8
Benefit: You can convince a single target to regard you as a trusted friend. This form of attack is awkward and unbalancing; you incur a -2 penalty to
(If the target is currently being threatened or attacked by you or your allies, this Defense and Reflex saves until your next action.
ability won’t work.) The target makes a Will saving throw to avoid being
persuaded by your words and actions. The DC is 10 + Charisma bonus. This Armed to the Teeth [Attack]
ability doesn’t enable you to control the target, but the target perceives your You can fight two-handed with ranged and melee weapons.
words and actions in the most favorable way. Prerequisites: Dexterity 13, Two-Weapon Fighting, Weapon Skill 1 rank.
You can try to give the target orders, but you must win an opposed Benefit: When you fight with two weapons, you can use a ranged weapon
Charisma check to convince the target to perform any actions the target wouldn’t in one hand and a melee weapon in the other hand.
normally undertake. The target never obeys suicidal or obviously harmful orders, Normal: To gain the benefit of Two-Weapon fighting, your weapons must
and any act by you or your allies that threatens the target breaks the mood and both be ranged or melee weapons.
clears the target’s head. Otherwise, a target remains won over for a number of
minutes equal to your Charisma bonus. After the duration expires, the GM Arterial Strike [Attack]
determines the reaction and attitude of the target based on what you compelled You target large blood vessels with your sneak attack.
the target to do. Prerequisites: Dexterity 15, Improved Sneak Attack, Sneak Attack, Treat
Injury 7 ranks, any Weapon skill 9 ranks.
Without a Trace [Skill] Benefit: If you hit with a sneak attack, you may sacrifice +4d6 of your
You are a masterful infiltrator. sneak attack damage to deal a bleeding wound. This wound deals 1 point of
Prerequisites: Dexterity 13, Intelligence 13. damage per round. Wounds from multiple arterial strikes result in cumulative
Benefit: When you use the following skills [Balance, Climb, Disable Device, blood loss. For example, two successful strikes result in 2 hit points damage per
Escape Artist, Hide Move Silently, and Sleight-of-Hand], those using Investigate, round from blood loss. Blood loss stops when the victim receives a successful
Listen, Search, or Spot to detect you or your activity suffer a -4 penalty. Treat Injury check, any cure spell, or other form of healing. Creatures immune to
sneak attacks and critical hits are not subject to this attack.
Word on the Street [Skill]
Through regular contacts, gossip, internet chats, and other situations, you have a Autofire Economy [Firearm]
deep knowledge of everyday things. You are extremely efficient when firing a weapon on autofire, wasting as little
Prerequisites: Charisma 13, Gather Information 9 ranks. ammunition as possible.
Benefit: You can make a Gather Information check on general or specific Prerequisite: Advanced Firearms Proficiency, Assault Rifles, Heavy
information instantaneously, and spend only an hour making a Gather Weapons, Machine Guns, or Submachine Guns 5 ranks.
Information check for restricted information. Retries may be made under normal Effect: You only need to expend 5 rounds per additional attack.
rules. Protected information still requires 1d4+1 hours for a check. Normal: Under these modified rules, a character normally expends 10
The purchase DC for using Gather Information is reduced by 10. rounds per additional attack.

Combat Feats Blowhard [Attack]


You can blow targets over with your breath.
Accidents Happen [Melee] Prerequisites: Constitution 21, Huge size, Power Attack.
Benefit: As an attack action, you can use your breath to affect all creatures
The more opponents you fight, the more likely they are to injure each other. in a cone 5 feet long per point of your Constitution bonus. Each creature in the
Prerequisites: Dexterity 13, Wisdom 13, Combat Reflexes, Dodge, area is affected as though struck by a wind effect. The strength of the wind effect
Interference, Mobility, any Melee Weapon Skill 13 ranks. depends on your size category.
Benefit: If the creature to which you have selected to apply the benefits of
• Huge – Strong

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Section 3: Feats

• Gargantuan – Severe Prerequisites: Melee Weapon skill or Unarmed skill 5 ranks, Spot 6 ranks.
• Colossal – Windstorm Benefit: Attackers do not gain the usual +2 attack roll bonus when flanking
If you have a breath weapon, you cannot use this feat and your breath you. This does not apply if you are denied your Dexterity bonus to Defense.
weapon at the same time. Normal: Opponents flanking you receive a +2 bonus to their attack rolls.

Brute Force [Melee] Counterstrike [Melee]


You are skilled at using hand-to-hand weapons to penetrate armor, using You are able to react to melee attacks with retributive melee attacks.
strength to your advantage. Prerequisites: Dexterity 15, Combat Reflexes, Melee Weapon skill or
Prerequisite: Strength 13. Unarmed skill 10 ranks.
Effect: You gain a +1 penetration (AP) when using any melee weapon. Benefit: When an opponent in your threatened range hits you with a melee
attack, you may make an immediate attack of opportunity against him (assuming
Bullseye [Ranged] you have available attacks of opportunity).
You are a damned good shot.
Prerequisites: Dexterity 13, Greater Weapon Focus, Weapon Focus, Cover Fire [Firearm]
ranged Weapon Skill 10 ranks. You are highly skilled at providing cover fire.
Benefit: When using a weapon to which you have applied Weapon Focus Prerequisite: Advanced Firearms Proficiency, Teamwork, Assault Rifles,
and Greater Weapon Focus, you can spend an action point on a successful Heavy Weapons, Machine Guns, or Submachine Guns 4 ranks.
attack to deal +3d6 damage. Effect: When using a ranged weapon capable of firing on autofire with
which you are proficient, you can grant allies within one range increment a +2
Bypass Armor [Ranged] Defense bonus. This expends as many rounds as making an attack with the
You are skilled at placing shots in the gaps and weak points of armor. weapon on autofire would.
Prerequisites: Dexterity 15, Wisdom 13, Dead Aim, Far Shot, Hawkeye,
Spot 6 ranks, ranged Weapon skill 10 ranks. Critical Finesse [Attack]
Benefit: When you score a successful hit with a ranged weapon while You score fewer critical hits than most, but the ones you do score are more
using the Dead Aim feat, your damage ignores the target’s armor-based damage powerful.
conversion. Benefit: When you confirm a critical hit, roll 1d%. If the result is 1-50, the
Special: This feat will not allow you to bypass the damage conversion attack deals no additional damage (no critical hit); if the result is 51-100,
provided by environmentally sealed armor (normally, a powered suit or similar). increased the critical multiplier by one point (x2 becomes x3).

Choke Hold [Melee] Crush [Melee]


You are skilled at choking opponents into unconsciousness. Like a dragon, you can hurl your body onto opponents to deal tremendous
Prerequisites: Dexterity 13, Combat Martial Arts, Improved Grapple, damage.
Unarmed skill 3 ranks. Prerequisites: Huge size.
Benefit: When strangling a target unarmed, you increase the DC of his Benefit: As an attack action, you can jump or fall onto opponents, using
Constitution checks to avoid unconsciousness by +4. your whole body to crush them. This attack is useful only against creatures at
least three size categories smaller than yourself. The base damage for a crush
Circle Kick [Melee] attack depends on your size. Add 1½ x your Strength bonus to this damage.
You are able to strike multiple opponents with the same attack action. • Huge – 2d8
Prerequisites: Dexterity 15, Unarmed skill 5 ranks. • Gargantuan – 4d6
Benefit: When you score a successful unarmed strike, you may make a • Colossal – 4d8
second attack at a target that you threaten using the same attack bonus as A crush attack deals bludgeoning damage and affects as many creatures
attack that allowed the use of this feat. This second attack counts as an attack of as can fit under your body. Each creature in the affected area must roll a DC (10
opportunity. + your Strength modifier + your size Grappling modifier) Reflex save. On a failed
save, the victim is pinned and automatically suffers crush damage each round
Close-Quarters Combat [Melee] the pin is maintained.
You are skilled at fighting at close range.
Prerequisites: Dexterity 13, Improved Grapple, Unarmed skill 3 ranks. Deadly Poison [Attack]
Benefit: When an enemy attempts to grapple you, you are allowed an Your poison attack deals more damage than normal.
attack of opportunity (assuming you have any left in the round), even if the Prerequisites: Constitution 19, poison attack that deals ability damage as
opponent has Improved Grapple or the improved grab ability. Any damage you secondary damage, Virulent Poison.
deal with the attack of opportunity is added to as a bonus to your grapple check Benefit: Your poison attack has the potential to deal more potent
to resist the grapple. secondary damage that it otherwise could. If the subject of the attack fails the
second saving throw, the poison deals double its normal damage.
Combat Momentum [Melee]
Your attacks gain in power the as you cut through your enemies' ranks. Deadly Precision [Attack]
Prerequisites: Strength 13, Cleave, Great Cleave, Power Attack, any You empty your mind of all distracting emotion, becoming an instrument of
Melee Weapon Skill 12 ranks. deadly precision.
Benefit: If you deal a creature enough damage to drop a creature below 0 Prerequisite: Dexterity 15, Sneak Attack, any Weapon skill 7 ranks, Treat
hit points in melee combat, you gain a cumulative +1 circumstance bonus to Injury 7 ranks.
damage for all melee weapon attacks until the end of your current action. You Benefit: You have deadly accuracy with your sneak attacks. You can reroll
can gain this benefit multiple times. any result of 1 on your sneak attack’s extra damage dice. You must keep the
result of the reroll, even if it is another 1.
Combat Team [Melee]
You are skilled at using teamwork to battle enemies. Defensive Strike [Melee]
Prerequisites: Combat Reflexes, Melee Weapon skill 5 ranks. You are able to use your defense to capitalize on an opponent's mistakes.
Benefit: When you and an ally with this feat flank a creature, you receive a Prerequisites: Dexterity 13, Intelligence 13, Combat Expertise, Melee
+4 flank bonus on your attack rolls. Weapon skill or Unarmed skill 10 ranks.
Normal: The standard flanking attack roll bonus is +2. Benefit: If an opponent in your threatened area makes an unsuccessful
melee attack against you while you are using Combat Expertise, you may make
Confined Fire [Firearm] an immediate attack of opportunity against him (assuming you have available
You are skilled at using autofire against a smaller-than-normal area. attacks of opportunity).
Prerequisites: Advanced Firearms Proficiency, Strafe, Assault Rifles,
Heavy Weapons, Machine Guns, or Submachine Guns 5 ranks. Dexterous Trip [Attack]
Benefit: You may make an autofire attack against a 5-foot by 10-foot area, You rely more on agility to trip opponents than on strength.
increasing the save DC by +2. Prerequisites: Intelligence 13, Combat Expertise, Improved Trip.
Benefit: When you use Improved Trip, you can make a Dexterity check
Confirm Critical [Combat] instead of a Strength check, and you decide whether your opponent resists with
You are nearly able to guarantee critical hits. his Strength or Dexterity.
Prerequisites: Any Weapon skill 5 ranks. Normal: When you make a trip attack, you roll a Strength check and the
Benefit: When you roll your threat range on an attack roll, you may spend opponent rolls his choice of Strength or Dexterity.
an action point to automatically confirm the critical hit.
Normal: When you roll your threat range on an attack roll, you must make Disarming Expert [Attack]
a second successful attack roll to confirm the critical hit. You are an expert at disarming.
Prerequisites: Intelligence 13, Combat Expertise, Improved Disarm, any
Counter Flank [Melee] Melee Weapon Skill 7 ranks.
You are skilled at combating multiple opponents. Benefit: If you roll a natural 20 during an attempt to disarm a foe, your
disarm attempt succeeds, regardless of the final modified attack roll of your foe.

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You do not suffer any penalty for using a light weapon when attempting to disarm of damage that the thrown creature would have taken.
a foe or when a foe attempts to disarm you.
Normal: Disarm attempts are not automatically successful on a natural roll Flipping Attack [Melee]
of 20. Wielders of a light weapon suffer a -4 penalty to make or resist disarm You may make a powerful somersaulting attack.
attempts. Prerequisites: Dexterity 13, Dodge, Mobility, Spring Attack, Tumble skill 3
ranks, any Melee Weapon Skill 5 ranks.
Dust Cloud [Combat] Benefit: When you take the charge action, you may continue to move after
You can sweep dust into the air to hide from an opponent. making the attack portion of the charge. The movement must continue in a
Prerequisites: Dexterity 19, Intelligence 19, Huge size, Combat Reflexes, straight line, up to a maximum total movement of twice your move speed. Moving
wings or a tail. in this way does not provoke an attack of opportunity from the defender you
Benefit: As an attack action, you can sweep a limb across the ground and attack, though it might provoke attacks of opportunity from other creatures if
create a dust cloud. This hemispherical cloud has a radius in feet equal to 20 x possible.
your Hit Dice. Creating the cloud has a 50% chance to snuff unprotected flames Normal: Using the Spring Attack feat does not normally gain the benefits of
(candles, torches, small campfires) of nonmagical origin in the area. The cloud the charge action, namely a +2 bonus to the attack roll and the ability to move
obscures vision and creatures caught within are blinded while inside and for 1 twice your speed while attacking.
round after emerging. Any creature caught in the cloud must succeed on a DC
(10 + ½ Hit Dice + Strength modifier) Concentration check to cast a spell. The Flying Kick [Melee]
cloud lasts a number of rounds equal to 1 + Dexterity modifier. You are able to deal increased damage with jumping unarmed attacks.
Special: A flying creature with this feat must be within reach of the ground Prerequisites: Jump 6 ranks, Unarmed skill 6 ranks.
to create the effect, but need not actually be in contact with it. Benefit: When you make an unarmed charge attack, and you take at least
a 20 ft. running start, roll a DC 20 Jump check; if successful, your attack deals
Exploit Weakness [Attack] double damage. If you fail the Jump check, however, you provoke an attack of
You are skilled at finding weaknesses in your foes' combat strategy. opportunity from the target.
Prerequisites: Intelligence 13, Spot 3 ranks.
Benefit: If you spend one round of combat studying your opponent, taking Gape of the Serpent [Melee]
no actions other than Defense, you can make an Intelligence check. (the DC is You can swallow creatures larger than normal.
10 + opponent's weapon skill ranks). If successful, then for the remainder of the Prerequisites: Swallow whole.
encounter, you can apply your Intelligence bonus instead of your Dexterity bonus Benefit: You can swallow a creature of up to your own size category. Like
to your attack rolls. a snake, you can stretch your mouth to an outlandish extent to accommodate
immense prey. However, this process is time-consuming. If your second grapple
Extended Reach [Melee] check is successful after you have established a hold against a creature larger
Your flexible body allows you to reach farther than normal. than you could swallow normally, you begin to swallow the held creature. On the
Prerequisites: Small or larger size, non-rigid body or a non-rigid attack following round, you must make an additional grapple check to complete the
form such as a tentacle, feeler, or pseudopod. swallowing. The held creature can try to fight or break the grapple as normal
Benefit: Your body, or a part of your body with which you can deliver a while you are attempting to swallow it.
melee attack is boneless and flexible, allowing you to threaten a larger than Normal: Unless noted otherwise, a creature can swallow opponents no
normal area with melee attacks. Add +5 feet to your normal reach. larger than two size categories smaller than itself.
Action Point: You can spend an action point for an additional +5 ft. reach Special: Your gullet can hold one creature of the maximum size; other
for one round. maximum numbers of swallowed creatures remain the same.

Fantastic Initiative [Combat] Great Hug [Melee]


You are more likely to act first in a situation. You are able to deal additional damage when squeezing your opponents.
Prerequisites: Improved Initiative. Prerequisites: Strength 15, Dexterity 13, Improved Grapple, Unarmed skill
Benefit: When you roll initiative checks, roll twice and use the better result. 3 ranks.
However, as a strange quirk of universal law, if both dice result in the same Benefit: When you grapple an opponent and decide to inflict damage on
number, your initiative is automatically 1. him, you add 2 x Strength bonus to your damage.
Normal: You can deal normal non-lethal damage when grappling.
Finishing Move [Melee]
You are brutally efficient at making sure your dispatched opponents never get up Greater Advanced Firearms Proficiency [Firearm]
again. You are extremely skilled in using fully automatic weapons.
Prerequisites: Intelligence 13, Dexterity 13, Combat Expertise, Combat Prerequisite: Advanced Firearms Proficiency, Assault Rifles, Heavy
Reflexes, any Melee Weapon Skill 5 ranks. Weapons, Machine Guns, or Submachine Guns 10 ranks.
Benefit: If you deal a creature enough damage to drop a creature below 0 Effect: When attacking a target multiple times with a weapon set on
hit points in melee combat (but do not kill them), you may, as a free action, twist autofire you only suffer a –5 penalty to hit on each attack roll beyond the first.
your weapon in such a way to ensure their death. The opponent suffers
additional damage equal to the base damage of your weapon. You may only take Greater Fly-By Attack [Melee]
one such free action per turn, and you do not gain a Cleave attack (if you are You can make multiple fly-by attacks in a round.
entitled to one) for dropping that foe if you choose to take such an action. Prerequisites: Fly speed, Fly-By Attack.
Benefit: Using this feat is a full-round action. When flying, you can move
Fists of Fury [Melee] up to your fly speed in a straight line and attack a number of opponents equal to
You are able to make additional unarmed strikes at the cost of accuracy. your Dexterity bonus. All of the opponents must be within your reach along your
Prerequisites: Dexterity 15, Unarmed skill 6 ranks. line of flight. Make one attack roll, add the appropriate modifiers, and compare
Benefit: When fighting unarmed and using a full-attack action, you may the result to the Defense of each opponent you are attacking. If any hits are
make an additional unarmed attack at your highest attack bonus. All of your successful, make a single damage roll and add the appropriate modifiers. Each
unarmed attacks in the round suffer a -2 penalty however. You must be successful hit does the full damage to that creature; do not divide the damage
unarmored and carrying no more than a Light Load to use this ability. result among the targets. Targets of your attack do not get attacks of opportunity
against you, but other opponents that would be entitled to attacks of opportunity
Flick of the Wrist [Melee] may make them.
With a single motion, you can draw a light weapon and make a devastating Normal: Without this feat, a creature may make only one fly-by attack in a
attack. round.
Prerequisites: Dexterity 17, Quick Draw, Melee Weapon skill 3 ranks.
Benefit: If you draw a light weapon and make a melee attack with it in the Greater Manyshot [Ranged]
same round, you catch your opponent flat-footed (for the purposes of this attack You are skilled at firing many arrows at once, even at different opponents.
only). This feat works only once per combat. Prerequisites: Dexterity 17, Manyshot, Point Blank Shot, Rapid Shot, Bow
skill 10 ranks.
Fling Enemy [Melee] Benefit: When you use the Manyshot feat, you can fire each arrow at a
You can pick up an opponent and fling it. different target instead of firing all of them at the same target. You make a
Prerequisites: Strength 23, Huge size, improved grab. separate attack roll for each arrow, regardless of whether you fire them at
Benefit: You can make a grapple check at a -20 penalty against an separate targets or the same target. Your precision-based damage applies to
opponent at least two size categories smaller than you. If you succeed, on your each arrow fired, and, if you score a critical hit with more than one of the arrows,
next action, you can use an attack action to fling the held opponent. The range each critical hit deals critical damage.
increment for the thrown creature is 120 feet.
A creature may be thrown horizontally or vertically. If thrown vertically, it Greater Multigrab [Melee]
takes normal falling damage. If thrown horizontally, it takes damage as if it had You can grapple enemies effortlessly with your natural weapons.
fallen half the distance thrown. You may also fling the creature at another Prerequisites: Strength 19, Dexterity 15, improved grab, Multigrab.
creature. To do so, make an attack roll at a -4 penalty, with appropriate range Benefit: When grappling an opponent with only the part of your body that
penalties, against the target creature. If you hit, both creatures take the amount made the attack, you take no penalty on grapple checks made to maintain the

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Section 3: Feats

hold. your sight.


Normal: Without this feat, you take a -20 penalty (or -10 with Multigrab) on Prerequisites: Dexterity 13, Reactive Shooter, ranged Weapon Skill 1
grapple checks to maintain a hold with only the part of your body used to make rank.
the attack. Benefit: You can use the Reactive Shooter feat with a Large weapon. To
do so, you must first have stated that you are at the high ready position (on your
Greater Multiweapon Fighting [Attack] feet, with your weapon shouldered, ready to fire). You can only move at half
You can fight with a weapon in each hand and make up to three attacks per speed while prepared in this manner.
round with each extra weapon.
Prerequisites: Dexterity 19, three arms, Improved Multiweapon Fighting, Hold the Line [Melee]
Multiweapon Fighting, any Weapon skill 15 ranks. You are trained in dealing with charging opponents.
Benefit: You may make up to three attacks per round with each of-hand Prerequisites: Combat Reflexes, Melee Weapon skill 3 ranks.
weapon that you wield, albeit with a -10 penalty on the third attack with each Benefit: When an opponent charges you, he provokes an attack of
such weapon. opportunity when he enters an area you threaten.
Normal: A charge does not provoke an attack of opportunity.
Greater Mighty Roar [Attack]
You unsettle opponents with a dreadful roar as you attack. Improved Autofire [Firearm]
Prerequisites: Animal or magical beast, Large size, Mighty Roar. You are particularly adept at laying down automatic fire.
Benefit: This feat functions like Mighty Roar (replacing that ability) except Prerequisites: Advanced Firearms Proficiency, Assault Rifles, Heavy
that each opponent that fails a DC (10 + ½ HD + Charisma modifier) Will save is Weapons, Machine Guns, or Submachine Guns skill 4 ranks.
panicked for 2d6 rounds. Benefit: When you use autofire to attack an area, increase the Reflex save
DC by +5.
Greater Shatter [Melee]
You are incredibly skilled at breaking things. Improved Critical [Attack]
Prerequisites: Strength 13, Improved Shatter, Shatter. You are particularly deadly with a certain weapon.
Benefit: When you attack an object with a melee attack, you ignore an Prerequisites: Weapon Focus, Any Weapon skill 10 ranks.
additional 2 points of the object's Hardness (combined with Improved Shatter and Benefit: Your critical threat range with a selected weapon, such as
Shatter for a total of 6 points ignored). baseball bat, M-16, monofilament whip, is increased by one point (i.e., a 20
becomes 19-20).
Greater Two-Weapon Fighting [Attack] Special: You may select this feat multiple times; each time, either apply it
Your skill at fighting with two weapons is unprecedented. to a new weapon, or increase the threat range of an existing weapon by an
Prerequisites: Dexterity 13, Ambidexterity, Improved Two-Weapon additional point.
Fighting, Two-Weapon Fighting, Weapon skill 11 ranks.
Benefit: You get a third attack with your off-hand weapon, albeit at a –10 Improved Dead Aim [Ranged]
penalty. You are an amazing sharpshooter.
Prerequisites: Wisdom 13, Dead Aim, Far Shot, ranged Weapon Skill 1
Greater Weapon Focus [Combat] rank.
You are very skilled with a particular weapon. Benefit: Increase the bonus from Dead Aim from +2 to +3.
Prerequisites: Weapon Focus, Weapon Skill 8 ranks.
Benefit: You gain an additional +1 bonus on attack rolls with the selected Improved Fly-By Attack [Attack]
weapon, and the Armor Penetration improves by an additional point. You can attack on the wing with increased mobility.
Prerequisites: Fly speed, Dodge, Fly-By Attack, Mobility.
Greater Weapon Specialization [Combat] Benefit: When flying, you can take a move action (including a dive) and
You deliver great damage with a singular weapon. standard action at any point during the move. If this standard action is an attack,
Prerequisites: Greater Weapon Focus, Weapon Focus, Weapon you incur no attacks of opportunity for moving through areas threatened by your
Specialization, Weapon Skill 12 ranks. target. You cannot take a second move action during a round in which you make
Benefit: With the Weapon Focus-specified weapon, you deal an additional a fly-by attack.
+2 damage and Armor Penetration improves by an additional point. Normal: Without this feat, you can take a standard action either before or
after your move. Even with the Fly-By Attack feat, you incur attacks of
Guns Akimbo [Firearm] opportunity for moving through areas threatened by the target of your fly-by
attack.
You are skilled at delivering massive firearm attacks while on the move.
Prerequisites: Dexterity 13, Dodge, Mobility, Shot on the Run, Two-
Weapon Fighting, ranged Weapon Skill 2 ranks.
Improved Grapple [Melee]
Benefit: If you have two ranged weapons, as a standard action, you can You are especially skilled at grappling.
make one attack with each weapon. In addition to the normal Two-Weapon Prerequisites: Dexterity 13, Combat Martial Arts, Unarmed Skill 1 rank.
Fighting penalties, each attack suffers a -2 penalty. Benefit: You do not provoke attacks of opportunity when you initiate a
grapple, and you receive a +4 bonus to grapple checks.
Hail of Bullets [Firearm]
You can unleash a devastating amount of fire with semi-automatic weapons.
Improved Multiattack [Attack]
Prerequisites: Point Blank Shot, ranged Weapon Skill 3 ranks. You are particularly adept at using all your natural weapons at once.
Benefit: You can use semi-automatic firearms to deliver full automatic Prerequisites: Three natural weapons, Multiattack.
attacks. These follow the normal rules for such attacks. Benefit: You suffer no penalty on attack rolls with your secondary attacks.
Your damage bonus is still ½ of your Strength bonus.
Hamstring [Attack] Normal: Without this feat, your secondary attacks suffer a -5 penalty (-2
with Multiattack).
You can wound an opponent’s legs, hampering his movement.
Prerequisites: Dexterity 15, Improved Sneak Attack, Sneak Attack, Treat
Injury 7 ranks, any Weapon skill 6 ranks.
Improved Multiweapon Fighting [Attack]
Benefit: If you hit with a sneak attack, you may choose to forego +2d6 of You are an expert at fighting with weapons in your three or more hands. You can
your bonus damage dice to reduce your victim’s land speed by one-half. Other make up to two attacks per round with each off-hand weapon.
forms of movement are not affected. The speed reduction ends when the target Prerequisites: Dexterity 15, three arms, Multiweapon Fighting, any
receives healing (a successful Treat Injury check, any cure spell, or other Weapon Skill 9 ranks.
magical healing) or after 24 hours, whichever comes first. A hamstring attack Benefit: In addition to the single extra attack you get each round with your
does not slow creatures that are immune to sneak attack damage or those that off-hand weapon, you get a second attack with each off-hand weapon, albeit at a
have no legs at all or more than four legs. It takes two successful hamstring -5 penalty.
attacks to slow a quadruped. Normal: With only Multiweapon Fighting, you get only a single attack with
each off-hand weapon.
Hawkeye [Ranged]
You are an insightful shooter.
Improved Precise Shot [Ranged]
Prerequisites: Wisdom 13, Far Shot, Spot 4 ranks, ranged Weapon skill 3 You are very skilled at placing your shots.
ranks. Prerequisites: Dexterity 19, Point Blank Shot, Precise Shot, ranged
Benefit: For a number of range increments (after the first) equal to your Weapon Skill 12 ranks.
Wisdom bonus, you suffer only half the normal attack penalty. For example, a Benefit: Your ranged attacks ignore the Defense bonus granted to targets
character with a Wisdom score of 16 (+3 bonus) would suffer only a -1 penalty by anything less than total cover, and the miss chance granted to targets by
per range increment for range increments 2, 3, and 4. anything less than total concealment. Total cover and total concealment provide
their normal benefits against your ranged attacks.
High Ready [Ranged] In addition, when you shoot or throw ranged weapons at a grappling
opponent, you automatically strike at the opponent you have chosen.
You are accustomed to moving with your gun at the ready, shifting your aim with

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Section 3: Feats

Improved Quick Draw [Attack] Benefit: Reduce the penalty for ranged attacks from a moving mount to
one-half normal.
You are able to instantly draw a weapon and attack with it.
Prerequisites: Dexterity 15, Quick Draw, Melee Weapon skill 5 ranks.
Benefit: When you use Quick Draw to draw a one-handed or lighter melee
Mounted Combat [Combat]
weapon, you can make an immediate attack against an opponent in your You are skilled at fighting from a mount.
threatened area if your initiative is higher than his is. Since this works primarily Prerequisites: Ride 1 rank, Weapon Skill 1 rank.
on surprise, you may use this only once per combat. Benefit: Once per round when your mount is hit in combat, you may
attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your
Improved Shatter [Melee] Ride check result is greater than the opponent’s attack roll.
You are very skilled at breaking things.
Prerequisites: Strength 13, Shatter.
Multiattack [Attack]
Benefit: When you attack an object with a melee attack, you ignore an You are skilled at attacking with your natural weapons.
additional 2 points of the object's Hardness (combined with Shatter for a total of 4 Prerequisites: 2 or more natural weapons.
points ignored). Benefit: When you attack with multiple natural weapons, your secondary
attacks suffer a -2 penalty instead of the normal -5.
Improved Sneak Attack [Attack] Multigrab [Melee]
You are able to deal even greater damage when striking vital areas.
Prerequisites: Dexterity 15, Sneak Attack, any Weapon skill 6 ranks, Treat You can grapple enemies more firmly than normal with you natural weapons.
Injury 7 ranks. Prerequisites: Strength 17, improved grab.
Benefit: When you score a successful sneak attack, you deal an extra Benefit: When grappling an opponent with the part of your body used to
+2d6 points of damage. Otherwise, this is the same as Sneak Attack. make the attack, you take only a -10 penalty on grapple checks to maintain the
Special: You may select this feat multiple times; each time, you gain an hold.
additional +1d6 points of damage. No, that is not a misprint – repeated selections Normal: Without this feat, you take a -20 penalty on grapple checks to
provide only a single die. maintain a hold with only the part of your body used to make the attack.

Large and In Charge [Melee] Off-Hand Power [Melee]


You use your size and strength to force opponents back. You are able to deliver powerful strikes with off-hand weapons.
Prerequisites: Strength 17, Large size. Prerequisites: Strength 13, Dexterity 13, Multiweapon Fighting or Two-
Benefit: When you make a successful attack of opportunity against an Weapon Fighting, any Weapon skill 6 ranks.
opponent that is moving in your threatened area, you can force him back to the Benefit: When fighting with multiple weapons, you add your normal
space he occupied before provoking the attack. After you hit with the attack of Strength bonus to damage with your off-hand weapons.
opportunity, roll an opposed Strength check. You gain a +4 bonus for each size Normal: When fighting with multiple weapons, you add ½ Strength bonus
category larger than your opponent you are (or -4 per category if he is larger), to damage with off-hand weapons.
and an additional +1 bonus per 5 points of damage dealt by the attack of
opportunity. If you win the opposed check, the opponent is pushed back 5 feet Pin Target [Ranged]
into the space he occupied. You can use certain ranged weapons to pin targets to nearby objects.
Prerequisites: Dexterity 17, Point Blank Shot, Precise Shot, Bow,
Lightning Fists [Melee] Crossbows, or Thrown Weapons skill 6 ranks.
You are able to make additional unarmed attacks, at the expense of accuracy. Benefit: You can use a bow, crossbow, or thrown weapon to attempt to pin
Prerequisites: Dexterity 17, Fists of Fury, Unarmed skill 9 ranks. a target to a nearby object, typically by pinning his clothing or armor to the object,
Benefit: When fighting unarmed and making a full-attack action, you may like a tree or building. The target must be adjacent to a proper surface.
make two additional attacks at your highest attack bonus, but all of your attacks Make an attack roll with a -2 penalty; if successful, the attack deals no
in the round suffer a -5 penalty. You must be unarmored and not carrying more damage to the target, but if it deals enough damage to penetrate the adjacent
than a Light Load to use this feat. surface, the target is pinned. The target must use a move action to free himself.
Special: This feat cannot be used with the Fists of Fury feat.
Power Critical [Attack]
Manyshot [Ranged] You may threaten a critical hit when you strike an opponent.
You can fire two arrows simultaneously. Prerequisites: Any Weapon skill 10 ranks.
Prerequisites: Dexterity 17, Point Blank Shot, Rapid Shot, Bows Skill 7 Benefit: When you score a hit with a weapon with which your are
ranks. proficient, you may spend an action point to threaten a critical hit regardless of
Benefit: As a standard action, you may fire two arrows at a single whether or not you rolled the weapon’s threat range. You must still confirm the
opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) critical normally.
to determine success and deal damage normally (but see Special).
For every five ranks in Bows you have above 7, you may add one Power Dive [Melee]
additional arrow to this attack, to a maximum of four arrows. However, each You can fall upon an opponent from the sky.
arrow after the second adds a cumulative –2 penalty on the attack roll (for a total Prerequisites: Strength 15, fly speed (average maneuverability).
penalty of –6 for three arrows and –8 for four). Benefit: When flying, you can dive and land on an opponent to deal
Damage reduction and other resistances apply separately against each additional damage. Using this feat is an attack action and it can affect only
arrow fired. creatures one or more size categories smaller than you. To use this feat, make
Special: Regardless of the number of arrows you fire, you apply precision- an overrun attempt, but the opponent cannot choose to avoid you. If you knock
based damage only once. If you score a critical hit, only the first arrow fired deals down the target, you may make an additional slam attack (at the usual +4 bonus
critical damage; all others deal regular damage. against prone opponents). This attack deals damage based on your size. Add 1½
x your Strength bonus to the damage.
Melee Tactician [Melee] • Fine – 1d2
Your tactical skills work to your advantage. • Diminutive – 1d3
Prerequisites: Dexterity 13, Combat Reflexes, Melee Weapon skill or • Tiny – 1d4
Unarmed skill 6 ranks. • Small – 1d6
Benefit: You can make one extra melee attack (or anything that can be • Medium – 1d6
done as a melee attack, or a melee touch attack, including attempts to disarm, • Large – 1d8
trip, or make a grab to start a grapple) against one foe who is within melee reach • Huge – 2d6
and denied a Dexterity bonus against your melee attacks for any reason. You • Gargantuan – 2d8
take your extra attack when it is your turn, either before or after your regular • Colossal – 4d6
action. If several foes are within melee reach and denied their Dexterity bonuses Normal: Without this feat, you can attack with just one natural weapon and
against your attacks, you may use this feat on only one of them. do not have a chance to knock down an opponent.
Special: If you fail in your overrun attempt and are tripped in return, you
Mighty Roar [Attack] are knocked down and you deal the indicated slam damage to yourself.
You unsettle opponents with a dreadful roar as you attack.
Prerequisites: Animal or magical beast, Large size. Power Kill [Attack]
Benefit: Once per day, you can use this feat as a standard action. Your You are particularly adept at killing helpless opponents.
mighty roar affects every opponent within 30 feet of you that can hear your roar Prerequisites: Any Weapon skill 6 ranks.
and has a level/Hit Dice lower than yours. An affected opponent must roll a DC Benefit: When you perform a coup-de-grace, the save DC is 15 + damage
(10 + ½ Hit Dice + Charisma modifier) Will save. A failed save means the victim dealt.
is shaken for 1d6 rounds. Normal: When you perform a coup-de-grace, the save DC is 10 + damage
dealt.
Mounted Archery [Combat]
You are skilled at delivering ranged attacks from a moving mount.
Prerequisites: Mounted Combat, Ride 1 rank, Weapon Skill 1 rank.
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Section 3: Feats

Quick Kill [Attack] counts as an attack of opportunity.


Normal: When you escape a grapple, you can move into an adjacent area.
You are skilled at quickly dispatching downed opponents.
Prerequisites: Improved Initiative, Any Weapon skill 5 ranks.
Benefit: You may perform a coup-de-grace as a standard action.
Ride-By Attack [Attack]
Normal: Performing a coup-de-grace is a full-round action. You are skilled at attacking while on the move when mounted.
Prerequisites: Mounted Combat, Ride 1 rank, Weapon Skill 1 rank.
Quicker-Than-the-Eye [Combat] Benefit: When you are mounted and use the charge action, you may move
and attack as if with a standard charge and then move again (continuing the
Your hands can move so quickly that observers can't see what you've done. straight line of the charge). Your total movement for the round can’t exceed
Prerequisites: Dexterity 19, Sleight-of-Hand 9 ranks. double your mounted speed. You and your mount do not provoke an attack of
Benefit: While under direct observation, you can make a Bluff check as a opportunity from the opponent that you attack.
move action. This is opposed by the Spot checks of any observers. If you
succeed, your misdirection makes them look elsewhere while you perform a
partial action. If your partial action is an attack against someone who failed the
Rolling Shot [Firearm]
opposed check, that person is denied his Dexterity bonus to Defense against You are skilled at defensive movements while wielding a firearm.
your attack. Prerequisites: Dexterity 13, Dodge, Mobility, Point Blank Shot, Shot on the
Run.
Ranged Disarm [Ranged] Benefit: When using an attack action to attack with a firearm during a
round in which you use a move action to move at least 20 feet, you gain a +2
You are able to disarm opponents with ranged attacks. dodge bonus to your Defense against ranged attacks during that round.
Prerequisites: Dexterity 17, Point Blank Shot, Precise Shot, ranged
Weapon skill 9 ranks.
Benefit: You may use a ranged weapon to attempt a disarm against a
Shatter [Melee]
target within 30 feet. You are skilled at breaking things.
Normal: You can normally attempt a disarm only in melee combat. Prerequisites: Strength 13.
Benefit: When you attack an object with a melee attack, you ignore 2
Rapid Reload [Ranged] points of the object's Hardness.
You are able to reload crossbows more quickly than normal.
Prerequisites: Crossbows skill 1 rank.
Sneak Attack [Attack]
Benefit: When using a crossbow, you reduce the time required to reload You are able to strike vital areas, dealing greater damage.
the weapon by one full-round. Prerequisites: Dexterity 13, any Weapon skill 5 ranks, Treat Injury 5 ranks.
Special: You may select this feat multiple times; each time, you reduce the Benefit: If you can catch an opponent when he is unable to defend himself
reload time by an additional full-round. effectively from your attack, you can strike a vital spot for extra damage. To use
Action Point: You can spend an action point to reduce the reload time by sneak attack, the opponent must either be denied his Dexterity bonus to Defense
an additional round. (regardless of whether he actually has such a bonus). A successful sneak attack
deals +1d6 points of damage. If you score a critical hit, this extra damage is not
Rapid Shot [Ranged] multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30
You are able to reload bows and slings more quickly than normal. feet.
Prerequisites: Appropriate Weapon skill 1 rank. With a sap (blackjack), unarmed strike, or other weapon that deals non-
Benefit: When using a blowgun, bow, or sling, with which you are lethal damage, you can make a sneak attack that deals bonus non-lethal damage
proficient, you reduce the time required to reload the weapon by one full-round. instead of lethal damage You cannot use a weapon that normally deals lethal
Special: You may select this feat multiple times; each time, you reduce the damage to deal non-lethal sneak attack damage, even if you accept the -4 attack
reload time by an additional full-round. roll penalty for dealing non-lethal damage.
Action Point: You can spend an action point to reduce the reload time by You can sneak attack only living creatures with discernible anatomies.
an additional round. Constructs, incorporeal creatures, oozes, plant, and undead lack vital areas to
Reactive Shooter [Ranged] attack. Any creature that is immune to critical hits is not subject to sneak attacks.
You must be able to see the target well enough to pick out a vital spot and must
You react instantly with as firearm. be able to reach such a spot. You cannot sneak attack while striking a creature
Prerequisites: Dexterity 13, ranged Weapon Skill 1 rank. with concealment or striking the limbs of a creature whose vitals are beyond
Benefit: If you have a Medium or smaller ranged weapon in hand, you may reach.
act in a surprise round even if you are surprised. You roll initiative as though you
were not surprised. The only action you may take in the surprise round, however, Stamp [Attack]
is a single ranged attack with the weapon in your hand. The attack suffers a -5 You can stamp the ground to crush and disrupt opponents.
penalty. Prerequisites: Huge size, feet, trample special attack.
Reckless Charge [Melee] Benefit: You may, as a full-round action, strike the ground with one of your
feet and create a shock wave that radiates out from your position and continues
You charge into combat with abandon, dealing greater damage, but with for a number of feet equal to 5 x your base creature's Hit Dice. Make a single
increased risk to yourself. unarmed attack roll. Every creature in the affected area must roll a Balance
Benefit: When you make a successful charge attack, you deal double check with a DC equal to your attack roll. Those who fail fall prone.
damage. However, you provoke an attack of opportunity from your target. Special: Each structure and unattended object that is at least partially in
Normal: Charges attacks deal normal damage and do not provoke attacks the affected area suffers damage equal to 1d6 + Strength bonus + object's
of opportunity. hardness (maximum of 5).

Reckless Offense [Melee] Stand Still [Melee]


You can shift your focus from defense to offense. You can prevent foes from fleeing or closing.
Prerequisite: Melee Weapon skill or Unarmed skill 2 ranks. Prerequisites: Strength 13.
Benefit: When you use the attack action or full attack action in melee, you Benefit: When a foe’s movement out of a square you threaten grants you
can take a penalty of –4 to your Defense and add a +2 bonus on your melee an attack of opportunity, you can give up that attack and instead attempt to stop
attack roll. The bonus on attack rolls and penalty to Defense last until the your foe in his tracks. Make your attack of opportunity normally. If you hit your
beginning of your next turn. foe, he must succeed on a Reflex save against a DC of 10 + your damage roll
(the opponent does not actually take damage), or immediately halt as if he had
Rending Constriction [Melee] used up his move actions for the round.
You can pull grappled enemies apart. Since you use the Stand Still feat in place of your attack of opportunity, you
Prerequisites: Strength 19, Dexterity 15, constrict ability, improved grab, can do so only a number of times per round equal to the number of times per
two constricting limbs, Greater Multigrab, Multigrab. round you could make an attack of opportunity (normally just one).
Benefit: If you maintain a hold with more than one appendage on an Normal: Attacks of opportunity cannot halt your foes in their tracks.
opponent and are able to constrict, you can make an additional rend attack in the
same round. This attack automatically deals double the base damage for your Sticking Hands [Melee]
constrict attack, plus 1½ x your Strength bonus. However, making this rend With a light, constant touch, you are able to anticipate an opponent's movement
attack automatically releases the held creature on its next action. You must and follow him.
reestablish the hold to constrict again. Prerequisites: Dexterity 17, Wisdom 17, Sense Motive 12 ranks, Unarmed
skill 10 ranks.
Reverse Hold [Melee] Benefit: You cannot use this feat if your movement is impaired due to
You are able to turn the tables on a grappling opponent. armor or encumbrance, and you must have one hand free. Make a melee touch
Prerequisites: Dexterity 13, Combat Martial Arts, Improved Grapple, attack against the opponent. If successful, both you and the opponent roll
Unarmed skill 4 ranks. opposing Dexterity checks. A combatant gains a +4 bonus for each size category
Benefit: When you successfully escape from a grapple using your grapple larger than Medium that he is, or -4 for each size category smaller than Medium.
check, you may immediately make a grapple attempt on the opponent. This If you win the check, you succeed on initiating the sticking hands. As long

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Section 3: Feats

as you maintain the sticking hands, you gain a +1 bonus on attack rolls and
Defense against the "stuck" opponent. Maintaining sticking hands requires a
Weapon Platform [Combat]
move action every round. If the opponent moves, you may move with him, up to You are skilled in wielding large weapons.
the normal limits of your movement. If the opponent moves in a manner that you Prerequisites: Strength 17.
cannot duplicate, the sticking touch ends. If you move in a manner other than to Benefit: For determining whether you can wield a weapon one-handed, or
move with the opponent, the sticking touch ends. If the opponent inflicts damage if you meet the Strength requirements, you are treated as one size category
on you, you must roll a DC (15 + damage suffered) Concentration check to larger.
maintain the sticking touch. You may end the sticking touch voluntarily.
While maintaining a sticking touch, you do not threaten any areas, but you Weapon Specialization [Attack]
can make attacks of opportunity against the opponent if he provokes them. You are skilled at dealing damage with a particular weapon.
Prerequisites: Weapon Focus, Weapon Skill 4 ranks.
Stunning Strike [Melee] Benefit: With the weapon specified by Weapon Focus, you deal +2
You know how to hit an opponent in such a way as to knock him off balance for a damage, and Armor Penetration improves by one point.
moment.
Prerequisites: Unarmed skill 12 ranks. Wingstorm [Attack]
Benefit: You must declare that you are using this feat before you roll your You can flatten targets with blasts of air from your wings.
attack (thus, a missed attack ruins the attempt). Your attack roll suffers a-2 Prerequisites: Strength 13, fly speed, Large size, Hover, Power Attack.
penalty. If your attack is successful, in addition to your normal damage, the Benefit: As a full-attack action, you can hover in place and use your wings
opponent must roll a Fortitude saving throw (DC 10 + damage). If this fails, the to create a blast of air in a cylinder with a radius, maximum height, and wind
opponent is stunned for one round. You may attempt a stunning blow no more strength based on your size.
than once per round. Because the blast of air lasts for only your turn, creatures in the area ignore
Action Point: You can spend an action point to increase the DC by +1d8. the checked effect unless they are airborne, in which case, they are blown back
1d6 x5 feet.
Tactician [Combat]
You are a skilled tactician capable of leading a small group effectively in battle. Size Wind Effect Radius Max Height
Prerequisite: Intelligence 13, Teamwork, Knowledge (tactics) 3 ranks. Large Severe 10 feet 40 feet
Effect: Prior to a situation, you can attempt to develop a plan of action to Huge Windstorm 20 feet 80 feet
handle the situation. You must have time for preparation to use this feat.
Make a DC 15 Knowledge (tactics) check. You cannot take 10 or 20 on this Gargantuan Hurricane 30 feet 100 feet
check. Compare your result to the table below. Colossal Tornado 40 feet 120 feet

Check Result Bonus Special: You can use this feat as a full-round action, in which case, the
14 or less +0 (check failed) wind lasts until your next turn. Anyone in or entering the cylinder is affected.
Because you are producing a continuous blast of air, the checked effect works
15 – 19 +1 normally while the wind lasts *checked creatures cannot move forward against
20 – 29 +2 the force of the wind, or they are blown back 1d6 x 5 feet if airborne).
30+ +3
Decking Feats
This bonus can be applied to all skill checks and attack rolls made by you
and your Teamwork-designated allies (to a maximum of 1 + Charisma bonus), Matrix Fighter [Decking]
but the bonus only lasts for the first three rounds at most. The bonus decreases You are so skilled in Matrix combat that you deal additional damage.
by one point per round. Prerequisites: Computer Use 15 ranks.
Benefit: You are capable of scoring critical hits in cybercombat. Your threat
Take 'em Alive [Attack] range is 20/x2.
You are skilled at delivering non-lethal blows with normally lethal weapons. Special: You may select this feat multiple times; each time, your threat
Prerequisites: Dexterity 13, any Melee Weapon Skill 1 rank. range improves by one point.
Benefit: You can use a normally lethal weapon to deal non-lethal damage Normal: Matrix combat involves virtual constructs, and normally such
with no penalty on the attack roll. constructs cannot score or suffer critical hits.
Normal: When you attempt to deal non-lethal damage with a lethal
weapon, you take a -4 penalty on the attack roll. Program on the Fly [Decking]
You are capable of writing programs at a moment's notice, requiring only a
Thunderclap [Attack] fraction of the normal time.
You create a cone of deafening sound by clapping two limbs together. Prerequisites: Intelligence 17, Computer Use 15 ranks.
Prerequisites: Strength 31, Power Attack. Benefit: You are capable of programming programs at a moment's notice,
Benefit: You may, as a full-round action, clap two limbs together and taking only a few rounds. See Section 8: The Matrix for more information.
create a cone of sound that starts at your position and continues out for a
number of feet equal to 5 x Hit Dice. Creatures in the cone get a DC (10 +
Strength modifier) Fortitude save. Those who fail to save are deafened for 3d6
Defensive Feats
rounds. Creature must roll a second Fortitude save, modified by their size
grapple modifier, with failure resulting in being knocked prone. Armor Optimization [Defense]
Special: This automatically extinguishes unprotected non-magical flames You are able to intercept blows with your armor.
in the area. Prerequisites: Strength 13, Armor Proficiency (any).
Benefit: When wearing armor of the selected type, you gain a +1
Touché [Melee] equipment bonus to Defense.
You may attack a foe after disarming him. Special: You may select this feat multiple times; each time, it applies to a
Prerequisites: Intelligence 13, Combat Expertise, Disarming Expert, different class of armor (light, medium, or heavy). You cannot use this feat when
Improved Disarm, any Melee Weapon Skill 12 ranks. you have a non-Dexterity-based dodge bonus to Defense.
Benefit: If you make a successful disarm attempt, you immediately get a
melee attack against that opponent as if you hadn't used your attack for the Armor Specialization [Defense]
disarm attempt, using the same attack bonus. This additional attack may not be a You are more comfortable in a specific type of armor.
trip, disarm, or sunder attempt. Prerequisites: Strength 13, Armor Proficiency (any).
Benefit: Select a specific type of armor from a class with which you have
Trample [Melee] Armor Optimization, such as chain mail, or a forced entry unit. When wearing that
You are skilled at using your mount to overrun targets. armor, the Maximum Dodge bonus is improved by +2, the armor check penalty is
Prerequisites: Mounted Combat, Ride 1 rank, Weapon Skill 1 rank. reduced by -2, and the armor is treated as one category lighter for the purpose of
Benefit: When you attempt to overrun an opponent while mounted, your movement.
target may not choose to avoid you. Your mount may make one hoof attack Special: You may select this feat multiple times; each time, it applies to a
against any target you knock down, gaining the standard +4 bonus on attack rolls different type of armor.
against prone targets.
Back Off [Defense]
Weapon Breaker [Melee] You are skilled at stepping out of the way when someone attacks you.
You are able to shatter weapons with your unarmed strikes. Prerequisites: Dexterity 13, Dodge, Mobility, Sidestep.
Prerequisites: Strength 13, Improved Sunder, Power Attack, Unarmed skill Benefit: If an opponent’s actions allow you to perform an attack of
5 ranks. opportunity, instead of attacking, you may take a single 5-foot step. Your 5-foot
Benefit: You may attempt to sunder weapons with your unarmed attacks. step may not take you into any square that is threatened by one or more of your
Normal: You can normally attempt to sunder a weapon only with a opponents. Using this feat counts as one of your attacks of opportunity for the
weapon. round. After your 5-foot step, your opponent may continue his or her action

2727
Section 3: Feats

normally. This does not count as your 5-ft. step for the round. Special: A condition that makes you lose your Dexterity bonus to Defense
Normal: Attacks of opportunity normally do not allow you to make any also makes you lose dodge bonuses. Also, dodge bonuses stack with each
movement, only a single melee attack. other, unlike most other types of bonuses.
Special: Unless you have Combat Reflexes or some other ability that
grants you extra attacks of opportunity, you can only back off once per round. Improved Evasion [Defense]
You are quite skilled at avoiding damage from area attacks.
Close-Quarters Defense [Defense] Prerequisites: Dexterity 17, Evasion.
You are particularly effective at defending your space. Benefit: When you are subjected to an effect that allows a Reflex save for
Prerequisites: Combat Reflexes. half damage, you take no damage on a successful save, and only half damage
Benefit: When you make an attack of opportunity that is provoked by an on a failed save. You cannot use Improved Evasion if you are wearing Medium or
opponent moving through your threatened area (including attempts to bull rush, heavier armor or are carrying more than a Light Load.
overrun, grapple, sunder, etc), you gain a +2 bonus on your attack roll.
Special: If the opponent has a feat or ability that allows him to perform a Improved Iron Skin [Defense]
provoking action without provoking (such as improved grapple or improved You are particularly resistant to injury.
sunder), you may still make an attack of opportunity, albeit at a -10 penalty. Prerequisites: Constitution 19, Iron Skin.
Benefit: You damage reduction increases to 2/-.
Defensive Position [Defense]
You are skilled at using cover to greater effect. Improved Uncanny Dodge [Defense]
Prerequisites: Dexterity 13. You are able to react to multiple opponents.
Benefit: When you have one-quarter, one-half, three-quarters, or nine- Prerequisites: Dexterity 13, Dodge, Evasion, Uncanny Dodge.
tenths cover, you gain an additional +2 cover bonus to Defense and Reflex Benefit: Flanking attackers receive no bonus to attack rolls against you.
saves. You are still considered flanked though.

Deflect Arrows [Defense] Interference [Defense]


You can deflect incoming arrows, crossbow bolts, spears, and other shot or The more opponents you fight, the more likely they are to get in each other's
thrown weapons. way.
Prerequisites: Dexterity 15, Melee Weapon skill or Unarmed skill 8 ranks. Prerequisites: Dexterity 13, Dodge, Mobility.
Benefit: You must have at least one hand free (holding nothing) to use this Benefit: When you are not flat-footed, you gain a +1 dodge bonus to your
feat. Once per round when you would normally be hit with a ranged weapon, you Defense for every two opponents within 5 feet that are threatening you
may deflect it so that you take no damage from it. You must be aware of the (maximum bonus of +4 if you are completely surrounded).
attack and not flatfooted.
Attempting to deflect a ranged weapon doesn’t count as an action. Iron Skin [Defense]
Unusually massive ranged weapons and ranged attacks generated by spell
You are particularly resistant to injury.
effects can’t be deflected.
Prerequisites: Constitution 17.
Special: Normally, a character cannot attempt to deflect a ballistic
Benefit: You have an innate damage reduction of 1/-.
projectile (bullet), but if, somehow, a character has a Dexterity score of 31 or
better, he can attempt to deflect one ballistic projectile with a Reflex save versus
a DC of 40, with 50 or better catching the projectile. Each additional ballistic
Quick Dress [Defense]
projectile to be deflected increases the DC by +5, so a three-round burst would You are able to get into and out of armor quickly.
require a save against DC 50. Prerequisites: Dexterity 13, Armor Proficiency (any).
Benefit: You can get in and out of armor in half of the normal time.
Evasion [Defense]
You are adept at reducing the effects of area attacks.
Sidestep [Defense]
Prerequisites: Dexterity 13, Dodge. In combat, you have the ability to anticipate your opponent’s moves and move in
Benefit: When you are subjected to an effect that allows a Reflex saving his wake.
throw for half damage, you take no damage with a successful save. Evasion Prerequisites: Dexterity 13, Dodge, Mobility.
does not apply if you are wearing Medium or heavier armor, or are carrying more Benefit: When an opponent in an adjacent square takes a single 5-foot
than a Light Load. step to a square that you do not threaten, you may spend 1 action point to move
into the square the opponent just left.
Greater Dodge [Defense]
Your skill at dodging attacks is preternatural.
Stability [Defense]
Prerequisites: Dexterity 13, Dodge, Improved Dodge. You are able to resist being knocked down.
Benefit: Your skill with the Dodge feat improves such that you now receive Prerequisites: Strength 13, Dexterity 13, Improved Grapple, Unarmed skill
a +3 dodge bonus to Defense against subsequent attacks from your chosen 5 ranks.
opponent. Benefit: You have a +4 bonus to resist bull rush attempts, overruns, trips,
Special: A condition that makes you lose your Dexterity bonus to Defense and any other attack that would knock you down or move you. This bonus stacks
also makes you lose dodge bonuses. Also, dodge bonuses stack with each with similar bonuses.
other, unlike most other types of bonuses.
Supreme Dodge [Defense]
Greater Iron Skin [Defense] Your skill at dodging attacks is such that you can avoid multiple attackers at
You are particularly resistant to injury. once.
Prerequisites: Constitution 21, Improved Iron Skin, Iron Skin. Prerequisites: Dexterity 13, Dodge, Improved Dodge, Greater Dodge.
Benefit: You damage reduction increases to 3/-. Benefit: When using your Dodge feat, you may now designate more than
one opponent (you must still be aware of each opponent you designate). You
Hardy Brawler [Defense] have a total of +4 dodge bonus that can be divided between the different
opponents you designate. You may choose to have +4 against a single
You are resistant to non-lethal damage.
opponent, +2 against two separate opponents, +1 against four separate
Prerequisites: Constitution 13.
opponents, or any other combination you prefer. You can select new opponents
Benefit: You gain a damage reduction against non-lethal damage that is
or reallocate your dodge bonus on any action.
equal to your Constitution bonus.
Special: A condition that makes you lose your Dexterity bonus to Defense
Harm's Way [Defense] also makes you lose dodge bonuses. Also, dodge bonuses stack with each
other, unlike most other types of bonuses.
You are skilled at inserting yourself between danger and an ally.
Prerequisites: Dexterity 13, Spot 4 ranks. Uncanny Dodge [Defense]
Benefit: Once per round, if you are adjacent to an ally who is targeted by a
You are able to stay on the defensive even when surprised.
direct melee or ranged attack (i.e., not an area effect), you can subject yourself to
Prerequisites: Dexterity 13, Dodge, Evasion.
the attack in place of the ally. If the attack hit s you, resolve the effects against
Benefit: You retain your Dexterity dodge bonus to Defense even when flat-
you normally; if the attack misses you, it also misses the ally.
footed or struck by an invisible attacker.
You must declare this intention before the attack roll result is declared. You
must select the ally either before initiative is rolled, or immediately after you make
your initiative check. You cannot change the designated ally during combat.
Whirling Defense [Defense]
You spin so quickly when attacking that you nimbly avoid your enemies'
Improved Dodge [Defense] counterattacks.
Prerequisites: Dexterity 13, Intelligence 13, Combat Expertise, Dodge,
You excel at dodging attacks.
Mobility, Spring Attack, Whirlwind Attack, any Melee Weapon Skill 15 ranks.
Prerequisites: Dexterity 13, Dodge.
Benefit: Whenever you make a whirlwind attack, you gain a +2 dodge
Benefit: Your skill with the Dodge feat improves such that you now receive
bonus to your Defense until the beginning of your next turn.
a +2 dodge bonus to Defense against subsequent attacks from your chosen
opponent.

2828
Section 3: Feats

Zig-Zag [Defense] Benefit: At your discretion, when involved in a vehicular collision, the
smallest vehicle involved in the collision may be treated as one size category
You are particularly skilled at dodging ranged attacks. larger or smaller for the purposes of determining the damage. This does not
Prerequisites: Dexterity 13, Dodge, base Defense +6. require that you instigate the collision.
Benefit: You gain a +1 dodge bonus to Defense against ranged weapons
for each range increment the weapon must fire through. If you are fighting
defensively or using total defense, double this bonus.
Follow that Car [Vehicle]
When driving, you can follow a vehicle so closely that nothing is able to separate
Magic Feats the two vehicles.
Prerequisites: Drive 6 ranks, Vehicle Dodge, Vehicle Specialization.
Benefit: At the beginning of the round you must be in control of a car,
Assensing [Magic] motorcycle, or other automotive vehicle that is in a square directly behind the
You are able to use astral sight to gain information about beings and objects. target vehicle. As a full-round action you may spend 1 action point to follow that
Prerequisites: Wisdom 11, Astral Sight, Magic Rating 1. vehicle no matter where it goes, ignoring any impediments that have been placed
Benefit: When you are using astral sight, you can attempt to glean in your way.
information about a creature, object, or other effect as long as it possesses an Your vehicle must conform to the standard movement rules—you do not
astral aura. For more information, see Section 7: Magic. automatically gain extra speed or maneuverability. You must make checks as
normal for maneuvers and stunts. Your vehicle cannot perform maneuvers for
Astral Projection [Magic] which it is not equipped. (For example, if you are following a car that has been
You are able to separate your astral form from your physical body and travel. modified to also serve as a submarine and your car has not, you may not follow it
Prerequisites: Wisdom 11, Astral Sight, Magic Rating 1. underwater.)
Benefit: You are able to separate your astral form from your physical body The purpose of this feat is to allow you to follow the vehicle so closely that
and travel through astral space. For more information on the Astral Plane, see no impediment may be placed in the road to knock you off the trail.
Section 7: Magic.
Free Driving [Vehicle]
Astral Sight [Magic] You are a great driver.
You have developed the ability to see into the plane of existence known as the Prerequisites: Vehicle Expert, Drive 15 ranks.
Astral Plane. Benefit: You are able to drive any ground vehicle as a free action. Drive
Prerequisites: Wisdom 11, Magic Rating 1. checks made to perform a second stunt action require a move action.
Benefit: You have the ability to see into the Astral Plane. This is astral
perception. For more information, see Section 7: Magic. Hit the Weak Spot [Vehicle]
You know where to hit vehicles in critical areas.
Astral Tracking [Magic] Prerequisites: Craft (mechanical) 6 ranks.
You are able to track auras and magical residue on the Astral Plane. Benefit: When you make an attack against a vehicle, with a weapon or
Prerequisites: Wisdom 11, Assensing, Astral Sight, Magic Rating 1. another vehicle, you ignore 5 points of the vehicle's Hardness.
Benefit: You have the ability to track signatures on the Astral Plane. See
Section 7: Magic for more information. Off-Roader [Vehicle]
You are skilled at maneuvering vehicles in rough terrain.
Combat Casting [Magic] Prerequisites: Drive 6 ranks.
Prerequisites: Magician. Benefit: You no longer double the modifier for driving off road.
Benefit: You get a +4 bonus on Concentration checks made to cast a spell
or use a spell-like ability while on the defensive or while you are grappling or Redlining [Vehicle]
pinned. You are quite adept at operating vehicles at high speeds.
Prerequisites: Dexterity 13, Vehicle Expert, Drive 10 ranks.
Greater Spell Focus [Magic] Benefit: You treat Check/Roll Modifiers for All-Out and Highway Speeds as
Your spells in a specific category are unusually potent. Street Speeds (reduced to –1 as opposed to –2 and –4, respectively).
Prerequisites: Spell Focus.
Benefit: Increase the save DC for spells from the category selected with
Spell Focus by an additional +2.

Improved Counterspell [Magic]


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

Improved Summoning [Magic]


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

Quick Counterspell [Magic]


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

Rapid Summon [Magic]


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

Spell Focus [Magic]


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

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

2929
30
Section 4: Equipment

SECTION 4: EQUIPMENT
W EALTH R ESTRICTIONS
Wealth follows the normal rules as presented in d20 Modern Roleplaying Game, This needs to be emphasized apparently.
with the following modifications. In addition, Shadowrun/d20 Modern uses the If you do not have a SIN, you cannot buy any item that has a restriction
d20 Cyberscape concept of Grey Wealth. rating of Licensed, Restricted, or Military legally unless you can acquire the
To determine Wealth loss: appropriate paperwork.
You do not automatically lose Wealth because a Purchase DC is 15+. Even if you have a SIN, or forged paperwork, you cannot buy Restricted or
To determine your Wealth loss, subtract 5 from your Wealth bonus. Military class items without proper justification for the Powers That Be.
• If the Purchase DC is 1-10 points higher than this, you lose 1 point of

P ERSONAL W EAPONRY
Wealth.
• If the Purchase DC is 11-15 points high than this, you lose 1d6
Wealth. Reading Personal Weaponry Table:
• If the Purchase DC is 16+ points higher than this, you lose 2d6 • AP: "Armor Penetration". An attack with this weapon modifies the
Wealth. target's damage conversion/damage reduction by this amount before
applying the DC/DR to the damage dealt. For example, if using hand
Nuyen¥ to Wealth razors against a target wearing an armor vest (LI 1d4-1), the target
Most everything you do in Shadowrun/d20 Modern is for the money. However, rolls 1d4-1+2 damage conversion. If you were instead wielding a club
the system doesn't use money, it uses the abstract Wealth system. (-1 AP), the target would roll 1d4-1-1.
To convert cash to your Wealth bonus, treat it as selling an object with s • Size: This is the size category of the weapon (not the size class of
Purchase DC equal to the value of the cash (do not reduce by 3 as per the the wielder).
normal Selling Stuff rules). • Str: This is the minimum Strength score required to wield the weapon
Since, in this revision, you do not automatically lose a point of Wealth for without penalty (listed for Medium/Large characters). If your Strength
buying objects with Purchase DC 15+, you do not automatically gain a point of is insufficient, then for each point below the minimum, you suffer a -1
Wealth for selling objects with a Purchase DC of 15+. penalty to attack rolls.

PERSONAL WEAPONRY (LOW-IMPACT)TABLE


Range Purchase Illegal
Weapon Skill Damage Critical Damage Type AP Size Str Wt. Res
Increment DC DC
Light Melee Weapons
Hand razors Unarmed 1d3 2 20 Slashing - +2 T 1/1 0.1 lb. 23/25 23/25 I ll
Knife Light Blades 1d4 19-20 Piercing 10 ft. -2 T 2/1 1 lb. 5 5 -
Monofilament whip 3 Flails & Chains/Exotic 3d6 18-20 Slashing - -3 L 1/1 0.5 lb. 22 25 I ll
Sap Maces and Clubs 1d6 2 20 Bludgeoning - -1 S 5/3 3 lb. 3 3 Res
Spurs Unarmed/Exotic 1d6 2 20 Slashing - -1 T 1/1 0.5 lb. 25/26 25/26 I ll
Stun baton 3 Maces and Clubs 1d6 2 20 Bludgeoning 10 ft. -1 S 3/2 2 lb. 17 17 Mil
One-Handed Melee Weapons
Club Maces and Clubs 1d6 20 Bludgeoning 10 ft. -1 M 5/3 3 lb. 3 3 -
One-Handed Melee Weapons
Sword Heavy Blades 1d8 19-20 Slashing - -1 M 6/3 4 lb. 15 15 I ll
Two-Handed Melee Weapons
Katana 3 Heavy Blades 2d6 19-20 Slashing - -2 L 8/4 5 lb. 18 20 I ll
Pole arm Polearms 1d12 19-20 Slashing - -2 L 13/8 10 lb. 15 18 I ll
Staff 3 Maces and Clubs 1d8 20 Bludgeoning - -2 L 9/5 6 lb. 7 7 I ll
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.
save (DC 15 + electrical damage that penetrates) or be paralyzed for 1d6 rounds.
Hand razors: Hand razors allow you to deal lethal slashing damage with When the baton is turned off, it deals damage as a club. The stun function of the
your unarmed attacks. The Purchase DC is for non-retractable/retractable baton is usable 8 times before it requires a 1-hour recharge.
versions.
Katana: A proficient wielder is able to use a katana one-handed.
Monofilament whip: This weapon is treated as a whip except it cannot be I MPACT P ROJECTILE W EAPONRY
used to make trip attacks (The whip is treated as a melee weapon with 15-foot Reading Impact Projectile Weapons Table:
reach, though you don’t threaten the area into which you can make an attack. In • RoF: "Rate of Fire". This is the base rate of fire with the weapon. See
addition, unlike most other weapons with reach, you can use it against foes below for specifics.
anywhere within your reach, including adjacent foes. Using a whip provokes an • AP: "Armor Penetration". An attack with this weapon modifies the
attack of opportunity, just as if you had used a ranged weapon. When using a target's damage conversion/damage reduction by this amount before
whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent applying the DC/DR to the damage dealt. For example, if using a
(including the roll to keep from being disarmed if the attack fails). Unlike a heavy crossbow against a target wearing an armor vest (LI 1d4-1),
standard whip, the monofilament whip deals lethal damage. When using a the target rolls 1d4-1-2 damage conversion. If you were instead
monofilament whip, the target resists the damage as if the monofilament whip is wielding a shuriken (+1 AP), the target would roll 1d4-1+1.
a high impact weapon. • Size: This is the size category of the weapon (not the size class of
If the natural attack roll when using a monofilament whip is a one (1), roll the wielder).
1d%; if the result is 1-25, you suffer a critical failure. Roll 1d20 + attack bonus • Str: This is the minimum Strength score required to wield the weapon
used in the attack; if this is sufficient to strike your Defense, then you have hit without penalty (listed for Medium/Large characters). If your Strength
yourself with your whip and suffer normal damage. You can score a critical hit on is insufficient, then for each point below the minimum, you suffer a -1
this fumble attack. penalty to attack rolls.
Sap: A sap deals non-lethal damage. You may attempt to deal lethal
damage with a sap, but you suffer a -4 penalty to the attack roll.
Spurs: The listed damage is for a Medium character. Spurs for different
sized characters deal different damage. The Purchase DC is for non-
retractable/retractable versions.
Staff: This can be used as a two-handed weapon (adding 1½ Strength
bonus) or as a double weapon (normal two-weapon fighting rules).
Stun baton: When this is turned on, a successful hit deals normal damage,
plus 1d4 points of electricity (energy) damage and the target must roll a Fortitude

3131
Section 4: Equipment

IMPACT PROJECTILE WEAPONS (LOW-IMPACT) TABLE


Range Purchase Illegal
Weapon Skill Damage Critical Type RoF AP Mag Size Str Wt. Res
Inc DC DC
3
Compound bow Bows 1d10 20 Piercing 120 ft. Bow -1 - L - 3 lb. 14 14 Res
Crossbow, light Crossbows 1d8 19-20 Piercing 80 ft. Xbow 0 1 int M 5/3 7 lb. 14 14 Res
Crossbow, medium Crossbows 1d10 19-20 Piercing 100 ft. Xbow -1 1 int M 6/3 9 lb. 15 15 Res
Crossbow, heavy Crossbows 1d12 19-20 Piercing 120 ft. Xbow -2 1 int L 8/4 12 lb. 15 15 Res
Shuriken Slings & Thrown Weapons 1 20 Piercing 15 ft. TW +1 - T 1/1 0.5 lb. 5 8 I ll
Throwing knife 1 Slings & Thrown Weapons 1d4 20 Piercing 10 ft. TW 0 - T 1/1 1 lb. 4 4 I ll
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.
you have Iterative Attacks, each additional attack reduces the reload time by one
Bow: This compound bow is rated for +0 Strength, allowing average full round action.
Strength (10-11) characters to use it without penalty. The pulley system allows Medium Crossbow: Reloading a medium crossbow takes 8 full round
you to add your Strength bonus to damage rolls with the bow. actions. If you have Iterative Attacks, each additional attack reduces the reload
Crossbows: These are modern crossbows with advanced loading time by one full round action.
systems, allowing for more rapid reloads. Modern Versions: Modern crossbows typically have gears, pulleys and
Shuriken: Drawing a shuriken is a free action, assuming it is in a viable other mechanisms that allow for a more rapid reload. Reduce the reload times by
location. 2 full round actions to a minimum of 2.
Throwing knife: Drawing a throwing knife is a free action, assuming it is in Slings: Reloading a sling takes 5 full round actions. If you have Iterative
a viable location. Attacks, each additional attack reduces the reload time by one full round action.

Impact Projectile Weapons and Rate of F IREARMS


Fire Ballistic damage is High Impact for armor purposes, unless noted otherwise.
Compound Bow: Reloading a compound bow takes 4 full round actions. If you Reading Firearms Table 1:
have Iterative Attacks, each additional attack reduces the reload time by one full • Acc: "Accuracy". This lists any modifier to attack rolls made with the
round action. weapon, based on the weapon's inherent accuracy. This is in addition
Simple Bow: Reloading a simple bow takes 6 full round actions. If you to any mastercraft bonus.
have Iterative Attacks, each additional attack reduces the reload time by one full • Damage (burst): This is the damage the weapon deals with a burst,
round action. when using burst fire.
Hand Crossbow: Reloading a hand crossbow takes 5 full round actions. If you • AP: "Armor Penetration". An attack with this weapon modifies the
have Iterative Attacks, each additional attack reduces the reload time by one full target's damage conversion/damage reduction by this amount before
round action. applying the DC/DR to the damage dealt. Even when firing a burst,
Heavy Crossbow: Reloading a heavy crossbow takes 10 full round the AP of a weapon does not change.
actions. If you have Iterative Attacks, each additional attack reduces the reload
time by one full round action.
Light Crossbow: Reloading a light crossbow takes 6 full round actions. If

FIREARMS TABLE 1
Weapon Skill Acc Damage Damage (burst) Crit AP Type Range Inc RoF Mag
Handguns
Ares Predator (.45 autoloader) Handguns -1 2d8 n/a 20 -1 Ballistic 30 ft. S 15+1 box
Ares Viper (10mm autoloader) 3 Handguns/SMG +0 2d6 2 4d6 20 Special Ballistic 20 ft. S, 3b 30+1 box
Beretta Model 101T (9mm autoloader) Handguns +0 1d10 n/a 20 -2 Ballistic 30 ft. S 12+1 box
Browning Max Power (10mm autoloader) Handguns +0 2d6 n/a 20 -1 Ballistic 30 ft. S 10+1 box
Colt American L36 (9mm autoloader) Handguns +0 1d10 n/a 20 -2 Ballistic 25 ft. S 11+1 box
Fichetti Security 500 (9mm autoloader) Handguns +0 1d10 n/a 20 -2 Ballistic 30 ft. S 12+1 box
Fichetti Security 500a (9mm autoloader)1 Handguns +0 1d10 n/a 20 -2 Ballistic 30 ft. S 25+1 box
Remington Roomsweeper (20-g shotgun) 3 Shotguns -1 Varies 2 n/a 20 Varies Ballistic 10 ft. Single 8+1 int
Ruger Super Warhawk (.44 magnum rev) Handguns -1 1d10+1d4 n/a 20 -1 Ballistic 30 ft. S 6 cyl
Streetline Special (.32 autoloader) 3 Handguns +0 1d8 n/a 20 -0 Ballistic 30 ft. S 6+1 box
Walther Palm Pistol (9mm breech-loader)3 Handguns +0 1d10 n/a 20 -2 Ballistic 20 ft. Special 2 int

Longarms
AK-97 (5.56mm assault rifle) 3 Assault Rifles/Rifles -1 2d8 4d8 20/x3 -2 Ballistic 70 ft. S, A 38+1 box
AK-97 SMG (5.56mm SMG) Assault Rifles/Rifles +0 2d8 4d8 20/x3 -2 Ballistic 40 ft. S, A 30+1 box
AK-98 (7.62mm assault rifle) Assault Rifles/Rifles +0 2d10 4d10 20/x3 -2 Ballistic 70 ft. S, A 38+1 box
Defiance T-250 (12-gauge shotgun) Shotguns +0 Varies 2 n/a 20 Varies Ballistic 30 ft. S 5+1 int
Enfield AS-7 (12-gauge shotgun) Shotguns +0 Varies 2 Varies 20 Varies Ballistic 30 ft. S, 3b 10+1 box
FN HAR (7.62mm assault rifle) Assault Rifles/Rifles +1 2d10 4d10 20/x3 -2 Ballistic 90 ft. S, A 35+1 box
HK HK227 (9mm submachine gun) Submachine Guns +0 1d10 2d10 20 -2 Ballistic 50 ft. S, A 28+1 box
HK HK227S (9mm submachine gun) 3 Submachine Guns +0 1d10 2d10 20 -2 Ballistic 40 ft. S, 3b 28+1 box
Ingram Valiant (5.56mm LMG) 3 Machine Guns +0 2d8 4d8 20/x3 -2 Ballistic 100 ft. A Linked
Ranger Arms SM-3 (7.62mm sniper rifle)13 Rifles +2 2d10 n/a 20/x3 -3 Ballistic 100 ft. S 6+1 int
Remington 750 (7.62mm hunting rifle) Rifles +1 2d10 n/a 20/x3 -2 Ballistic 80 ft. Single 5+1 int
Remington 950 (7.62mm hunting rifle) 1 Rifles +1 2d10 n/a 20/x3 -2 Ballistic 90 ft. Single 5+1 int
Uzi III (9mm submachine gun) Submachine Guns +0 1d10 2d10 20 -2 Ballistic 40 ft. 3b 24+1 box
1
This mastercraft weapon grants a +1 bonus on attack rolls.
2
This weapon does special damage. See the weapon description.
3
See the description of this weapon for special rules.
and is for semi-automatic and single shot fire modes, even for
Reading Firearms Table 2: weapons capable only of burst or automatic fire.
• Size: This is the size category of the weapon (not the size class of o If a character does not meet the Strength requirement, he
the wielder). suffers a -2 penalty to his attack rolls per point by which he fails
• Str: This is the minimum Strength required to use the weapon without to meet the requirement.
penalty. The requirement is listed in Medium/Large character size o When fired in burst fire mode, the Strength requirement

3232
Section 4: Equipment

increases by +1. FIREARMS TABLE 2


o When fired in automatic mode, the Strength requirement
increases by +3. Weapon Size Str Wt. Purchase DC Illegal DC Res
o Keep in mind that this is a guideline. In addition to Strength, the Uzi III L 4/2 6 lb. 16 15 Res
size of the operator and the weapon will affect usage.
Some weapons are noted has having Rating x gas vent or other recoil
FIREARMS TABLE 2 systems. Stock-based recoil is ignored; for gas-vent recoil, see Firearm
Accessories.
Weapon Size Str Wt. Purchase DC Illegal DC Res
Handguns Ares Viper: The Viper is a 10mm autoloader pistol, but it is incapable of
Ares Predator M 3/2 4.5 lb. 15 13 Lic firing standard 10mm rounds. The Viper can fire only special 10mm flechette
Ares Viper S 3/2 4 lb. 16 16 Lic rounds. The effects of the flechette rounds are not calculated into the figures on
the table.
Beretta Model 101T S 1 2 lb. 14 14 Lic Defiance T-250: The T-250 is chambered for 3-inch shells and has a
Browning Max Power S 3/2 4 lb. 15 15 Lic Standard Choke.
Colt American L36 S 1 2 lb. 14 14 Lic Enfield AS-7: The AS-7 is chambered for 3.5-inch shells and has a
Fichetti Security 500 S 1 2 lb. 15 14 Lic Standard Choke.
HK HK227S: The 227S mounts an integral silencer/suppressor. This
Fichetti Security 500a S 1 2.5 lb. 15 14 Lic weapon follows the rules for cold-loaded ammo, but does not use actual cold
Remington loads.
M 3/2 5 lb. 15 15 Lic
Roomsweeper Ingram Valiant: This includes a recoil hip pad that is equal to a shock pad.
Ruger Super Warhawk M 4/2 6 lb. 14 14 Lic Ranger Arms SM-3: This weapon mounts an integral electro-optical
telescopic zoom scope. Assembling or disassembling the weapon takes 1d4+1
Streetline Special T 1 1 lb. 10 9 Lic
rounds.
Walther Palm Pistol T 1 0.5 lb. 12 11 Lic Remington Roomsweeper: The Roomsweeper is a 20-gauge shotgun
with a pistol grip. It is about the size of a large pistol. It is chambered for 3-inch
Longarms shells, and has an Open Choke.
Streetline Special: When unloaded, this cannot be detected by MADs.
AK-97 L 6/3 9 lb. 16 19 Mil
Walther Palm Pistol: This is a breech-loaded, double (over-and-under)
AK-97 SMG M 5/3 8 lb. 17 17 Mil barreled weapon. The barrels can be fired one at a time or simultaneously.
AK-98 L 8/4 12 lb. 21 26 Mil
Defiance T-250 L 4/2 6 lb. 15 15 Lic Shotguns
Enfield AS-7 L 5/3 8 lb. 18 18 Lic Shotguns require some alterations and additions to the standard d20 Modern
FN HAR L 6/3 9 lb. 19 21 Mil Roleplaying Game rules.
HK HK227 L 5/3 8 lb. 19 18 Res Shotgun Basic Damage
HK HK227S L 6/3 9 lb. 18 21 Mil Page 99 of d20 Modern Roleplaying Game indicates that shotgun damage is
Ingram Valiant H 11/6 18 lb. 19 22 Mil reduced by one point for every range increment of the attack. Replace this rule
Ranger Arms SM-3 L 5/3 8 lb. 23 28 Res with the following:
Shotgun damage is based on the type of ammunition being fired and the
Remington 750 L 4/2 6 lb. 16 16 Lic
distance to the target.
Remington 950 L 5/3 8 lb. 17 17 Lice

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

Shotgun Ammunition Length Firearm Accessories


Shotguns are assumed to chamber and fire three-inch shells unless noted
otherwise. These have the listed effects and costs. In addition, you can purchase FIREARM ACCESSORIES TABLE
3.5-inch shells, and 2.5-inch shells. A shotgun chambered for a particular length Object Size Wt. Purchase DC Illegal DC Res
can fire shells that are smaller, but not larger. A shotgun can be chambered for Concealable holster - 0.5 lb. 10 9 -
3.5-inch shells at a +1 increase in the Wealth check DC. Grenade launcher S 3 lb. 20 24 Mil
2.5-inch shells inflict -1 damage, but reduce the Wealth check DC by one
point. Laser sights T 0.5 lb. 15 15 -
3.5-inch shells inflict +1 damage, but increase the Wealth check DC by one Imaging scopes
point. Low-light S 0.75 lb. 19 18 -

Shotgun Chokes Magnification 1 T 0.5 lb. 15 15 -


Magnification 2 T 0.5 lb. 17 17 -
Shotguns have three basic choke settings: Full, Open, and Standard. Changing a
shotgun’s choke takes one minute and a Repair check (DC 10). Certain Magnification 3 T 0.5 lb. 18 18 -
cybernetics and cyber components can alter this. Thermographic S 0.75 lb. 19 18 -
Full Choke: Attacks suffer a -1 penalty to attack rolls per range increment. Recoil Compensators
When firing buckshot and birdshot, the listed damage is inflicted at one additional
range increment. For example, a 12-gauge set with a full choke suffers an Gas-Vent 2 D 1 lb. 15 15 -
additional -1 penalty to the attack roll per increment, but deals 3d6 damage to Gas-Vent 3 D 1.5 lbs. 17 17 -
increments 1-2, 2d6 damage to increments 3-4, and 1d6 damage to increments Shock pads T 0.5 lb 12 11 -
5-10. Gyro mount L 13 lb. 21 21 -
Open Choke: Open chokes provide a +1 circumstance bonus to attack
rolls, but the range increment is reduced by 50%. This does not apply when firing Gyro mount, deluxe L 17.5 lb. 24 24 -
slugs. Silencer T 0.5 lb. 15 18 Mil
Standard Choke: This is what most shotguns have normally, and there is Smart goggles S 0.5 lb. 22 22 Res
no additional effect.
Smartgun adapter F 1 lb. +2 +2 Res
Shogun Slugs Smartgun variant - - +3 +3 Res
Slugs are slow and inaccurate; for every range increment beyond the first, the
attack suffers a -2 penalty. Slugs can only be fired from Open Chokes. Concealable holster: A concealable holster increases the DC to find a
weapon by visual or tactile search by +2.

3333
Section 4: Equipment

Grenade launcher: This stand-alone weapon may also be mounted to firing multiple shots, as if using Burst Fire, automatic fire, and so
most modern assault rifles. For complete statistics, see Heavy Weapons below. forth, you receive a +6 bonus to the attack roll. However, this attack
Laser sights: This provides a +1 bonus on attack rolls with a ranged bonus cannot exceed the penalty imposed by the fire mode. This
weapon against targets within 30 ft. as long as lighting conditions allow for it. bonus stacks with the bonus provided by Gas-Vent systems. This
Laser sights are not compatible with smartgun links or smart goggles. does not stack with the bonus provided by shock pads. A gyro mount
Imaging scopes: There are a variety of imaging scopes available for provides 1 point of damage conversion. Gyro mounts attempt to
weapons. correct the wearer's movement – when moving, changing direction
• Low-light: This scope allows you to see through it as if you possess requires a Strength check, with the DC based on your speed – at
the extraordinary ability of low-light vision. walking speed, the DC is 15. A hustle is DC 20 and a run is DC 30.
• Magnification 1-3: Putting on a gyro mount takes 1 minute, but it can be released with a
o When using a telescopic scope, you cannot use automatic fire, standard action.
burst fire, double tap, or the Strafe feat. Silencer: Noticing a shot fired by a silenced weapons requires a DC 15
o You gain the benefits of the Dead Aim and Far Shot feats when Listen check. Silencers reduce the damage of a weapon. Weapons that deal up
using a telescopic scope, even if you do not have those feats or to 8 points of damage suffer no reduction; weapons that deal up to 12 points of
qualify for them. damage suffer a -1 damage penalty. Weapons that deal more than 12 points of
o When using a telescopic scope, you take a -10 penalty on Spot damage suffer a -2 damage penalty.
checks made to detect opponents within 30 ft. Smart goggles: When used with a smart weapon (either a smartgun
o Making an attack when using a telescopic scope requires a full- variant or a weapon with a Smartlink adapter), these provide a +1 bonus on
round action. attack rolls.
o A telescopic scope provides no benefit at ranges less than 50 Smartgun adapter: This is an add-on accessory, allowing a weapon to be
feet. used with smartgun systems.
o Depending on their quality, telescopic scopes provide varying Smartgun variant: This is a variant weapon with smart tech built directly
equipment bonuses on attack rolls. A Magnification 1 provides into the weapon.
a +2 bonus, a Magnification 2 provides a +4 bonus, and a


Magnification 3 provides a +6 bonus.
Thermographic: This scope allows you to see through it as if you T ASER W EAPONS
possess the extraordinary ability of darkvision with a range of 120 ft. Reading Taser Weapons Table:
Recoil compensators: • AP: "Armor Penetration". An attack with this weapon modifies the
• Gas-Vent 2: When firing multiple shots, as if using Double Tap, Burst target's damage conversion/damage reduction by this amount before
Fire, automatic fire, and so forth, you receive a +2 bonus to the attack applying the DC/DR to the damage dealt. Even when firing a burst,
roll. However, this attack bonus cannot exceed the penalty imposed the AP of a weapon does not change.
by the fire mode. • RoF: "Rate of Fire". This determines how quickly the weapon can
• Gas-Vent 3: When firing multiple shots, as if using Double Tap, Burst cycle rounds. "S" indicates a semi-automatic weapon. Semi-auto
Fire, automatic fire, and so forth, you receive a +3 bonus to the attack weapons are capable of double taps. "A" indicates full automatic fire.
roll. However, this attack bonus cannot exceed the penalty imposed "[Number]rb" indicates a preset unalterable burst setting. "Single"
by the fire mode. indicates single shot – one pull of the trigger fires one round, but the
• Shock pads: When firing multiple shots, as if using Double Tap, weapon cannot be used for double taps.
Burst Fire, automatic fire, and so forth, you receive a +1 bonus to the • Size: This is the size category of the weapon (not the size class of
attack roll. However, this attack bonus cannot exceed the penalty the wielder).
imposed by the fire mode. This bonus stacks with the bonus provided • Str: This is the minimum Strength required to use the weapon without
by Gas-Vent systems. penalty. The requirement is listed in Medium/Large character size
• Gyro mount: This uses an articulated arm to help maintain stability and is for semi-automatic and single shot fire modes, even for
when using a weapon in burst or automatic mode. When firing weapons capable only of burst or automatic fire.
multiple shots, as if using Burst Fire, automatic fire, and so forth, you o If a character does not meet the Strength requirement, he
receive a +4 bonus to the attack roll. However, this attack bonus suffers a -2 penalty to his attack rolls per point by which he fails
cannot exceed the penalty imposed by the fire mode. This bonus to meet the requirement.
stacks with the bonus provided by Gas-Vent systems. This does not o When fired in burst fire mode, the Strength requirement
stack with the bonus provided by shock pads. A gyro mount provides increases by +1.
1 point of damage conversion. Gyro mounts attempt to correct the o When fired in automatic mode, the Strength requirement
wearer's movement – when moving, changing direction requires a increases by +3.
Strength check, with the DC based on your speed – at walking speed, o Keep in mind that this is a guideline. In addition to Strength, the
the DC is 15. A hustle is DC 20 and a run is DC 30. Putting on a gyro size of the operator and the weapon will affect usage.
mount takes 1 minute, but it can be released with a standard action.
• Gyro mount – deluxe: This uses an articulated arm to help maintain
stability when using a weapon in burst or automatic mode. When

TASER WEAPONS TABLE


Weapon Damage Critical AP Type Range Inc RoF Mag Size Str Wt. Purchase DC Illegal DC Res
Defiance Super Shock (taser) 1d6 2 - +2 Piercing/Electricity 5 ft. Single 2 int S 3/2 4 lb. 18 18 Lic
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.
• 00-buckshot – 10
Defiance Super Shock: The Defiance SST uses the Handguns skill. On a • Birdshot – 10
successful hit, a single dart deals 1d6 damage (Low Impact) plus 1d6 points of • Slug – 12
electricity (Energy) damage and the victim must roll a Fortitude save (DC 15 +
electrical damage) or be paralyzed for 1d8 rounds. Both darts can be fired
AMMUNITION TABLE
simultaneously; in this case, roll one attack roll. On a successful hit, the target
suffers 1d6 +1d6 (Low Impact) damage plus 1d6 +1d6 electrical (Energy) Weight (lb.)
Item Pur DC
damage and must roll a Fortitude save (DC 15 + electrical damage) or be 10 20 30 40 50 100
paralyzed for 2d8 rounds. If the target's armor negates the energy damage, the Variant Ammunition
victim is not required to make a saving throw.
Assault Cannon (50) 2 4 6 8 10 20 21

A MMUNITION
Explosive - - - - - - +2
Flechette - - - - - - +3
Ammunition has the same Restriction code as the weapon. Gel - - - - - - +1
Handgun ammunition: A 50-round box of ammunition for the handguns
described above has a Purchase DC of 10.
Longarm ammunition: A 50-round box of ammunition for the longarms Other Ammunition
described above has a Purchase DC of 11, except for the 12.7x99mm, which has Arrow (20) 1.5 3 4.5 6 7.5 15 12
a Purchase DC of 13. Crossbow bolt (20) 1.5 3 4.5 6 7.5 15 10
Shotgun ammunition:
Sling bullets (20) 3 6 9 12 15 30 8
12-gauge ammunition has the following Purchase DC per 50-round box:
• 00-buckshot – 11
Pur DC: Add this to the normal cost of the ammunition.
• Birdshot – 11
• Slug – 13 Assault Cannon: Assault cannons fire 20mm stable explosive rounds that
20-gauge ammunition has the following Purchase DC per 50-round box: do not cause the weapon to become unreliable.

3434
Section 4: Equipment

Explosive: Explosive rounds deal +1d4 damage. However, if the target has the lethal damage as normal.
any kind of High Impact armor protection, he gains a +50% bonus to this
protection. For example, if you use an Ares Predator (2d8 base damage) against
someone wearing a lined coat (HI 1d10-1), then the target rolls 1d10-1 x1.5 E XPLOSIVES
against your 2d8 +1d4 damage. If a character carrying explosive ammunition Reading Explosives Table 1:
catches on fire, or fails a saving throw against a fireball or similar effect, there is • Damage Type: This is the type of damage the explosive deals.
a 25% chance (+5% per round if on fire) that his explosive ammo will detonate, • Blast Increment: Explosives have a blast increment. This represents
dealing (rounds carried) x 1d3 to the character with no saving throw. Creatures the fact that as the explosion moves outward, it loses power. Unless
within 5 ft. will suffer this damage as well, but get a DC 15 Reflex save for half noted otherwise, explosives have three blast increments. This is
damage. Explosive ammunition makes a weapon unreliable. presented in the following format: radius in ft. – damage (Reflex save
Flechette: Flechette rounds deal +50% damage. However, if the target has DC for half damage). A successful save moves you to the nearest
any kind of High Impact armor protection, double the protection before applying space in the next blast increment.
the 50% damage increases. For example, if you are using an Ares Viper (2d6 • Armor: This indicates which aspect of armor protects against the
base damage), you deal 2d6 +1d6 points of damage. If you shoot at someone explosive.
wearing an armor jacket (HI 1d12-1), you roll the base 2d6 damage and the • AP: "Armor Penetration". An attack with this explosive modifies the
target rolls 2d12-2. If any of your damage penetrates, then you roll the additional target's damage conversion/damage reduction by this amount before
1d6 damage. applying the DC/DR to the damage dealt. The AP of an explosive is
If you were firing the Viper on burst fire (4d6 base damage), you would deal different depending on the blast increment.
4d6 (+2d6) damage, but the target would roll 4d12-12 before you could add the
additional 2d6 damage.
Gel: Gel rounds deal non-lethal damage, plus 1 point of lethal damage per
damage die. High Impact armor negates the non-lethal damage, and converts

EXPLOSIVES TABLE 1
Blast Increment AP Range
Weapon Damage Type Armor
1 2 3 1 2 3 Inc
Commercial explosive Concussion 0-10 ft – 3d6 (18) 11-20 ft. – 1d6 (16) - Low Impact -1 +0 - -
Concussion grenade Concussion 0-10 ft. – 4d6 (19) 11-20 ft. – 2d6 (17) 21-30 ft. – 1d6 (16) Low Impact -1 +0 +1 10 ft.
Defensive grenade Slashing 0-5 ft – 4d6 (19) 6-10 ft. – 2d6 (17) 11-15 ft. – 1d6 (16) High Impact -4 -2 -1 10 ft.
Gas (Neuro-Stun VII) grenade - Special N/A - - - 10 ft.
Mini-grenade Special By type By type Type Type Type Varies
Offensive grenade Slashing 0-10 ft. – 4d6 (19) 11-20 ft. – 2d6 (17) 21-30 ft. – 1d6 (16) High Impact -4 -2 -1 10 ft.
Plastic explosive, Compound IV Concussion 0-10 ft. – 4d6 (19) 11-20 ft. – 2d6 (17) 21-30 ft. – 1d6 (16) Low Impact -1 +0 +1 -
Plastic explosive, Compound XII Concussion 0-10 ft. – 6d6 (21) 11-20 ft. – 3d6 (18) 21-30 ft. – 1d6 (16) Low Impact -2 -1 +1 -
Radio detonator - - - - N/A N/A N/A N/A -
Timer - - - - N/A N/A N/A N/A -

EXPLOSIVES TABLE 2
Weapon Size Wt.
Purchase
Illegal DC Res
Throwing Explosives
DC When an attack with a thrown or launched explosive misses, it still lands
Commercial explosive T 1 lb. 8 8 Res somewhere and detonates. To determine where it lands, roll 1d8 for the direction
from the target square. "1" is the upper left corner of the target squares, and
Concussion grenade T 0.5 lb. 5 8 Mil count clockwise.
Defensive grenade T 0.5 lb. 5 8 Mil The distance that the object travels is based on the number of range
Gas (Neuro-Stun VII) grenade S 0.5 lb. 8 10 Mil increments to the target. At one range increment, the object travels one square
Mini-grenade T 0.25 lb. +1 +1 Mil from the target.
At 2 range increments or more, roll a die equal to the increments to
Offensive grenade T 0.5 lb. 5 8 Mil determine how many squares the object travels. For example, a grenade thrown
Plastic explosive, Compound IV S 1 lb. 9 9 Mil at a target 4 range increments away that misses will travel 1d4 squares from the
Plastic explosive, Compound XII S 1 lb. 12 15 Mil target area.
For 7 increments, roll 2d4-1. For 9-10 increments, roll 1d10.
Radio detonator T 0.5 lb. 13 15 Res
This system can also be used for other thrown objects that may have an
Timer T 0.5 lb. 10 12 Res impact on the surroundings.

Commercial explosive: Commercial explosives are identical to Dynamite


(d20 Modern Roleplaying Game page 105). H EAVY W EAPONS
Gas (Neuro-Stun VII) grenade: To determine cloud spread and such, treat Reading Heavy Weapons Table 1:
these as Tear Gas grenades (d20 Modern Roleplaying Game page 105). • Acc: "Accuracy". This lists any modifier to attack rolls made with the
Mini-grenade: These 40mm grenades are available in Concussion, weapon, based on the weapon's inherent accuracy. This is in addition
Defensive, Gas (Neuro-Stun VII), Offensive, and Smoke. Mini-grenades have to any mastercraft bonus.
one-half the listed blast increment. • Damage (burst): This is the damage the weapon deals with a burst,
Plastic explosive, Compound IV: Compound IV Plastic Explosive follows when using burst fire.
the rules described under C4/Semtex on page 104 of d20 Modern Roleplaying • AP: "Armor Penetration". An attack with this weapon modifies the
Game. target's damage conversion/damage reduction by this amount before
Plastic explosive, Compound XII: Compound IV Plastic Explosive follows applying the DC/DR to the damage dealt. Even when firing a burst,
the rules described under C4/Semtex on page 104 of d20 Modern Roleplaying the AP of a weapon does not change.
Game.

HEAVY WEAPONS TABLE 1


Weapon Skill Acc Damage Damage (burst) Critical AP Type Range Inc RoF Mag
Assault Cannon 3 Heavy Weapons -1 4d10 N/A 20/x3 -1 Ballistic 120 ft. Single 20+1 box
Heavy MG (12.7mm HMG) Machine Guns -1 4d8 6d8 20/x4 -3 Ballistic 110 ft. A Linked
Grenade launcher (40mm gl) Grenade Launchers +0 Varies 2 N/A - - - 70 ft. Single 6+1 int
Medium MG (7.62mm MMG) Machine Guns -1 2d10 4d10 20/x3 -2 Ballistic 100 ft. A Linked
Missile Launcher 3 Heavy Weapons Special Varies 2 N/A - Varies - 150 ft. Single 4 int
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.
• Str: This is the minimum Strength required to use the weapon without
Reading Heavy Weapons Table 2: penalty. The requirement is listed in Medium/Large character size
• Size: This is the size category of the weapon (not the size class of and is for semi-automatic and single shot fire modes, even for
the wielder). weapons capable only of burst or automatic fire.

3535
Section 4: Equipment

o If a character does not meet the Strength requirement, he


suffers a -2 penalty to his attack rolls per point by which he fails Missiles
to meet the requirement. Missiles are "smart" – they have on-board guidance systems that aid in target
o When fired in burst fire mode, the Strength requirement acquisition. When firing a missile, roll a normal ranged attack roll with an
increases by +1. additional bonus provided by the missile. When fired in an urban area, the bonus
o When fired in automatic mode, the Strength requirement provided by the missile is reduced (the number in parenthesis) due to various
increases by +3. sources of interference.
o Keep in mind that this is a guideline. In addition to Strength, the • APM: +9 (+4)
size of the operator and the weapon will affect usage. • AVM: +12 (+6)
• HEM: +9 (+4)
HEAVY WEAPONS TABLE 2 When using a missile against a vehicle, the Defense is the better of the
vehicle's normal Defense or its Stealth rating.
Weapon Size Str Wt. Purchase DC Illegal DC Res Missiles scatter when the attack misses as with grenades and thrown
Assault Cannon H 22/17 80 lb. 24 27 Mil objects. APM and HEM reduce the scatter distance by 2 squares, while AVM
Heavy MG H 20/15 60 lb. 23 25 Mil reduce the scatter distance by 3 squares.
Missiles move at 8,800 ft. per round. This translates to 1,760 squares per
Grenade launcher S 2/1 3 lb. 20 24 Mil
round on the character vehicle scale, and 176 squares per round on the chase
Medium MG H 13/8 24 lb. 21 23 Mil vehicle scale. When fired, missiles are assumed to begin moving at top speed.
Missile Launcher H 10/5 16 lb. 25 28 Mil Reading Missiles and Rockets Table 1:
• Damage Type: This is the type of damage the missile deals.
Assault Cannon: The damage on the table is not modified for the • Blast Increment: Missiles have a blast increment. This represents
explosive ammunition quality. This weapon normally uses a 20-round box the fact that as the explosion moves outward, it loses power. Unless
magazine, but Linked belted ammo may be used also. noted otherwise, missiles have four blast increments. This is
Grenade launcher: The damage dealt by this weapon depends on the presented in the following format: radius in ft. – damage (Reflex save
ordinance being used. DC for half damage).
Missile launcher: Assembling or disassembling this weapon takes 3d6 • Armor: This indicates which aspect of armor protects against the
rounds. Missiles fired from this do not arm until they pass 30 ft. Within 30 ft., the missile.
round will not detonate, but an impact against a creature deals 5d6 ballistic • AP: "Armor Penetration". An attack with this missile modifies the
damage. target's damage conversion/damage reduction by this amount before
applying the DC/DR to the damage dealt. The AP of a missile is
different depending on the blast increment.

MISSILES AND ROCKETS TABLE 1


Blast Increment AP
Weapon Damage Type Armor
1 2 3 4 1 2 3 4
Anti-personnel (APM) Slashing 0-10 ft – 10d6 (25) 11-15 ft. – 5d6 (20) 16-20 ft. – 2d6 (17) 21-25 ft. – 1d6 (16) High Impact -10 -5 -1 +0
Anti-vehicular (AVM) - 0-5 ft. – 10d6 (25) - - - High Impact -10 - - -
High explosive (HEM) Concussion 0-15 ft. – 10d6 (25) 16-30 ft. – 5d6 (20) 31-45 ft. – 2d6 (17) 46-60 ft. – 1d6 (16) Low Impact -3 -2 +0 +0

weapons, unarmed strikes, natural weapons, and similar low-velocity


MISSILES AND ROCKETS TABLE 2 attacks.
• Energy Resistance / Energy: This is the amount of damage per
Weapon Size Wt. Purchase DC Illegal DC Res
attack that the armor negates from energy attacks. In general, energy
Missiles attacks include all forms of energy not covered by the following types
Anti-personnel D 5 lb. 18 22 Mil (plasma is treated as energy – not fire).
Anti-vehicular D 7 lb. 20 24 Mil • Energy Resistance / Fire: This is the amount of damage per attack
that the armor negates from fire attacks.
High explosive D 5 lb. 19 23 Mil
• Energy Resistance / Cold: This is the amount of damage per attack
Rockets that the armor negates from cold attacks.
Anti-personnel D 5 lb. 16 20 Mil • Energy Resistance / Acid: This is the amount of damage per attack
Anti-vehicular D 7 lb. 18 22 Mil that the armor negates from acid attacks.
• Energy Resistance / Sonic: This is the amount of damage per
High explosive D 5 lb. 17 21 Mil
attack that the armor negates from sonic attacks. In this instance,
sonic attacks refer to directed sonic attacks that can deal point-
Anti-personnel (APM/APR): These essentially large fragmentation specific damage. It does not apply to sonic effects.
grenades spread shrapnel across a broad area.
Anti-vehicular (AVM/AVR): When an AVM/AVR strikes a building, vehicle, Damage conversion and energy resistance follow a specific pattern in
or similar structure, it ignores 10 points of hardness before calculating the terms of the dice used. Certain things, such as armor inserts, increase the die
damage dealt to the target. If an AVM/AVR strikes a target with a hardness of typo by a number of steps, often only against certain attacks. These steps are:
less than 5, it does not detonate.
High explosive (HEM/HER): These deal concussive damage to the
1d2-1 1d12-1
indicated area.
1d4-1 2d8-2

A RMOR AND C LOTHING 1d6-1


1d8-1
3d6-3
2d10-2
Reading Armor Table 1: 1d10-1 2d12-2
• Damage Conversion / High Impact: This is the amount of damage
from high impact weapons that the armor converts to non-lethal
For example, a lined coat normally provides High Impact protection of
damage. High impact weapons include firearms, grenades, and most
1d10-1, and Low Impact protection of 1d6-1. A lined coat with a titanium trauma
other modern ballistic weaponry.
plate provides 1d12-1 High Impact protection, and 1d8-1 Low Impact protection.
• Damage Conversion / Low Impact: This is the amount of damage Against blunt and concussive attacks, it provides 2d8-2 points of protection.
from low impact weapons that the armor converts to non-lethal
damage. Low impact weapons include most melee weapons, ranged

ARMOR TABLE 1
Damage Conversion Energy Resistance
Armor
High Impact Low Impact Energy Fire Cold Acid Sonic
Ultra-Light Armor
Armor clothing 1d8-1 1d4-3 1d4-3 Special 1d4-3 1d4-3 0
Light Armor
Armor vest 1d6-1 1d4-1 1d4-1 1d4-2 1d4-3 1d4-2 0
Armor vest, plates 1d6+1 1d6-1 1d4-1 1d4-2 1d4-3 1d4-2 0
Lined coat † 1d10-1 1d6-1 1d4-2 1d4-3 1d4-2 1d4-3 0

3636
Section 4: Equipment

ARMOR TABLE 1
Damage Conversion Energy Resistance
Armor
High Impact Low Impact Energy Fire Cold Acid Sonic
Armor jacket † 1d12-1 1d8-1 1d4-1 1d4-2 1d4-3 1d4-3 0
Medium Armor
Partial heavy armor † 2d8-2 1d12-1 1d4-1 1d6-1 1d6-1 1d6-1 1d4-3
Heavy Armor
Full heavy armor † 2d12-2 2d8-2 1d6-1 1d8-1 1d8-1 1d8-1 1d6-3

This armor can take inserts.

Reading Armor Table 2:


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

ARMOR TABLE 2
Armor Type Mas Dmg Max Dodge Bonus Armor Penalty Speed (30 ft.) Wt. Purchase DC Illegal DC Restriction
Ultra-Light Armor (does not require any feat)
Armor clothing Concealable +1 +9 -1 30 ft. 2 lb. 15 15 -
Light Armor (requires the Armor Proficiency (light) feat)
Armor vest Concealable +2 +9 -0 30 ft. 2 lb. 12 12 -
Armor vest, plates Concealable +3 +7 -1 25 ft. 4 lb. 16 16 -
Lined coat Concealable +4 +6 -3 25 ft. 2 lb. 17 16 -
Armor jacket Concealable +5 +6 -3 25 ft. 5 lb. 17 16 -
Medium Armor (requires the Armor Proficiency (medium) feat)
Partial heavy armor Tactical +8 +3 -5 20 ft. 18 lb. 26 28 Military
Heavy Armor (requires the Armor Proficiency (heavy) feat)
Full heavy armor Tactical +10 +0 -8 20 ft. * 26 lb. 28 32 Military
* When you run in this armor, you move at triple your base speed, not quadruple.

Armor clothing: +2 bonus to Spot checks to notice that this is armor.


Armor clothing provides no protection against fire – in fact, if you are wearing S ECURITY AND S URVEILLANCE
armor clothing and are subject to a fire-based attack, you suffer an additional 1d2 SURVEILLANCE AND SECURITY TABLE
points of damage (per round if the fire is continuous) from the material melting
into your flesh. Purchase
Object Size Wt. Illegal DC Res
Armor jacket: +2 bonus to Spot checks to notice that this is armor. DC
Armor vest, plates: +3 bonus to Spot checks to notice that this is armor. Vision Enhancers
This armor includes light ceramic inserts. Binoculars S 2 lb. 10 9 -
Armor vest: +2 bonus to Spot checks to notice that this is armor.
Low-light S 4 lb. 12 15 -
Lined coat: +2 bonus to Spot checks to notice that this is armor. Weapons
of up to Medium size concealed in this coat increase the DC required to spot Thermographic S 4 lb. 13 15 -
them by +3. Goggles S 0.5 lb. 19 21 -
Low-light S 0.75 lb. 21 23 -
Layering Armor Thermographic S 0.75 lb. 22 23 -
You can wear multiple suits of armor at the same time. When doing so, simply Communications
roll all of the applicable armor rating and total the results. For example, if you are
Micro-camcorder D 0.5 lb. 21 23 Res
hit by an Ares Predator (high impact), and are wearing armor clothing (HI 1d8-1)
and a lined coat (HI 1d10-1), you roll 1d8 +1d10-2 to determine the total damage Micro-recorder D 0.5 lb. 18 20 Res
converted to non-lethal. Micro-transceiver F 0.5 lb. 21 23 Res
The massive damage bonus from all of the armor stacks. Surveillance Measures
To determine the maximum dodge bonus from layered armor, take the
Data codebreaker (1-6) M 5 lb. 25 + Rtg 27 + Rtg Mil
lowest rating, and subtract one for each additional piece of UltraLight Armor,
subtract 2 for each additional piece of Light armor, subtract 3 for each additional Dataline tap D 0.25 lb. 23 25 Lic
piece of Medium armor and subtract 4 for each additional piece of Heavy armor. Laser microphone (1-6) S 3.5 lb. 13 + Rtg 15 + Rtg Res
For example, when wearing the lined coat (Max Dodge +6) and the armor Shotgun microphone (1-6) S 3.5 lb. 12 + Rtg 13 + Rtg Res
clothing (Max Dodge +9), your maximum dodge bonus is (6 - 1) +5. This can end
Signal locator T 0.25 lb. 18 19 Res
up imposing a penalty to your Defense. For example, if you are attempting to
wear full heavy armor (Max Dodge +0) and an armored jacket (Max Dodge +6), Tracking signal (1-5) F - 10 + Rtg 12 + Rtg Res
then you actually end up suffering a -3 Max Dodge, which translates as a -3 Voice identifier (1-6) S 10 lb. 20 + Rtg 22 + Rtg Res
penalty to Defense. Surveillance Countermeasures
The armor penalty is equal to the armor penalties added together +1. For
Bug scanner (1-10) T 1 lb. 14 + Rtg 16 + Rtg Res
example, when wearing the lined coat (Armor Penalty -3) and the armor clothing
(Armor Penalty -1), the total armor penalty is (3+1+1) -5. Data encryption system (1-10) S 6 lb. 17 + Rtg 19 + Rtg Mil
Your base speed is the lowest base speed, -5 feet per additional piece of Dataline scanner (1-10) S 6 lb. 9 + Rtg 11 + Rtg Res
Heavy or Medium armor. Jammer (1-15) M Special 17 + Rtg 18 + Rtg Mil
Voice mask D 0.25 lb. 18 19 Mil
Clothing White noise generator (1-10) S Special 18 + Rtg 20 + Rtg Res
CLOTHING TABLE Security Devices
Object Size Wt. Purchase DC Illegal DC High-intensity veracity
M 5 lb. 31 33 Res
Fine clothing Medium 3 lbs. 15 15 examiner
Ordinary clothing Medium 2 lbs. 7 6 Identification scanners
Très Chic clothing Medium 3 lbs. 18 18 Thumbprint F 0.1 lb. 12 12 -
Palmprint T 0.25 lb. 14 16 -
For creatures that are larger than Medium, increase the DC by +1 per Retinal T 0.25 lb. 18 22 -
additional Size category. For creatures that are Small, reduce the DC by one Maglock (1-15)
point. For creatures smaller than Small, use the listed DC.
Cardreader T 0.5 lb. 9 + Rtg 9 + Rtg -
Keypad T 0.5 lb. 12 + Rtg 12 + Rtg -
Print scanner T 0.5 lb. 16 + Rtg 16 + Rtg -

3737
Section 4: Equipment

SURVEILLANCE AND SECURITY TABLE technological devices, including cybernetic devices, by the rating x2 of this
device.
Purchase
Object Size Wt. Illegal DC Res
S URVIVAL G EAR
DC
Panicbutton hook-up - - 18 18 -
Maglock passkey S 1 lb. 31 35 Mil SURVIVAL GEAR TABLE
Restraints Object Size Wt. Purchase DC Illegal DC Res
Metal T 1 lb. 7 7 Res Chemsuit M 3 lb. 18 18 -
Plastic D - 4 4 Res Respirator T 1 lb. 15 18 -
Squealer T 1 lb. 10 12 Res Pressure regulator D 0.5 lb. 13 15 -
Survival kit S 2 lb. 10 10 -
Binoculars: Standard binoculars reduce the range penalty for Spot checks
from -1 per 10 ft. to -1 per 50 ft. Using binoculars for Spot checks takes five times Ration bars (10 days) S 1 lb. 5 5 -
longer than normal. Binoculars can be enhanced with low-light or thermograph.
• Low-light: When using low-light binoculars to make Spot checks in Respirator: This provides 4 hours of air at normal exertion levels. Against
low-light conditions, you suffer penalties as if you posses the inhaled gases, it provides a +4 bonus to save and reduces the effect to one-half
extraordinary ability of low-light vision. normal.
• Thermographic: When using thermographic binoculars to make Spot
checks, you suffer penalties as if you possess the extraordinary
ability of darkvision within 120 ft. W ORKING G EAR
Bug scanner: This is a dedicated sensor with a range of 30 ft. Apply the WORKING GEAR TABLE
rating as a bonus to the Computer Use check to detect transmitting monitoring
Object Size Wt. Purchase DC Illegal DC Restriction
devices.
Data codebreaker: Apply the rating as a bonus to Computer Use checks to Facility
decrypt transmissions. General G - 34 39 -
Data encryption system: DCs to decrypt information encrypted with this High-tech G - 38 42 -
device are 15 + data encryption system rating.
Vehicle G - 36 41 -
Dataline scanner: Apply the rating of this device to Computer Use checks
to detect dataline taps. Kit
Dataline tap: This is a high-tech version of a telephone tap. Detecting a General S 10 lb. 15 18 -
dataline tap requires a dataline scanner and a DC 25 Computer Use check. High-tech S 10 lb. 19 22 -
Goggles: Standard goggles reduce the range penalty for Spot checks from
-1 per 10 ft. to -1 per 25 ft. Using goggles for Spot checks takes five times longer Vehicle S 10 lb. 18 20 -
than normal. Goggles can be enhanced with low-light or thermograph. Shop
• Low-light: When using low-light goggles to make Spot checks in low- General H 500 lb. 23 26 -
light conditions, you suffer penalties as if you posses the High-tech H 500 lb. 27 31 -
extraordinary ability of low-light vision.
• Thermographic: When using thermographic goggles to make Spot Vehicle H 500 lb. 26 30 -
checks, you suffer penalties as if you possess the extraordinary
ability of darkvision within 120 ft. Facility: A facility provides a +6 equipment bonus to the appropriate skill
High-intensity veracity examiner: For the purposes of determining the checks.
subject's veracity, this device has a Sense Motive bonus of +16. Kit: A kit provides a +1 equipment bonus to the appropriate skill checks.
Identification scanners: Apply the rating of these devices as a bonus to Shop: A shop provides a +3 equipment bonus to the appropriate skill
the d20 roll to detect counterfeits. checks.
Jammer: A jammer reduces the Signal of all broadcast systems in the area
by its rating.
Laser microphone: A laser microphone has a range of (rating x 50 ft.).
L IFESTYLE
When using a laser microphone, you can hear a 10 ft. area around a glass Purchase DC: For Lifestyles, the Purchase DC is listed as Daily / Monthly /
window with a normal Listen check, not modified by distance. Permanent.
Maglock: Maglocks are ubiquitous in the Sixth World, securing everything
from gym lockers to corp. vaults. Maglocks come in three basic types – LIFESTYLE TABLE
cardreaders, keypad, and print scanners.
Object Size Wt. Purchase DC Illegal DC Restriction
• Cardreader: Bypassing cardreader systems requires a DC 25
Disable Device check. Some locks may possess anti-tampering Coffin hotel L - 5/-/- 6/-/- -
systems that increase this DC. A maglock passkey can be used to Lifestyles
bypass the system. Roll 1d20+10 versus the rating of the maglock High - - 14 / 26 / 42 15 / 27 / 43 -
+10. Hospitalized
• Keypad: Bypassing keypad systems requires a DC 20 Disable
Device check. Some locks may possess anti-tampering systems that Intensive care - - 18 / - / - 19 / - / - -
increase this DC. Standard - - 15 / - / - 16 / - / - -
• Print scanner: Bypassing print scanner systems, including retinal Low - - 6 / 18 / 34 7 / 19 / 35 -
scanners, requires a Disable Device check, with a DC equal to 25 + Luxury - - 30 / 34 / 50 31 / 35 / 51 -
scanner rating. Some locks may possess anti-tampering systems that
Middle - - 12 / 23 / 39 13 / 24 / 40 -
increase this DC. Synthetic prints may be used to spoof the system;
in such cases, roll 1d20 + print rating against a DC of scanner rating Squatter - - 2 / 10 / 18 3 / 11 / 19 -
+10. Actual fingers or hands removed from the owner have an initial Street - - 0 0 -
rating of 8, but lose one point per hour, or one point per 3 hours if Music
properly cared for.
Disk F - 4 4 -
Restraints:
• Metal: Hardness 10, hit points 15, Break DC 30, Escape Artist DC 35. Mastoid implant F - 18 18 -
• Plastic: Hardness 0, hit points 6, Break DC 40, Escape Artist DC 50. Playback unit F 0.25 lb. 12 11 -
Each failed Break or Escape Artist check deals 1 point on non-lethal Quad speakers D 0.25 lb. 10 9 -
damage to the wrists. Simsense
• Squealer: Hardness 10, hit points 15, Break DC 32, Escape Artist DC
35. This contains a continual-broadcast tracking signal. Player unit S 0.75 lb. 14 14 -
Shotgun microphone: A shotgun microphone has a range of (rating x 50 Program chip F - 7 6 -
ft.). The microphone must be pointed directly at the target, and can only hear Portable recorder M 5 lb. 31 31 -
sounds from a 5 ft. area. When using a shotgun microphone, you can hear the Video
sounds in the area with a normal Listen check, not modified by distance.
Signal locator: To detect other tracking signals in the area, roll a DC 20 Disk F - 4 4 -
Computer Use check. Recorder package M 2 lb. 18 18 -
Tracking signal: Increase the DC of jamming attempts against this device Screen M 3 lb. 11 10 -
by the rating. Transmission unit M 5 lb. 23 24 -
Voice identifier: When attempting to penetrate a voice mask with this
device, roll a Computer Use check with a bonus equal to the rating of this device.
Lifestyles: Your lifestyle has an impact on your ability to heal wounds.
Voice mask: The DC for penetrating a voice mask is 4d6.
White noise generator: Increase the DC of Listen checks made with • High: A high lifestyle provides a +4 bonus to hit points healed per
week, and a +2 bonus to ability damage healed per week (total, not

3838
Section 4: Equipment

per ability score). transaction, and a flag will be raised on your credstick. For each flag, your
• Hospitalized: A standard hospitalized provides a +8 bonus to hit credstick rating is reduced by 1d2 points.
points healed per week, and a +4 bonus to ability damage healed per If the reader beats the DC, it rejects your credstick and notifies the local law
week (total, not per ability score). Intensive care does not increase enforcement while instructing the operator to restrain you.
your healing, but can reduce the chance of dying. The forged credsticks on the table above have a rating listed in
• Low: A low lifestyle reduces your healing by -1 point per week for hit parenthesis. If you wish a credstick with a better rating, the Purchase DC
points, and reduces ability damage healing times to 1 + Constitution increases by the (desired rating –listed rating). For example, if you want a rating
modifier every two weeks. 20 Silver credstick, the Purchase DC is 17.
• Luxury: A luxury lifestyle provides a +6 bonus to hit points healed per Personal Computers: Computers ("tortoises") use OMC (Optical Memory
week, and a +3 bonus to ability damage healed per week (total, not Chips) as hard drive/ram/storage. See Cyberdecks and Programs below for more
per ability score). information on computers.
• Middle: A middle class lifestyle is required for normal healing. Pocket Secretary: PocSecs have a device rating of 2 typically.
• Squatter: A squatter lifestyle reduces your healing by -2 points per Portable phones: For range purposes, portable phones have a Signal of 3.
week for hit points, and reduces ability damage healing times to 1 +


Constitution modifier every three weeks.
Street: A street lifestyle reduces your healing by -3 points per week
C YBERWARE
for hit points, and reduces ability damage healing times to 1 + Cyberware for Shadowrun/d20 Modern follows some of the basic rules as
Constitution modifier every four weeks. presented in d20 Future (p.192), but modified as follows.
Progress Level: In 2050, cyberware is at a Progress Level of 7.

E LECTRONICS Installation and Removal


ELECTRONICS TABLE These rules apply only for cyberware gained in play, as opposed to cyberware
Purchase Illegal taken during character creation.
Object Size Wt.
DC DC
Restriction • Requirements: To install a piece of cyberware, the surgeon must
have the Cybernetic Surgery feat. If the surgeon does not have this
Credstick Dim 0.25 lb. Special Special Special feat, he takes a -8 penalty on the Treat Injury check. In addition, he
Forged credsticks must have a proper facility for implanting. If the surgeon lacks such a
Grey certified (15) - 10 Illegal facility, an additional penalty (typically -1 to -10) applies. Street Docs
Silver certified (15) - 12 Illegal frequently lack proper facilities. Any implantation of 1+ Essence in
cyberware is invasive surgery and can cause Awakened characters
Gold certified (17) - 14 Illegal to check for Magic Rating loss.
Platinum certified (19) - 16 Illegal • Time: The time required to install a piece of cyberware varies, and is
Ebony certified (21) - 20 Illegal listed in the appropriate table, as is the Treat Injury DC. The process
Standard credstick (15) - 25 Illegal can be rushed, but for every halving of the time, the Treat Injury
check takes a -4 penalty.
Legitimate credsticks
• Failure: If the surgeon fails his check, the recipient must wait a
Grey certified 6 6 - minimum of 24 hours before the procedure can be attempted again. If
Silver certified 8 8 - the surgeon fails by 5 or more, the recipient takes 1d4 points of
Gold certified 10 10 - Constitution damage. if the surgeon fails by 10 or more, the recipient
takes 1d4 points of Constitution drain and 1d4 points of Constitution
Platinum certified 12 12 -
damage.
Ebony certified 14 14 - • Recovery: After the surgery, the recipient is exhausted for an amount
Standard credstick 10 10 - of time equal to the time of the surgery, and fatigued for twice as long
Data Display Systems (once the exhausted condition ends). If the recipient succeeds on a
DC 25 Fortitude save, he is instead only fatigued. For every 2 points
Data unit S 2 lb. 28 28 -
by which the surgeon beats the DC, the recovery time is reduced by
Head-set T 1 lb. 28 30 - one hour, but cannot be reduced by more than 6 hours.
Heads-up display T 1 lb. 31 34 - • Assimilation: It takes a while for the recipient to assimilate the new
Pocket secretary T 0.5 lb. 22 22 - implant into his mental and physical processes. Four hours after the
Portable Phones surgery, the recipient must make a DC 20 Intelligence check. If
successful, he properly assimilates the new cyberware. If the check
Booster pack T 2 lb. 15 15 - fails, repeat it four hours later, with a (cumulative) +1 bonus. Until the
Earplug unit F 0.1 lb. 18 19 - check is successful, the recipient cannot use the ware. If the implant
Handset unit T 1 lb. 15 15 - is something like dermal plating, the recipient suffers a -4 penalty to
physical tasks.
Wrist model F 0.25 lb. 18 17 -
w/flip-up screen
Telecom
F
L
0.25 lb.
30 lb.
19
24
19
24
-
-
Number of Attachments
The (meta)human body can withstand only so much metal. This is represented
by a combination of d20 Future rules and Shadowrun 3rd Edition rules. A creature
Booster pack: This increases a phone's Signal by +1 for determining can have a basic number of implants equal to 1 + Constitution modifier (minimum
range. of 0). However, not all implants count as a full implant. Many implants count as
Credstick: Credsticks in this conversion undergo some differences from only a fraction of an implant (using the basic Shadowrun 3rd Edition Essence
the Shadowrun Third Edition rules. There are two basic types of credsticks – numbers). For bookkeeping, track Essence upwards (as in a positive number
Standard and Certified. Standard credsticks do not come in colors – a standard Essence 1.4, 2.7, etc).
credstick is a standard credstick. The standard credstick contains your financial You can exceed this safe number of implants, but for every full implant (or
data, identification, medical history, and all the other assorted records that come fraction thereof) point, you suffer a "negative level" (Shadowrun/d20 Modern
with having a SIN. Without a SIN, you cannot purchase a legitimate standard doesn't use levels however).
credstick.
Certified credsticks contain only e-money, and are coded by color. The
color of the certified credstick denotes the maximum amount of funds it contains,
Cyberware and the Awakened
or in the terms of the Wealth system, the maximum Purchase DC it can handle. For every point of cyberware you have installed, you lose a point of Magic
When using a certified credstick, the normal rules for Wealth are modified. Rating. Period. This point cannot be recovered, even if you have the implants
Wealth loses accrue as normal, except any purchase reduces Wealth by at least removed. Once your Magic Rating is reduced to 0, nothing will cause it to
one point. Certified credsticks are available in the following colors: recover, not even the process of Initiation.
• Grey: 5,000¥ (Max Purchase DC 23).
• Silver: 20,000¥ (Max Purchase DC 28). Benefits and Drawbacks
• Gold: 200,000¥ (Max Purchase DC 36).
• Platinum: 1,000,000¥ (Max Purchase DC 42). Electrical Vulnerability
• Ebony: Unlimited (No Max). Cyberware in Shadowrun/d20 Modern is assumed to be electrically shielded.
Forged credsticks may be detected by credstick readers. The standard Thus, characters with cybernetic implants do not routinely suffer additional
credstick reader (such as you find at the average department store) has a rating damage from electrical attacks. However, used or low-grade cyberware (and
of 10. When you use a forged credstick, the GM will roll a test for the reader frequently, cyberware gained from non-legitimate sources is in fact used and or
(1d20 + rating) against a DC equal to the rating of your credstick. If the test fails, low-grade) may not have this protection.
the credstick passes the check, and you may use it normally.
If the reader rolls the DC, then the operator of the reader is instructed to Negative Levels
interrogate you to confirm your identity. This takes 2d6 rounds, and requires you Each negative level imposes a -2 penalty on attack rolls, skill checks, ability
to make a Bluff check against the operator's Sense Motive check. If you win, the checks, and saving throws. These penalties remain for as long as the excess
operator will process the transaction. If you fail, the operator will not process the

3939
Section 4: Equipment

implants remain. CYBERWARE AND SIZE TABLE


Susceptibility to Attack Size Purchase DC Weight
For the most part, this will apply only to cybernetic limbs, but other external Large +1 x2
implants may be targeted. Small +1 x0.5
Tiny +2 x0.25
Massive Damage Effects Diminutive +4 x0.12
Massive Damage alone typically will not affect your implants. However, the Injury Fine +6 x0.06
rules will. If you suffer an Injury to an area with an implant, then you check for the
Massive Damage effects found on page 194 of d20 Future.
Reading the Tables
Cyberware, Advanced Grades, and •

Object: This is the implant in question.
Ess: "Essence" This is the point value of the implant for maximum
Mastercraft safe implant purposes.
Shadowrun/d20 Modern does not account for the improved cyberware available • Size: This is the size of the implant.
in later periods of the Sixth World. As a note, however, for crafting purposes and • Cap: If there is a number listed here in brackets [x], this is how much
the like, Alpha-, Beta-, and Delta-ware are considered Mastercraft +1, +2, and +3 space the implant takes if installed in a cyberlimb. This allows access
respectively. to and use of the implant without impacting the maximum safe
number of implants (no Essence cost). If there is a number listed
Cyberware and Size here, this is the amount of space the implant has to take other
implants.
Cyberware that is marked with an asterisk (*) has a different cost and weight
• Wt.: This is the weight of the implant. Add this to the character's
based on the size of the recipient. Listed costs are for Medium characters. For
weight.
characters of different sizes, add the following to the Purchase DC:
• Purchase DC: This is the Purchase DC of the implant.
• Illegal DC: This is the Purchase DC of the implant when acquired
CYBERWARE AND SIZE TABLE through less than legal channels.
Size Purchase DC Weight • Restrict: This is the restriction level of the implant.
Colossal +6 x16 • Treat Injury: This is the base Treat Injury check DC required to install
Gargantuan +4 x8 the implant.
• Install Time: This is the base time required to install the implant.
Huge +2 x4

Headware
CYBERWARE - HEADWARE TABLE
Object Ess Size Cap Wt. Purchase DC Illegal DC Restrict Treat Injury Install Time
Communications
Chipjack 0.2 F [1] - 18 17 - 18 4 hours
Datajack 0.2 F [1] - 18 17 - 18 4 hours
Radio 0.75 F [1] - 23 22 - 19 4 hours
Radio receiver 0.4 F [1] - 20 20 - 18 4 hours
Synthlink 0.2 F [1] - 18 18 - 18 4 hours
Telephone 0.5 F [1] - 23 22 - 18 4 hours
Ears
Cosmetic modification* - - - - 18 17 - 18 4 hours
Cyber replacement* 0.3 - 4 0.1 lb. 23 22 - 18 4 hours
Damper 0.1 F [1] - 22 23 - 18 4 hours
High frequency 0.2 F [1] - 22 23 - 18 4 hours
Low frequency 0.2 F [1] - 22 23 - 18 4 hours
Mastoid implant 0.1 F [1] - 18 18 - 18 4 hours
Recorder 0.3 F [2] - 25 27 Res 18 4 hours
Eyes
Camera 0.4 F [2] - 23 26 - 18 4 hours
Cosmetic modification* - - - - 18 17 - 18 4 hours
Cyber replacement* 0.2 F 4 0.1 lb. 23 23 - 18 4 hours
Flare compensation 0.1 F [1] - 20 21 - 18 4 hours
Low-light 0.2 F [2] - 22 23 - 18 4 hours
Retinal duplication 0.1 F [1] - 31 34 Illegal 18 4 hours
Thermographic 0.2 F [2] - 22 23 - 18 4 hours
Internals
Cortex bomb - F [2] 0.1 lb. 39 39 Illegal 20 5 hours
Data filter 0.3 F [1] - 23 24 - 18 4 hours
Data lock 0.2 F [1] - 18 19 - 18 4 hours
Datasoft link 0.1 F [1] - 18 18 - 18 4 hours
Display link 0.1 F [1] - 18 18 - 18 4 hours
Memory 0.2 F [1] - Special Special - 18 4 hours

Camera: The memory chip in the eye camera can store approximately attacks that have effects actually based on the sounds (a siren's song, for
10,000 HD images. example), and provides an energy resistance of 4 versus sonic damage.
Chipjack: Chipjacks are used to access Skillsofts without necessarily Data filter: This shunts sensory input into your headware memory,
uploading the Skillsoft into headware memory. Changing a chip is a move action. completely bypassing your normal memory. Whatever you see, hear, feel, taste,
Regardless of Skillwire statistics, if a character is running a chip straight from the touch, and experience while this is active is shunted to your cybernetic memory;
chipjack, he can run only the single chip. once the experience passes, you have no memory of it. If you do not have
Cortex bomb: A cortex bomb automatically kills the bearer, and deals 2d6 cybernetic memory, then this simply blocks the information from storage in your
damage to a 5 ft. radius, with a DC 17 Reflex save for half damage. brain.
Cyber-replacement – ears: Cybernetic ears are superior to normal ears Data lock: This prevents you from accessing your own headware memory.
and provide a +1 bonus to Listen checks. Datasoft link: This dedicated jack allows you to access Data-, Know-, and
Cyber-replacement – eyes: Cybernetic eyes are superior to normal eyes Linguasofts.
and provide a +1 bonus to Search and Spot checks. Display link: This is as if having a computer monitor in your eye, except
Damper: This provides you with a +10 bonus to save against sound-based your computer can only send information in DOS text – no images or graphics. It

4040
Section 4: Equipment

is prettier than basic green or amber, but not much. action.


Flare compensation: This does not prevent blindness or glare from To determine the cost of headware memory, multiply the rating x 10, and
sudden bright light, such as that provided by a flash-pak, but it does provide a +4 compare to Table 7-1: Purchase DCs on p. 204 of d20 Modern Roleplaying
bonus to save against those effects. It eliminates vision penalties from glare, Game.
such as caused by walking on a field of snow at mid-day. Radio receiver: For the purposes of range and jamming, this has a Signal
High frequency: This allows you to hear high frequency sounds. 3.
Low frequency: This allows you to hear low frequency sounds. Radio: For the purposes of range and jamming, this has a Signal 3.
Low-light: This implant provides standard low-light vision. As with any Recorder: The memory chip in the ear recorder can store approximately
other eye implant, if only one eye possesses the capability, you suffer a -2 10,000 hours of sound.
penalty on ranged attacks when using the implant. Retinal duplication: Retinal duplication typically has a bonus of +4 to
Mastoid implant: This is an implanted speaker for listening to music and bypass retinal scanners.
video in your head. Synthlink: This allows cybernetic control of properly equipped instruments,
Memory: For most mundane tasks, a single rating of headware memory is typically synthesizers. Available as a wireless connection (Signal 1).
sufficient, allowing for unprecedented storage. Of course, the GM may rules that Telephone: You can make telephone calls in your head if there is a viable
certain files require "x" amount of memory. The primary use of headware cellular network available. For the purposes of ECM and jamming, this is
memory is to act as storage space for the use of Skillsofts, allowing you to free considered a rating 1 device. For range, this is a Signal 3 device. Reception is
up chipjacks and datasoft links by uploading the programs straight to headware audio only – however, you can run a datajack connection to a vid or trid screen
memory. and have A/V communications. The telephone can receive faxes (1 block of
Headware memory is available in a rating of 1 to 30. The rating of the memory).
headware memory determines the total amount of Skillsoft ratings that may be Thermographic: This provides darkvision with a range of 60 ft. As with any
stored. For example, if you have rating 15 headware memory, you can store other eye implant, if only one eye possesses the capability, you suffer a -2
three Rating 5 Activesofts, one Rating 15 Activesoft, etc. penalty on ranged attacks when using the implant.
Uploading or downloading programs into/from headware memory is a move

Bodyware
CYBERWARE - BODYWARE TABLE
Object Ess Size Cap Wt. Purchase DC Illegal DC Restrict Treat Injury Install Time
Dermal plating*
Level 1 0.5 M - 3 lb. 24 24 Res 18 8 hours
Level 2 1 M - 6 lb. 27 27 Res 19 8 hours
Level 3 1.5 M - 9 lb. 31 31 Res 19 8 hours
Filtration systems*
Air - - -
Rating 1 0.1 - - - 27 27 - 18 6 hours
Rating 2 0.2 - - - 30 30 - 18 6 hours
Rating 3 0.3 - - - 31 31 - 18 6 hours
Rating 4 0.4 - - - 32 32 - 18 6 hours
Rating 5 0.5 - - - 33 33 - 18 6 hours
Rating 6 0.6 - - - 33 33 - 19 6 hours
Rating 7 0.7 - - - 34 34 - 19 6 hours
Rating 8 0.8 - - - 34 34 - 19 6 hours
Rating 9 0.9 - - - 35 35 - 19 6 hours
Rating 10 1 - - 0.1 lb. 35 35 - 19 6 hours
Blood - - -
Rating 1 0.2 - - - 26 26 - 18 6 hours
Rating 2 0.4 - - - 28 28 - 18 6 hours
Rating 3 0.6 - - - 30 30 - 19 6 hours
Rating 4 0.8 - - - 31 31 - 19 6 hours
Rating 5 1 - - 0.1 lb. 31 31 - 19 6 hours
Rating 6 1.2 - - 0.1 lb. 32 32 - 20 8 hours
Rating 7 1.4 - - 0.1 lb. 33 33 - 20 8 hours
Rating 8 1.6 - - 0.1 lb. 33 33 - 21 8 hours
Rating 9 1.8 - - 0.2 lb. 33 33 - 21 8 hours
Rating 10 2 - - 0.2 lb. 34 34 - 22 9 hours
Ingested toxin - - -
Rating 1 0.2 - - - 26 26 - 18 6 hours
Rating 2 0.4 - - - 28 28 - 18 6 hours
Rating 3 0.6 - - - 30 30 - 19 6 hours
Rating 4 0.8 - - - 31 31 - 19 6 hours
Rating 5 1 - - 0.1 lb. 31 31 - 19 6 hours
Rating 6 1.2 - - 0.1 lb. 32 32 - 20 8 hours
Rating 7 1.4 - - 0.1 lb. 33 33 - 20 8 hours
Rating 8 1.6 - - 0.1 lb. 33 33 - 21 8 hours
Rating 9 1.8 - - 0.2 lb. 33 33 - 21 8 hours
Rating 10 2 - - 0.2 lb. 34 34 - 22 9 hours
Fingertip compartment* - F [1] - 22 22 - 18 2 hours
Hand razors* 0.1 F [1] 0.1 lb. 23 23 Illegal 18 2 hours
Retractable* 0.2 F [2] 0.15 lb. 25 25 Illegal 18 4 hours
Muscle replacement*
Level 1 1 M - 2 lb. 28 28 Res 19 20 hours
Level 2 2 M - 4 lb. 31 31 Res 20 20 hours
Level 3 3 M - 6 lb. 32 32 Res 21 20 hours
Level 4 4 M - 8 lb. 33 33 Res 22 20 hours
Skillwires* Rtg x 0.2 M - 0.2 lb. 10 + Rtg 10 + Rtg - 24 20 hours
Smartgun link 0.5 F [1] - 21 21 Mil 18 6 hours

4141
Section 4: Equipment

CYBERWARE - BODYWARE TABLE


Object Ess Size Cap Wt. Purchase DC Illegal DC Restrict Treat Injury Install Time
Spur* 0.1 T [2] 0.5 lb. 25 25 Illegal 18 4 hours
Retractable* 0.3 T [3] 0.6 lb. 26 26 Illegal 18 6 hours
Vehicle control rig
Level 1 2 F - - 26 26 Res 20 16 hours
Level 2 3 F - - 32 33 Res 21 16 hours
Level 3 5 F - - 38 39 Res 23 16 hours
Voice modulator 0.2 T - 0.25 lb. 31 31 - 18 8 hours
Increased volume - - - - 26 26 - 18 2 hours
Playback 0.2 F - 0.25 lb. 31 31 - 18 2 hours
Secondary pattern - - - - 31 34 Illegal 18 2 hours
Tonal shift - - - - 29 29 - 2 hours
Wired reflexes
Level 1 2 F - - 32 32 Res 20 24 hours
Level 2 3 F - - 36 36 Res 21 24 hours
Level 3 5 F - - 39 39 Mil 23 24 hours

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

DERMAL PLATING TABLE


Damage Conversion Energy Resistance
Level
High Impact Low Impact Energy Fire Cold Acid Sonic
1 1d6-1 1d4-1 1d4-1 1d4-2 1d4-3 1d4-2 0
2 1d8-1 1d6-1 1d4-1 1d4-2 1d4-3 1d4-2 0
3 1d10-1 1d6-1 1d4-2 1d4-3 1d4-2 1d4-3 0

If your torso is uncovered, a DC 5 Spot or Search check will note that you VEHICLE CONTROL RIGS TABLE
have dermal plating. Dermal plating interferes with slap patches. Apply the level x
3 as a bonus to save versus the effects of the slap patch (including beneficial Level Skill Init Man Defense Reflex
patches). 1 +4 +2 +3 +1 +1
Filtration system – air: Apply the rating of the implant as a bonus to 2 +6 +4 +5 +2 +2
saving throws against inhaled toxins and substances. 3 +8 +6 +7 +3 +3
Filtration system – blood: Apply the rating of the implant as a bonus to
saving throws against contact and injury-vectored toxins and substances
Voice modulator: The basic system allows you to use your voice for twice
(including slap patches).
as long as normal.
Filtration system – ingested toxin: Apply the rating of the implant as a
The increased volume modification allows you to use your voice like a
bonus to saving throws against ingested toxins and substances (including
loudspeaker. You can amp your voice up to about 120 decibels (roughly equal to
beneficial substances).
a rock concert near the stage or a jet engine from the runway, just below the
Hand razors: Hand razors allow you to deal lethal slashing damage with
normal human threshold for pain).
your unarmed attacks. Extending or retracting retractable versions is a free
Playback allows you to access an audio record, either in headware memory
action.
or fed through a datajack, and reproduce the sound perfectly. Essentially, you act
Muscle replacement: Each level of muscle replacement increases your
as a glorified speaker. Playback can only duplicate what is being used. For
Strength by +2 and Dexterity by +1. Cybernetic limbs cannot have muscle
example, if are using a recording of an old LP, complete with pops and
replacement.
scratches, your playback will include these pops and scratches.
Skillwires: These are required for the use of Activesofts. Skillwires are
Secondary patterns are typically illegal. This allows you to upload a second
available in ratings from 1 to 20. Skillwires can run an Activesoft with a rating
vocal pattern, most often in an attempt to bypass a vocal recognition scanner.
equal to or less than the skillwire rating. You can run multiple Activesofts
The tonal shift modification allows you to alter your vocal tones, allowing for
simultaneously, assuming you have multiple chipjacks (or headware memory),
perfect bird calls, uncanny vocal impressions, and other vocal oddities.
but the total Activesoft rating cannot exceed the Skillwire rating.
Wired reflexes: Wired reflexes provide bonuses to Defense (dodge),
For example, if Bob is running a rating 12 Skillwire system, and has three
initiative checks, and Reflex saves. However, wired characters tend to be jumpy,
chipjacks, he can run three Rating 4 Activesofts, one rating 12 Activesoft, or any
twitchy, and nervous. Whenever a character with wired reflexes is suddenly
combination that adds up to 12 or less.
surprised, he must roll a Will save. The DC for this save is 15 + wired reflexes
A skillwire system includes a chipjack.
level. If the save fails, the character reacts without thinking. His actual action will
Also note that the capacity and such of Skillwires is for 2050 SOTA. As the
be based in a large part on his general personality. A character prone to violence
timeline progresses, the capabilities of Skillwire technology may improve.
may lash out with a fist or kick, while a character more prone to defense may
Smartgun link: The smartgun link provides you with a +2 equipment bonus
leap behind nearby cover. You suffer a penalty equal to wired reflexes level -1 to
on attack rolls made with properly modified ranged weapons. It also allows you to
Charisma checks and Charisma-based skill checks.
eject a clip as a free action, and to keep a visual readout of your ammo count.
Wired reflexes level 3 also provides you with an additional partial action
Pre-smartlinked weapons have a Purchase DC of +1 above the listed cost.
each round.
Applying a Smartlink to a "dumb" gun has a Purchase DC equal to that of the
firearm +1.
Spur: Spurs deal lethal slashing damage based on your size. Extending or WIRED REFLEXES TABLE
retracting a retractable spur is a free action. Level Defense Initiative Reflex
1 +2 +2 +2
SPUR DAMAGE TABLE 2 +3 +4 +3
Size Damage Size Damage 3 +4 +6 +4
Colossal 4d6 Small 1d4
Gargantuan 2d8 Tiny 1d3 Cyberlimbs
Huge 2d6 Diminutive 1d2 A cyberlimb has base Strength and Dexterity ability scores equal to the racial
Large 1d8 Fine 1 average +2 (i.e., a human cyberlimb has a Strength score of 12). A cyberlimb
Medium 1d6 typically has a hardness of 6 and 20 hit points*. A cyberlimb can be attacked as a
held object.
It is more difficult to deal damage to a character with cyberlimbs, as each
Vehicle control rig: The bonuses provided by a VCR apply only when you
limb reduces the fleshy part of the character. For every cyberlimb, you receive a
are jacked into a VCR-modified vehicle. The VCR provides a bonus to Drive and
damage reduction of 2/-.
Pilot checks, initiative, maneuverability, (vehicle) Defense, and Reflex saves (for
Cyberlimbs reduce your Constitution score. Each full limb reduces your
the vehicle). In addition, if you are jacked into a vehicle that is VCR equipped, but
Constitution score by 1 point.
you are not proficient with, the penalty is only -2 instead of -4. For more
*This assumes a Medium-size creature and is based on a two-inch
information on rigging, see Section 9: Rigging.
thickness. For each size category larger, increase the effective thickness by 2

4242
Section 4: Equipment

inches. For each size category smaller, decrease the effective thickness by one- half inch.

CYBERLIMBS TABLE
Object Ess Size Cap Wt. Purchase DC Illegal DC Restrict Treat Injury Install Time
Obvious Limbs
Full arm 1 M 15 10 lb. 27 27 - 19 6 hours
Full leg 1 M 20 15 lb. 27 27 - 19 6 hours
Hand/foot 0.25 T 4 2 lb. 23 23 - 18 6 hours
Lower arm 0.45 M 10 5 lb. 26 26 - 18 6 hours
Lower leg 0.45 M 12 7 lb. 26 26 - 18 6 hours
Synthetic Limbs
Full arm 1 M 8 10 lb. 28 28 - 19 6 hours
Full leg 1 M 10 15 lb. 28 28 - 19 6 hours
Hand/foot 0.25 T 2 2 lb. 24 24 - 18 6 hours
Lower arm 0.45 M 5 5 lb. 27 27 - 18 6 hours
Lower leg 0.45 M 6 7 lb. 27 27 - 18 6 hours
Strength Enhancement - - [Rtg] +# / 2 10 + ½ bonus 10 + ½ bonus - 18 6 hours

Cyberlimb, obvious: An obvious cyberlimb inflicts a -2 penalty to SKILLSOFT COSTS – SKILLS TABLE
Charisma and Charisma-based skill checks during inappropriate situations.
Cyberlimb, synthetic: Detecting a synthetic cyberlimb by sight requires a Skill Cost Narrow Cost Res Type
Spot check (DC 25). Detecting a synthetic limb by touch requires a Search check Balance PR x 1,000 - - Active
(DC 20). If clothing is worn over the limb, increase all DCs by 5. Climb PR x 1,000 - - Active
Strength enhancement: It is possible to increase the Strength score of a Computer Use PR x 500 - - Active
cyberlimb; the maximum Strength a cyberlimb may have is based on the
Craft
character’s size. Enhanced Strength provides a bonus to detect the limb. The
bonus is equal to the Strength enhancement /2. To determine the Purchase DC Chemical PR x 500 PR x 250 Lic Know
for a Strength enhancement, divide the number of points being added, and add Electronic PR x 500 PR x 250 - Know
+10. Strength enhancements cannot be upgraded – if you wish to increase the Mechanical PR x 500 PR x 250 - Know
Strength, the original enhancement must be removed, and a new one installed.
Pharmaceutical PR x 500 PR x 250 Lic Know
If your limbs have disparate Strength scores, then use the cyberlimb
Strength scores for tasks involving that limb (or part of a limb); otherwise, use an Structural PR x 500 PR x 250 - Know
average of the Strength scores. A cyber-hand does not apply increased damage Visual Art PR x 500 - - Know
to melee attacks, but it does improve grapple damage. Writing PR x 500 - - Know
• Fine: 4 Demolitions PR x 500 - Res Know
• Diminutive: 8
Diplomacy PR x 500 - - Know
• Tiny: 15
• Small: 22 Disable Device PR x 500 PR x 250 Lic Know
• Medium-size: 30 Disguise PR x 500 - - Know
• Large: 40 Drive PR x 1,000 PR x 500 - Active
• Huge: 50 Escape Artist PR x 1,000 - - Active
• Gargantuan: 60 Gamble PR x 500 PR x 250 - Know
• Colossal: 70
Handle Animal PR x 500 PR x 250 - Know

S KILLSOFTS
Hide PR x 1,000 - - Active
Investigate PR x 500 - - Know
Skillsofts are available in four types – Activesofts, Datasofts, Knowsofts, and Jump PR x 1,000 - - Active
Linguasofts. Activesofts require the use of Skillwires and allow the character to Knowledge
perform physical actions that he does not actually have the training for, such as
shooting a rifle or tumbling through a crowd of mooks. Datasofts contain raw data Arcane Lore PR x 500 - - Know
and information. A chip with a copy of the Encyclopedia Britannica would be a Art PR x 500 - - Know
Datasoft, as would a street map. A Knowsoft is similar to an Activesoft, but Behavioral Sciences PR x 500 PR x 250 - Know
applies to mental skills that do not necessarily require matching or corresponding Business PR x 500 - - Know
physical capability. A Linguasoft is a specialized Knowsoft with Speak Language
Civics PR x 500 - - Know
on it.
Skillsofts are measured by their program rating. This is the rating of the skill Current Events PR x 500 - - Know
burned on the OMC. Skillsofts have a maximum rating, based on the type of data Earth & Life Sciences PR x 500 PR x 250 - Know
contained within (these are 2050 SOTA limits). History PR x 500 PR x 250 - Know
• Activesoft: 15 Physical Sciences PR x 500 PR x 250 - Know
• Knowsoft: 20
Popular Culture PR x 500 - - Know
• Linguasoft: 20
When you use a Skillsoft, you perform the skill at the program rating. You Streetwise PR x 500 PR x 250 - Know
do not apply your ability score bonuses or any other bonuses. There are rumors Tactics PR x 500 - Res Know
of high-tech Skillsofts that encode not only knowledge but exceptional Technology PR x 500 - - Know
performance as well. There are also rumors of adaptive Skillsofts that conform to
Theology & Philosophy PR x 500 PR x 250 - Know
the user's natural ability.
Certain skills are available as Skillsofts, but not with the breadth and utility Move Silently PR x 1,000 - - Active
of the base skill. For example, you can purchase Drive Activesofts, but you must Navigate PR x 500 - - Know
purchase an Activesoft for different vehicle types. Perform
Act - PR x 500 - Active
Reading the Skillsoft Costs – Skills Table:
• Skill: This is the skill Dance - PR x 500 - Active
• Cost: This is the cost for a standard chip. Compare the result to Keyboards PR x 1,000 PR x 500 - Active
Table 7-1: Purchase DCs on p. 204 of d20 Modern Roleplaying Percussion Instruments PR x 1,000 PR x 500 - Active
Game. Sexual Techniques PR x 1,000 - - Active
• Narrow Cost: This is the cost for a specialized version of the chip Sing PR x 1,000 - - Active
that contains more limited information.
• Res: This is the restriction level of the chip. Apply the normal Stand-Up PR x 1,000 - - Active
modifiers. Stringed Instruments PR x 1,000 PR x 500 - Active
• Type: This indicates if the skill is an Activesoft, Knowsoft, or Wind Instruments PR x 1,000 PR x 500 - Active
Linguasoft. If this has a dagger (†), then it has special requirements. Pilot PR x 1,000 PR x 500 - Active
Read/Write Language - PR x 250 - Lingua
Repair PR x 500 - - Know

4343
Section 4: Equipment

SKILLSOFT COSTS – SKILLS TABLE • Act: A narrowed chip allows use for a specific type of acting, such as
comedy, drama, action-adventure, etc.
Skill Cost Narrow Cost Res Type
• Dance: A narrowed chip allows use for a specific dance style.
Research PR x 500 - - Know • Keyboards: A narrowed chip allows use for a specific type of
Ride PR x 1,000 PR x 500 - Active keyboard.
Search PR x 500 - - Know • Percussion Instruments: A narrowed chip allows use for a specific
Sleight-of-Hand PR x 1,000 - Active instrument.
• Stringed Instruments: A narrowed chip allows use for a specific
Speak Language - - Lingua
instrument.
Survival - PR x 250 - Know • Wind Instruments: A narrowed chip allows use for a specific
Swim PR x 1,000 - - Active instrument.
Treat Injury PR x 1,000 - Lic Know† Pilot: A narrowed chip allows you to pilot a specific vehicle.
Tumble PR x 1,000 - - Active Read/Write Language: These chips are available only for specific
languages.
Weapon Skills Ride: A narrowed chip allows you to ride a specific type of animal (camel,
Assault Rifles - PR x 2,000 Res Active horse, etc.)
Axes - PR x 2,000 Res Active Survival: A narrowed chip allows you to use Survival in a specific type of
Black Powder Firearms - PR x 1,000 Lic Active environment.
Treat Injury: Treat Injury is actually a dual-chip and requires Skillwires of
Bows - PR x 2,000 Res Active
the appropriate rating to use due to the precision of certain Treat Injury tasks.
Crossbows - PR x 2,000 Res Active Weapon Skills: All Weapon Skill chips are specific to certain weapons,
Flails & Chains - PR x 2,000 Res Active such as a katana, an Ares Predator, Defiance T-250, etc.
Grenade Launchers - PR x 2,000 Res Active
Handguns - PR x 2,000 Res Active Skillsofts and Feats
Heavy Blades - PR x 2,000 Res Active Many feats are available as Activesofts. Feat Activesofts are either stand-alone
Heavy Weapons - PR x 2,000 Res Active or add-ons. For example, Endurance is unavailable, Dodge is stand-alone, but
Advanced Firearms Proficiency is an add-on. If a feat has prerequisites, these
Light Blades - PR x 2,000 Res Active are typically included in the Activesoft – however, ability score requirements are
Maces and Clubs - PR x 2,000 Res Active not included – you must meet those yourself.
Machine Guns - PR x 2,000 Res Active For example, Advanced Combat Martial Arts has the following
Picks and Hammers - PR x 2,000 Res Active prerequisites: Combat Martial Arts, Improved Combat Martial Arts, Unarmed skill
8 ranks.
Polearms - PR x 2,000 Res Active Therefore, an Advanced Combat Martial Arts Activesoft includes the
Rifles - PR x 2,000 Res Active benefits of Combat Martial Arts, and Improved Combat Martial Arts.
Shotguns - PR x 2,000 Res Active Dodge has a prerequisite of Dexterity 13. You must have a 13 Dexterity
Slings & Thrown Weapons - PR x 2,000 Res Active score to take advantage of the Dodge Activesoft.
Because of this structure, it is most often more advantageous to wait until
Spears and Lances - PR x 2,000 Res Active
you can afford the highest feat chip in a chain, since it will net you additional
Submachine Guns - PR x 2,000 Res Active abilities.
Unarmed/Natural Weapons - PR x 1,000 Lic Active
Reading the Activesoft Add-On Feats Table:
Craft: • Adds On To: This is the skill or feat that the Activesoft adds on to.
• Chemical: A narrowed chip allows you to craft a specific compound. Note that in many cases, "Weapon Skill" may also include Unarmed
• Electronic: A narrowed chip allows you to craft a specific device. Skill.
• Mechanical: A narrowed chip allows you to craft a specific device. • Minimum Rating: This is the minimum rating of the skill that the
• Pharmaceutical: A narrowed chip allows you to craft a specific Activesoft can be added to. For example, Accurate Attack cannot be
compound. added to a rating 1 Activesoft.
• Structural: A narrowed chip allows you to craft a specific structure. • Feat: This is the feat the Activesoft adds.
Disable Device: A narrowed chip allows you to disable a specific device. • Cost: This is the Purchase DC modifier of the Activesoft if purchased
Drive: A narrowed chip allows you to drive a specific car. as an aftermarket add-on. If the add-on is purchased as a part of a
Gamble: A narrowed chip allows you to gamble with a specific game. . package, then add the +Rating to the base Activesoft rating to
Handle Animal: A narrowed chip allows you to handle a specific animal determine the final cost of the Activesoft.
(horses, dogs, etc). o For example, if Bob purchases a rating 5 AK-97 Activesoft
Knowledge: with the Accurate Attack add-on, his rating is 7 for
• Behavioral Sciences: A narrowed chip allows use for one of the determining the cost (Purchase DC 27 BTW). However, if
following: criminology, psychology, sociology. Bob already has a rating 5 AK-97 chip, and later decides
• Earth and Life Sciences: A narrowed chip allows use for one of the to add Accurate Attack, he has to check against (PDC 26
following: biology, botany, genetics, geology, paleontology. +3) Purchase DC 29. Note that these example numbers
• History: A narrowed chip allows use for a specific period in history. ignore modifiers for illegality and such.
• Physical Sciences: A narrowed chip allows use for one of the • +Rating: This is the amount that the Activesoft adds to the effective
following: astronomy, chemistry, engineering, mathematics, physics. rating of the base program for determining Skillwire and memory
requirements and for cost as part of a package.
• Streetwise: A narrowed chip allows use for a specific criminal culture
such as the Mafia, Yakuza, or Triads. • Restriction: This is the restriction level of the Activesoft. Apply the
necessary Purchase DC modifiers.
• Theology and Philosophy: A narrowed chip allows use for a specific
religion or philosophy.
Perform:

ACTIVESOFT ADD-ON FEATS TABLE


Feat Adds On To Minimum Rating Cost +Rating Restriction
Accurate Attack Weapon Skill 2 +3 +2 Restricted
Advanced Combat Martial Arts Unarmed Skill 8 +4 +3 Licensed
Advanced Firearms Proficiency Weapon Skill 4 +2 +1 Restricted
Advanced Two-Weapon Fighting Weapon Skill 11 +5 +4 Restricted
Agile Riposte Dodge (stand-alone) - +2 +1 Licensed
Aircraft Operation Pilot Skill 4 +2 +1 -
Armed to the Teeth Weapon Skill 1 +3 +2 Licensed
Armor Optimization Armor Proficiency (stand-alone) - +2 +1 -
Armor Specialization Armor Optimization - +3 +2 -
Arterial Strike Weapon Skill 9 +5 +4 Illegal
Autofire Economy Weapon Skill 5 +3 +2 Restricted
Brawl Unarmed Skill 1 +2 +1 Licensed
Choke Hold Unarmed Skill 3 +4 +3 Licensed
Combat Martial Arts Unarmed Skill 1 +2 +1 Licensed

4444
Section 4: Equipment

ACTIVESOFT ADD-ON FEATS TABLE


Feat Adds On To Minimum Rating Cost +Rating Restriction
Combat Throw Unarmed Skill 1 +3 +2 Licensed
Confined Fire Weapon Skill 5 +4 +3 Restricted
Craft Cybernetics Craft (electronic) or (mechanical) 10 +4 +3 Restricted
Cybernetic Surgery Surgery Treat Injury 8 +3 +2 Licensed
Deadly Precision Weapon Skill 7 +4 +3 Illegal
Defensive Martial Arts Unarmed Skill 1 +2 +1 Licensed
Elusive Target Unarmed Skill 1 +3 +2 Licensed
Exotic Weapon Proficiency Weapon Skill 1 +2 +1 Restricted
Fists of Fury Unarmed Skill 6 +2 +1 Restricted
Flying Kick Unarmed Skill 6 +3 +2 Restricted
Greater Advanced Firearms Proficiency Weapon Skill 10 +3 +2 Restricted
Greater Dodge Dodge (stand-alone) - +4 +3 -
Greater Manyshot Bows Skill 10 +5 +4 Restricted
Greater Two-Weapon Fighting Weapon Skill 11 +5 +4 Restricted
Guns Akimbo Weapon Skill 2 +6 +5 Restricted
Hail of Bullets Weapon Skill 3 +3 +2 Restricted
Hamstring Weapon Skill 6 +5 +4 Illegal
High Ready Weapon Skill 1 +3 +2 Licensed
Improved Autofire Weapon Skill 4 +3 +2 Restricted
Improved Brawl Unarmed Skill 3 +3 +2 Licensed
Improved Combat Martial Arts Unarmed Skill 4 +3 +2 Licensed
Improved Combat Throw Unarmed Skill 3 +4 +3 Licensed
Improved Critical Weapon Skill 10 +2 +1 Military
Improved Disarm Weapon Skill 1 +4 +3 Restricted
Improved Dodge Dodge (stand-alone) - +3 +2 -
Improved Knockout Punch Unarmed Skill 6 +4 +3 Licensed
Improved Sneak Attack Weapon Skill 6 +5 +4 Illegal
Improved Trip Unarmed Skill 1 +4 +3 Licensed
Improved Two-Weapon Fighting Weapon Skill 6 +4 +3 Restricted
Lightning Fists Unarmed Skill 9 +4 +3 Restricted
Manyshot Bows Skill 7 +4 +3 Restricted
Nerve Pinch Unarmed Skill 4 +3 +2 Restricted
Off-Hand Power Weapon Skill 6 +4 +3 Restricted
Precise Shot Weapon Skill 1 +3 +2 Restricted
Quick Draw Weapon Skill 1 +2 +1 Restricted
Quick Reload Weapon Skill 1 +2 +1 Restricted
Ranged Disarm Weapon Skill 9 +4 +3 Restricted
Rapid Reload Weapon Skill 1 +2 +1 Restricted
Rapid Shot Weapon Skill 1 +2 +1 Restricted
Reactive Shooter Weapon Skill 1 +2 +1 Restricted
Reverse Hold Unarmed Skill 4 +4 +3 Licensed
Skip Shot Weapon Skill 1 +4 +3 Restricted
Sneak Attack Weapon Skill 5 +3 +2 Illegal
Strafe Weapon Skill 4 +3 +2 Restricted
Stunning Strike Unarmed Skill 12 +2 +1 Restricted
Surface Vehicle Operation Drive Skill 4 +1 +1 Licensed
Surgery Treat Injury 4 +2 +1 Licensed
Two-Weapon Fighting Weapon Skill 1 +3 +2 Restricted
Unbalance Opponent Unarmed Skill 6 +3 +2 Licensed
Whirlwind Attack Weapon Skill 4 +8 +7 Restricted

Craft Cybernetics: Craft Cybernetics is available as an add-on to Craft


(electronic) or Craft (mechanical).
C YBERDECKS AND P ROGRAMS
ACTIVESOFT STAND-ALONE FEATS TABLE For information on programs, see Section 8: The Matrix.
Feat Purchase DC Illegal DC Restriction
Ambidexterity 10 - - CYBERDECKS, TORTOISES AND ACCESSORIES TABLE
Armor Proficiency (heavy) 12 13 Restricted Object Size Wt. Purchase DC Illegal DC Restriction
Armor Proficiency (light) 10 - - Accessories
Armor Proficiency (medium) 11 - - Hitcher jack - - 18 18 Licensed
Dodge 10 - - Offline storage F 0.5 lb. 10 10 Licensed
Run 10 - - Printer M 10 lb. 10 10 -
Zero-G Training 15 17 Military Vidscreen display T 0.1 lb. 15 15 Licensed
Cyberdecks
Allegiance Alpha S 5 lb. 27 28 Licensed
Fairlight Excalibur S 5 lb. 42 43 Licensed
Fuchi Cyber-4 S 5 lb. 35 36 Licensed
Fuchi Cyber-6 S 5 lb. 39 40 Licensed
Fuchi Cyber-7 S 5 lb. 40 41 Licensed
Radio Shack CD-100 S 5 lb. 24 25 Licensed

4545
Section 4: Equipment

CYBERDECKS, TORTOISES AND ACCESSORIES TABLE BIOTECH TABLE


Object Size Wt. Purchase DC Illegal DC Restriction Object Size Wt. Purchase DC Illegal DC Res
Sony CTY-360 S 5 lb. 34 35 Licensed Gold - - 29 29 -
Pocket Computer T 1 lb. +2 +2 - Platinum - - 31 31 -
Telimmersion Systems Medkit S 3 lb. 12 14 -
Allegiance Alpha S 7 lb. 21 22 - Supplies D 0.1 lb. 7 9 -
Fairlight Excalibur S 7 lb. 36 37 - Paramedic service
Fuchi Cyber-4 S 7 lb. 30 31 - Critical damage - - 16 16 -
Fuchi Cyber-6 S 7 lb. 33 34 - Slap patches
Fuchi Cyber-7 S 7 lb. 34 35 - Antidote (1-8) F - 6 + Rtg 9 + Rtg -
Radio Shack CD-100 S 7 lb. 19 20 - Stimulant (1-6) F - 4 + Rtg 4 + Rtg -
Sony CTY-360 S 7 lb. 29 30 - Tranq (1-10) F - 3 + Rtg 5 + Rtg Lic
Telepresence Systems Trauma (1-6) F - 8 + Rtg 13 + Rtg Lic
Allegiance Alpha M 10 lb. 19 20 - Stabilization unit L 30 lb. 26 30 Lic
Fairlight Excalibur M 10 lb. 34 35 - Deluxe unit L 35 lb. 28 32 Lic
Fuchi Cyber-4 M 10 lb. 27 28 -
Doctor service: Doctor service prices are based on the attending
Fuchi Cyber-6 M 10 lb. 31 32 -
physician's ranks in Treat Injury and are priced per day. Critical damage applies if
Fuchi Cyber-7 M 10 lb. 32 33 - the subject's hit points are at -1 or below, or if a specific Injury must be treated.
Radio Shack CD-100 M 10 lb. 16 17 - DocWagon ™ contract: For transmission purposes, including range and
Sony CTY-360 M 10 lb. 26 27 - jamming, DocWagon ™ bands have a device rating of 6.
Medkit: A medkit provides a +3 bonus to Treat Injury checks. The kit can
Wrist computer F - +4 +4 - devise an antitoxin in less than one minute. Roll 1d20+3 against a DC equal to
Upgrades the DC of the substance. If successful, the resultant substance provides a +4
Firewall - - 16 + Rtg 16 + Rtg - bonus to the secondary saving throw.
Response - - 18 + Rtg 18 + Rtg - Paramedic service: Critical damage applies if the subject's hit points are
at -1 or below.
System - - 15 + Rtg 15 + Rtg - Slap patches: Applying a slap patch is a standard action that provokes
Telimmersion - - -1 -1 - attacks of opportunity. If the recipient has natural armor protection, apply the
Telepresence - - -2 -2 - maximum result of his High Impact protection as a bonus to the saving throw
against the patch.
Pocket computer: A pocket computer is a miniaturized telepresence • Antidote: If applied in the same round that a poison attacks deals
device. It has the same stats, except that it cannot accept more memory chips. damage, the poisoned character applies the patch rating as a bonus
The on-board OMC can be swapped, but it uses special memory chips that are to his saving throw, and as a type of Hardness versus the ability
+2 Purchase DC. score damage. It also provides its rating as a bonus to the secondary
Offline storage: An OMC has a rating 10 memory. Higher-rated OMC are save. If applied after the initial damage is suffered, but before the
available (maximum of 50). To determine the Purchase DC, multiply the rating x secondary damage, the rating is applied as a saving throw bonus.
10 and compare to Table 7-1: Purchase DCs on p. 204 of d20 Modern Multiple patches are not cumulative.
Roleplaying Game. • Stimulant: When applied, this negates (rating x 1d6) points of non-
Upgrades: You can upgrade the attributes of your computer systems lethal damage for 2d6 minutes, after which, all of the negated
individually. Purchase the upgrade (DC = number + Rating). If you wish to install damage, plus 1d6, returns. This patch takes one round to take effect.
the upgrade yourself, make a Craft (electronic) check. The DC for this check is • Tranq: When applied, the target must roll a Fortitude saving throw
20, and it takes 60 minutes. Reduce the time by 10 minutes per 5 points over DC (DC 15 + patch rating). If this fails, the target suffers (patch rating x
20. If you wish to have it installed, well, you should try and find a place that will 1d6) non-lethal damage. This patch takes one round to take effect.
include it part of the package (30% chance). Otherwise, you will have to make a • Trauma: This must be applied within one round of dying. It allows the
DC 15 Wealth check. subject one last chance to stabilize with a bonus equal to the patch
Wrist computer: A wrist computer is a highly miniaturized telepresence rating; if successful, he is placed at his death's door, and must
device. It has the same stats, except that it cannot accept more memory chips. receive medical attention within 1d6 minutes, or he will have to check
The on-board OMC can be swapped, but it uses special memory chips that are for stabilization again. When a character is treated with a trauma
+4 Purchase DC. patch, the DC to resist permanent injury increases by +5.
Stabilization unit: Applying a stabilization unit takes 1d4+1 full-round

B IOTECH
actions and provokes attacks of opportunity. A standard model causes the
subject to check for stabilization every 2 hours instead of every round, while the
deluxe model requires the subject to check every 6 hours instead of every round.
BIOTECH TABLE
Object
Doctor service
Size Wt. Purchase DC Illegal DC Res
D RUGS AND C OMPOUNDS
Ability damage - - 15 + ranks 17 + ranks -
Critical damage - - 16 + ranks 18 + ranks - Additional New Compounds
Hit point damage - - 10 + ranks 12 + ranks - Add the following to the list of compounds available through Craft (chemical). The
compounds listed in d20 Modern Roleplaying Game are reduced for balance.
DocWagon ™ contract
Increase the listed save DCs by +4.
Basic - - 23 23 -

NEW COMPOUNDS TABLE


Substance Type Save DC Initial Damage Secondary Damage Purchase DC Illegal DC Res Craft DC Time
Fugu 5 Ingested, Injury 19 1d6 Dexterity 1d6 Dexterity 9 13 Mil 21 4 hours
Narcojet Injury 24 Paralysis 2d6 min Unconscious 1d3 hours 15 17 Res 31 16 hours
Neuro-Stun VIII Contact, Inhaled 19 3d6 hit points (nl) Nausea 10d6 minutes 18 20 Res 37 24 hours

MAGICAL EQUIPMENT TABLE


M AGICAL E QUIPMENT Object Size Wt. Purchase DC Illegal DC Res
Health T 0.25 lb. 15 17 Lic
MAGICAL EQUIPMENT TABLE
Illusion T 0.25 lb. 10 12 Lic
Object Size Wt. Purchase DC Illegal DC Res
Manipulation T 0.25 lb. 14 16 Res
Conjuring materials T 1 lb. 18 + Force 18 + Force Lic
Foci
Fetishes
Banishing T 0.25 lb. 21 + Force 22 + Force Lic
Combat T 0.25 lb. 12 14 Res
Binding T 0.25 lb. 24 + Force 25 + Force Lic
Detection T 0.25 lb. 7 9 Lic
Counterspelling T 0.25 lb. 21 + Force 22 + Force Lic

4646
Section 4: Equipment

MAGICAL EQUIPMENT TABLE (front, rear, right, left) to extreme range, but otherwise provides the
same benefits as passive and scan sensors, with a +4 bonus to the
Object Size Wt. Purchase DC Illegal DC Res Computer Use check.
Power T 0.25 lb. 28 + Force 30 + Force Res • Focus mode (Mode 4): A sensor in focus mode directs its attention
Spellcasting T 0.25 lb. 26 + Force 27 + Force Lic/Res to a precise area or single object up to extreme range. This provides
Summoning T 0.25 lb. 26 + Force 27 + Force Lic a +6 bonus to the Computer Use check and allows the operator to
learn the extended information as follows:
Sustaining T 0.25 lb. 24 + Force 25 + Force Lic
o Presence of objects.
Weapon T Varies 24 + Force 26 + Force Res o Size of targets.
Magical lodge materials 15 + Force 15 + Force Lic o Target's locomotive capabilities (basic).
Spell formulae o Target's present direction and trajectory.
o Number of creatures on board (if applicable).
Combat - - See below See below Res
o Hull composition.
Detection - - See below See below Lic The Computer Use check normally has a DC of 15, unless the sensors are
Health - - See below See below Lic being used to detect objects, in which case, the DC is based on the object's size,
Illusion - - See below See below Lic modified by its stealth rating as follows.
Manipulation - - See below See below Res
Size Base DC Size Base DC
Fine 18 Gargantuan 6
SPELL FORMULAE COSTS TABLE
Diminutive 14 Colossal 2
Spell Category Formula Purchase DC Personal Instruction Purchase DC
Tiny 12 Colossal II 1
Combat 20 18 + bonus
Small 11 Colossal III 0
Detection 15 12 + bonus
Medium 10 Colossal IV -1
Health 15 12 + bonus
Large 9 Colossal V -2
Illusion 18 14 + bonus
Huge 8 Colossal VI -4
Manipulation 19 17 + bonus
Apply the following modifiers to the Computer Use check.
Conjuring materials: These are small, reusable supplies required for the
summoning of spirits. Different materials must be purchased for different spirits
Circumstance DC Modifier
types and Force ratings.
Fetishes: These are small items used when learning limited spells. Target concealed behind object 3 categories larger +10
Foci: Foci (singular = focus) are magical items that provide differing Target is powered down +4
bonuses and abilities. Foci must be bonded to the owner. For more information Target is using scan, search, or focus mode -4
on Foci, see Section 7: Magic.
Target range
Magical lodge materials: These are the materials required to complete a
magical lodge. Short +0
Spell formulae: These are spells to learn. Medium +2
Long +4
V EHICLES Extreme +8
Vehicles in the Sixth World are almost as computerized as everything else. To
reflect this, vehicles have several new stats (new to d20 – these are however, VEHICLE SENSORS RANGE TABLE
different from the normal Shadowrun stats as well). Range
Like computers, vehicles have System and Firewall ratings, representing Rtg Modes
Short Med Long Ext
the onboard computer intelligence and its resistance to hacking. In fact, when
subjected to the proper attacks, these function exactly as described with 0 0-30 ft. - - - 1
computers and cyberdecks. Vehicles also have the following attributes: 1 0-30 ft. 31-60 ft. 61-90 ft. 91-120 ft. 1-2
2 0-60 ft. 61-120 ft. 121-180 ft. 181-240 ft. 1-2
Autopilot (AutoNav) 3 0-120 ft. 121-240 ft. 241-360 ft. 361-480 ft. 1-2
• Rating 0: This vehicle doesn't have an AutoNav system. 4 0-240 ft. 241-480 ft. 481-720 ft. 721-960 ft. 1-2
• Rating 1: This provides a +1 bonus to Drive and Pilot checks to avoid 5 0-1,200 ft. 1,201-2,400 ft. 2,401-3,600 ft. 3,601-4,800 ft. 1-3
collisions.
6 0-2,400 ft. 2,401-4,800 ft. 4,801-7,200 ft. 7,201-9,600 ft. 1-3
• Rating 2: This provides a +2 bonus to Drive and Pilot checks to avoid
collisions. This system is capable of self-navigation (autopilot) with a 7 0 – 5 mi. 5.1 - 10 mi. 10.1 - 15 mi. 15.1 - 20 mi. 1-4
skill check bonus of +2. 8 0 - 10 mi. 10.1 - 20 mi. 21.1 - 30 mi. 31.1 - 40 mi. 1-4
• Rating 3: This provides a +4 bonus to Drive and Pilot checks to avoid 9 0 - 20 mi. 20.1 - 40 mi. 40.1 - 60 mi. 60.1 - 80 mi. 1-4
collisions. This system is capable of self-navigation (autopilot) with a 10 0 - 40 mi. 40.1 - 80 mi. 80.1 - 120 mi. 120.1 - 160 mi. 1-4
skill check bonus of +4. This has a GPS system, and can navigate
off-road if provided with an appropriate map chip (+2 Navigate
bonus). Stealth
• Rating 4: This provides a +6 bonus to Drive and Pilot checks to avoid All vehicles have a Stealth rating. The Stealth rating is the DC required to detect
collisions. This system is capable of self-navigation (autopilot) with a the vehicle with sensor systems. Stealth represents vehicle size, heat emissions,
skill check bonus of +6. This has a GPS system, and can navigate EM emissions, baffles, radar-deflecting materials, etc.
off-road if provided with an appropriate map chip (+6 Navigate
bonus). This system can also program its own routes for efficiency Reading the Vehicles Tables:
(+4 Navigate bonus). • Crew: This is the standard number of crew members for the vehicles.
When a vehicle's AutoNav system is active, the normal bonus provided to IN most cases, only one person is required to operate the vehicle –
avoid collisions is applied as a penalty to the operator's skill check when he others serve as gunners or co-pilots. In some cases, vehicle
attempts hazardous maneuvers (stunts). operations may suffer if the vehicle lacks a full crew compliment.
• Pass: The normal number of passengers the vehicle is designed to
Sensors carry (in addition to the crew). Passengers space can be used for
cargo at a rate of +100 lb. per passenger space.
Vehicles in Shadowrun have low-tech sensor systems. Operating a sensor
system requires Computer Use skill checks. Sensor systems are capable of four • Cargo: The amount of cargo the vehicle is designed to carry.
different modes of operation – Passive, Scan, Search, and Focus. Passengers can be fit in cargo space sometimes at a rate of one
passenger per 250 lb. of cargo space.
• Passive mode (Mode 1): Sensors set to passive mode simply
receive information about the immediate vicinity (out to short range). • Init: The initiative modifier applied to the operator's initiative check
Gathering data from passive sensors is a free action. Passive mode when operating the vehicle.
can determine the presence of creatures and objects, and their size, • Man: The modifier applied to the operator's Drive or Pilot check.
but little else. Sensors in passive mode provide the indicated skill • Top Speed: The maximum number of squares the vehicle can cover
bonuses. in 1 round at top speed at character scale (chase scale in
• Scan mode (Mode 2): In scan mode, sensors actively send out parenthesis). This is the fastest the vehicle can move barring special
pulses in all directions (to long range) to gather information about the circumstances.
surroundings. Sensors in scan mode provide the same information as • Def: The vehicle's Defense against attacks. An operator with skill
passive sensors, but provide a +2 bonus on the Computer use check. ranks can opt to add his Dexterity bonus to the vehicle's Defense, but
• Search mode (Mode 3): Search mode sweeps a specific fire arc he does not gain the bonus to his personal Defense while doing so,
and loses his entire dodge bonus to Defense.

4747
Section 4: Equipment

• Hard: The vehicle's hardness. This acts as static armor against high-, with two firmpoints.
and low-impact attacks. See Section 5: Combat, Rules, and Hunter drone (surveillance): This is a standard surveillance drone that is
Gamemastering for modifications against other attacks. equipped with two firmpoints.
• HP: The vehicle's hit points. See Section 5: Combat, Rules, and Mitsubishi Nightsky: This includes a rating 10 Maglock.
Gamemastering for modifications to the normal vehicle hit point rules. Northrup PRC 42 Wasp: When being landed with autorotation, the Stealth
• Size: The vehicle's size category. of this increases to 10.
• Sys: This is the vehicle's System rating for it's onboard computer. Patrol vehicle: One firmpoint, one hardpoint. A patrol vehicle has 12 hours
• Fire: This is the Firewall rating for the vehicle's onboard computer. of operation time.
• Auto: This is the vehicle's autopilot rating. Spotter drone: A spotter drone has 6 hours of operation time before
• Sen: This is the vehicle's sensor rating. requiring a one-hour recharge.
Surveillance drone: A surveillance drone has 12 hours of operation time
• Stealth: This is the vehicle's stealth rating.
before requiring a one-hour recharge. However, it requires a small (15 ft.) landing
• PDC: This is the Wealth check DC required to purchase the vehicle.
strip for take off and landing. It is unable to hover, or fit in many areas that a
• IDC: This is the Wealth check DC required to purchase the vehicle spotter drone can manage.
through less than legal means. Yellowjacket: When being landed with autorotation, the Stealth of this
• Res: This is the restriction level of the vehicle. increase to 10.
Chrysler-Nissan Patrol-1: When the window armor is activated, the
windows have a hardness of 11.
Hunter drone (spotter): This is a standard spotter drone that is equipped

AIR VEHICLES TABLE


Name Crew Pass Cargo Init Man Top Spd Def Hard HP Size Sys Fire Auto Sen Stealth PDC IDC Res
Winged Planes
Cessna C750 1 1 2,200 lb. -4 -4 450 (45) 6 5 150 G 5 5 2 7 6 36 36 -
EFA Variants 1 10 2,000 lb. -4 -4 395 (40) 6 5 220 G 6 6 3 8 6 39 39 Res
Lear Platinum 1 10 900 lb. -4 -4 435 (43) 6 5 220 G 6 6 4 8 6 39 42 -
Rotor Craft
Ares Dragon 1 3 7,000 lb. -4 -4 340 (34) 6 5 220 G 6 6 3 8 3 39 39 -
Federated Boeing Commuter 2 15 2,000 lb. -4 -4 420 (42) 6 5 210 G 5 5 3 7 6 37 37 -
Hughes Airstar 1 10 4,600 lb. -4 -4 264 (26) 6 15 230 G 6 6 4 8 3 40 42 -
Hughes WK 2 Stallion 1 1 3,000 lb. -4 -4 250 (25) 6 5 220 G 6 6 3 7 3 38 38 -
Northrup PRC 42 Wasp 1 0 160 lb. -2 -2 170 (17) 8 5 150 H 5 5 0 7 5 36 39 Res
Yellowjacket 1 0 115 lb. -2 -2 170 (17) 8 5 160 H 5 5 0 7 5 37 39 Res
Vectored Thrust Craft
Federated Boeing Eagle 1 0 1,000 lb. -4 -4 2,400 (240) 6 20 220 G 7 7 3 8 1 50 52 Mil

GROUND VEHICLES TABLE


Name Crew Pass Cargo Init Man Top Spd Def Hard HP Size Sys Fire Auto Sen Stealth PDC IDC Res
Cars
Chrysler-Nissan Jackrabbit 1 4 200 lb. -1 -1 123 (12) 9 5 150 L 1 1 1 0 9 27 27 -
Eurocar Westwind 2000 1 4 100 lb. -2 +1 282 (28) 8 5 160 H 3 3 3 2 3 34 36 -
Ford Americar 1 4 250 lb. -2 -1 137 (14) 8 5 170 H 1 1 2 1 2 28 28 -
Mitsubishi Nightsky 1 7 130 lb. -4 -4 158 (16) 6 11 190 G 5 8 4 3 1 37 39 -
Mitsubishi Runabout 1 4 100 lb. -1 -1 98 (10) 9 5 150 L 3 3 1 1 12 26 26 -
Toyota Elite 1 3 200 lb. -2 -1 158 (16) 8 5 170 H 5 8 4 3 2 35 37 -
Bikes
Dodge Scoot 1 0 25 lb. -1 +0 80 (8) 10 5 80 M 1 1 0 - 13 20 18 -
Harley Scorpion 1 1 130 lb. -1 +0 158 (16) 9 8 110 L 1 1 2 - 3 27 27 -
Yamaha Rapier 1 0 90 lb. +0 +3 260 (26) 10 5 90 M 1 1 2 - 4 26 26 -
Hovercraft
Chrysler-Nissan G12a 2 0 2,500 lb. -4 -4 160 (16) 6 5 200 G 4 5 2 2 1 31 31 -

MILITARY AND SECURITY VEHICLES TABLE


Name Crew Pass Cargo Init Man Top Spd Def Hard HP Size Sys Fire Auto Sen Stealth PDC IDC Res
Hovercraft
GMC Beachcraft Patroller 2 0 1,000 lb. -4 -4 218 (22) 6 15 220 G 6 7 2 7 1 34 36 Res
Panzers
GMC Banshee 3 0 1,700 lb. -4 -2 1,320 (132) 6 20 250 G 7 9 2 9 9 45 49 Mil
Security Vehicles
Ares Citymaster 1 16 1,100 lb. -4 -4 160 (16) 6 20 220 G 6 6 3 6 1 39 42 Res
Chrysler-Nissan Patrol 1 4 90 lb. -2 -1 135 (13) 8 11 170 H 5 5 3 3 1 34 36 Res
Remotes (Drones)
Hunter drone (spotter) 0 0 50 lb. +0 +0 120 (12) 10 5 120 M 4 4 4 5 10 28 31 Mil
Hunter drone (surveillance) 0 0 50 lb. +0 +0 80 (8) 10 5 100 M 4 4 4 5 10 28 31 Mil
Patrol vehicle 0 0 50 lb. +0 +0 92 (9) 10 10 90 M 4 4 4 3 10 26 28 Res
Spotter drone 0 0 50 lb. +0 +0 130 (13) 10 5 100 M 4 4 4 5 10 27 30 Res
Surveillance drone 0 0 50 lb. +0 +0 92 (9) 10 5 80 M 4 4 4 5 10 26 28 Res

WATER VEHICLES TABLE


Name Crew Pass Cargo Init Man Top Spd Def Hard HP Size Sys Fire Auto Sen Stealth PDC IDC Res
Motorboats
Aztech Nightrunner 1 1 500 lb. -2 -2 100 (10) 8 5 140 H 2 2 3 2 10 30 30 -
Nightrunner w/elec motor 1 1 500 lb. -2 -3 60 (6) 8 5 140 H 2 2 3 2 10 30 30 -
GMC Rivervine 1 7 400 lb. -4 -4 158 (16) 6 15 200 G 3 3 2 2 1 33 33 -

4848
Section 4: Equipment

WATER VEHICLES TABLE


Name Crew Pass Cargo Init Man Top Spd Def Hard HP Size Sys Fire Auto Sen Stealth PDC IDC Res
Samuvani Chriscraft Otter 1 1 1,500 lb. -2 -2 60 (6) 8 5 140 H 2 2 2 1 5 28 28 -
Sailboats
Sendanko Marlin 1 5 350 lb. -2 -2 40 (4) 8 5 140 H - - - 2 14 27 27 -

VEHICLE WEAPONS TABLE


Damage Purchase
Weapon Acc Damage Crit AP Type Range Inc RoF Mag Size Wt. Illegal DC Res
(burst) DC
Autocannon (30mm cannon) -1 3d12 - 20 -2 Ballistic 110 ft. S 10 box H 90 lbs. 26 29 Mil
Launcher (missile) +0 Varies 2 - - Varies Varies 150 ft. Single 6 int H 40 lb. 27 30 Mil
Water cannon +1 2d6 4d6 20 +0 Bludgeoning 15 ft. A 20 int L 25 lbs. 28 30 Mil
1
This mastercraft weapon grants a +1 bonus on attack rolls.
2
This weapon does special damage. See the weapon description.
3
See the description of this weapon for special rules.
weapon can be changed (10 minutes, DC 10 Craft (mechanical) check). A
Vehicle Weapons firmpoint can carry up to 250 rounds of ammo. Installing a firmpoint takes 1 hour
and a DC 15 Craft (mechanical) check. A weapon must be specially adapted for
All of the following weapons use the Heavy Weapons skill.
use on a hardpoint, increasing the Purchase DC by +1. Alternatively, you can
Reading Vehicle Weapons Table:
adapt the weapon yourself (1 hour, DC 25 Craft (mechanical) check). A firmpoint
• Acc: "Accuracy". This lists any modifier to attack rolls made with the acts as a gyro-mount. To determine the maximum number of hard-, and/or
weapon, based on the weapon's inherent accuracy. This is in addition firmpoints a vehicle can mount, divide the normal hit points by 40 (round
to any mastercraft bonus. normally). For example, a Mitsubishi Nightsky (190 hp) can mount (190 / 40 =
• Damage (burst): This is the damage the weapon deals with a burst, 4.75) 5 firmpoints, hardpoints, or combination.
when using burst fire. Remote control adaptation: This is the equipment installed in a vehicle or
• AP: "Armor Penetration". An attack with this weapon modifies the other mechanism in order to allow it to act as a drone. This includes additional
target's damage conversion/damage reduction by this amount before servo-mechanisms and a basic computer upgrade to allow the vehicle to take
applying the DC/DR to the damage dealt. Even when firing a burst, Pilot and Autosoft programs. To determine the cost of remote control adaptation,
the AP of a weapon does not change. multiply the vehicle's hit points by 15 and compare to Table 7-1: Purchase DCs
Water cannon: This weapon is targeted in the same manner as an on p. 204 of d20 Modern Roleplaying Game.
automatic weapon. Targets that fail to save suffer non-lethal damage and must This computer is Firewall 1, Response 1, Signal 1, and System 2. If the on-
roll Strength checks (DC 10 + damage) or be knocked down. For every size board Firewall and System are better, use those ratings.
category above Medium, a victim receives a +4 bonus to this check; for every Remote control device: This is the rigger version of a cyberdeck. It allows
size category below Medium, the victim suffers a -4 penalty to this check. If the rigger to operate drones via wireless connections. This is a limited deck with
knocked down, victims cannot apply their Dexterity bonus to additional saves Firewall 2, Response 2, System 2, and Signal 2.
against the weapon damage, and the Strength check DC to get back up is Sensor system gunner adaptation: This is a modification to a sensor
increased by +5. system that allows it to act as a targeting system. This allows a vehicle or drone
to perform Sensor-Enhanced Gunnery. Only sensors that have Mode 4 available
Vehicle Accessories are able to take this modification.
Upgrades: Both the remote control adaptation gear and remote control
VEHICLE ACCESSORIES TABLE devices can be upgraded. Each system (Firewall, Response, Signal, and
Object Size Wt. Purchase DC Illegal DC Res System) must be upgraded separately.
Remote control adaptation n/a n/a Special +3 Lic Vehicle adaptation rig: This must be installed in a vehicle to allow the
Remote control device S 5 lb. 16 +3 Lic vehicle to allow it to be directly controlled by a rigger with a VCR. Installation
requires a DC 15 Craft (electronic) and a DC 15 Craft (mechanical) check. Base
Sensor system n/a 2 lb. 25 + Rtg 26 + Rtg Lic time to install is 120 minutes. To reduce the time, take the highest skill roll, and
Gunner adaptation n/a n/a 20 22 Res reduce the time by 10 minutes per 5 points over the DC.
Vehicle adaptation rig n/a n/a 21 23 Lic
Upgrades – RC adaptation
Firewall n/a n/a 16 + Rtg 17 + Rtg Lic
Response n/a n/a 18 + Rtg 19 + Rtg Lic
Signal n/a n/a 17 + Rtg 17 + Rtg Lic
System n/a n/a 15 + Rtg 16 + Rtg Lic
Upgrades – RC device
Firewall n/a n/a 16 + Rtg 17 + Rtg Lic
Response n/a n/a 18 + Rtg 19 + Rtg Lic
Signal n/a n/a 17 + Rtg 17 + Rtg Lic
System n/a n/a 15 + Rtg 16 + Rtg Lic
Weapon mount
Hardpoint M 40 lb. 23 24 Res
Firmpoint S 20 lb. 21 22 Res
Firelink T 5 lb. 15 16 Res

Hardpoint: A hardpoint is a mount for a heavy weapon. The weapon can


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

4949
50
Section 5: Combat, Rules, and Gamemastering

S E C T I O N 5 : C O M B A T, R U L E S , A N D G A M E M A S T E R I N G
A TTACK AN O BJECT Bull's Charge
This is a low charge designed to get you in under your target's guard, but it
Substance Hardness Hit Points leaves you vulnerable to a counterattack.
Leather 2 1/inch of thickness Requirements: Strength 13, Power Attack.
Drywall 3 6/inch of thickness Circumstance: You must be wielding a slashing or piercing weapon and
charging.
Bone/Ivory 7 12/inch of thickness
Effect: Before you make the attack roll, you provoke an attack of
Reinforced concrete 9 20/inch of thickness opportunity from the opponent. You gain a +2 bonus to your damage roll.
Strong metal 15 35/inch of thickness
Super-strong metal 20 40/inch of thickness Cat's Parry
Advanced composites/materials 30 50/inch of thickness You are able to turn a defense into an offense.
Requirements: Melee Weapon Skill 6 ranks.
Circumstance: You must be fighting defensively or using total defense.
Object Hardness Hit Points Break DC Effect: Your opponent gain's a +4 bonus to his attack roll, but if he misses,
Drywall (1 in. thick) 3 6 10 you gain an immediate attack of opportunity.
Sandbags (1 ft. thick) 5 120 13
Cue ball 6 36 21
Decapitating Slash
You take advantage of an opponent's dropped defenses to take his head off.
Concrete wall (2 ft. thick) 7 336 40
Requirements: Intelligence 11, Slashing Melee Weapon Skill 10 ranks.
Blast door (2 ft. thick) 15 875 40 Circumstance: Your opponent provokes an attack of opportunity from you.
Effect: If you score a critical hit on your attack of opportunity, the opponent

C LOBBERED must make a Fortitude save against a DC of 5 + total lethal damage suffered, or
have his head severed. You take a -4 penalty to Defense for one round following
Anytime a creature suffers damage from one attack that is equal to 50% of his the strike.
current hit points or greater, he must make a Fortitude save. The DC is 10 +
damage. If this save fails, he is stunned for one round. In addition, an appropriate Desperate Stab
attack type will knock the character back 5 ft. per 10 points of damage. If the You make a desperate stab for the heart or throat in an attempt to kill your
character has some for of stability, treat this as a bull rush with as Strength equal opponent before he realizes a fight has begun.
to the damage. Requirements: Improved Initiative, Piercing or Slashing Melee Weapon
Skill 15 ranks.
D RAWING W EAPONS Circumstance: You must have won initiative, it must be the first round of
combat, and the opponent must be denied his Dexterity bonus to Defense.
Drawing a weapon larger than Tiny size (a dagger or knife) provokes attacks of Effect: As your first attack of the combat, you may attempt to slay your
opportunity from near-by foes unless the character has the Quick-Draw feat. enemy outright. Make an attack as normal. If successful, the opponent must
make a Fortitude save against a DC of lethal damage suffered. If this fails, he

M OVEMENT dies. If he lives, he gains a +2 bonus to both attack and damage rolls against you
for the remainder of the round.
The speed of both the defender and attacker can have a dramatic effect on
ranged combat. The following modifiers apply to the attack roll if either the Devastating Sweep
attacker or the defender takes more than a 5-foot step during the round. The You use your weapon to clear the space around you.
modifiers are cumulative. Requirements: Whirlwind Attack.
Ground speed: This is used if the attacker or defender is on the ground. Circumstance: You must be wielding a one-, or two-handed slashing
Air speed: This is used if the attacker or defender is airborne. weapon, and at least five of the squares adjacent to you must be occupied.
Effect: As a standard action, you swing your weapon in a wide arc. Any
Attacker's speed is Defender's speed is characters within 5 ft. of you have the option of taking an immediate 5-ft. step
Feet/Round away from you as a free action to get out of range (this does use their 5-ft. step
Ground Air Ground Air
for the round). You gain an attack at each creature that fails to move.
5-50 -0 -1 -0 -1
55-100 -1 -2 -1 -2 Dirty Fighting
105-300 -2 -3 -2 -3 You are able to distract an opponent.
305-600 -3 -4 -3 -4 Requirements: Intelligence 13.
605-800 -4 -5 -4 -5 Circumstance: The target must be within 10 ft., have an Intelligence of 3
or better, and engaged in combat with you.
805-1,000 -5 -6 -5 -6
Effect: Spend a full-round action and make an Intelligence check. The
1,005-2,000 -6 -7 -6 -7 opponent receives a Reflex save against a DC equal to the result of your
2,005-4,000 -7 -8 -7 -8 Intelligence check. If the save fails, you have forced the target into the dazed
4,005-8,000 -8 -9 -8 -9 condition for a round (distraction, throwing dirt in his eye, etc). Dirty fighting can
8,005-16,000 -9 -10 -9 -10 be used on a particular target once per encounter. After the first use in the
encounter, the opponent it too wary to fall for it again.
16,005-32,000 -10 -12 -10 -12
32,005+ -12 -14 -12 -14 Human Shield
You swing a distracted enemy around in order to block an incoming attack.
For example, if the attacker is taking a double move on the ground (60 Requirements: Strength 13, Improved Grapple.
ft./round) and his target is flying at 75 ft./round, the attacker's attack roll suffers a Circumstance: Earlier this round you have dealt damage to your opponent
–3 penalty. while grappling him and are now being attacked by another character while still
grappling the first.
C RITICAL H ITS Effect: Roll a grapple check – if successful, you gain a +2 cover bonus to
Defense against the incoming attack. If the attack misses due to this bonus, the
When you score a successful (i.e., confirmed) critical hit in combat, you deal the person you have grappled takes the damage from the attack.
base damage plus a roll for each critical multiple. For example if you deal a
critical with a longsword (critical multiplier x2) that inflicts 1d8+4 damage, then
you deal 12 points of damage +1d8 +4. R ANGED C OMBAT
M ELEE C OMBAT Shooting into Melee
If you shoot or throw a ranged weapon at a target that is engaged in melee with
Combat Maneuvers
an ally, you risk striking your ally. Roll your attack as normal. Determine the
number of potential targets, and assign each a number. Roll a corresponding die
Any character can attempt the following combat maneuvers in melee combat, so to determine which potential target is the actual target. Creature size affects this
long as he meets the requirements. – a Large creature is worth 2, a Huge creature 3, a Gargantuan creature 4, and a
Colossal creature 5. Creatures smaller than Small are worth ½.
For example, Geoff is shooting into a melee composed of his ally Robert

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Section 5: Combat, Rules, and Gamemastering

(1) and 3 thugs (numbers 2, 3, 4). Geoff rolls a 19 on his attack roll, and 1d4, attack roll and compare to the target's Defense to determine if the second round
getting a 1 – Robert. Geoff's 19 attack roll is compared to Robert's 15 Defense; hit. Double tap may also be used with burst fire-capable weapons.
Geoff has accidentally shot his ally.
If you have Precise Shot, you do not have to randomly check for your
target. Nor do you have to check if part of the target is 10 feet or farther from
Suppression Fire
A character with a weapon capable of automatic fire may attack a square,
your ally.
instead of a target. Anyone in that square who does anything except hit the dirt
and stay there suffers an attack of opportunity. This ability does not allow a
Provoking Attacks of Opportunity character to make more attacks of opportunity than normal. Suppression fire
Characters can use Small or Medium ranged weapons without provoking attacks uses 10 bullets per round.
of opportunity unless the character is flanked, in which case, using a Small or
Medium ranged weapon provokes normally. Using a Large or larger ranged
weapon provokes attacks of opportunity normally. V ISIBILITY AND W IND
Visibility modifiers to attack rolls are cumulative. Presented first are modifiers for
F IREARMS the outdoors, at night.

Attacking with a firearm while in a threatened space provokes an attack of MOON PHASE
opportunity. Normal Vision
New ¼ ½ Full

Automatic Weapons Normal


Clouds
-4 -3 -2 -1

When attacking with a weapon capable of automatic fire, you have two basic
options – the area attack, and the directed attack. Lt -5 -4 -3 -2
Mod -6 -5 -4 -3
Area Attack Thick -7 -6 -5 -4
The default assumption for automatic fire is the area attack. You target a 10 ft. x Dense -8 -7 -6 -5
10 ft. area and make an attack roll (Defense 10). If you do not have any ranks in
MOON PHASE
the appropriate weapon skill, you suffer a -4 non-proficiency penalty, as well as a Low-light Vision
-4 automatic fire penalty. If successful, everyone in the affected area must make New ¼ ½ Full
a Reflex save. Those who fail take damage equal to that dealt by the weapon. Normal -3 -0 -0 -0
Those who roll a 15-20 take one-half damage. Those who roll a 21+ take no Clouds
damage. If you miss the targeted area, you may deal unintentional damage to
others. See Crossfire below. Area attack is an attack action, and uses 10 rounds Lt -5 -3 -1 -0
from your weapon. This maneuver is often called "hosing an area". Mod -6 -4 -2 -0
Thick -7 5 -3 -1
Directed Attack Dense -8 -6 -4 -2
You may also use automatic fire to make multiple, single target attacks. As
always with multiple attacks, this is a full-attack action. For every 10 rounds you Indoors, and other conditions provide the following modifiers to the attack
fire from the weapon, you may make one attack. roll.
You may attack multiple targets but all targets must be in the same 10 ft. x
10 ft. area.
Vision Type
Each attack beyond the first imposes a cumulative –10 penalty to hit (-10 Condition
for the second attack, -20 for the third and so forth). Normal Darkvision Low-Light
Full Darkness -8 -0 -8
Automatic Shotguns Magical Darkness - Force - Force - Force
Automatic shotguns are a hybrid between shotguns and assault rifles. When Minimal Light -6 -0 -2
using an automatic shotgun, you use the Shotguns skill. If you do not have Partial Light -2 -0 -0
Assault Rifles at an equal or greater level, you suffer a -2 penalty when using
autofire with an automatic shotgun. Glare -2 -0 -1
Mist -2 -0 -1
Burst Fire Light smoke/fog/rain -3 -0 -2
Any character with a burst fire, or full auto-capable weapon may attempt to fire a Heavy smoke/fog/rain -6 -0 -4
short (5-round) burst. A non-proficient character actually expends 2d6 rounds Thermal smoke -4 -8 -4
when firing a burst. The attack roll suffers a -4 penalty. If successful, you deal
increased damage (noted in the weapon description).
Darkvision allows many characters and monsters to see perfectly well without
Burst-Fire Settings: Some weapons have a specific burst fire setting,
any light at all, but characters with normal vision (or low-light vision, for that
normally 3-rounds. These weapons may fire a burst as if using semi-automatic
matter) can be rendered completely blind by putting out the lights. Torches or
fire. In addition, when using a weapon with such a setting, you may attempt a
lanterns can be blown out by sudden gusts of subterranean wind, magical light
double tap maneuver with the bursts.
sources can be dispelled or countered, or magical traps might create fields of
Burst Fire v. Armor: When using burst fire against a target with High
impenetrable darkness.
Impact armor protection, the target rolls his armor protection x2.
In many cases, some characters or monsters might be able to see, while
others are blinded. For purposes of the following points, a blinded creature is one
Crossfire who simply can’t see through the surrounding darkness.
This rule is designed to make combat a little dicier. Thus, this rule makes • Creatures blinded by darkness lose the ability to deal extra damage
Hostage Rescue operations particularly difficult. This rule is based on an due to precision (for example, a sneak attack).
unfortunate reality of modern combat: modern firearms have so much power, that • Blinded creatures are hampered in their movement, and pay 2
even when they hit, they pass through targets, ricochet off objects, pass through squares of movement per square moved into (double normal cost).
walls, and so forth. Blinded creatures can’t run or charge.
Any person within one range increment of a firefight (based on the shortest • All opponents have total concealment from a blinded creature, so the
range of any weapon being used) has to make a Reflex save every round to blinded creature has a 50% miss chance in combat. A blinded
avoid taking 1d12 Crossfire damage (this damage represents that bullets can creature must first pinpoint the location of an opponent in order to
lose velocity, strike at odd angles, or that the character is being hit by a shell attack the right square; if the blinded creature launches an attack
casing or chunk of debris). The DC of this save is determined by the conditions of without pinpointing its foe, it attacks a random square within its reach.
the battle, as shown on the table below. For ranged attacks or spells against a foe whose location is not
pinpointed, roll to determine which adjacent square the blinded
Battle Conditions Save DC creature is facing; its attack is directed at the closest target that lies in
Two sides involved in firefight 10 that direction.
• A blinded creature loses its Dexterity adjustment to Defense and
Three sides involved in firefight 15
takes a –2 penalty to Defense.
Four or more sides involved in firefight 20 • A blinded creature takes a –4 penalty on Search checks and most
Each attack that misses its target this round +1 Strength- and Dexterity-based skill checks, including any with an
Each attack that is a Natural 1 this round +5 armor check penalty. A creature blinded by darkness automatically
fails any skill check relying on vision.

Double Tap Creatures blinded by darkness cannot use gaze attacks and are
immune to gaze attacks.
A double tap is when you pull the trigger of a weapon twice in rapid succession. A creature blinded by darkness can make a Listen check as a free action
Any skilled character can perform this maneuver. This imposes a -2 penalty to each round in order to locate foes (DC equal to opponents’ Move Silently
hit. If successful, the first round hits. Subtract an additional 2 points from your checks). A successful check lets a blinded character hear an unseen creature

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Section 5: Combat, Rules, and Gamemastering

“over there somewhere.” It’s almost impossible to pinpoint the location of an


unseen creature. A Listen check that beats the DC by 20 reveals the unseen Wind Speeds
creature’s square (but the unseen creature still has total concealment from the Wind Speed Thrown/Projectile Firearms Energy
blinded creature). Strong (21-30 mph) -2 0 0
• A blinded creature can grope about to find unseen creatures. A Severe (31-50 mph) -4 -2 0
character can make a touch attack with his hands or a weapon into
two adjacent squares using a standard action. If an unseen target is Windstorm (51-74 mph) Impossible -4 -2
in the designated square, there is a 50% miss chance on the touch Hurricane (75-174 mph) Impossible -12 -4
attack. If successful, the groping character deals no damage but has Tornado (175-300 mph) Impossible -16 -12
pinpointed the unseen creature’s current location. (If the unseen
Note that attacks in Severe or higher winds may require Spot checks to acquire
creature moves, its location is once again unknown.)
the target.
• If a blinded creature is struck by an unseen foe, the blinded character
pinpoints the location of the creature that struck him (until the unseen
creature moves, of course). The only exception is if the unseen
creature has a reach greater than 5 feet (in which case the blinded
A SSORTED D ANGERS
character knows the location of the unseen opponent, but has not
pinpointed him) or uses a ranged attack (in which case, the blinded Diseases
character knows the general direction of the foe, but not his location).
DISEASES TABLE
• A creature with the scent ability automatically pinpoints unseen
creatures within 5 feet of its location. Incubation Initial Secondary
Disease Type
Period Damage Damage
Replace Table 7-9: Light Sources with the following. VITAS-3 Inhaled 12 hours 1d6 Con 1d3 Con
* This is permanent damage.
Object Bright Shadowy Duration
Campfire Heat and Cold
Small 15 ft. 30 ft. 3 hours
Normal 30 ft. 60 ft. 8 hours Cold Dangers
Large 45 ft. 90 ft. 12 hours Cold and exposure deal non-lethal damage to the victim. This non-lethal damage
cannot be recovered until the character gets out of the cold and warms up again.
Candle n/a 5 ft. 12 hours Once a character is rendered unconscious through the accumulation of non-
Torch 20 ft. 40 ft. 1 hour lethal damage, the cold and exposure begins to deal lethal damage at the same
Halogen lantern 40 ft. 80 ft. 24 hours rate.
Flashlight An unprotected character in cold weather (below 40° F) must make a
Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of
Penlight 10 ft. 20 ft. 4 hours non-lethal damage. A character who has the Survival skill may receive a bonus
Standard 30 ft. 60 ft. 6 hours on this saving throw and may be able to apply this bonus to other characters as
Battery flood 100 ft. 200 ft. 12 hours well (see the skill Description).
In conditions of severe cold or exposure (below 0° F), an unprotected
Flashlights create beams of light. The radius of light around the flashlight is character must make a Fortitude save once every 10 minutes (DC 15, +1 per
roughly 5 feet of shadowy illumination. A penlight creates a beam the listed previous check), taking 1d6 points of non-lethal damage on each failed save. A
length and 5 feet wide at the end. character who has the Survival skill may receive a bonus on this saving throw
A standard flashlight beam is 15 feet across at the end. and may be able to apply this bonus to other characters as well (see the skill
A battery flood light beam is 50 feet across at the end. description). Characters wearing winter clothing only need check once per hour
In areas of shadowy illumination, characters can see dimly. Creatures for cold and exposure damage.
within the area have concealment and can make Hide checks to conceal A character who takes any non-lethal damage from cold or exposure is
themselves. beset by frostbite or hypothermia (treat her as fatigued). These penalties end
when the character recovers the non-lethal damage she took from the cold and
Vision and the Outdoors exposure.
Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute
In the daytime, under normal conditions, the distance at which characters can
(no save). In addition, a character must make a Fortitude save (DC 15, +1 per
see things varies according to the terrain. At night, however, the level of
previous check) or take 1d4 points of non-lethal damage. Those wearing metal
darkness is very important.
armor or coming into contact with very cold metal are affected as if by a chill
Nighttime lighting is affected primarily by the moon and the cloudiness. In
metal spell.
towns and cities, the lighting level will typically be greater due to government
lighting, although "bad" parts of town may be as poorly lit as the outdoors, or
even more so.
Ice Effects
The distance at which a character can see is also determined by his visual Characters walking on ice must spend 2 squares of movement to enter a square
type. Creatures with low-light vision can see much further at night. covered by ice, and the DC for Balance and Tumble checks increases by +5.
The table below details the distances at which a character can see a Characters in prolonged contact with ice may run the risk of taking damage from
Medium size figure with relative ease. The distances are divided into severe cold (see above).
bright/shadowy.
Heat Dangers
Normal MOON PHASE Heat deals non-lethal damage that cannot be recovered until the character gets
Vision cooled off (reaches shade, survives until nightfall, gets doused in water, is
New ¼ ½ Full
targeted by endure elements, and so forth). Once rendered unconscious through
Normal 5 ft./5 ft. 10 ft./30 ft. 15 ft./60 ft. 30 ft./120 ft. the accumulation of non-lethal damage, the character begins to take lethal
Clouds damage at the same rate.
Lt 5 ft./5 ft. 5 ft./20 ft. 10 ft./45 ft. 20 ft./90 ft. A character in very hot conditions (above 90° F) must make a Fortitude
saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of
Mod 5 ft./0 ft. 5 ft./15 ft. 10 ft./30 ft. 15 ft./60 ft. non-lethal damage. Characters wearing heavy clothing or armor of any sort take
Thick 5 ft./0 ft. 5 ft./10 ft. 5 ft./15 ft. 10 ft./30 ft. a –4 penalty on their saves. A character with the Survival skill may receive a
Dense 1 ft./0 ft. 5 ft./0 ft. 5 ft./0 ft. 5 ft./5 ft. bonus on this saving throw and may be able to apply this bonus to other
characters as well (see the skill description). Characters reduced to
MOON PHASE unconsciousness begin taking lethal damage (1d4 points per hour).
Low-light
In severe heat (above 110° F), a character must make a Fortitude save
Vision New ¼ ½ Full once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of
Normal 10 ft./20 ft. 20 ft./60 ft. 30 ft./120 ft. 60 ft./240 ft. non-lethal damage. Characters wearing heavy clothing or armor of any sort take
Clouds a –4 penalty on their saves. A character with the Survival skill may receive a
bonus on this saving throw and may be able to apply this bonus to other
Lt 5 ft./15 ft. 15 ft./45 ft. 20 ft./90 ft. 45 ft./180 ft.
characters as well. Characters reduced to unconsciousness begin taking lethal
Mod 5 ft./10 ft. 10 ft./30 ft. 15 ft./60 ft. 30 ft./120 ft. damage (1d4 points per each 10-minute period).
Thick 1 ft./5 ft. 5 ft./15 ft. 5 ft./30 ft. 15 ft./60 ft. A character who takes any non-lethal damage from heat exposure now
Dense 1 ft./0 ft. 5 ft./5 ft. 5 ft./5 ft. 5 ft./10 ft. suffers from heatstroke and is fatigued.
These penalties end when the character recovers the non-lethal damage
she took from the heat.
Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals
lethal damage. Breathing air in these temperatures deals 1d6 points of damage
per minute (no save). In addition, a character must make a Fortitude save every

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Section 5: Combat, Rules, and Gamemastering

5 minutes (DC 15, +1 per previous check) or take 1d4 points of non-lethal round, she drops to –1 hit points and is dying. In the third round, she suffocates.
damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on
their saves. In addition, those wearing metal armor or coming into contact with Slow Suffocation
very hot metal are affected as if by a heat metal spell. A Medium character can breathe easily for 6 hours in a sealed chamber
Boiling water deals 1d6 points of scalding damage, unless the character is measuring 10 feet on a side. After that time, the character takes 1d6 points of
fully immersed, in which case it deals 10d6 points of damage per round of non-lethal damage every 15 minutes. A character takes twice as much air for
exposure. each size category larger than Medium, or half as much air for each size
category it is below Medium. A sleeping or unconscious character consumes air
Lava Effects at one-half this rate. A torch or similarly sized fire is counted as a Medium
Lava or magma deals 2d6 points of damage per round of exposure, except in the character.
case of total immersion (such as when a character falls into the crater of an
active volcano), which deals 20d6 points of damage per round.
Damage from magma continues for 1d3 rounds after exposure ceases, but
this additional damage is only half of that dealt during actual contact (that is, 1d6
Strangulation
This replaces the rules found on page 214 of d20 Modern Roleplaying Game.
or 10d6 points per round).
You can strangle or choke any target up to one size category larger than
An immunity or resistance to fire serves as an immunity to lava or magma.
you are. (For example, a Medium-size character can strangle any Large or
However, a creature immune to fire might still drown if completely immersed in
smaller creature.)
lava (see Drowning, below).
When grappling an opponent, you can choose to strangle him in addition to
Smoke Effects damaging him. With a successful opposed grapple check, you prevent the
opponent from breathing for one round. If you get more than one attack per
A character who breathes heavy smoke must make a Fortitude save each round round, you need to succeed on only one of them to prevent your opponent from
(DC 15, +1 per previous check) or spend that round choking and coughing. A breathing. (That is, if you fail one attempt but succeed on a second, the strangle
character who chokes for 2 consecutive rounds takes 1d6 points of non-lethal is maintained.)
damage. The target can hold his breath for a number of rounds equal to his
Smoke obscures vision, giving concealment (20% miss chance) to Constitution score. After that period, he must make a DC (10 + Strength modifier)
characters within it. Constitution check at the beginning of his next turn. He must continue making a
Constitution check each round for as long as the strangle is maintained, but the
High Altitude/Low Oxygen DC of the check increases by +1 each round after the first.
Characters exerting themselves in low-oxygen conditions must make a Fortitude When the opponent fails one of these checks, he begins to suffocate. The
save every hour (DC 15 + 1 for each previous check) or take 1d4 points of non- next round, he falls unconscious (to 0 hit points). In the following round, his hit
lethal damage from exhaustion. Characters who have taken non-lethal damage point total drops to -1, and he is dying. On the third round after failing the check,
from lack of oxygen are fatigued. Once knocked unconscious, the character he dies of suffocation.
automatically succeeds at his Fortitude save every hour until conscious. While still conscious, the target can attempt to break the strangle as if
escaping from a pin (see Escape from Pin on page 154 of d20 Modern
Scenery Roleplaying Game). If the target breaks the strangle, he can breathe again. Any
accumulated increases to the Constitution check DC are negated and do not
apply to future attempts to strangle the target.
Doors If the target is both pinned and being strangled, he must escape from the
Break DC pin before he can attempt to break the strangle.
Door Typical Thickness Hardness HP If a character is strangled by something other than an attack (such as being
Stuck Locked
hung by a noose), he suffocates. See Suffocation and Drowning on page 213.
Blast 2 ft. 15 875 40 40
Elevator
Glass
2 in.
1 in.
10
1
60
1
15
12
15
12
Traps and Other Devices
Electric eye: Spot (+4 bonus) versus Hide to detect characters; Search DC 20;
Iron 2 in. 10 60 28 28 Disable Device DC 20; Sounds an alarm and/or activates another device.
Steel 2 in. 15 70 30 30 Heat sensor: Detect any discernible body heat within 20 ft.; Search DC 23;
Stone 4 in. 8 60 28 28 Disable Device DC 23; Sounds an alarm and/or activates another device.
Noise sensor: Listen (+4 bonus) versus Move Silently to detect characters;
Wood, simple 1 in. 5 10 13 15
Search DC 20; Disable Device DC 20; Sounds an alarm and/or activates another
Wood, good 1.5 in. 5 15 16 18 device.
Wood, strong 2 in. 5 20 23 25 Motion sensor: DC 20 Balance check to avoid detection; Search DC 22;
Lock - 15 30 - - Disable Device DC 22; Sounds an alarm and/or activates another device.
Vibration sensor: Detect any movement by creatures over (xx) lb. within
Hinge - 15 30 - -
20 ft.; Search DC 24; Disable Device DC 25; Sounds an alarm and/or activates
Floors another device.
Improved sensors: The statistics above are for the most basic of sensor
Carpeted: Carpeted floors provide a +1 or +2 circumstance bonus to Move systems. Search and Disable Device DCs can be 5, 10, or even 25 points higher.
Silently checks. Electrified floor: Section of floor (3d10 damage, DC 14 Reflex for half);
Electrified: These floors have electric currents running through them at Search DC 23; Disable Device DC 23.
regular intervals. This deals 1d6 points of damage to those on the floor. Laser beam: +16 attack; 8d6 damage; Search DC 25; Disable Device DC
Grates: A typical one-inch grate has hardness 15, 35 hit points, and a 28.
Break DC 30. Ultrasonic siren: 10d6 non-lethal damage (DC 22 Fortitude save half);
Hard wood: Loose boards can impose a -2 penalty on Move Silently Search DC 23; Disable Device DC 25.
checks.
Weight-sensitive: These are typically rigged to trigger a trap and/or alarm Wire
when weight is added or removed from them. There are three basic types of wire used in security systems: barbed, concertina,
and monowire. These wires have the following statistics:
Starvation and Thirst • Spot DC: This is the DC for a Spot check to spot the wire under
A character can go without water for 1 day plus a number of hours equal to his normal lighting conditions. Unusual lighting conditions, as well as
Constitution score. After this time, the character must make a Constitution check concealing brush or others obstructions may increase the DC.
each hour (DC 10, +1 for each previous check) or take 1d6 points of non-lethal • Hard: This is the hardness of the wire.
damage. • HP: This is the amount of damage required to break the wire.
A character can go without food for 3 days, in growing discomfort. After this • Break DC: This is the DC required when attempting to break the wire
time, the character must make a Constitution check each day (DC 10, +1 for through force.
each previous check) or take 1d6 points of non-lethal damage. • Damage: This is the damage the wire deals per 5 ft. section moved
Characters who have taken non-lethal damage from lack of food or water through when simply grabbing the wire, walking through the wire, or
are fatigued. Non-lethal damage from thirst or starvation cannot be recovered running through the wire. Note that in many cases, the Gamemaster
until the character gets food or water, as needed—not even magic that restores may choose to apply specific-area injuries when dealing with wire
hit points heals this damage. barriers.

Suffocation and Drowning WIRE STATISTICS TABLE


A character that has no air to breathe can hold her breath for 2 rounds per point Spot Break Damage
of Constitution. After this period of time, the character must make a DC 10 Wire Hard HP
DC DC Grab Walk Run†
Constitution check in order to continue holding her breath. The save must be
repeated each round, with the DC increasing by +1 for each previous success. Barbed 15 10 15 30 1d2 1d4 1d6
When the character fails one of these Constitution checks, she begins to Concertina 18 10 15 30 1d4 1d8 2d6
suffocate. In the first round, she falls unconscious (0 hit points). In the following

5454
Section 5: Combat, Rules, and Gamemastering

WIRE STATISTICS TABLE skill DC is failed, roll d%. If the result is 01-50, the character is
deafened for 1d6 months. If the result is 51-100, the deafness is
Spot Break Damage permanent.
Wire Hard HP
DC DC Grab Walk Run† • Character’s hearing is damaged: The character suffers a penalty to
Monowire* 25 8 15 35 1d8 2d6 4d6 Listen skill checks equal to –1 per 4 points of damage inflicted by the

In addition to this damage, add the character's current speed / 20. injury. If the Treat Injury skill DC succeeds the character recovers half
* Apply High Impact protection against monowire. of the penalty immediately and recovers the remainder at the rate of
Note that some individuals may use monowire for tripwires as well. These one point per day. If the Treat Injury skill DC is failed then the
deal damage as above in addition to setting off alarms and/or traps. character’s penalty to Listen checks slowly improves by one point per
month.
Water Dangers • Character has suffered a concussion: As the new condition (see
below). If the Treat Injury skill DC is failed, roll d%. If the result is 01-
Any character can wade in relatively calm water that isn’t over his head, no check 75, the condition lasts for 1d6 weeks. If the result if 76-100, the
required. Similarly, swimming in calm water only requires skill checks with a DC effects are permanent.
of 10. Trained swimmers can just take 10. (Remember, however, that armor or
• Character loses Strength: The character loses one point of Strength
heavy gear makes any attempt at swimming much more difficult. See the Swim
per 4 points of damage inflicted by the attack. If the Treat Injury skill
skill description.)
DC succeeds the character recovers half of the lost Strength
By contrast, fast-moving water is much more dangerous. On a successful
immediately and recovers the remainder at the rate of one point per
DC 15 Swim check or a DC 15 Strength check, it deals 1d3 points of non-lethal
day. If the Treat Injury skill DC is failed, roll d%. If the result is 01-75,
damage per round (1d6 points of lethal damage if flowing over rocks and
Strength improves at a rate of one point per month. If the result is 76-
cascades). On a failed check, the character must make another check that round
100, then the loss is permanent.
to avoid going under.
• Character loses Constitution: The character loses one point of
Very deep water is not only generally pitch black, posing a navigational
Constitution per 4 points of damage inflicted by the attack. If the Treat
hazard, but worse, it deals water pressure damage of 1d6 points per minute for
Injury skill DC succeeds the character recovers half of the lost
every 100 feet the character is below the surface. A successful Fortitude save
Constitution immediately and recovers the remainder at the rate of
(DC 15, +1 for each previous check) means the diver takes no damage in that
one point per day. If the Treat Injury skill DC is failed, roll d%. If the
minute. Very cold water deals 1d6 points of non-lethal damage from hypothermia
result is 01-75, Constitution improves at a rate of one point per
per minute of exposure.
month. If the result is 76-100, then the loss is permanent.
The Bends • Character acts as if exhausted: As the standard condition. If the
Treat Injury skill DC is failed, roll d%. If the result is 01-75, the
A diver who remains underwater for more than one hour and dives more than character is exhausted for 1d6 months. If the result is 76-2100, the
100 ft. must surface slowly, a process that takes 5 minutes per 50 ft. of depth. condition is permanent. This injury represents damage to the
Failure to do so causes the bends, which causes extreme pain as nitrogen in the character’s lungs, diaphragm or intestines.
blood begins to bubble. This leaves the victim unable to take any actions and • Character acts as if fatigued: As the standard condition. If the Treat
deals 1d6 points of damage to him every minute until he is placed in a pressure Injury skill DC is failed, roll d%. If the result fi 01-50, the condition
tank and slowly decompressed. Even after being decompressed, the diver persists for 1d6 months. If the result is 51-100, the condition is
remains unable to take any actions for a full day. permanent. This injury represents damage to the character’s lungs,
Euphoria (Nitrogen Narcosis) •
diaphragm or intestines.
Character is in danger of losing an arm: Only having one arm
A diver that remains underwater for more than one hour and dives more than 50 imposes a –4 penalty to all Climb skill checks as well as all Grapple
ft. is susceptible to euphoria caused by the way nitrogen acts n the blood at that checks. It also precludes the use of any Two-Weapon fighting feats
depth. The diver suffers a -4 penalty to all Intelligence and Wisdom-based the character may possess or the ability to use two-handed weapons.
checks until he has resurfaced and rested 10 minutes or succeeds at a DC 25 If the character’s primary hand is injured (assumed to be the right
Fortitude save each hour. hand for 95% of all characters), then the character will also suffer off-
hand penalties for one year (6 months if the character possesses a
I NJURY AND D EATH two-weapon fighting feat). If the Treat Injury skill DC is failed, roll d%.
If the result is 01-50, the arm is useless for 1d6 months. If the result is
51-100, the arm will never recover.
Massive Damage • Character suffers a broken arm: As the new condition (see below).
Massive damage threshold is equal to current Constitution score plus any The Treat Injury check for this injury implies that the bone has been
applicable modifiers (including size). set so it can heal properly.
The saving throw for massive damage is 10 + damage. If the saving throw • Character is in danger of losing a leg: Only having one leg reduces
fails, you are immediately reduced to – (2d10) hit points. the character’s movement rate to 10 feet per round, precludes the
use of the Jump skill and imposes a –4 penalty on all Tumble and
Massive Damage and Non-Lethal Balance skill checks. The character also receives no Dexterity bonus
to Defense. Modern prosthetics can remove the Movement penalty,
If a non-lethal attack forces a massive damage save, a failed save results in
allow the use of the Jump skill with a –4 penalty, restore the
unconsciousness for 2d6 rounds. In addition, you suffer 1d4 points of lethal
character’s Dexterity bonus to Defense and reduce the penalty to
damage.
Tumble and Balance checks to –2. If the Treat Injury skill DC is failed,
Injuries roll d%. If the result is 01-50, the leg is useless for 1d6+6 months. If
the result is 51-100, the leg will never recover.
Any time a character must make a lethal Massive Damage save, he also must • Character suffers a Defense penalty: The character suffers a –1
save to avoid being injured. The DC to avoid being injured is the same as the penalty to Defense for each 4 points of damage inflicted by the
Massive Damage save. Note that a character must save to avoid being injured attack. This represents an injury that would affect the character’s
even if he fails his Massive Damage save and falls unconscious (if the character lateral, but not straight-line movement (certain knee, hip and tendon
is stabilized and lives, the injury will still need to heal). injuries). If the Treat Injury skill DC fails, roll d%. If the result is 01-50,
All injuries are treatable by the Treat Injury skill, at a DC listed on the table the penalty remains for 1d6 months. If the result is 51-100, the
below. Injuries do not heal naturally; they are permanent unless the character penalty is permanent.
receives medical attention. There is a “golden hour” of time during which a • Character suffers a penalty to Movement: The character suffers a
character is most easily treated. This is the reason armies at war have developed –5 feet penalty to Movement for each 10 points of damage inflicted by
an intricate pattern of care with combat medics in the field, followed by the attack. If the Treat Injury skill DC fails, roll d%. If the result is 01-
emergency field hospitals, then MASH (Mobile Army Surgical Hospitals) units 50, the penalty remains for 1d6 months. If the result is 51-100, the
further back away from the action and finally non-combat medical facilities. penalty is permanent.
If a character’s injury goes untreated during the golden hour, the Treat
• Character loses Dexterity: The character loses one point of
Injury DC rises by one per hour.
Dexterity per 4 points of damage inflicted by the attack. If the Treat
Using injuries causes combat to become more dangerous, since the
Injury skill DC succeeds the character recovers half of the lost
character might feel the effects of any successful attack long after the combat
Dexterity immediately and recovers the remainder at the rate of one
itself, even if he survives. point per day. If the Treat Injury skill DC fails, roll d%. If the result is
• Character is blinded: As the standard condition. If the Treat Injury 01-75, the character's Dexterity slowly improves by one point per
skill DC is failed, roll d%. A 01-50 means the character is blinded for month. If the result is 76-100, the penalty is permanent.
1-6 months, while a 51-100 means the blindness is permanent.
• Character suffers a broken leg: As the new condition (see below).
• Character’s eyes are damaged: The character suffers a penalty to The Treat Injury check for this injury implies that the bone has been
Spot skill checks equal to –1 per 4 points of damage inflicted by the set so it can heal properly.
injury. If the Treat Injury skill DC succeeds the character recovers half
• Character is bleeding: Character suffers 1d6 points of damage per
of the penalty immediately and recovers the remainder at the rate of
round for one round per 4 points of damage inflicted by the initial
one point per day. If the Treat Injury skill DC is failed then the
attack.
character’s penalty to Spot checks slowly improves by one point per
• Character is bleeding internally: A much more serious condition,
month.
this is not even evident except by its symptoms. The character loses
• Character is deafened: As the standard condition. If the Treat Injury
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Section 5: Combat, Rules, and Gamemastering

one point of Constitution per hour until the bleeding is stopped 15 + (13 - 10)3, or 18. Example #2: Shayna has a Constitution of 18 (+4 bonus),
(requiring a Treat Injury skill check DC 20 by a character with the and is at -20 hit points, so the DC for the check is 15 + (20 - 14) 6, or 21. If this
Surgery feat) or until the character dies. skill check fails, the subject suffers an additional point of damage, but the attempt
• Character loses Intelligence and/or Wisdom: This injury may be made again. Each such attempt takes one minute.
represents a serious brain injury. The character loses one point of If the skill check is successful, the deceased rolls a DC 20 Fortitude save.
Intelligence and/or Wisdom (distributed randomly) per 4 points of Apply the following modifiers to the save:
damage inflicted by the attack. If the Treat Injury skill DC succeeds • Every minute of death -2
the character recovers half of the lost Intelligence and/or Wisdom • Every two (2) negative hit points beyond death’s door -1
immediately and recovers the remainder at the rate of one point per • Doctor has the Surgery feat +2
day. If the Treat Injury skill DC fails, roll d%. If the result is 01-75, the • Field conditions -1
penalty improves by one point per month. If the result is 76-100, the • Clinic +0
penalty is permanent. • Hospital +1
• Character is in a coma: The character drops to 0 HP immediately • Quality hospital +2
and is unconscious (though there are debates as to how much a If the saving throw is successful, the subject is restored to his death’s door,
character in a coma can perceive of his surroundings). If the Treat but he must be stabilized, either naturally, or with Treat Injury, magic, psionics, or
Injury check is successful the character will wake in 1d6 weeks. If the with some other method. There is a chance that the subject will suffer
check is failed it may be retried in 6 weeks, but the DC is increased Intelligence (1-45) or Wisdom (46-90) or both (91-100) ability drain. The base
by 1 (this is an exception to the golden hour rule above). This check chance of suffering ability drain and the amount suffered is based on the time
may be tried every 6 weeks but the DC continues to rise and spent dead as follows:
eventually there is no hope of recovery.
JUMP STARTING THE DEAD TABLE
INJURIES TABLE
Time Dead (in rounds) Chance Amount
Roll Effect Treat Injury DC
1 - 10 10% (1-10/1d%) 1
01 – 05 Character is in a coma 25
11 - 20 15% 1d2
06 – 10 Character loses Intelligence and/or Wisdom 25
21 - 30 20% 1d2
11 – 15 Character is bleeding internally 25
31 - 40 25% 1d3
16 – 20 Character is bleeding 25
41 - 50 30% 1d3
21 – 25 The character suffers a broken leg 20
26 – 30 The character loses Dexterity 20 51 - 60 40% 1d4
31 – 35 Character suffers a penalty to movement 20 61 - 70 50% 1d6
36 – 40 The character suffers a Defense penalty 20 71 - 80 60% 1d8
41 – 45 Character is in danger of losing a leg 20 81 - 90 70% 1d10
46 – 50 Character suffers a broken arm 20 91 - 100 80% 1d12
51 – 55 Character is in danger of losing an arm 15 101 - 110 90% 2d8
56 – 60 Character acts as if Fatigued 20 111+ 99% 3d6
61 – 65 Character acts as if Exhausted 15
66 – 70 Character loses Constitution 15 Stabilization
71 – 75 Character loses Strength 20 Each round that a character is dying, he must roll a Fortitude save. The DC for
this save is 20, +1 per round. If successful, the character self-stabilizes and
76 – 80 Character has suffered a Concussion 20 ceases accumulating damage each round. If the save fails, the character takes
81 – 85 Character’s hearing is damaged 15 another point of damage. Regaining consciousness follows the normal rules.
86 – 90 Character is Deafened 20*
91 – 95 Character’s eyes are damaged 25 Healing
96 – 100 Character is Blinded 25
Hit Points
Injuries and Acton Points Characters heal hit point damage at a base rate of 1d4 +Constitution modifier per
When a character fails a lethal massive damage save, he can spend an Action week (7 days), with a minimum of 1 point. Your lifestyle affects your healing rate.
Point to void the effect of the massive damage, but he automatically takes an
Injury. The injury is particularly severe, increasing the Treat Injury DC by +5. Ability Damage
Characters heal ability score damage at a rate of 1 + Constitution modifier per
Disabled week, with a minimum of 1 point.
Movement beyond 25% of your base speed (rounded down) is strenuous and
deals the necessary damage.
Non-Lethal Damage
Characters heal non-lethal damage at a rate of 1 + Constitution modifier points
Dying per hour of light activity. If this results in a rate of 0 or less per hour, the character
heals 1d4 points per day of light activity.
When your hit points are at -1 or worse, you are dying. However, you are not
unconscious unless your negative hit points exceed your Constitution bonus.
For example, if Bob has a Constitution of 16 (+3 bonus), he is dying at -1
Injury, Death, and the Awakened
hit points, but remains conscious until he is at -4 hit points or worse. While Whenever a character with a Magic Rating is reduced to -1 hit points or worse,
conscious but dying, you can perform actions as if disabled. there is a chance that he will lose some magical potency. Attending critically
injured Awakened characters with Treat Injury is also more difficult, and can
Dead cause a loss of magical potency.
When such a character is reduced to negative hit points, roll 1d20. If the
You die when your negative hit points exceeds 10 + Constitution modifier. For result is equal to or less than the character's Magic Rating, his Magic Rating is
example, a character with an 8 Constitution (-1) dies at -10 hit points. A character reduced by one point.
with an 18 Constitution (+4) dies at -15 hit points. If a critically injured character is treated with Treat Injury, the doctor must
do so at a -6 penalty. He may choose not to accept this penalty, but in such
Irretrievable cases, the character must roll 1d20 again, checking for the loss of another point
If your hit points are beyond negative (Constitution ability score x 3), your body is of Magic Rating. Note that if the attending physician is not aware that the patient
so damaged that only magical resurrection, or similar forms of raising the dead is Awakened, the physician will suffer the -6 penalty.
can restore you. For example, if your Constitution is 10, at -31 hit points, you are When an Awakened character requires a replacement limb or organ, he
irretrievable. must use one cloned from his own DNA. Using another DNA pattern, even that of
If your negative hit point total exceeds your Constitution x 5, even magical another Awakened creature imposes a -1 reduction on the character's Magic
resurrection has only a 50% chance of restoring you. Rating. This automatic reduction is negated if the character's receives a part
If your negative hit point total exceeds your Constitution x 10, magical cloned from his own DNA. However, the surgical process, major invasive
resurrection has only a 1% chance of restoring you. surgery, is the same as being reduced to negative hit points and may cause
magic loss.
Jump Starting the Dead When an Adept loses a point of Magic Rating, he loses access to one point
With a medical kit, it is sometimes possible to bring the dead back to life with worth of Adept abilities.
quick action. Roll a Treat Injury skill check. The DC for this check is 15 +
negative hit points causing death. For example, Joe has a Constitution of 10 (+0
modifier), and is currently at -13 hit points. He died at -11 hit points, so the DC is

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Section 5: Combat, Rules, and Gamemastering

Mental Fatigue
N EW C ONDITIONS The character suffers a –2 penalty to Strength and Dexterity as normal for
Fatigue. What makes this condition different is that is caused by stress, rather
Concussion than physical exertion. One hour of rest, free from stress or combat, will “heal”
This condition persists for 2d6 days, after which it will heal naturally. A character mental fatigue. If a character suffering from mental fatigue performs another
with a concussion will often appear perfectly fine, but will occasionally suffer activity that causes mental fatigue, the character may suffer mental exhaustion
dizziness, see spots, and in rare cases may even believe he is somewhere else, (see that condition for more information).
or become extremely confused. A character with this condition can only use half
his ranks in any skill. A character that succeeds at a DC 20 Will save may make Mental Paralysis
a skill check with his full number of skill ranks, but the character must make this A character suffering from mental paralysis either stands stock still, staring
save again each time he makes a skill check as long as this condition persists. around him, or simply sits down on the ground, ignoring what is going on around
him. If attacked, the character may make a Will Save (DC 15) to become
Broken Arm mentally exhausted again. If the character fails this save, the character will suffer
This condition persists for 1d6 weeks, minus one week per point of the a Mental Breakdown (see that condition for more information). A character
character’s Constitution modifier, minimum 1 week. If a character has a broken suffering from mental paralysis has an effective Strength and Dexterity of 0, and
arm that is not set, the character may use that arm normally, but suffers a –2 to is helpless. One day of rest, free from stress or combat will “heal” mental
all actions performed with that arm, and must make a Fortitude Save (DC 15) or paralysis, leaving the character mentally exhausted. What makes this condition
suffer 1d6 points of damage when using that arm. A character with a First Aid kit different from normal Paralysis is that this condition is caused by extreme stress
may make a Treat Injury check (DC 15) to set a broken arm. This reduces the and mental duress.
penalty to –1, and the character suffers no damage from using the limb. Once an
arm is set, only the –1 penalty applies until the condition is healed. Post-traumatic Stress
PTS is an illness that affects those who have been exposed to extreme stress,
Broken Leg especially those who have suffered extreme stress over a long period of time,
This condition persists for 1d6 months, minus one month per point of the such as war veterans, prisoners of war, or concentration camp survivors.
character’s Constitution modifier, minimum 2 months. If a character has a broken Characters with this illness may suffer nightmares (rendering the character
leg that is not set, the character may stand on that leg, but suffers a –4 penalty to fatigued), or even flashbacks. These conditions cause a 5% chance that the
Defense, and must make a Fortitude Save (DC 15) or suffer 1d6 points of character is Fatigued on any given day. Should a character suffering this
damage each round the character stands on that leg. A character standing on condition be placed under extreme stress again, the character must make a Will
one leg is flat-footed, but does not suffer damage. A character standing on one Save (DC 20) or immediately suffer mental exhaustion.
foot or on a broken leg that is hit in combat must make a Reflex save (DC 15 if
the character is placing weight on the broken leg, or DC 20 if the character is The Thousand Yard Stare
standing on one leg) or be knocked prone. A character with a First Aid kit may This mental illness has rendered the character so numb that he is actually better
make a Treat Injury check (DC 15) to set a broken leg. Once a leg is set, a suited to stressful situations, including combat. The character gains +2 to attack
character suffers a –2 penalty to Defense as long as the condition persists. and damage rolls in combat; however, out of combat, the character suffers a –4
to all skill checks except Spot and Listen. This mental illness can only be
Mental Breakdown removed through long-term therapy as described under the Mental Breakdown
The character’s experiences have caused the character to develop a mental new condition.
illness, usually Post-Traumatic Stress Disorder (see that condition for more
information), though some other well-known examples of combat breakdowns,
such as the “Thousand Yard Stare” are presented as well. Although no C ONTACTS
information on other forms of mental illness is provided here (such concerns are You must purchase contacts during character creation, although contacts may
outside the scope of this book), combat breakdowns have resulted in every form also develop in play.
of neurosis and psychosis that exists, and any of these could affect a character. Contacts have two basic ratings that determine how useful they are:
This condition may only be removed by long-term application (2d12 months, one Connection, and Loyalty.
treatment per week) of the Knowledge (Behavioral Sciences) skill.

Mental Exhaustion Connection


This provides a measure of how well-connected the contact is, on a scale of 1 to
The character suffers a –6 penalty to Strength and Dexterity, moves at half 6. This also determines how easy it is to contact the contact. When attempting to
speed, and cannot charge or run. What makes this condition different from get in touch with the contact, roll 1d6. If the result is equal to, or greater than his
normal exhaustion is that is caused by mental and emotional stress, rather than Connection rating, he is probably available. Note that this may be modified by
physical exertion. One hour of rest, free from stress or combat, will “heal” mental time of day and other factors.
exhaustion, leaving a character mentally fatigued. If a character suffering from

Loyalty
mental exhaustion performs another activity that causes mental fatigue, the
character may suffer mental paralysis, become panicked, or even suffer a mental
breakdown (see those conditions for more information). An Order (see the This determines how much you can rely on the contact. The Loyalty rating can
Intimidate skill for more information) may temporarily allow a character to act as if provide you with a bonus when dealing with the contact, and can often act as a
mentally fatigued. modifier when others ask the contact about you.

CONNECTION RATING TABLE


Rating Description
Knows very few people and has practically no social influence. Many are useful only for their Knowledge skills. Examples: squatter, manual laborer, academic
1
graduate assistant.
2 Knows some people but doesn’t have a lot of personal pull. Examples: gang member, bartender, mechanic, mob soldier, corner hustler, corporate wageslave.
Meets people on a regular basis and has some personal pull. Examples: beat cop, private investigator, street doc, corporate secretary, club owner, street-level
3
fixer or fence.
Knows many people or may be in a leadership position. Examples: gang boss, mob lieutenant, police detective or sergeant, corporate middle manager, low-level
4
Mr. Johnson, fixer or fence with regional ties.
Knows lots of people over a larger area, or holds a senior leadership position: police captain, corporate division manager, high-level Mr. Johnson, fixer or fence
5
with national ties.
Well-connected individual who knows people all over the world, or holds a key executive position. Examples: mob boss, corporate executive, Mr. Johnson or fixer
6
or fence with international ties.

LOYALTY RATING TABLE


Rating Description
Just Biz. The character and contact have a purely mercenary relationship. Interactions are based solely on economics. They may not even like each other, and
1
will not offer any sort of preferential treatment.
2 Regular. The relationship is still all business, but contact at least treats the character with a modicum of respect, like regulars or favored clients.
Acquaintance. A friendly relationship exists between character and contact, though it would be a stretch to call it a friendship. The contact is willing to be
3
inconvenienced in small ways for the character, but will not take a fall for her.
4 Buddy. A friendship or solid level of mutual respect exists. The contact would be willing to go out of his way for the character if necessary.
5 Got Your Back. The contact and character have an established relationship and level of trust. The contact will back the character even in risky situations.
6 Friend For Life. The contact will do whatever he can for the character, even if it means putting his own life on the line.

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Section 5: Combat, Rules, and Gamemastering

rolled. Compare this result to Table 7-1: Purchase DCs on p. 204 of d20 Modern
Contacts and Reputation Roleplaying Game.
When dealing with a contact, you may make a normal Reputation check (DC 25)
to gain the appropriate skill bonuses. Networking
You can use a contact to arrange meetings with other characters. This is
General Information networking. When you ask a contact to network you, first, the GM must
determine if the attempt will pose a risk to the contact. Risky networking may
When you go to contact for information, the first thing that must be determined is
require you to make a Diplomacy check (add Loyalty as a bonus) with the DC
if the contact already knows the information. This is covered by the contact's skill
based on how dangerous the contact perceives the attempt to be.
rolls. If the contact knows the information, proceed to the next step If the contact
If the contact agrees, he must make the appropriate skill checks, with a
doesn't know the information, he must ask around. Make the appropriate skill
bonus equal to his Connection rating. His DCs are based on the importance of
checks for the contact, with a bonus equal to his Connection rating. This typically
the individual to be met, and the relationship between that individual, the contact,
takes 60 minutes. For every 5 points by which the contact beats the required
and you. If successful, the contact has arranged a meeting. This will typically
DC< reduce the time by 10 minutes.
occur in 4d6 hours.
If the information falls under the contact's field, he gains a +2 bonus. If the
If the contact cannot arrange a meeting with the desired individual, he may
contact is a Fixer or Mr. Johnson, he receives a +2 bonus.
still be able to arrange contact with an intermediary.
Once the contact has the information, you must convince him to provide it.
This requires an open-ended Diplomacy check. You receive a bonus to this
check equal to the contact's Loyalty rating. Fencing
This is similar to networking, except instead of arranging a meeting, the contact
is working to find a buyer for goods or information you possess. The procedure is
CONTACT INFORMATION TABLE essentially the same as with networking, except you may aid the contact's
chances of success by lowering your asking price. You must let him know this
Result Information Sample question before he makes his checks. In addition, contacts typically charge a "finder's fee"
General in such situations (typically 10% to 30% of the selling price).
1-5 Did you hear that Dunkelzahn died?
information
6-10 More details What do your sources say about Big D’s remains? Favors
Even more What’s the connection between the Yaks and the Favors come in two basic types – business services and personal assistance.
11-20
details security on Inauguration night? Business services covers things you can go to complete strangers for, such
Can you get me the name of Nadja Daviar’s as vehicle repair, or doctor services. Typically, you use a contact for these only
21-30 Specific items
personal shopper? when you want the deal to remain under the table. Typically, such services have
Info not on the standard costs, although you may receive a Loyalty discount.
31-35 What is “Project Ragnarok? Personal assistance covers things that aren't normally available though
streets
cash alone. Use the Favor Rating Table as a rough guide. A contact will usually
Info beyond What does the phrase ‘techno-magical elf cabal’
36+ provide a favor that has a rating less than his Loyalty rating. For greater favors,
street bring to mind in reference to our late president?
you may be required to make Diplomacy checks (as per General Information),
Ear to the Ground and will owe the contact equal favors for the future.

You may ask a contact to keep his ear to the ground and report any information
concerning your inquiry. This requires a Diplomacy skill check with a –2 penalty
Maintaining Contacts
(+ Loyalty rating). If successful, the contact will generally report in 2d6 hours. Contacts do not exist in a void until you call on them. Contacts must be kept
happy. This is called Contact Upkeep. This consists of two parts.
Rushing a Contact 1. Role-playing: Generally, you must maintain some level of contact
with the contact. Occasionally buy him a cup of soykaf or slide him a
If you wish to rush a meeting with a contact, roll a separate DC 15 Diplomacy
loan.
skill check (again, add the contact's Loyalty rating as a bonus). If the contact has
2. Payment: In addition to general good treatment, you must also pay
been rushed, the Diplomacy skill check to get information from him suffers a –2
for your contacts. This includes money spent on dinners, tips, hard
penalty.
info, etc. This cost is paid every year. The Purchase DC for this
Payment upkeep is equal to 20 – Loyalty rating + Connection rating.
Should you fail to pay the upkeep cost, or, in the opinion of the Game
Many contacts expect to be reimbursed for aid provided. A rough guideline for Master, fail to live up to the role-playing aspect, you suffer a -4 circumstance
this is ((contact’s Intelligence modifier x contact’s Charisma modifier) – (Loyalty penalty to all rolls dealing with the contact for every time you fail to maintain
rating x 5) x 50). Subtract 10% per 5 points over the Diplomacy DC that you upkeep or contact.

FAVOR RATING TABLE


Rating Description
1 Minor. Deliver a message to someone. Provide access to a low-level restricted security area (airport boarding area, police station).
2 Low Risk. Loan use of specialized equipment (up to Purchase DC 23 in value). Corporate action requiring the signature of a first-line supervisor.
3 Medium. Provide access to a mid-level restricted security area (standard corporate research lab).
4 Moderate Risk. Loan use of specialized equipment (up to Purchase DC 31 in value). Corporate requisition requiring the signature of a middle manager.
5 Serious. Provide access to a high-level security area (FBI offices, AA megacorporate headquarters, AAA regional headquarters).
Major Risk. Loan use of specialized equipment (up to Purchase DC 39 in value). Corporate requisition requiring the signature of a senior manager or junior
6
executive.
• Severely Damaged: Reduce the vehicle's top speed by 80%. The

V EHICLE C OMBAT Initiative and Maneuver ratings worsen by 4 points. All Drive/Pilot
checks take a -8 penalty.
Vehicular combat follows the standard d20 Modern Roleplaying Game rules for • Disabled: At 0 hit points, the vehicle is disabled, and no longer
the most part, with the following exceptions and additions. functions.
• Destroyed: If a vehicle's negative hit points exceeds 20% of its
Vehicle Hit Points normal hit points, it is destroyed.
Vehicles in Shadowrun/d20 Modern have more hit points than normal –
approximately 5 x the normal hit points. This is because vehicles in
Exploding Vehicles
Shadowrun/d20 modern have degrading performance. Divide the vehicle's hit If an attack disables or destroys a vehicle by dealing damage equal to 30%
points by 5, and note the ranges. Vehicles have the following operating (round down) of the vehicle's normal hit points, the vehicle explodes. This deals
conditions (the penalties are not cumulative): 10d6 points of damage to the occupants of the vehicle (DC 30 Reflex save for
• Operational: The vehicle functions as normal. half).
• Lightly Damaged: Reduce the vehicle's top speed by 20%. The This also deals damage as an explosive (concussion and slashing) to three
Initiative and Maneuver ratings worsen by 1 point. All Drive/Pilot blast increments (0 – 10 ft.; 11 – 20 ft.; 21 – 30 ft.). This deals 9d6 / 6d6 / 3d6
checks take a -2 penalty. damage with Reflex saves for half damage (DC 19 / 16 / 13).
• Moderately Damaged: Reduce the vehicle's top speed by 40%. The
Initiative and Maneuver ratings worsen by 2 points. All Drive/Pilot Critical Hits
checks take a -4 penalty. Vehicles are normally treated as constructs, and by that virtue, should be
• Heavily Damaged: Reduce the vehicle's top speed by 60%. The immune to critical hits. However, in this conversion, they are not. When you
Initiative and Maneuver ratings worsen by 3 points. All Drive/Pilot confirm a critical hit against a vehicle, roll on the following table.
checks take a -6 penalty. At this point, the autonav system breaks.

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Section 5: Combat, Rules, and Gamemastering

VEHICLE CRITICAL RESULTS TABLE bonus to attack rolls with the vehicle's on-board weapons against that target for
as long as the lock-on is maintained. If the weapons are fired at another target,
1d% Effect the lock-on for the targeted vehicle is broken.
01 – 15 Normal damage; crew dazed
16 – 30
31 – 35
Normal critical hit; crew dazed
Severe critical hit; crew dazed, vehicle stalls
A CTION P OINTS
In Shadowrun/d20 Modern, you do not gain action points automatically; instead,
36 – 50 Crew hit (normal damage)
you must purchase them with char gen XP and in-play XP. The GM may
51 – 55 Normal damage; comm system damaged occasionally award action points as a reward for some things.
56 – 60 Normal damage; engines damaged However, unlike most action point system, when you spend an action point
61 – 65 Normal damage; sensors/computer damaged in Shadowrun/d20 Modern, it isn't necessarily gone forever. When you spend an
action point, the GM will roll 1d10 and you will roll 1d10. If your result is greater
66 – 70 Normal damage; fire control damaged than the GM's roll, you will regain the action point at the end of the session.
71 – 75 Normal damage; weapon system damaged As normal, you can spend only one action point per round.
76 – 80 Normal critical hit; comm system damaged
81 – 85 Normal critical hit; engines damaged What Can You Do With Action Points?
86 – 90 Normal critical hit; sensors/computer damaged Following is a list of most of the things you can use action points for.
91 – 95 Normal critical hit; fire control damaged Activate limited use ability: If you have an ability that has a limited
number of uses per day, you can spend an action point to gain an immediate
96 – 100 Normal critical hit; weapon system damaged additional use of the ability.
Add to a roll: You can spend an action point to add to a d20 roll. You can
Normal damage: The attack deals the normal damage (do not apply declare this expenditure after the roll, but only before the GM announces the
critical modifiers). result. When you do this, roll 1d8 and add the result to the d20 roll. If the die
Crew dazed: Everyone on board the vehicle must succeed on a DC 15 comes up "8", roll it again and add the second result to 8 before adding to the
Fortitude save or be dazed for 1 round. d20 roll (i.e., the d8 roll is open-ended once).
Normal critical hit: Roll critical damage normally. Boost defense: When fighting defensively or using total defense, you can
Severe critical hit: Roll a critical hit with a x5 multiplier instead of the spend an action point to double the normal benefits for one round.
normal multiplier, if less than x5. If the normal multiplier is x5 or better, increase it Boost spell Force: As a part of your Caster Check, you can spend an
by one. action point to boost the Force of your spell by +2, without incurring additional
Vehicle stalls: The operator cannot apply acceleration or deceleration for Drain or risking lethal Drain.
1d4 rounds. Emulate feat: At the beginning of your turn, you can spend an action point
Crew hit: The attack bypasses the vehicle (no damage to the vehicle) and in order to emulate a feat that you do not possess. You must meet the
strikes a random crewmember or passenger for normal (non-critical) damage. requirements of the feat normally. The effect lasts until your next turn.
Comm system damaged: One communications system on the vehicle is Extra attack: If you spend an action point when making a full-attack action,
rendered inoperable until repaired (Repair check). If no comm system is you gain an additional attack at your normal bonuses.
available, ignore this result and reroll. Improve feat: Many feats have an Action Point entry listed, describing
Engines damaged: Reduce top speed by 5-30% (1d6 x5). If the engine ways to improve the feat by spending an action point. Use the following for feats
takes additional critical hits, the reduction is taken from the normal top speed and in the d20 Modern Roleplaying Game, d20 Future, and d20 Apocalypse.
applied to the current top speed. For example, is a vehicle that has a normal top • Blind-Fight: You can spend an action point to negate the miss
speed of 200 takes a 25% critical, it's speed is reduced to (200 x 0.75) 150. If it chance for one attack.
takes a second critical hit for 30%, it's speed is reduced to (200 x 0.3) = 60 (150 • Combat Expertise: You can spend an action point to double the
– 60)) 90. The speed reduction remains until the engine is repaired. If the Defense bonus for one round.
vehicle's speed is reduced to 0, the engine is destroyed. Ignore further engine • Defensive Martial Arts: You can spend an action point to double the
critical hit and reroll. bonus for one round.
Sensors/computer damaged: A sensor or computer system is rendered • Dodge: You can spend an action point to double the bonus for one
inoperable until repaired (Repair check). If no sensor or computer system is round.
available, ignore this result and roll again.
• Elusive Target: You can spend an action point to increase the
Fire control damaged: A fire control or targeting system is rendered
penalty to -8 for one round.
inoperable until repaired (Repair check). If no fire control system is available,
• Improved Initiative: You can spend an action point to double the
ignore this result and reroll.
bonus.
Weapon system damaged: A weapon is rendered inoperable until
• Power Attack: You can spend an action point to double the damage
repaired (Repair check). If no fire control system is available, ignore this result
bonus for one round.
and reroll.
Improve Threat Range: You can spend an action point to improve the
Called Shots treat range of your weapon by one point for one round.
Stabilize: If you are dying, you can spend an action point to stabilize
Called shots may be attempted on vehicles. In general, a called shot requires an automatically.
attack against the vehicle's Defense, without the vehicle size modifier, but with Sudden action: You can spend an action point to change your place in the
the size modifier for the component. Most components can be disabled by initiative order of combat. You can move up or down in the order by plus/minus 6.
dealing 5% of the vehicle's normal hit points in damage. Void massive damage: If you fail a massive damage save, you can spend
an action point to negate the effect of the failed save, but you automatically take
Weather and Terrain a severe injury.
Top Spd: Apply this multiplier to the vehicle's top speed.
Check: Apply this modifier to the operator's Drive or Pilot check.
A DVANCEMENT
Condition Example Top Spd Check Characters in Shadowrun/d20 Modern accumulate experience points just as
characters in other d20 games; however, they do not advance in levels, gaining
Obstruction
bonuses and benefits upon achieving a new level.
Moderate Undergrowth, urban x¾ -2 Instead, you "spend" experience points when you desire, assuming the
Heavy Thick undergrowth, dense urban x½ -4 situations in the game are appropriate and your character has enough XP.
Surface You can spend XP to acquire the following:
Bad Steep slope or mud x½ -4
ADVANCEMENT XP COST AND TIME TABLE
Very bad Deep snow x¼ -6
Purchase XP Cost Training
Poor visibility Darkness, thick fog x½ -4
Ability scores
Weather
Str, Dex, Con † 100 x new score 240 hours
Bad Heavy rain, turbulence x¾ -2
Int, Wis, Cha † 150 x new score 480 hours
Very bad High winds x½ -4
App None Surgical
Extreme Storm x¼ -6
Skills
Sensor-Enhanced Gunnery Non-weapon † 50 x new rank New rank x 10 hours
Vehicles that have sensors capable of Mode 4 are can be modified to provide Weapon † 200 x new rank New rank x 5 hours
sensor-enhanced gunnery (SEG). To use SEG, make a Computer Use check to Feats 500 120 hours
operate the sensors. The DC for this check is 5 + target Stealth. Anything that Base Defense bonus (dodge) † 200 x new bonus 24 hours
interferes with normal sensor operations and communications (such as EM
Save bonuses
interference, ECM, ECCM, etc) can impose penalties on this check.
If the check is successful, the sensors are locked on. This provides a +2 Fortitude † 150 x new bonus 24 hours

5959
Section 5: Combat, Rules, and Gamemastering

ADVANCEMENT XP COST AND TIME TABLE


Purchase XP Cost Training
Reflex † 150 x new bonus 24 hours
Will † 150 x new bonus 24 hours
Wealth bonus 1,000 per +1 240 hours
Grey Wealth bonus 1,000 per +1 240 hours
Reputation bonus 1,000 per +1 120 hours
Magic Rating 1,000 per +1 240 hours
Spell Varies Varies
Contact [Con + Loy] x 1,000 Varies
Action point 500 n/a
Iterative attack 5,000 240 hours
Hit Die
d4 500 60 hours
d6 750 90 hours
d8 1,000 120 hours
d10 1,250 150 hours
d12 1,500 180 hours
d20 2,000 210 hours

This is a rating or rank-based improvement. When increasing it,
determine the XP cost by multiplying the listed XP by the new rating. For
example, improving Axes 3 to Axes 4 costs 800 XP. Improving base Defense +2
to +3 costs 600 XP.

XP Cost: This is the amount of experience points that you must spend on
the acquisition.
Training Time: This is the time you must spend training before you can
actually acquire the ability. . Training assumes at least 4 hours per day on the
goal. A character either can train up to (Wisdom) hours per day, on a single goal
or divided between tasks (no more tasks per day than Wisdom bonus).
• Ability scores: When improving an ability score, you can improve
only by one point at a time. If you wish to improve Appearance, find a
reconstructive surgeon.
• Skills: If a skill is trained only, you must find some kind of teacher.
You may be required to make Wealth checks when improving or
learning skills to represent materials and other costs. You can
improve a skill one rank at a time.
• Feats: You may be required to make Wealth checks when improving
or learning skills to represent materials and other costs.
• Base Defense bonus: You can improve Base Defense only one
point at a time.
• Save bonuses: You can improve save bonuses one point at a time,
but you can work on all three simultaneously.
• Wealth bonus: You can improve Wealth bonus one point at a time.
• Grey Wealth bonus:
• Reputation bonus: You can improve Reputation bonus one point at
a time. If you have multiple Reputation bonuses, they cannot be
improved simultaneously.
• Magic Rating: You can improve Magic Rating one point at a time.
Keep in mind that there is a cap on your Magic Rating.
• Spell: The cost and time required to learn new spells is described in
Section 7: Magic.
• Contact: You can attempt to develop contacts simultaneously.
Gaining contacts in play is a cheaper option.
• Action Point: You can purchase an Action Point any time you have
the XP.
• Iterative attack: You can learn only one new attack at a time.
• Hit Die: You can gain only one new hit die at a time.

6060
Section 6: Friends and Foes

SECTION 6: FRIENDS AND FOES


Saving Throw: Will negates (15 + Charisma mod + Magic Rating)

C RITTER Q UALITIES If the target fails to save, he suffers a penalty to all attack rolls, ability
checks, skill checks, initiative checks, and Defense that is equal to the critter's
Magic Rating.
Powers Dual Natured
Accident Type: Physical
Casting Time: None
Type: Physical Range: Personal
Casting Time: Standard action Target: You
Range: LoS Duration: Constant
Target: One creature or object Saving Throw: No
Duration: Instantaneous The critter is simultaneously present in both the real world and the Astral
Saving Throw: See below Plane. He can perceive astrally and interact with astral forms. He suffers no
When a critter targets a living creature with this power, it rolls 1d20 + penalty for seeing both worlds simultaneously.
Wisdom modifier + Magic Rating. The target rolls 1d20 + Wisdom modifier +
Dexterity modifier. If the critter wins, the target suffers some sort of minor
accident, based on the surrounding terrain. Typically, this results in the loss of
Essence Drain
actions for the round, although the terrain can cause this to be threatening. If the Type: Physical
critter beats the target's roll by more than 10 points, the accident may deal up to Casting Time: Standard action
1d6 points of damage. Range: Touch
Objects, such as cars, do not have any resistance to this ability. If used Target: One creature
against a moving vehicle, the critter rolls as above. The operator of the vehicle Duration: Instantaneous
must make a Drive or Pilot check against this roll or lose control. Saving Throw: Fortitude negates (15 + Wisdom mod + Magic Rating)
The critter is able to drain the life force from a target. Despite the name of
Animal Control the power and the description, what the power does is actually force points of
Essence upon the target. The critter must be in physical contact with the victim.
Type: Mana Every round, the victim must make a saving throw or gain one point of Essence
Casting Time: Standard action (as described under Cyberware). For each point of Essence the target gains, the
Range: LoS critter gains 2 points that it can distribute between its Strength, Dexterity, or
Target: See below Constitution. It can also swap these points for a 2-for-1 boost to Magic Rating.
Duration: Sustained Such a boost lasts for 12 hours, and the critter loses one-half of the acquired
Saving Throw: Will negates (15 + Wisdom mod + Magic Rating) points after the duration ends.
This allows the critter to direct the behavior of a group of animals (creatures If this power pushes the victim's Essence beyond the victim's Constitution
with the Animal type and an Intelligence of 1 or 2). Directing the behavior takes a score, the victim dies.
move action every round. Creatures that leave the critter's line of sight cannot Beginning 24 hours after the Essence Drain, the victim is allowed a
have their commands altered, but they follow the last received command for as Fortitude save. The DC for this save is 15 + Essence gain from the attack. If
long as the power is sustained. successful, the victim sheds this newly gained Essence. If the save fails, the
When commanding creatures of Tiny size or smaller, the critter can victim retains one-half of the gained Essence permanently.
command a number of them equal to its Charisma score as long as they are While this power has a listed casting time of Standard action, it is often part
within a radius of (Charisma x 5 ft.). When commanding creatures of Small size of a critter's natural attacks and occurs simultaneously.
or larger, the critter can command a number of creatures equal to its Charisma
modifier (minimum of 1). Fear
Binding Type: Mana
Casting Time: Standard action
Type: Physical Range: LoS
Casting Time: Standard action Target: One creature
Range: LoS Duration: See below
Area: One creature or object Saving Throw: Will negates (15 + Charisma mod + Magic Rating)
Duration: Instantaneous If a victim fails to save against this power, he is panicked for a number of
Saving Throw: See below rounds equal to the critter's Charisma modifier + Magic Rating +1d6. Even after
This power causes the target to stick to the surface he is touching (or the this duration, he must make a second Will save if he wishes to approach the
critter itself). The target may attempt to break free as a full-round action. This critter again.
requires a Strength check against a DC of 15 + critter's Wisdom modifier + Magic
Rating. While stuck, attempting to break free is the only physical action that
target may attempt.
Guard
Type: Physical
Compulsion Casting Time: Standard action
Range: LoS
Type: Mana Target: Magic Rating in creatures and objects
Casting Time: Standard action Duration: Sustained
Range: LoS Saving Throw: No
Target: One creature This power provides protection against the Accident power. Living
Duration: Instantaneous creatures add the critter's Magic Rating as a bonus to the check to oppose the
Saving Throw: Will negates (15 + Charisma mod + Magic Rating) Accident test. If used to protect an object, the Accident causing critter and the
The critter can compel the target to perform a specific action (many critters Guarding critter roll 1d20 + Wisdom modifier + Magic Rating, with high roll
can compel only certain actions). If the target fails to save, he immediately (on winning.
his turn) follows through with the action.

Concealment Infection
Type: Physical
Type: Physical Casting Time: None
Casting Time: Move action Range: Touch
Range: LoS Target: Creature touched
Target: Up to Magic Rating targets Duration: Constant
Duration: Sustained Saving Throw: Fortitude negates (15 + Wisdom mod + Magic Rating)
Saving Throw: No If a critter with this power and Essence Drain kills a victim with Essence
This allows the critter to hide itself or others. Apply the critter's Magic Drain, there is a chance that the victim will be infected with the strain of HMHVV
Rating x2 as a penalty to Listen, Search, and Spot checks to detect the target. carried by the critter. The victim, though dead, must roll a saving throw. If this
fails, he is infected, and will rise in 24 hours as the appropriate type of critter. He
Confusion will also be starving.
Type: Mana
Casting Time: Standard action Influence
Range: LoS Type: Mana
Target: One creature Casting Time: Standard action
Duration: Sustained Range: LoS

6161
Section 6: Friends and Foes

Target: One creature Casting Time: Standard action or none


Duration: Instantaneous Range: LoS
Saving Throw: Will negates (15 + Wisdom mod + Magic Rating) Target: One creature
This power implants a single suggestion in the victim’s mind, like a powerful Duration: Sustained
post-hypnotic command. The subject will carry out this suggestion as if it were Saving Throw: Fortitude negates (15 + Constitution modifier + Magic
her own idea and it will then fade. If confronted with the wrongness of the Rating)
suggestion, the subject can make a new Will save to overcome the suggestion. The critter can petrify targets with a gaze. Victims that fail to save are
turned to stone-like calcium carbonate. Non-living material – including clothing,
Magical Guard gear, and cyberware – is not affected. The target is not conscious while under
Type: Mana/Physical the effects of this power, and any damage suffered by the stone-like form affects
Casting Time: Move action the target normally. While petrified, the target has Hardness and hit points as
Range: LoS Stone.
Target: One creature The critter can keep a number of creatures simultaneously petrified equal
Duration: Sustained to its Magic Rating.
Saving Throw: No
The critter is able to provide a form of spell defense to a target. The target Psychokinesis
adds the critter's Magic Rating x 2 as a bonus to saving throws against spells. Type: Physical
Casting Time: Standard action
Manifestation Range: LoS
Type: Physical Effect: Special
Casting Time: Move action Duration: Sustained
Range: Personal Saving Throw: No
Target: You This creates a psychokinetic effect, like "invisible hands" that can hold and
Duration: Sustained manipulate items. The Psychokinesis has Strength and Dexterity equal to the
Saving Throw: No critter's Magic Rating. The critter can use skills remotely with the spell, but such
The critter is able to physically materialize in the real world. When uses suffer a -4 check penalty. Even simple tasks like picking up a coin may
manifested in this way, the critter's physical ability scores will typically be some require a Dexterity test. The critter can fight, pick a lock, or perform any other
multiple of it's Force or Magic Rating. While manifested, critters have damage action, using the Psychokinesis as if they were real hands. The power can reach
reduction [Force x 5]/magic. They also have energy resistance [Force x5]/magic any point the critter can see.
energy.
Regeneration
Mist Form Type: Physical
Type: Physical Casting Time: None
Casting Time: Standard action Range: Personal
Range: Personal Target: You
Target: You Duration: Constant
Duration: Sustained Saving Throw: No
Saving Throw: No The critter heals wounds rapidly. Every round, make a DC 5 Fortitude save
The critter is able to shift into a gaseous form. In this form, it has a – if successful, the critter heals a number of hit points equal to its Magic Rating.
movement rate of 30 ft. (no sprint), no physical attacks, and Immunity to Normal The critter cannot regenerate damage to the brain or spinal cord. Damage from
Weapons. However, winds can move the critter. Otherwise, it can move through magical weapons and attack can be regenerated, but the Fortitude save DC is
spaces as a gas. 20. If the critter has an allergy, it cannot regenerate while in the presence of the
allergen.
Movement
Type: Physical
Search
Casting Time: Standard action Type: Physical
Range: LoS Casting Time: Move action
Target: One creature or object Range: Personal
Duration: Sustained Target: You
Saving Throw: No Duration: Constant
The critter is able to affect the speeds of creatures and objects in its terrain. Saving Throw: No
Multiply or divide the target's speed by the critter's Magic Rating. The critter can track, as if possessing the feat, using the best of Search,
Survival, Intelligence, or Wisdom, with a bonus equal to its Magic Rating x 2. It
Noxious Breath can track in one-half the normal time. If the critter is capable of astral perception
or projection, it can use this power on the Astral plane also.
Type: Physical
Casting Time: Standard action
Range: 0 Weaknesses
Area: Cone (5 ft. x Magic Rating)
Duration: Instantaneous Essence Loss
Saving Throw: Fortitude negates (15 + Constitution mod + Magic Rating) The critter must feed on the life force of others by using its Essence Drain power.
The critter is able to breathe a cone of gas that causes nausea in targets The points it gains form successful use of this power are sustenance. Because of
that fail to save. The nausea lasts for a 1d6 + Constitution modifier rounds. this, many critters are hesitant to utilize the gained points to boost ability scores
or Magic Rating. The critter loses these gained points at a rate of d6 per week. If
Paralyzing Touch reduced to 0, the critter will die in 1d6 + Constitution modifier days. Many critters,
Type: Physical when this starved, will attack targets with the ferocity of feral animals.
Casting Time: Standard action
Range: Touch
Target: Creature touched C RITTERS
Duration: 1d6 + Magic Rating rounds
Saving Throw: Fortitude negates (15 + Constitution mod + Magic Rating)
The critter is able to reduce the victim's Dexterity with as touch (typically
Banshee
combined with an attack). If the victim fails to save, reduce his Dexterity by the Medium Humanoid [Elf]
critter's Magic Rating. Multiple hits are cumulative. Unless noted otherwise, a Hit Dice: Base creature
creature is immune to its own Paralyzing Touch. Mas: Base creature
Initiative: Base creature
Pestilence Speed: Base creature
Defense: Base creature
Type: Physical
Armor:
Casting Time: Standard action
• High impact: Base creature
Range: Touch
Target: Creature touched • Low impact: Base creature
Duration: See below • Energy: Base creature
Saving Throw: See below. • Fire: Base creature
The critter carries VITAS-3. Any creature hit by the critter's natural • Cold: Base creature
weapons must save against the disease as normal. • Acid: Base creature
• Sonic: Base creature
Petrifying Gaze Attack Data:
Type: Physical Attacks: Base creature

6262
Section 6: Friends and Foes

Full Attack: Base creature Special Qualities: Dual natured, weaknesses


Space/Reach: 5 ft./5 ft. Saves: Fort +2, Ref +1, Will +1
Special Attacks: As base creature plus essence drain, fear, infection Action Points: -
Special Qualities: As base creature plus enduring, immunities (aging, disease, Abilities: Str 21+5, Dex 8-1, Con 10, Int 2-4, Wis 13+1, Cha 8-1, App -
poisons), mist form, regeneration, scent, weaknesses Magic Rating: 6
Saves: Base creature Skills: Balance [2] +1, Climb [2] +7, Hide [2] +1, Listen [2] +3, Move Silently [2]
Action Points: Base creature +1, Natural Weapons [1] +0, Spot [1] +2.
Abilities: Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0, App -4 Feats: -
Magic Rating: Base creature Occupation: -
Skills: Base creature; gains +6 species bonus to Listen checks Environment: Temperate or tropical woodland
Feats: Base creature; gains Run as a bonus feat Organization: Solitary
Occupation: Base creature Allegiances: -
Environment: Base creature
Organization: Solitary COMBAT
Allegiances: None Weaknesses: The basilisk is immune to the petrifying gaze of other basilisks, but
not to its own gaze. In fact, it is so vulnerable to its own gaze that, if subjected, it
COMBAT takes a -4 penalty to save.
Enduring (Ex): For the purposes of endurance and stamina, treat the banshee's
Constitution score as if it is double the listed value.
Weaknesses:
Cockatrice
Medium Magical Beast
• Allergy (silver, moderate)
Hit Dice: 11 hp
• Allergy (sunlight, severe) Mas: 11
• Allergy (wood, moderate) Initiative: +8 (+4 Dex, Imp. Init.)
• Essence loss Speed: 40 ft. (8 squares), fly 15 ft. poor
• Vulnerability (silver) – double damage Defense: 16 (+2 base, +4 Dex), touch 16, flat-footed 10
• Vulnerability (wood) – double damage. Armor:
• High impact: -
Barghest • Low impact: -
Medium Magical Beast • Energy: -
Hit Dice: 21 + 3d10+15 (52 hp) • Fire: -
Mas: 21 • Cold: -
Initiative: +8 (+4 Dex, Imp. Init.) • Acid: -
Speed: 50 ft. (10 squares) • Sonic: -
Defense: 14 (+4 Dex), touch 14, flat-footed 10 Attack Data:
Armor: Attacks: Talon +5 melee (1d4+2, AP -1)
• High impact: - Full Attack: 2 Talons +5 melee (1d4+2, AP -1) plus tail slap +3 melee
• Low impact: - (paralyzing touch)
• Energy: - Space/Reach: 5 ft./5 ft.
• Fire: - Special Attacks: Paralyzing touch (DC 21)
• Cold: - Special Qualities: Dual natured
• Acid: - Saves: Fort +2, Ref +6, Will +0
• Sonic: - Action Points: -
Attack Data: Abilities: Str 15+2, Dex 18+4, Con 11, Int 2-4, Wis 11, Cha 8-1, App -
Attacks: Bite +12 melee (1d6+4, AP -2) Magic Rating: 6
Full Attack: Bite +12 melee (1d6+4, AP -2) Skills: Listen [3] +3, Natural Weapons [1] +5, Spot [3] +3.
Space/Reach: 5 ft./5 ft. Feats: Improved Initiative, Multiattack.
Special Attacks: Fear, paralyzing howl Occupation: -
Special Qualities: Blindsight 240 ft., dual natured Environment: Plains and woodlands.
Saves: Fort +8, Ref +7, Will +3 Organization: Solitary or pair.
Action Points: - Allegiances: -
Abilities: Str 16+3, Dex 19+4, Con 21+5, Int 3-4, Wis 14+2, Cha 10, App -
Magic Rating: 6 Eyekillers
Skills: Hide [4] +8, Listen [4] +6, Move Silently [4] +8, Natural Weapons [8] +12, Large Magical Beast
Spot [4] +6, Survival [6] +8, Swim [2] +5. Hit Dice: 21 + 4d10+20 (63 hp)
Feats: Improved Initiative, Track. Mas: 31
Occupation: - Initiative: +1 (+1 Dex)
Environment: Forests, tundra, and moors Speed: 30 ft. (6 squares)
Organization: Solitary or pair (breeding season); pack (12-20) Defense: 10 (-1 size, +1 Dex), touch 10, flat-footed 9
Allegiances: - Armor:
• High impact: -
COMBAT • Low impact: 1d4-1
Paralyzing howl (Su): As a standard action, the barghest can howl. All creatures • Energy: 3d6-3 (electricity only)
within 30 ft. (except for other barghests) must make Fortitude saves (DC 15 + • Fire: -
Magic Rating (21). Those who fail take 1d6 points of temporary Dexterity
• Cold: -
damage. This is cumulative with multiple howls. Lost ability points return at a rate
• Acid: -
of 1 per minute.
• Sonic: -

Basilisk
Attack Data:
Attacks: Bite +4 melee (1d8+7, AP -1)
Medium Magical Beast Full Attack: Bite +4 melee (1d8+7, AP -1)
Hit Dice: 10 hp Space/Reach: 10 ft./10 ft.
Mas: 10 Special Attacks: Electrical aura
Initiative: -1 (-1 Dex) Special Qualities: Dual natured, low-light vision
Speed: 20 ft. (4 squares) Saves: Fort +9, Ref +5, Will +3
Defense: 9 (-1 Dex), touch 9, flat-footed 9 Action Points: -
Armor: Abilities: Str 20+5, Dex 12+1, Con 21+5, Int 7-2, Wis 14+2, Cha 11, App -
• High impact: 1d3-1 Magic Rating: 6
• Low impact: 1d4-1 Skills: Hide [3] +0, Listen [3] +5, Move Silently [3] +4, Natural Weapons [4] +5,
• Energy: - Spot [3] +5, Survival [4] +6.
• Fire: - Feats: -
• Cold: - Occupation: -
• Acid: - Environment: Desert
• Sonic: - Organization: Solitary or pair
Attack Data: Allegiances: -
Attacks: Bite +0 melee (1d6+7)
Full Attack: Bite +0 melee (1d6+7) COMBAT
Space/Reach: 5 ft./5 ft. Electrical aura (Su): As a standard action, an eyekiller can generate a field of
Special Attacks: Petrifying gaze (DC 21) electricity. This deals 4d6 points of damage to everything in a 5 ft. radius. A DC

6363
Section 6: Friends and Foes

23 Reflex save reduces the damage to half. Creatures that take full damage must • Energy: -
roll C 23 Fortitude saves of be stunned for 1d4 rounds. • Fire: -
• Cold: -
Ghosts • Acid: -
• Sonic: -
Apparition Attack Data: As Base creature plus the following
Attacks: Claw (skill varies) (1d3+ Strength)
Base Creature [Incorporeal, Undead]
Full Attack: 2 claws (skill varies) (1d3 + Strength) plus bite (skill varies -5)
Hit Dice: -
(1d6 + ½ Strength, AP -1)
Mas: -
Space/Reach: 5 ft./5 ft.
Initiative: -
Special Attacks: Base creature plus transmission
Speed: -
Special Qualities: Base creature plus blind, dietary requirement, scent,
Defense: -, touch -, flat-footed -
weaknesses
Armor:
Saves: Base creature, +2 species bonus on Fortitude saves
• High impact: -
Action Points: Base creature
• Low impact: - Abilities: See below
• Energy: - Magic Rating: Base creature or 1d6, whichever is greater
• Fire: - Skills: Base creature; gains a +10 species bonus on Listen checks
• Cold: - Feats: Base creature
• Acid: - Occupation: Base creature
• Sonic: - Environment: Base creature
Attack Data: Organization: Base creature
Attacks: - Allegiances: Base creature
Full Attack: -
Space/Reach: COMBAT
Special Attacks: - Blind (Ex): Ghouls are practically blind, being able to see only about 1 foot.
Special Qualities: Immunity, incorporeal, undead traits Dietary requirement (Ex): Ghouls must consume non-cloned (meta)
Saves: Fort -, Ref -, Will - human flesh to survive. A ghoul must consume at least 5% of its body weight in
Action Points: - this flesh per week. Failure to do so results in starvation.
Abilities: Str -, Dex -, Con -, Int -, Wis -, Cha -, App - Transmission (Ex): Contrary to later texts, this conversion does not treat
Magic Rating: - ghoulism as a result of a variant strain of HMHVV. Instead, they, like trolls and
Skills: - orcs, are goblinized. However, ghouls carry a mystical infection that can cause
Feats: - others to goblinized into ghouls. Whenever a ghoul deals damage with a claw or
Occupation: - bite attack, the victim risks infection. The victim must make a Fortitude save. The
Environment: Any DC is 15 + Con mod + Magic Rating. If the save fails, the victim is infected. Note
Organization: Solitary that the infection only affects Homo sapiens sapiens.
Allegiances: - Weaknesses:
• Allergy (sunlight, moderate)
COMBAT
Immunity: Apparitions are immune to all attacks. Some apparitions may be Becoming a Ghoul
destroyed by resolving their death issues. When a human fails to resist the transmission power of a ghoul, he will become
Specter such a creature. The process takes 2d6 days, during which the character is
nauseated.
Base Creature [Incorporeal, Spirit, Undead] At the end of this time, the character must make a Fortitude save. The
Hit Dice: Base creature result of this save determines the character's ability score modifiers. Otherwise,
Mas: - the character is as described above.
Initiative: Base creature
Speed: Base creature
Defense: Base creature
BECOMING A GHOUL TABLE
Armor: Fort Save Str Dex Con Int Wis Cha App
• High impact: - 1 +6 +2 +6 -8 -4 -8 -12
• Low impact: - 2 – 15 +4 +0 +4 -6 -2 -6 -10
• Energy: -
16 – 25 +2 +0 +2 -4 -0 -4 -8
• Fire: -
• Cold: - 26+ +2 +0 +2 -2 -0 -2 -6
• Acid: -
• Sonic: - Griffin
Attack Data: These apply only when manifested Large Magical Beast
Attacks: Slam (skill varies) (1d6 + Strength bonus x 1.5, AP -1) Hit Dice: 28 + 5d10+45 (100 hp)
Full Attack: Slam (skill varies) (1d6 + Strength bonus x 1.5, AP -1) Mas: 38
Space/Reach: Base creature Initiative: +4 (+4 Dex)
Special Attacks: Fear, psychokinesis, possibly others Speed: 30 ft. (6 squares), fly 60 ft. average
Special Qualities: Incorporeal, manifestation, spirit traits, undead traits Defense: 13 (-1 size, +4 Dex), touch 13, flat-footed 9
Saves: Base creature Armor:
Action Points: Base creature
• High impact: 1d3-1
Abilities: Str (F x 3), Dex +0, Con -, Int +0, Wis +0, Cha +0, App +0 (may vary)
• Low impact: 1d6-1
Magic Rating: 6
Skills: Base creature • Energy: -
Feats: Base creature • Fire: -
Occupation: Base creature • Cold: -
Environment: Any • Acid: -
Organization: Solitary • Sonic:-
Allegiances: Base creature Attack Data:
Attacks: Claw +8 melee (1d8+9, AP -2)
COMBAT Full Attack: 2 claws +8 melee (1d8+9, AP -2)
Spirit traits: A Specter typically has a Force equal to one-half the base Space/Reach: 10 ft./10 ft.
creature's Charisma score. Special Attacks: -
Special Qualities: Dual natured
Ghouls Saves: Fort +13, Ref +8, Will +2
Action Points: -
Medium Monstrous Humanoid Abilities: Str 28+9, Dex 19 +4, Con 28 +9, Int 4-3, Wis 13+1, Cha 10, App -
Hit Dice: Base creature Magic Rating: 6
Mas: Base creature Skills: Listen [4] +5, Natural Weapons [5] +9, Spot [5] +6, Survival [5] +6.
Initiative: Base creature Feats: -
Speed: Base creature Occupation: -
Defense: Base creature Environment: Temperate mountains.
Armor: Organization: Solitary, pair, flock (3-6).
• High impact: - Allegiances: -
• Low impact: 1d3-1

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Section 6: Friends and Foes


Harpy •
Cold: -
Acid: -
Small Monstrous Humanoid • Sonic: -
Hit Dice: 12 hp Attack Data:
Mas: 7 Attacks: Club +1 melee (1d6, AP -1)
Initiative: +2 (+2 Dex) Full Attack: Club +1 melee (1d6, AP -1)
Speed: 20 ft. (4 squares), fly 70 ft. average Space/Reach: 5 ft./5 ft.
Defense: 15 (+1 size, +2 base, +2 Dex), touch 15, flat-footed 11 Special Attacks: Confusion (DC 22)
Armor: Special Qualities: Spirit affinity (Spirits of Earth)
• High impact: - Saves: Fort +2, Ref +0, Will +2
• Low impact: - Action Points: -
• Energy: - Abilities: Str 10, Dex 11, Con 10, Int 11, Wis 10, Cha 13+1, App 9-1
• Fire: - Magic Rating: 6
• Cold: - Skills: Craft (structural) [1] +1, Handle Animal [4] +7, Hide [1] +1, Listen [1] +1,
• Acid: - Maces and Clubs [1] +1, Move Silently [1] +1, Spot [1] +1, Survival [2] +2.
• Sonic: - Feats: Animal Affinity.
Attack Data: Occupation: Tribal (Handle Animal, Spot, Survival; Animal Affinity).
Attacks: Bite +4 melee (1d4, AP +2) Environment: Forests.
Full Attack: Bite +4 melee (1d4, AP +2) Organization: Solitary, pair, group (3-8).
Space/Reach: 5 ft./5 ft. Allegiances: Family.
Special Attacks: Pestilence
Special Qualities: Dual natured
Saves: Fort +1, Ref +4, Will -1
Merrow
Large Monstrous Humanoid [Aquatic]
Action Points: -
Hit Dice: 14 + 2d10+4 (29 hp)
Abilities: Str 10, Dex 15+2, Con 12+1, Int 7-2, Wis 8-1, Cha 6-2, App 3-4
Mas: 29
Magic Rating: 4
Initiative: +4 (+4 Dex)
Skills: Balance [3] +5, Hide [3] +9, Listen [3] +2, Move Silently [3] +5, Natural
Speed: 10 ft. (2 squares), swim 40 ft.
Weapons [1] +3, Spot [3] +2.
Defense: 13 (-1 size, +4 Dex), touch 13, flat-footed 9
Feats: Fly-by Attack.
Armor:
Occupation: -
Environment: Any elevated. • High impact: -
Organization: Solitary, pair, flock (2-20), community (21-100). • Low impact: -
Allegiances: - • Energy: -
• Fire: -

Kraken •
Cold: 1d4-1
Acid: -
Huge Animal • Sonic: -
Hit Dice: 30 + 6d8+60 (117 hp) Attack Data:
Mas: 50 Attacks: Club (two-handed) +5 melee (1d6+6, AP -1)
Initiative: +2 (+2 Dex) Full Attack: Club (two-handed) +5 melee (1d6+6, AP -1)
Speed: 10 ft. (2 squares), swim 40 ft. Space/Reach: 10 ft./10 ft.
Defense: 10 (-2 size, +2 Dex) , touch 10, flat-footed 8 Special Attacks: -
Armor: Special Qualities: Dual natured
• High impact: 1d3-1 Saves: Fort +4, Ref +6, Will +0
• Low impact: 2d6-2 Action Points: -
• Energy: 1d2-1 Abilities: Str 18+4, Dex 19+4, Con 14+2, Int 10, Wis 11, Cha 10, App 5-3
• Fire: 1d2-1 Magic Rating: -
• Cold: 1d4-1 Skills: Hide [1] +1, Listen [2] +2, Maces and Clubs [2] +6, Move Silently [2] +6,
• Acid: 1d2-1 Spot [2] +2, Survival [4] +4, Swim {2] +14.
• Sonic: 1d2-1 Feats: Track.
Attack Data: Occupation: Tribal (Hide, Spot, Survival; Track).
Attacks: Tentacle +8 melee (1d6+12, AP -1) Environment: Coastal waters.
Full Attack: 2 tentacles +8 melee (1d6+12, AP -1) Organization: Solitary, pair, group (3-10).
Space/Reach: 15 ft./20 ft. Allegiances: Family.
Special Attacks: Constrict, improved grab
Special Qualities: Low-light vision
Saves: Fort +15, Ref +7, Will +3
Naga
Large Magical Beast
Action Points: -
Hit Dice: 16 + 4d10+12 (50 hp)
Abilities: Str 34+12, Dex 15+2, Con 30+10, Int 2-4, Wis 13+1, Cha 8-1, App -
Mas: 26
Magic Rating: -
Initiative: -2 (-2 Dex)
Skills: Hide [8] +2, Listen [4] +5, Move Silently [8] +10, Natural Weapons [8] +10,
Speed: 30 ft. (6 squares)
Spot [4] +5, Survival [4] +5, Swim [4] +24.
Defense: 7 (-1 size, -2 Dex), touch 7, flat-footed 7
Feats: -
Armor:
Occupation: -
Environment: Ocean • High impact: 1d3-1
Organization: Solitary • Low impact: 1d8-1
Allegiances: - • Energy: 1d2-1
• Fire: 1d2-1
COMBAT • Cold: -
Constrict (Ex): In addition to normal per-check grapple damage, a kraken deals • Acid: -
1d6+18 points of constriction damage every round. • Sonic: -
Improved grab (Ex): If a kraken scores a hit with a tentacle attack against Attack Data:
a Large or smaller creature, it deals normal damage and attempts to start a Attacks: Bite +3 melee (1d8+6 plus poison, AP -2)
grapple as a free action. This doesn't require a touch attack and doesn't provoke Full Attack: Bite +3 melee (1d8+6 plus poison, AP -2)
attacks of opportunity. Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Leshy Special Qualities: Dual natured, guard
Saves: Fort +7, Ref +2, Will +3
Medium Humanoid Action Points: -
Hit Dice: 10 hp Abilities: Str 18+4, Dex 7-2, Con 16+3, Int 11, Wis 14+2, Cha 11, App -
Mas: 10 Magic Rating: 4
Initiative: +0 Skills: Balance [3] +1, Climb [4] +8, Listen [3] +5, Move Silently [3] +1, Natural
Speed: 30 ft. (6 squares) Weapons [6] +4, Spot [3] +5, Survival [3] +5, Swim [3] +7.
Defense: 10, touch 10, flat-footed 10 Feats: -
Armor: Occupation: -
• High impact: - Environment: Tropical forests.
• Low impact: - Organization: Solitary, pair, family (3-24).
• Energy: - Allegiances: Family.
• Fire: -

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Section 6: Friends and Foes

COMBAT Medium Animal [Shapeshifter]


Poison (Ex): Injury (bite), Fortitude DC 20, Initial Damage 1d6 Constitution, Hit Dice: Varies
Secondary Damage 1d6 Constitution. Mas: Varies
Initiative: Varies
Phoenix Speed: Varies
Defense: Varies
Small Magical Beast
Armor:
Hit Dice: 12 hp
• High impact: Varies
Mas: 7
Initiative: +3 (+3 Dex) • Low impact: Varies
Speed: 10 ft. (2 squares), fly 40 ft. good • Energy: Varies
Defense: 14 (+1 size, +3 Dex), touch 14, flat-footed 11 • Fire: Varies
Armor: • Cold: Varies
• High impact: - • Acid: Varies
• Low impact: - • Sonic: Varies
• Energy: 1d6-1 Attack Data:
• Fire: 4d6-4 Attacks: Varies
• Cold: 2d6-2 Full Attack: Varies
Space/Reach: Varies
• Acid: -
Special Attacks: Varies
• Sonic: -
Special Qualities: Varies plus dual natured, regeneration (animal form only),
Attack Data:
shapeshifting, weaknesses (animal form only)
Attacks: Talon +7 melee (1d4, AP -1)
Saves: Varies
Full Attack: 2 talons +7 melee (1d4, AP -1)
Action Points: Varies
Space/Reach: 5 ft./5 ft.
Abilities: Varies
Special Attacks: Flame aura
Magic Rating: 4
Special Qualities: Dual natured
Skills: Varies
Saves: Fort +1, Ref +5, Will +2
Feats: Varies
Action Points: -
Occupation: Varies
Abilities: Str 10, Dex 17+3, Con 12+1, Int 2-4, Wis 11, Cha 6-2, App -
Environment: Varies
Magic Rating: 6
Organization: Varies
Skills: Move Silently [3] +6, Natural Weapons [3] +6, Spot [3] +3.
Allegiances: Varies
Feats: Fly-by Attack.
Occupation: -
COMBAT
Environment: Woodlands.
Shapeshifting (Su): Shapeshifting is a full-round action. The critter's equipment
Organization: Solitary, pair.
and clothing do not change shape with the critter.
Allegiances: -
Weaknesses:
• Allergy (silver, moderate, animal form only)
COMBAT
Flame aura (Su): The phoenix is able to engulf itself in flames as a move action. • Vulnerability (silver, animal form only) – double damage.
Maintaining these flames requires no concentration. While the flame aura is
active, the phoenix deals an additional 1d6 points of fire damage with its talon Thunderbird
attacks. Grapplers take 2d6 points of fire damage per round. Creatures striking Large Magical Beast
the phoenix with natural weapons take 1d6 points of fire damage. Hit Dice: 13 + 3d8+3 (29 hp)
Mas: 23
Sasquatch Initiative: +8 (+8 Dex)
Large Monstrous Humanoid Speed: 10 ft. (2 squares), fly 60 ft. average
Hit Dice: 21 + 2d10+10 (42 hp) Defense: 17 (-1 size, +8 Dex), touch 17, flat-footed 9
Mas: 31 Armor:
Initiative: +0 • High impact: -
Speed: 30 ft. (6 squares) • Low impact: -
Defense: 9 (-1 size), touch 9, flat-footed 9 • Energy: 4d6-4 (electricity only)
Armor: • Fire: -
• High impact: - • Cold: -
• Low impact: 1d3-1 • Acid: -
• Energy: - • Sonic: -
• Fire: - Attack Data:
• Cold: 1d6-1 Attacks: Talon +12 melee (1d6+6, AP -1)
• Acid: - Full Attack: 2 talons +12 melee (1d6+6, AP -1) plus bite +10 melee
• Sonic: - (1d8+3, AP -2)
Attack Data: Space/Reach: 10 ft./5 ft.
Attacks: Unarmed +0 melee (1d4+4, AP +1) Special Attacks: Ball lightning
Full Attack: Unarmed +0 melee (1d4+4, AP +1) Special Qualities: Dual natured, low-light vision
Space/Reach: 10 ft./10 ft. Saves: Fort +4, Ref +11, Will +1
Special Attacks: - Action Points: -
Special Qualities: Dual natured, mimicry Abilities: Str 23+6, Dex 26+8, Con 13+1, Int 5-3, Wis 10, Cha 8-1, App -
Saves: Fort +8, Ref +0, Will +2 Magic Rating: 4
Action Points: - Skills: Listen [3] +3, Natural Weapons [5] +13, Spot [6] +6, Survival [3] +3.
Abilities: Str 18+4, Dex 11, Con 21+5, Int 10, Wis 11, Cha 10, App 6-2 Feats: Fly-by Attack, Multiattack.
Magic Rating: 3 Occupation: -
Skills: Climb [2] +6, Jump [1] +5, Listen [6] +6, Move Silently [1] +1, Spot [3] +3, Environment: Mountains.
Survival [3] +3, Unarmed [1] +1. Organization: Solitary, pair.
Feats: - Allegiances: -
Occupation: -
Environment: Forests. COMBAT
Organization: Solitary, pair, family (3-7). Ball lightning (Su): As a standard action, a thunderbird can breathe a streak of
Allegiances: Family. lightning with a range of 100 ft. When the streak reaches the destination, it
explodes, dealing 4d6 points of electrical damage to a 20 ft. radius. Those in the
COMBAT area are allowed DC 20 Reflex (15 + Con mod + Magic Rating) saves for half
Mimicry (Ex): A Sasquatch has an innate ability to mimic the sounds of animals. damage.
Determining that a sasquatch's animal call is false requires a DC 25 Knowledge
(earth and life sciences) or DC 20 Survival check. Unicorn
Large Magical Beast
Shapeshifter Hit Dice: 21 + 2d10+10 (42 hp)
There are several species of shapeshifters (animals with the ability to become Mas: 31
human in appearance). In both forms, a shapeshifter maintains its mental ability Initiative: +3 (+3 Dex)
scores. In human form, a shapeshifter has normal human physical ability scores, Speed: 50 ft. (10 squares)
and in animal form, it has the physical ability scores of the animal type +2. Defense: 12 (-1 size, +3 Dex), touch 12, flat-footed 9
Armor:

6666
Section 6: Friends and Foes

• High impact: - • Vulnerability (wood) – double damage


• Low impact: -
• Energy: - Wendigo
• Fire: - Medium Monstrous Humanoid [Orc]
• Cold: - Hit Dice: Base creature
• Acid: - Mas: Base creature
• Sonic: - Initiative: Base creature
Attack Data: Speed: Base creature
Attacks: Hoof +4 melee (1d6+6, AP +1) Defense: Base creature
Full Attack: 2 hooves +4 melee (1d6+6, AP +1) Armor:
Space/Reach: 10 ft./5 ft. • High impact: Base creature
Special Attacks: - • Low impact: Base creature
Special Qualities: Dual natured, immunity (diseases, poison), magical guard • Energy: Base creature
Saves: Fort +8, Ref +6, Will +2 • Fire: Base creature
Action Points: -
• Cold: Base creature
Abilities: Str 23+6, Dex 16+3, Con 21+5, Int 4-3, Wis 13+1, Cha 14+2, App -
• Acid: Base creature
Magic Rating: 6
Skills: Listen [4] +5, Natural Weapons [2] +5, Spot [4] +5, Survival [3] +4. • Sonic: Base creature
Feats: - Attack Data:
Occupation: - Attacks: Claw (skill varies (1d4 + Strength, AP -1)
Environment: Grasslands. Full Attack: 2 claws (skill varies) (1d4 + Strength, AP-1) plus bite skill
Organization: Solitary, pair, or herd (3-12). varies) (1d6 + ½ Strength, AP -1)
Allegiances: - Space/Reach: Base creature
Special Attacks: Base creature plus essence drain, fear, infection, influence

Vampire
Special Qualities: Base creature plus immunities (aging, disease, poisons),
Magician trait, regeneration, scent, weaknesses
Medium Humanoid Saves: Base creature
Hit Dice: Base creature Action Points: Base creature
Mas: Base creature Abilities: Base creature
Initiative: Base creature Magic Rating: Base creature or 1d6, whichever is greater.
Speed: Base creature Skills: Base creature; gains a +6 species bonus to Listen and Spot checks.
Defense: Base creature Feats: Base creature
Armor: Occupation: Base creature
• High impact: Base creature Environment: Base creature
• Low impact: Base creature Organization: Solitary
• Energy: Base creature Allegiances: Base creature, evil, chaos, death.
• Fire: Base creature
• Cold: Base creature COMBAT
• Acid: Base creature Dietary requirement: A wendigo must consume (meta)human flesh when he
• Sonic: Base creature drains Essence.
Attack Data: Magician trait: The transformation into a wendigo bestows the critter with
Attacks: Base creature plus bite (skill varies) (1d4 + ½ Strength, AP +1) the Magician trait. He gains 1d4 spells automatically, and can learn more in time.
Full Attack: Base creature plus bite (skill varies) (1d4 + ½ Strength, AP +1) Most wendigo are shamans of predatory totems.
Space/Reach: 5 ft./5 ft. Weaknesses:
Special Attacks: As base creature plus blood drain • Allergy (ferrous metals, moderate)
Special Qualities: As base creature plus boost, darkvision 60 ft., dietary • Allergy (sunlight, moderate)
requirement, immunities (aging, disease, poisons), mist form, regeneration, • Essence Loss
scent, spawning, weaknesses • Vulnerability (ferrous metals) – double damage
Saves: Base creature
Action Points: Base creature
Abilities: Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0, App -1 D RAGONS
Magic Rating: Base creature or 1d6, whichever is higher.
Skills: Base creature; gains +6 species bonus to Listen checks
Feats: Base creature
Dragon Traits
Dragons have certain qualities in common, regardless of type.
Occupation: Base creature
Astral armor (Ex): All dragons have a hardness of (Magic Rating x 2)
Environment: Base creature
against astral attacks.
Organization: Solitary
Blindsight (Ex): All dragons have blindsight with a radius equal to Wisdom
Allegiances: None
x 10 ft.
Breath weapon (Su): All dragons have some form of breath weapon. See
COMBAT
the table below to determine the type of breath weapon. A dragon can use its
Blood drain (Ex): Vampires drain the blood of their victims for sustenance.
breath weapon every 1d4 rounds. Using a breath weapon is a standard action.
When a vampire successfully grapples and bites a target (or a victim submits),
Note that some dragons may have multiple or combination breath weapons.
the vampire can drain roughly one point of Constitution every 2d6 rounds. A
Damage reduction (Ex): All dragons have damage reduction equal 10/-.
vampire can "stock up" on blood, draining more than his Constitution score. He
This is applied after applying the dragon's armor protection.
can store up to (Constitution score x2) in drained blood.
Darkvision (Ex): All dragons have darkvision with a range of 240 ft.
Boost (Su): A vampire can use stored blood to boost his ability scores.
Low-light vision (Ex): All dragons have superior low-light vision (twice
This takes a move action. For every point of blood the vampire uses, he gains a
normal ranges).
+2 bonus to Strength or Dexterity. The boost lasts for one hour. However,
Magician trait: All dragons have the Magician trait, and most know all
whenever a vampire uses boost, there is a 25% chance that he will spend an
spells listed in this document.
additional 1d2 points of blood with no benefit. Because of this, vampires tend to
Scent (Ex): All dragons have the sent ability at 5 times the normal ranges.
be cautious about using this ability.
Spell resistance (Ex): All dragons have spell resistance equal to 10 +
Dietary requirement: Vampires survive by consuming blood. Vampires
Magic Rating.
prefer fresh (meta) human blood, but preserved blood and animal blood provide
Telepathy (Su): Dragons cannot speak, but they can communicate with
equal sustenance. Every day, a vampire loses one point of Constitution. He
any creature within line of sight. Dragons can simultaneously communicate with
replenishes this by draining blood or using stored blood. If the vampire's
multiple creatures this way.
Constitution drops to 0, he dies.
Wide-band hearing (Ex): Dragons have a +10 species bonus to Listen
Spawning (Su): If a vampire reduces a victim to 0 Constitution through
checks, and can hear high and low frequencies as well.
blood drain, the victim must make a Fortitude save. The DC for this save is 15 +
Con mod + Magic Rating. If the save is successful, the victim dies. If the save
fails, the victim arises in 24 hours as a starving vampire. Eastern Dragon
Weaknesses: Gargantuan Dragon
• Allergy (sunlight, moderate) Hit Dice: 104 + 13d12+104 (292 hp)
• Dormancy – when suffering from a lack of air, a vampire falls into a Mas: 56
coma-like state until exposed to breathable air again Initiative: +2 (+2 Dex)
• Food intolerance – vampires cannot consume foods other than blood Speed: 40 ft. (8 squares), fly 90 ft. poor
without vomiting within 1d6 minutes. Alcohol causes both vomiting, Defense: 8 (-4 size, +2 Dex), touch 8, flat-footed 6
and nausea that lasts for 1d6 x 10 minutes Armor:
• Swimming – Vampires take -8 species penalty to Swim checks • High impact: 3d12-3

6767
Section 6: Friends and Foes



Low impact: 4d12-4
Energy: 3d10-3
Western Dragon
• Fire: 4d10-4 Gargantuan Dragon
Hit Dice: 120 + 16d12+160 (384 hp)
• Cold: 4d10-4
Mas: 60
• Acid: 3d10-3
Initiative: +0
• Sonic: 2d10-2 Speed: 40 ft. (8 squares), fly 70 ft. poor
Attack Data: Defense: 6 (-4 size), touch 6, flat-footed 6
Attacks: Claw +11 melee (2d8+14, AP -3) Armor:
Full Attack: 2 claws +11 melee (2d8+14, AP -3) plus bite +9 melee
• High impact: 4d12-4
(4d6+7, AP -4)
• Low impact: 5d12-5
Space/Reach: 20 ft./20 ft.
Special Attacks: Dragon traits • Energy: 3d12-3
Special Qualities: Dragon traits • Fire: 4d12-4
Saves: Fort +16, Ref +10, Will +15 • Cold: 4d12-4
Action Points: 13 • Acid: 3d12-3
Abilities: Str 38+14, Dex 15+2, Con 26+8, Int 24+7, Wis 25+7, Cha 30+10, App 20+5 • Sonic: 2d12-2
Magic Rating: 1d8+6 Attack Data:
Skills: Balance [13] +15, Climb [13] +27, Concentration [13] +21, Decipher Script Attacks: Claw +15 melee (2d8+14, AP -3)
[13] +20, Diplomacy [13] +23, Intimidate [13] +23, Jump [13] +27, Knowledge Full Attack: 2 claws +15 melee (2d8+14, AP -3) plus bite +9 melee
(arcane lore) [13] +20, Knowledge (history) [26] +33, Listen [13] +30, Natural (4d6+7, AP -4)
Weapons [13] +15, Search [13] +20, Sense Motive [13] +20, Spellcraft [26] +33, Space/Reach: 20 ft./20 ft.
Spot [13] +20, Survival [13] +20. Special Attacks: Dragon traits
Feats: Aerial Combat, Animal Empathy, Assensing, Astral Projection, Astral Special Qualities: Dragon traits
Tracking, Combat Casting, Crush, Diehard, Fly-by Attack, Greater Fly-by Attack, Saves: Fort +18, Ref +8, Will +15
Improved Counterspell, Multiattack, Power Attack, Power Dive, Quick Action Points: 16
Counterspell, Steely Gaze. Abilities: Str 42+16, Dex 11, Con 30+10, Int 24+7, Wis 25+7, Cha 30+10, App 20+5
Occupation: - Magic Rating: 1d8+6
Environment: Any Skills: Balance [16] +16, Climb [16] +32, Concentration [16] +26, Decipher Script
Organization: Solitary [16] +23, Diplomacy [16] +26, Intimidate [16] +26, Jump [16] +32, Knowledge
Allegiances: Varies (arcane lore) [16] +23, Knowledge (history) [32] +39, Listen [16] +33, Natural
Weapons [16] +16, Search [16] +23, Sense Motive [16] +23, Spellcraft [32] +39,
Feathered Serpent Spot [16] +23, Survival [16] +23.
Feats: Aerial Combat, Animal Empathy, Assensing, Astral Projection, Astral
Gargantuan Dragon Tracking, Combat Casting, Crush, Diehard, Fly-by Attack, Greater Fly-by Attack,
Hit Dice: 88 + 9d12+54 (200 hp) Improved Counterspell, Multiattack, Power Attack, Power Dive, Quick
Mas: 52 Counterspell, Steely Gaze.
Initiative: +5 (+5 Dex) Occupation: -
Speed: 40 ft. (8 squares), fly 90 ft. average Environment: Any
Defense: 11 (-4 size, +5 Dex), touch 11, flat-footed 6 Organization: Solitary
Armor: Allegiances: Varies
• High impact: 3d10-3


Low impact: 4d10-4
Energy: 3d8-3
Great Dragon
• Fire: 4d8-4 Great Dragon is a template applied to certain dragons. Use the base statistics
provided above, modified as follows.
• Cold: 4d8-4
Base creature
• Acid: 3d8-3
Hit Dice: Base creature, except apply maximum hit points per Hit Die
• Sonic: 2d8-2 Mas: Base creature
Attack Data: Initiative: Base creature
Attacks: Claw +10 melee (2d8+14, AP -3) Speed: Base creature
Full Attack: 2 claws +10 melee (2d8+14, AP -3) plus bite +8 melee (4d6+7 Defense: Base creature
plus poison, AP -4) Armor:
Space/Reach: 20 ft./20 ft.
• High impact: Add 1dx-1
Special Attacks: Dragon traits, poison
• Low impact: Add 1dx-1
Special Qualities: Dragon traits
Saves: Fort +14, Ref +13, Will +15 • Energy: Add 1dx-1
Action Points: 9 • Fire: Add 1dx-1
Abilities: Str 30+10, Dex 20+5, Con 22+6, Int 24+7, Wis 25+7, Cha 30+10, App 20+5 • Cold: Add 1dx-1
Magic Rating: 1d8+6 • Acid: Add 1dx-1
Skills: Balance [9] +14, Climb [9] +19, Concentration [9] +15, Decipher Script [9] • Sonic: Add 1dx-1
+16, Diplomacy [9] +19, Intimidate [9] +19, Jump [9] +10, Knowledge (arcane Attack Data:
lore) [9] +16, Knowledge (history) [18] +25, Listen [9] +26, Natural Weapons [9] Attacks: Base creature
+14, Search [9] +16, Sense Motive [9] +16, Spellcraft [18] +25, Spot [9] +16, Full Attack: Base creature
Survival [9] +16. Space/Reach: Base creature
Feats: Aerial Combat, Animal Empathy, Assensing, Astral Projection, Astral Special Attacks: Base creature
Tracking, Combat Casting, Crush, Diehard, Fly-by Attack, Greater Fly-by Attack, Special Qualities: Base creature
Improved Counterspell, Multiattack, Power Attack, Power Dive, Quick Saves: Base creature
Counterspell, Steely Gaze. Action Points: x2
Occupation: - Abilities: Str +10, Dex +2, Con +10, Int +6, Wis +6, Cha +6, App +0
Environment: Any Magic Rating: +1d6
Organization: Solitary Skills: Base creature
Allegiances: Varies Feats: Base creature
Occupation: Base creature
COMBAT Environment: Base creature
Poison (Ex): Injury, Fortitude DC 25 (15 + ½ HD + Con mod), Initial Damage 2d6 Organization: Base creature
Constitution, Secondary Damage 2d6 Constitution. Allegiances: Base creature

DRAGON BREATH WEAPON TABLE


d% Roll Type Range Damage Save
01 – 10 Line of acid Constitution x 10 ft. (Magic Rating)d10 Reflex (DC 15 + Con mod + Magic Rating)
11 – 20 Line of electricity Constitution x 10 ft. (Magic Rating)d10 Reflex (DC 15 + Con mod + Magic Rating)
21 – 30 Cone of acid Constitution x 5 ft. (Magic Rating)d10 Reflex (DC 15 + Con mod + Magic Rating)
31 – 85 Cone of fire Constitution x 5 ft. (Magic Rating)d10 Reflex (DC 15 + Con mod + Magic Rating)
86 – 95 Cone of cold Constitution x 5 ft. (Magic Rating)d10 Reflex (DC 15 + Con mod + Magic Rating)
96 Cone of sleep gas Constitution x 5 ft. Save or fall asleep for 1d6 + Magic Rating rounds Will (DC 15 + Con mod + Magic Rating)
97 Cone of repulsion gas Constitution x 5 ft. Save or move away for 1d6 + Magic Rating rounds Will (DC 15 + Con mod + Magic Rating)

6868
Section 6: Friends and Foes

DRAGON BREATH WEAPON TABLE


d% Roll Type Range Damage Save
98 Cone of slow gas Constitution x 5 ft. Save or half speed for 1d6 + Magic Rating rounds Fortitude (DC 15 + Con mod + Magic Rating)
99 Cone of weakening gas Constitution x 5 ft. Save or take Magic Rating temporary Strength damage Fortitude (DC 15 + Con mod + Magic Rating)
100 Cone of paralysis gas Constitution x 5 ft. Save or paralyzed for 1d6 + Magic Rating rounds Fortitude (DC 15 + Con mod + Magic Rating)

damage when caught in the whirlwind (see the table below for details) and may

S PIRITS be lifted into the air. An affected creature must succeed on a Reflex save when it
comes into contact with the whirlwind or take the indicated damage. It must also
This is another section where the conversion diverges significantly from the core succeed on a second Reflex save or be picked up bodily and held suspended in
text. The spirits below are converted from Shadowrun Fourth Edition. the powerful winds, automatically taking the indicated damage each round. A
creature that can fly is allowed a Reflex save each round to escape the
Spirit Traits whirlwind. The creature still takes damage but can leave if the save is successful.
The DC for saves against the whirlwind’s effects varies with the spirit’s size (see
All Spirits have certain qualities in common. the table).
Astral ability scores: On the Astral Plane, a spirit's Strength, Dexterity, Creatures trapped in the whirlwind cannot move except to go where the
and Constitution all equal Force x 3. spirit carries them or to escape the whirlwind.
Attacks: Manifested spirits deal damage with their attacks as Humanoids Creatures caught in the whirlwind can otherwise act normally, but must
of the same size category. succeed on a Concentration check (DC equals Caster Check) to cast a spell.
Extra Powers: In addition to the powers described below, each type of Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty
spirit has a list of optional power. A spirit has one of these optional power for on attack rolls. The spirit can have only as many creatures trapped inside the
every 4 full points of Force it has. whirlwind at one time as will fit inside the whirlwind’s volume.
Incorporeal (Ex): Spirits on the material plane, but not manifested are The spirit can eject any carried creatures whenever it wishes, depositing
incorporeal. them wherever the whirlwind happens to be. A summoned spirit always ejects
Manifestation (Ex): Spirits have the critter power of Manifestation. trapped creatures before returning to its home plane.
Size: A spirit's size category is based on its Force as follows: If the whirlwind’s base touches the ground, it creates a swirling cloud of
debris. This cloud is centered on the spirit and has a diameter equal to half the
SPIRIT SIZE CATEGORY TABLE whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5
Force Size feet. Creatures 5 feet away have concealment, while those farther away have
total concealment.
1–3 Small
Those caught in the cloud must succeed on a Concentration check (DC
4 – 11 Medium equals Caster Check) to cast a spell.
12 – 17 Large A spirit in whirlwind form cannot make slam attacks and does not threaten
18 – 25 Huge the area around it.
26 – 30 Gargantuan
Whirlwind
31+ Colossal Spirit Size
Save DC Damage Height
Skills: A spirit's skill ranks equal its Force. Small 3 + Force 1d4 10–20 ft.
Medium 5 + Force 1d6 10–30 ft.
Spirits of Air Large 7 + Force 2d6 10–40 ft.
Spirit [Incorporeal] Huge 9 + Force 2d8 10–50 ft.
Hit Dice: [½ F x 1d4] Gargantuan 11 + Force 2d8 10–60 ft.
Mas: Varies Colossal 13 + Force 2d8 10–60 ft.
Initiative: Varies
Speed: Fly [F x 10 ft.] perfect
Defense: Varies Spirits of Beasts
Armor: Spirit [Incorporeal]
• High impact: - Hit Dice: [Fx3]
• Low impact: - Mas: Varies
• Energy: - Initiative: Varies
• Fire: - Speed: [F x 5 ft.]
• Cold: - Defense: Varies
• Acid: - Armor:
• Sonic: - • High impact: -
Attack Data: • Low impact: -
Attacks: Slam (skill varies) (damage varies) • Energy: -
Full Attack: Slam (skill varies) (damage varies) • Fire: -
Space/Reach: Varies • Cold: -
Special Attacks: Accident, whirlwind • Acid: -
Special Qualities: Concealment, confusion, movement, search, spirit traits • Sonic: -
Optional Powers: Fear, guard, noxious breath, psychokinesis Attack Data:
Saves: Fort [Good], Ref [Good], Will [Good] Attacks: Claw or bite (skill varies) (damage varies)
Action Points: - Full Attack: Claw or bite (skill varies) (damage varies)
Abilities: Str [Fx1], Dex [Fx6], Con [Fx1], Int [Fx3], Wis [Fx3], Cha [Fx3], App Space/Reach: Varies
[Fx3] Special Attacks: Fear
Magic Rating: [Fx1] Special Qualities: Animal control, low-light vision, movement, scent, spirit traits
Skills: Hide, Listen, Move Silently, Spot, Unarmed. Optional Powers: Concealment, confusion, guard, noxious breath, search,
Feats: Assensing, Dodge, Improved Initiative. venom.
Occupation: - Saves: Fort [Good], Ref [Good], Will [Good]
Environment: Air Action Points: -
Organization: Solitary Abilities: Str [Fx5], Dex [Fx4], Con [Fx5], Int [Fx3], Wis [Fx3], Cha [Fx3], App
Allegiances: - [Fx3]
Magic Rating: [Fx1]
COMBAT Skills: Listen, Natural Weapons, Spot.
Whirlwind (Ex): The spirit can transform itself into a whirlwind once every 10 Feats: Assensing, Dodge.
minutes and remain in that form for up to 1 round for every 2 HD it has. In this Occupation: -
form, the spirit can move through the air or along a surface at its fly speed. Environment: Varies
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and Organization: Solitary
up to 50 feet tall, depending on the spirit’s size. The spirit controls the exact Allegiances: -
height, but it must be at least 10 feet.
The spirit’s movement while in whirlwind form does not provoke attacks of COMBAT
opportunity, even if the spirit enters the space another creature occupies. Venom (Ex): Injury, Fortitude DC [10 + Force], Initial/Secondary Damage equals
Another creature might be caught in the whirlwind if it touches or enters the ½ Force, rounded to nearest die Constitution damage.
whirlwind, or if the spirit moves into or through the creature’s space.
Creatures one or more size categories smaller than the spirit might take

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Section 6: Friends and Foes

Spirits of Earth creature must make a DC 15 Reflex save. If this fails, the creature catches on
fire.
Spirit [Incorporeal] Engulf (Ex): The spirit can attempt to engulf a creature at least one size
Hit Dice: [Fx3] category smaller. This requires a grapple check. If successful, the creature is
Mas: Varies engulfed. An engulfed creature takes damage every round. It also risks
Initiative: Varies suffocation. While engulfed, a creature can take no physical actions other than
Speed: [F x 5 ft.] an escape attempt. Escaping is a full-round action and the spirit and the creature
Defense: Varies roll Strength checks. If the creature wins, it escapes.
Armor: The spirit, if large enough, may be able to engulf multiple creatures. While
• High impact: - engulfing, the spirit can still move and take actions and attacks.
• Low impact: - Fiery aura (Ex): The spirit generates a constant flaming aura. This
• Energy: - enhances its fiery touch damage, and any creature that strikes the spirit unarmed
• Fire: - or with natural weapons takes 1d6 points of damage.
• Cold: - Weaknesses: Spirits of Fire have a Severe Water Allergy.
• Acid: -
• Sonic: - Size Fiery Touch Damage Engulf Damage
Attack Data: Small 1d4 3d4
Attacks: Slam (skill varies) (damage varies)
Medium 1d6 3d6
Full Attack: Slam (skill varies) (damage varies)
Space/Reach: Varies Large 1d8 3d8
Special Attacks: Binding Huge 1d10 3d10
Special Qualities: Guard, movement, search, spirit traits Gargantuan 1d12 3d12
Optional Powers: Concealment, confusion, earth glide, engulf, fear
Colossal 1d20 3d20
Saves: Fort [Good], Ref [Good], Will [Good]
Action Points: -
Abilities: Str [Fx7], Dex {Fx1], Con [Fx7], Int [Fx3], Wis [Fx3], Cha [Fx3], App Spirits of Man
[Fx3] Spirit [Incorporeal]
Magic Rating: [Fx1] Hit Dice: [Fx3]
Skills: Listen, Natural Weapons, Spot. Mas: Varies
Feats: Assensing, Improved Bull Rush, Stability. Initiative: Varies
Occupation: - Speed: [F x 5 ft.]
Environment: Earth Defense: Varies
Organization: Solitary Armor:
Allegiances: - • High impact: -
• Low impact: -
COMBAT • Energy: -
Earth Glide (Ex): The spirit can glide through stone, dirt, or almost any other sort
• Fire: -
of earth except metal as easily as a fish swims through water. Its burrowing
• Cold: -
leaves behind no tunnel or hole, nor does it create any ripple or other signs of its
• Acid: -
presence.
Engulf (Ex): The spirit can attempt to engulf a creature at least one size • Sonic: -
category smaller. This requires a grapple check. If successful, the creature is Attack Data:
engulfed. An engulfed creature takes damage every round equal to the spirit's Attacks: Slam (skill varies) (damage varies)
slam damage, plus 150% Strength bonus. It also risks suffocation. While Full Attack: Slam (skill varies) (damage varies)
engulfed, a creature can take no physical actions other than an escape attempt. Space/Reach: Varies
Escaping is a full-round action and the spirit and the creature roll Strength Special Attacks: Accident, confusion, influence
checks. If the creature wins, it escapes. Special Qualities: Concealment, darkvision 60 ft., guard, low-light vision,
The spirit, if large enough, may be able to engulf multiple creatures. While search, spirit traits
engulfing, the spirit can still move and take actions and attacks. Optional Powers: Fear, movement, psychokinesis, spellcasting
Saves: Fort [Good], Ref [Good], Will [Good]

Spirits of Fire
Action Points: -
Abilities: Str [Fx1], Dex [Fx3], Con [Fx4], Int [Fx3], Wis [Fx3], Cha [Fx3], App
Spirit [Incorporeal] [Fx3]
Hit Dice: [Fx3] Magic Rating: [Fx1]
Mas: Varies Skills: Listen, Natural Weapons, Spellcraft, Spot.
Initiative: Varies Feats: Assensing, Dodge.
Speed: Fly [F x 5 ft.] perfect Occupation: -
Defense: Varies Environment: Varies
Armor: Organization: Solitary
• High impact: - Allegiances: -
• Low impact: -
• Energy: - COMBAT
• Fire: - Spellcasting (Sp): If the spirit has this ability, it is able to use its Spellcraft skill to
• Cold: - cast a single spell known by the summoner (selected at the time of summoning).
• Acid: - The spirit follows the normal rules for spellcasting.
• Sonic: -
Attack Data: Spirits of Water
Attacks: Fiery touch (skill varies) (damage varies by size – Strength does Spirit [Incorporeal]
not apply, does not include fiery aura) Hit Dice: [Fx3]
Full Attack: Fiery touch (skill varies) (damage varies by size – Strength Mas: Varies
does not apply, does not include fiery aura) Initiative: Varies
Space/Reach: Varies Speed: [F x 5 ft.], swim [F x 20 ft.]
Special Attacks: Accident, burn, confusion, fiery aura Defense: Varies
Special Qualities: Spirit traits, weaknesses Armor:
Optional Powers: Engulf, fear, guard, noxious breath, search • High impact: -
Saves: Fort [Good], Ref [Good], Will [Good] • Low impact: -
Action Points: - • Energy: -
Abilities: Str [Fx1], Dex [Fx5], Con [Fx4], Int [Fx3], Wis [Fx3], Cha [Fx3], App
• Fire: -
[Fx3]
• Cold: -
Magic Rating: [Fx1]
• Acid: -
Skills: Listen, Natural Weapons, Spot.
Feats: Assensing, Dodge. • Sonic: -
Occupation: - Attack Data:
Environment: Varies Attacks: Slam (skill varies) (damage varies)
Organization: Solitary Full Attack: Slam (skill varies) (damage varies)
Allegiances: - Space/Reach: Varies
Special Attacks: Confusion, engulf
COMBAT Special Qualities: Concealment, movement, search, spirit traits, weaknesses
Burn (Ex): Creatures hit by the spirit's fiery touch risk catching on fire. The Optional Powers: Accident, binding, guard, vortex

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Section 6: Friends and Foes

Saves: Fort [Good], Ref [Good], Will [Good]


Action Points: -
Abilities: Str [Fx3], Dex [Fx3], Con [Fx5], Int [Fx3], Wis [Fx3], Cha [Fx3], App
[Fx3]
Magic Rating: [Fx1]
Skills: Listen, Natural Weapons, Spot, Swim (+8 species).
Feats: Assensing, Dodge.
Occupation: -
Environment: Water
Organization: Solitary
Allegiances: -

COMBAT
Engulf (Ex): The spirit can attempt to engulf a creature at least one size category
smaller. This requires a grapple check. If successful, the creature is engulfed. An
engulfed creature takes damage every round equal to its slam damage plus
150% Strength bonus. It also risks drowning. While engulfed, a creature can take
no physical actions other than an escape attempt. Escaping is a full-round action
and the spirit and the creature roll Strength checks. If the creature wins, it
escapes.
The spirit, if large enough, may be able to engulf multiple creatures. While
engulfing, the spirit can still move and take actions and attacks.
Vortex (Su): The spirit can transform itself into a whirlpool once every 10
minutes, provided it is underwater, and remain in that form for up to 1 round for
every 2 HD it has. In vortex form, the spirit can move through the water or along
the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet
wide at the top, and 10 feet or taller, depending on the spirit’s size. The spirit
controls the exact height, but it must be at least 10 feet.
The spirit’s movement while in vortex form does not provoke attacks of
opportunity, even if the spirit enters the space another creature occupies.
Another creature might be caught in the vortex if it touches or enters the vortex,
or if the spirit moves into or through the creature’s space.
Creatures one or more size categories smaller than the spirit might take
damage when caught in the vortex (see the table below for details) and may be
swept up by it. An affected creature must succeed on a Reflex save when it
comes into contact with the vortex or take the indicated damage. It must also
succeed on a second Reflex save or be picked up bodily and held suspended in
the powerful currents, automatically taking damage each round. An affected
creature is allowed a Reflex save each round to escape the vortex. The creature
still takes damage, but can leave if the save is successful. The DC for saves
against the vortex’s effects varies with the spirit’s size.
Creatures trapped in the vortex cannot move except to go where the spirit
carries them or to escape the vortex. Creatures caught in the vortex can
otherwise act normally, but must make a Concentration check (DC 10 + spell
level) to cast a spell. Creatures caught in the vortex take a –4 penalty to Dexterity
and a –2 penalty on attack rolls. The spirit can have only as many creatures
trapped inside the vortex at one time as will fit inside the vortex’s volume.
The spirit can eject any carried creatures whenever it wishes, depositing
them wherever the vortex happens to be. A summoned spirit always ejects
trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris.
This cloud is centered on the spirit and has a diameter equal to half the vortex’s
height. The cloud obscures all vision, including darkvision, beyond 5 feet.
Creatures 5 feet away have concealment, while those farther away have total
concealment.
Those caught in the cloud must make a Concentration check (DC 15 +
spell level) to cast a spell.
A spirit in vortex form cannot make slam attacks and does not threaten the
area around it.

Vortex
Spirit Size
Save DC Damage Height
Small 3 + Force 1d4 10–20 ft.
Medium 5 + Force 1d6 10–30 ft.
Large 7 + Force 2d6 10–40 ft.
Huge 9 + Force 2d8 10–50 ft.
Gargantuan 11 + Force 2d8 10–60 ft.
Colossal 13 + Force 2d8 10–60 ft.

Weaknesses: Spirits of the Water has a Severe Fire Allergy. They take
double damage from fire attacks. They have no protection against fire attacks.

7171
72
Section 7: Magic

SECTION 7: MAGIC
humanity, for even man is a part of nature. Communion and trafficking with such
M AGIC R ATING spirits is a venerable and honored tradition among shamans
Most shamans have a mentor spirit called a totem who gives the shaman
For spellcasters, perhaps no other number on the character sheet is as important magical power and knowledge. The shaman, in turn, follows the ideals
as Magic Rating. Without Magic Rating, a character cannot cast spells. Magic represented by the totem and works toward its goals where applicable. Many
Rating also caps the maximum Force of a spellcaster's spells. Magic Rating also shamans find that this totem expresses itself through them when they use
determines the maximum number of spells you can retain in your memory magical skills, often changing their appearance slightly to suggest their totem
simultaneously (Magic Rating x 2) + Intelligence modifier). animal. This phenomenon is called a shamanic mask.
The maximum your Magic Rating can be is equal to one-half the average of

M AGICAL L ODGE
your Constitution + Wisdom. Regardless, your Magic Rating cannot exceed 10
without the process of Initiation.
For example, a character with a 10 Constitution and a 12 Wisdom has a The Magical Lodge is a combination of the Shadowrun Third Edition concepts of
maximum Magic Rating of ((10 + 12 = 22) / 2 = 11 /2) 5. the Hermetic Library and the Medicine Lodge. The lodge consists of the research
materials and other items necessary to improve magical ability. Spellcasters of
T RADITIONS the same traditions can share lodges.
A magical lodge is required for characters who want to improve their
Two traditions with a significant presence in Shadowrun are hermeticism and Spellcraft skill, learn new spells, and perform Ritual Sorcery. A lodge has a Force
shamanism. Hermetic magic is intellectual. These magicians see the universe as rating that is used to measure its power. The Force of a lodge must be at least
a complex pattern of forces that can be controlled with the right formulae and equal to the skill rank being learned or the force of a spell being cast (in the case
rituals. Magical knowledge comes from intense study and research. Hermetic of Ritual Spellcasting) or learned.
magicians often call themselves mages. A lodge has a varying cost, based on the Force rating, and the lodge’s
Shamanic magicians focus their magic through their relationship with the rating can be improved later. The money is spent to buy the supplies used to
world of nature and the power of emotion and inspiration. To them, the world is a build the lodge. Once the supplies are gathered, the magician must complete an
swirl of natural energies, most of which have personalities of their own. activation ritual that will “awaken” the lodge and construct its astral presence.
Shamanic magicians are referred to as shamans. The actual process requires 1 day per point of Force desired. An activated lodge
acts as (lodge Force) Mana Barrier and Physical Barrier. The dimensions of the
Hermetic Tradition barriers conform to the dimensions of the lodge (to the maximum size of the
Concept: The scientific study of magic as a complex pattern of elemental forces respective spells). Any magicians involved in the activation of the lodge are
that can be controlled with the right formulae and rituals. unaffected by this barrier, and can allow other astral forms to pass through it at
Combat: Fire will. A lodge contains the astral signature of the magicians who activated it. A
Detection: Air lodge is magically linked to the magicians who activated it. This link can be
Health: Man tracked using astral projection.
Illusion: Water If the magician wishes to increase the rating of an existing lodge, additional
Manipulation: Earth materials must be acquired to bring the Force up to the desired level. An
A hermetic magician’s ability to perform magic comes from the study of a activation ritual must also be performed, taking a number of days equal to the
complex set of theories that describe mana, the dimensions of astral space and difference between the current Force and the desired Force. To determine the
how they interact with the physical world. The science of thaumaturgy, as this Purchase DC for increasing a lodge's rating, determine the Purchase DC of the
discipline is called, draws those who rely on logic and reason as their means of new rating, and subtract the current rating Purchase DC. Apply one-half of this
evaluating the world. As with any vibrant field, while the basics are largely agreed difference to the current Purchase DC.
upon, the theories as to how it all works and what magic can do are as varied as For example, if you have a magical lodge with a Force of 10 (Purchase DC
the mages themselves. By seeking understanding, mages can perform magic 25), and wish to improve it to Force 14 (Purchase DC 29), the Purchase DC is
through ritual and focused power of will. 27.
Hermetic magic was studied widely even before the Awakening. The
reasoned, intellectual nature of thaumaturgy appealed to corporate and
government interests, who fostered hermetic magic even as society at large T OTEMS
retained its skepticism. Once shamans like the Ghost Dancers proved the power Shamans follow Totems; entities and ideas that provide the shaman with power.
of magic to the public at large, however, people took serious interest in the arts of Each totem provides various modifiers to the shaman’s abilities as noted below.
the mage. While both traditions were eventually legitimized in the eyes of the Note that a shaman does not select a totem; the totem selects the shaman. The
public, far more mages work for corporations than shamans do even today. (You following totems are found on pages 163 – 166 of Shadowrun 3rd Edition.
try telling Coyote he only gets an hour for lunch.) Totemic Metagame Note: Unlike a Mage, a Shaman doesn’t just decide to
Mages are scholars who study and practice magic using tried and learn to be a Shaman. A Mage can study and research, and seek tutelage until
established formulas and procedures. Mages continuously research the theories he meets the requirements for the Mage advanced class. On the other hand,
and laws of magic, seeking a deeper understanding of the structure of the becoming a Shaman requires a deep spirituality and connection with the totem to
universe. As their knowledge increases, so does their power. be. In Metagame terms, the totem of your choice is absolutely subject to the
Mages summon spirits that represent the basic building blocks of the approval of the Gamemaster, based on the manner in which you have played
universe: air, earth, fire, and water. These are called elemental spirits in hermetic your would-be Shaman.
theory. In addition, they may summon a “fifth element” of consciousness: the For example, if you have avoided combat, and portrayed a stealthy,
spirits of man. The realization of these elemental spirits of the mind is a recent shadowy character, and you decide to select Wolf as your totem, well, it’s not
development and mages differ on what they believe these spirits to be. Some going to happen. The Gamemaster will either tell you out of game “No. Wolf is
refer to the spirits of man as ghosts, while others call them mind or not appropriate. The way your play your character indicates that Rat would be
consciousness elementals. Some few even view these entities as ancestor the appropriate totem for you”, or he will deal with it in game, for example “You
spirits. are on your way to the Alpine forest in an attempt to commune with Wolf, to
receive his blessing, when, out of the corner of your eye, you notice a large rat. It
Shamanic Tradition suddenly occurs to you that you have been seeing a lot of rats lately, far more
than usual. Perhaps this is a sign of some sort.”
Concept: Magic comes from a shaman’s connection to the power of nature and A Note: Modifiers to spell categories also apply when dispelling applicable
the spirits. These latter forces are the manifestation of the living earth; her spells; modifiers to Summoning checks also apply to banishing and binding
children, the spirits, guide and aid the shaman, often through the auspices of a checks.
mentor spirit they call a totem.
Combat: Beasts
Detection: Water Bear
Health: Earth Environment: Forest.
Illusion: Air Advantage: +4 Caster Check and Drain Test bonus when casting Health
Manipulation: Man spells; free Hit Die (1d10).
When the Awakening brought magic to the world, native tribal shamans Disadvantage: berserker rage – whenever a bear shaman is required to
were some of the first to successfully use it. Shamanism also developed in many make a Massive Damage save, if successful, he must roll a DC 15 Will save or
urban areas during the boom in occultism at the close of the 20th century. These fly into a berserker rage, attacking the nearest living creature, be it friend or foe,
“urban shamans” discovered the old ways worked in the cities just as well as in with his most powerful weapons (mundane or magical) for 1d6 rounds.
the wilderness. Shamans are in tune with the natural flow of the energies of life
and magic. Buffalo
To a shaman, the world is filled with living spirits, powers the shaman calls Environment: Plains.
on for magical aid. Shamanic magicians summon spirits that are tied to nature: Advantage: +4 Caster Check and Drain Test bonus when casting Health
air, earth, water, beasts, and man. To a shaman, these are the spirits of the spells; +4 Summoning Check and Drain Test bonus for Spirits of Earth.
natural world. They are spirits of the skies and storms, of the mountains and Disadvantage: -4 Caster Check and Drain Test penalty when casting
valleys, of lakes and rivers, of birds and rats, and the spirits of the mass of

7373
Section 7: Magic

Illusion spells.
Raven
Cat Environment: Open sky.
Advantage: +4 Caster Check and Drain test bonus when casting
Environment: Urban. Manipulation spells; +4 Summoning Check and Drain Test bonus for Spirits of
Advantage: +4 Caster Check and Drain Test bonus when casting Illusion Air.
spells; +4 bonus to either Hide or Tumble. Disadvantage: opportunist – the shaman must make a DC 20 Will save to
Disadvantage: cat’s play – cat shamans, like their totem, prefer to play avoid exploiting someone else's misfortune for his own advantage.
around with victims initially. When casting a damaging spell, a cat shaman must
roll a DC 20 Will save. If this fails, the shaman casts the spell at the minimum
power possible. Once the shaman is wounded, this restriction no longer applies Shark
(until healed of course). Environment: On/in/near the sea.
Advantage: +4 Caster Check and Drain test bonus when casting Combat
Coyote spells; +4 Summoning Check and Drain Test bonus for Spirits of Water.
Disadvantage: berserker rage – whenever a shark shaman is required to
Environment: Land. make a Massive Damage save (if successful), or when he kills an opponent, he
Advantage: None. must roll a DC 15 Will save or fly into a berserker rage, attacking the nearest
Disadvantage: None. living creature, be it friend or foe, with his most powerful weapons (mundane or
magical), or the body of his victim, for 1d6 rounds.
Dog
Environment: Urban. Snake
Advantage: +4 Caster Check and Drain test bonus when casting Detection Environment: Land (Urban or Wilderness).
spells; Scent. Advantage: +4 Caster Check and Drain test bonus when casting Detection
Disadvantage: loyalty – a dog shaman is loyal to an extreme. He can spells; +6 bonus to Binding checks.
never leave someone behind, betray comrades, or let another sacrifice Disadvantage: -2 Caster Check and Drain Test penalty when casting
themselves in his place unless he succeeds in a DC 20 Will save. Combat spells.

Dolphin Wolf
Environment: On/in/near the sea. Environment: Forest, prairie, or mountains.
Advantage: +4 Caster Check and Drain test bonus when casting Detection Advantage: +4 Caster Check and Drain test bonus when casting Combat
spells; +4 Summoning Check and Drain Test bonus for Spirits of Water. spells; +4 Summoning Check and Drain Test bonus for Spirits of Beasts.
Disadvantage: -4 Caster Check and Drain Test penalty when casting Disadvantage: no surrender no retreat – the shaman must make a DC 20
Combat spells. Will save to retreat from a conflict.

Eagle A STRAL P LANE


Environment: Mountains.
Advantage: +4 Caster Check and Drain test bonus when casting Detection
spells; +4 Summoning Check and Drain Test bonus for Spirits of Air. Astral Perception
Disadvantage: allergy (pollutants, mild). To shift perceptions in order to observe the Astral Plane, you must have the
Astral Sight feat, the Astral Perception Adept power, a critter ability, or some
Gator other method. Expanding your vision to the Astral Plane is a move action that
Environment: Swamp, river, or urban. does not provoke attacks of opportunity. When using astral sight, you can still
Advantage: +2 Caster Check and Drain Test bonus when casting Combat see the normal plane; the astral plane appears superimposed over the mundane
and Detection spells; +4 Summoning check and Drain Test bonus for Spirits of world. Using astral sight allows you to see anything present in the astral plane
Beast or Spirits of Water (once selected, cannot change). that is within your line of sight. Living creatures and magicked items and beings
Disadvantage: -4 Caster Check and Drain Test penalty when casting have glowing auras when viewed astrally. In addition, when you are using astral
Illusion spells; direct action – in order to break off from a fight, end a chase, or sight, you can physically interact with things present only in the astral plane, and
otherwise end a direct action, the gator shaman must roll a DC 20 Will save. these things can physically interact with you. You can use Mana spells to attack
and affect things on the Astral Plane. When using astral sight, you suffer a -4
Lion penalty to mundane tasks (driving a car, shooting a gun, etc).
Astral perception is a type of psychic sense; a blind magician can still
Environment: Prairie. perceive the Astral Plane, and a deaf magician can still hear astral sounds.
Advantage: +4 Caster Check and Drain test bonus when casting Combat Note that when using astral perception, you are considered Dual-Natured.
spells; +4 Summoning Check and Drain Test bonus for Spirits of Beasts.
Disadvantage: -4 Caster Check and Drain Test penalty when casting Astral Signatures and Assensing
Health spells.
When viewing the Astral Plane, you can attempt to glean information about a
subject through the interpretation of its aura. This is called Assensing. To do this,
Mouse you must have the Assensing feat. To assense a subject, make a Search check.
Environment: Urban or fields. This is referred to as an Assensing check. If you have 5 or more ranks in
Advantage: +4 Caster Check and Drain test bonus when casting Detection Knowledge (arcane lore), you gain a +2 synergy bonus to this check.
spells; +6 Hide.
Disadvantage: -4 Caster Check and Drain test penalty when casting ASSENSING TABLE
Combat spells.
DC Time Information
Owl 15
General state of health; presence of cyberware; general
1 round emotional state; spell school of an effect; if you have seen the
Environment: Anywhere. aura before, you automatically recognize it.
Advantage: At night, +2 bonus to Caster Checks, Drain Tests, and
Summoning checks. Idea of what type of illnesses or injuries; exact emotional state;
Disadvantage: During the day, -2 penalty to Caster Checks, Drain Tests, 20 2 rounds general location of cyberware; whether the subject is a more or
and Summoning checks. less powerful spellcaster than you.
Exact illnesses and injuries; cause of emotional state; type of
25 3 rounds
Raccoon cyberware; exact spellcaster level.
Environment: Any non-desert.
If you are capable of Assensing, and you have the Astral Tracking feat, you
Advantage: +4 Caster Check and Drain test bonus when casting
can attempt to track a target through its astral signature. The astral signature is a
Manipulation spells; +4 Summoning Check and Drain Test bonus for Spirits of
residue of energy left on the Astral Plane by magical skill, abilities, items, and
Man.
some powers. It is like a magical fingerprint of the creature who left it. An astral
Disadvantage: -4 Caster Check and Drain Test penalty when casting
signature lasts for a number of hours equal to the Force of the effect. Foci,
Combat spells.
lodges, and other magic items always contain the astral signatures of their
creators.
Rat A deactivated magic item still generates a constant signature, but it is much
Environment: Urban. more faint, increasing all detect and track DCs by +10.
Advantage: +4 Hide and Move Silently; +4 bonus to save versus diseases To detect an astral signature, make an Assensing check. The DC for this
and poisons. check is 25 – the Force of the effect. Once you've detected a signature, you may
Disadvantage: coward – when caught in a combat situation, the shaman recognize it when you see it again (similar to recognizing a person. This may
must make a DC 20 Will save to avoid immediate either seeking cover or fleeing. require an Intelligence test to determine).
A character using astral perception can erase his astral signature. This

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Section 7: Magic

takes a Spellcraft check with a DC of 15 + effect Force and a number of full- information on physical barriers. Magical lodges create dual-natured barriers, as
round actions equal to the Force of the effect +1d6. do wards.
Mana barriers do not affect their creators, nor any creatures designated by
Tracking an Astral Signature the creator. The creator of a mana barrier is instantly aware if the barrier is
Tracking an astral signature requires an Assensing check. The DC for this check brought down.
is 30 – (magician Magic Rating + effect Force). If the astral signature is more
than an hour old, you suffer a -4 penalty per additional hour. If the target is Wards
behind a mana barrier of some form, the Force of the barrier is added to the DC. Wards are a temporary form of dual-natured mana barrier that can be created by
Tracking an astral signature takes 3d6 x 2d10 minutes. If the time required to any Awakened being with astral perception (including spirits and adepts with the
track the signature is longer than the duration of the signature, the tracking Astral Perception power). Wards are specifically used as a security measure, to
attempt fails. protect locations from astral intruders. The maximum area that can be warded is
the creator’s Magic Rating x 50 5-ft. cubes.
Astral Projection A group of characters can ward an area measuring 50 5-ft. cubes x the
sum of their Magic Ratings. A number of firms and freelance magicians contract
If you have the Astral projection feat, you have the ability to separate your astral
to maintain wards for those who value their astral privacy, generally charging
self from your physical form and move about the mundane and Astral Planes. To
around Purchase DC 10 per hour (per magician).
leave your body, you must make a DC 15 Concentration check (certain factors
A ward must be placed on a non-living thing (walls, rocks, and so on). A
may alter the DC). This takes a full-round action. The maximum amount of time
ward cannot be moved from its physical component to another location. The
you may remain safely out of body is a number of hours equal to your Magic
warding ritual takes a number of hours equal to the Force of the ward and
Rating.
requires no special materials. At the end of the ritual, make a Spellcraft check.
Astral Movement The DC for this check is 15 + ward Force. If more than one character is helping,
apply modifiers as with ritual sorcery. To determine the duration of the ward,
Movement in the Astral Plane is often three-dimensional and incredibly fast. subtract the DC from the actual result – this is the number of days the ward lasts.
There are two basic speeds in the Astral Plane – Walk and Run. A ward can be made permanent by spending (Force x 10) XP.
Walking speed is Wisdom x Magic Rating ft. per round. At this and lower Creating wards is a draining task. Each participant suffers non-lethal Drain
speeds, you can still observe your surroundings. Running speed is (Wisdom x equal to Force x 1d3. If the ward’s Force exceeds the character’s Magic Rating,
Magic Rating) x 1 mile per round. At these speeds, you cannot observe your this damage is lethal. The maximum Force a character can give a ward equals
surroundings and take a -6 penalty to actions. As noted, movement is three- twice the character’s Magic Rating.
dimensional – therefore, you can fly in the Astral Plane. However, you have a
ceiling of about 50 miles. Astrally projecting entities that have attempted to fly Passing Through Barriers
higher have typically been driven mad or died.
Barriers may be attacked, following the normal rules for attacking structures.
Astral Forms Awakened characters have learned other methods for bypassing astral barriers
however, and may "press through" an astral barrier by succeeding on a
When astrally projecting, your physical body has no effect on your astral body. In Charisma check (add Magic Rating as a bonus) against a DC of 15 + (barrier
astral form, your mental Ability scores remain the same. Your Appearance Force x 2). The character may also bring a number of friends, spirits, active foci,
typically gains a point or two. Your mental ability scores determine your sustained spells, or other astral forms with him through the barrier equal to 1 per
"physical" ability scores as follows: 5 points by which he beat the DC.
• Strength is equal to your Charisma In some cases, a spell, focus, spirit, or even a character may be
• Dexterity is equal to your Intelligence unintentionally forced into a situation where either they or the barrier must give.
• Constitution is equal to your Wisdom. For example, a character who unknowingly walks through a mana barrier
You must maintain a separate sheet for your astral statistics, since your carrying an active focus, or a dual being in an elevator that passes through a
bonuses, hit points, initiative and the like are based on different statistics than ward on its way up. In this case, make the same test as described above. If the
your physical form. barrier wins, however, the item or entity still breaks through but is automatically
If you are physically damaged when you astrally project, then you carry the disrupted. Disrupted spells immediately end and disrupted foci deactivate.
same percentage of wounds into your astral form. Disrupted spirits are sent back to the spirit’s metaplane, whereas disrupted
On the astral plane, you can see and hear normally, but you have no sense characters are knocked unconscious
of smell or taste. You can only touch astral objects and beings. Due to the nature
of the astral plane, you cannot read mundane texts, but you can glean the
emotional state behind such texts. In astral form, you are incorporeal to material C ONJURING S PIRITS
persons and objects. As a move action that provokes attacks of opportunity, you Conjuring is the art of calling, dismissing, and controlling independent astral
may manifest; that is, become visible and audible to material plane beings. You forms called spirits. Conjuring can compel a spirit to come to the magician and
do not register on machines, as you are more a psychic manifestation than provide services or favors (Summoning), force an already-summoned spirit into
anything. De-manifesting is a free action. more lasting service (Binding), or dismiss or destroy a spirit (Banishing).
While astral, you may pass through material objects; living creatures have There are six basic types of spirits presented here. While these are not the
a chance to detect an astral form passing through them. This requires a DC 30 full gamut of spirits that exist in the Sixth World, they are the most common.
Spot check. If the character is a spellcaster, adept, or similar magic user, he These are the spirits summoned by followers of the hermetic and shamanic
receives a +4 bonus. If the target is capable of astral sight, he receives a +4 traditions: air, beasts, earth, fire, man, and water.
bonus. If successful, the target gets a tingling sensation. Many security personnel Hermetic magicians summon the base elements of the world: air, earth,
are trained to recognize this feeling. fire, and water, as well as the spirits of man. Shamans summon what they view
The Earth is solid on the Astral Plane. as the natural spirits: air, beasts, earth, man, and water. A shamanic spirit of
clouds and storms has the same game statistics as an air elemental summoned
While You Were Out by a magician. They are different spirits, as envisioned by the magicians who
The physical and astral forms are inextricably linked – what happens to one summon them, but their powers and abilities are the same.
affects the other. If you are damaged when you astrally project, that damage
carries into your astral form. If you are damaged in astral form, your body suffers
equal damage. If your body is killed, you can remain astrally solvent for Magic
Spirit Forms
The natural form of a spirit is its astral form. Most spirits also have the
Rating x 2 hours. Then you die. If your astral form dies, your body slips into a
Manifestation power, which allows them to create a physical form. Changing
coma and takes its natural course – typically, death through exposure,
between the two forms is a full-round action for the spirit.
dehydration, and/or starvation. However, if connected to proper life support, your
In astral form, a spirit exists entirely on the astral plane. All the spirit’s astral
body can live its full lifespan as a mindless shell.
attributes are equal to its Force x3. Such spirits follow all of the normal rules for
If your body is moved while you are astrally projecting, you do not have
astral forms. While in astral form, spirits can only perform services that affect the
awareness of this movement. If you return to the location of your body and it is
astral plane or that directly affect their summoner through the magical link
missing, you must track it astrally, following the rules provided above.
between them. Astral spirits can also manifest in the same manner as projecting
Astral Combat magicians, and many of them prefer this to materialization if they need to interact
with a physical person.
Combat on the Astral Plane follows the normal rules for combat, with the Spirits use the Manifestation power to assume physical form when they
exception of the altered astral ability scores, and the fact that there aren't ranged must use a power on a target not present in astral space. Physical spirits have
weapons on the astral. Physical attributes determined by their individual descriptions. Spirits in physical
Wholly astral creatures receive a +10 initiative bonus on the Astral Plane, form are in fact dual natured, interacting with the physical and astral planes
and can take an additional standard action every round. simultaneously. Spirits dislike taking physical form because it makes them
When a physical character (using astral perception, or being dual-natured) vulnerable to physical attacks.
attempts to engage in combat with an astral creature, the physical creature uses As a rule, spirit forms are metahuman-sized or smaller and tend to have an
his Wisdom modifier instead of Dexterity for his attack rolls and damage bonus. obvious ethereal or otherworldly nature (there is no mistaking them for real
people). Materialized physical forms are not subject to gravity, though most
Mana Barriers spirits (except air spirits) stay earthbound or close to it (perhaps floating or
Magic can be used to create mana barriers on the physical plane, the Astral hovering).
Plane, and dual-natured barriers that exist on both planes. See the Mana Barrier
spell for information on mana barriers. See the Physical Barrier spell for

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Spirit-Summoner Link spirit's initiative.


Banishing inflicts Drain on the banisher, using the same numbers as
A telepathic link exists between a spirit and its summoner at all times. This allows presented in Summoning drain.
the spirit to communicate with its summoner from astral space without revealing
itself. This link also allows communication over a distance—though it does not
extend to the metaplanes. For this reason, a summoner will know when a spirit Binding
she has summoned has been disrupted, as she will feel the loss of the mental Binding is used to compel long-term service from a spirit the magician has
link. already summoned. Binding requires a ritual of a number of hours equal to the
force of the spirit. To determine the cost of the ritual materials, multiply the Force
Spirit Services of the spirit by 500¥ and compare to Table 7-1: Purchase DC. Magical lodges are
not required for binding, but they are often used out of habit.
The manner in which a spirit helps a magician is measured by services. A service At the end of the ritual, make a Spellcraft check. This is a Binding check.
is a single continuous task the summoner demands or requests from a spirit The spirit receives a Will save to oppose this check. If you beat the spirit, it owes
(depending on her tradition); the number of services obtained depends on the one service, plus an additional service for every 4 points by which you beat its
magician's Summoning check. A spirit will perform the services it owes until the Will save. If the Binding check is a natural 1, the spirit becomes uncontrolled.
next sunrise or sunset. At that time, regardless of any remaining services or what A magician may have up to his Charisma bonus in simultaneous bound
it was doing, the spirit will depart and return to its home deep in astral space. spirits. Dismissing a bound spirit to Astral space, or calling one from the Astral is
Continual use of a specific power counts as only one service. A spirit can use its a standard action.
powers on an individual target or a group, depending on the power. If the Spirits dislike being bound and occasionally struggle against the binder's
parameters of a service are changed, for example by requesting a spirit use its will. In these instances, maintaining control over the spirit imposes a -4 penalty
Concealment power on more characters than it had been affecting previously, on all of the magician's skill checks, ability checks, and attack rolls.
another service is used. The use of combative powers or abilities by a spirit on
behalf of its summoner only counts as one service, regardless of the number of Binding Drain
foes involved.
Binding spirits requires a Drain test. Roll a Will save. The DC for this save is the
Spirits in physical form can also perform any physical task as a service, as
spirit's Force x 3. If the test fails, the magician suffers non-lethal damage equal to
appropriate to their form, of course. A fire elemental can burn through a door, for
the spirit's Force x 1d4. If the spirit's Force exceeds the magician's Magic Rating,
example, or a mountain spirit can move a great weight, and any spirit might use
this damage is lethal. If the drain damage kills or incapacitates the magician, the
its powers against an enemy of the summoner. Asking a river spirit to put out a
spirit is free to leave.
fire, however, might get the magician in hot water.
If the magician is killed or incapacitated by the Drain, the spirit becomes
Spirit Range uncontrolled.

Spirits must remain within the summoner’s Magic Rating x 300 ft. (if forced out of Rebinding
this radius, they will return as quickly as they can). If a spirit is sent beyond this
A magician can attempt to rebind an already bound spirit. This follows all the
range, it counts as a remote service.
normal rules for binding a spirit (including the ritual time and cost), with success
Remote Services on the Binding check adding even more services. Unlike the standard Binding
check, if the magician is killed or incapacitated by the Drain, the spirit does not
Spirits can also be commanded to undertake a remote service, allowing it to become uncontrolled.
leave the summoner’s immediate area. Remote services forfeit any other
services the spirit might owe. The magician sends the spirit off to perform a Bound Spirit Services
particular task (or set of tasks, if more than one service is owed), which the spirit
Binding is the method of compelling long-term services from a spirit. A bound
will single-mindedly pursue until it completes the task(s), is destroyed, or its time
spirit will not vanish at sunrise or sunset – its services remain until they are used
of service ends (at sunrise or sunset). A spirit can perform a remote service in
regardless of how long it takes. A bound spirit may perform any of the types of
either astral or physical form, and may switch between the two as needed.
services listed in Spirit Services, above. In addition, the services of a bound spirit
Once a spirit has been given a remote service, it is technically released.
may be given to another character, and bound spirits can assist the magician
Spirits on remote services no longer count against the limit of summoned spirits.
with magical tasks.
Remote Services: A bound spirit performing a remote service acts in the
Summoning same manner as an unbound spirit. It will pursue the course of the service until it
Summoning a spirit requires a full-round action, and only one spirit may be is complete. A bound spirit’s terms of service do not expire at sunrise or sunset,
summoned at a time. The magician decides how powerful a spirit to summon, however, so the spirit can continue on for a considerable time. A bound spirit that
choosing the spirit’s Force. Make a Spellcraft check. The DC for this check is 15 still owes services will go on standby when it finishes its remote task, unless
+ spirit Force. This is called a Summoning Check. Mentor spirit (totems) specifically instructed otherwise.
modifiers and summoning foci can provide bonuses to this check. For every 4 Loaned Services: By ordering a bound spirit to obey another character,
points by which the Summoning check beats the DC, the magician gains one magical or mundane, a magician may effectively grant one or more of the spirit’s
spirit service, plus one for simply succeeding on the check. Whether a spirit services to the other character. Naturally, a mundane cannot use a spirit to learn,
comes or not, the magician must resist Drain. cast, or sustain spells. Any other type of service may be demanded of the
The summoned spirit’s Force is limited by the magician’s Magic Rating. If “borrowed” spirit. Even if the spirit is loaned out in this manner, it is bound to the
the magician wants to summon a spirit with Force higher than her Magic Rating, summoning magician, not the character she ordered it to serve (and the
follow the same rules as given for Overchanneling spells. No magician may summoner can reclaim those services without penalty if she desires). Since the
summon a spirit whose Force is greater than twice her Magic Rating. character loaned the services cannot call the bound spirit, the spirit must remain
Summoned spirits appear on the astral plane and manifest so that they are in her vicinity to receive orders (usually meaning that it will follow the character
visible in the physical world as a ghostly image. The spirit can hang around in astrally until needed).
astral space awaiting orders, or the magician can instruct it to return from where Magical Services: The magical services available from a bound spirit are
it came to be called at a later time – as long as it is called before its services Aid Sorcery, Aid Study, Spell Sustaining, and Spell Binding. A spirit intended to
expire. Calling a spirit placed on “stand-by” takes only a move action. assist the magician with magic must match the category of magic, according to
A magician may only have one unbound spirit summoned at any given the magician’s tradition. That is, a hermetic mage may use a fire elemental to Aid
time, and no more bound spirits than her Charisma bonus. Spirits on remote Sorcery for the magician’s combat spells, while a shaman may call on a spirit of
service and on standby count toward this total. the sky to maintain an illusion spell such as Invisibility. A bound spirit may
To summon a spirit, you must have the appropriate materials on hand. provide any of these magical services to its summoner while remaining in astral
These materials are reusable, but limit the maximum Force spirit you can form.
summon. • Aid Sorcery: When a spirit aids sorcery, it adds its Force as a bonus
to the magician's checks for Spellcasting, Ritual Spellcasting, or
Summoning Drain Counterspelling, regardless of the time required by the attempt. In the
Summoning spirits requires a Drain test. Roll a Will save. The DC for this save is case of Spellcasting and Ritual Spellcasting, the spell being cast
the spirit's Force x 3. If the test fails, the magician suffers non-lethal damage must be of a type appropriate to the spirit and the magician’s
equal to the spirit's Force x 1d4. If the spirit's Force exceeds the magician's tradition. With Counterspelling, the spell being countered must be of
Magic Rating, this damage is lethal. If the drain damage kills or incapacitates the the appropriate type.
magician, the spirit is free to leave. • Aid Study: Spirits can provide extra dice to help magicians learn new
spells through Aid Study. Doing so costs a service. The spirit adds its
Banishing Force as a bonus to the magician's Spellcraft check to learn the spell.
A spirit can only help with a spell within the appropriate category (as
Banishing is the process of un-summoning a spirit. Banishing requires a full- described in the magician’s tradition). A character can only use one
round action. To banish a spirit, make a Summoning check. This is called a spirit for the learning of a particular spell.
Banishing Check. A banishing focus can provide bonuses to this check. If the • Spell Sustaining: A magician can call upon a spirit for Spell
spirit is unbound, it receives a Will save to oppose the check. If the spirit is Sustaining a spell in the appropriate category. While the spirit
bound, the DC is 15 + spirit Force. For every 4 points by which you beat the DC, maintains the spell, the magician does not suffer any sustaining
the services owed by the spirit are reduced by one, plus one for simple success. modifiers for that particular spell. One service is used up for each
If the services are reduced to 0, the spirit will attempt to flee on its next action. period equal to the spirit’s Force in rounds that it sustains the spell. A
The banishing magician (or any magician within line of sight) may attempt Force 3 spirit that owes two services, for example, can only sustain a
to use Summoning against the spirit before it flees, assuming they can beat the spell for 6 rounds. The magician can take over sustaining the spell as

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the spirit finishes this service (or at any time) so that the spell does When a spellcaster casts a spell, he may take damage. Certain spells deal
not end. If a spirit is disrupted or banished while sustaining a spell, non-lethal damage, while others cause the caster to suffer lethal damage. This
the spell ends. process of taking damage is called Drain.
• Spell Binding: Similar to Spell Sustaining, a magician can also The spellcaster can resist the Drain of a spell by rolling a successful saving
engage a bound spirit for Spell Binding, maintaining a spell for even throw. Physical spells require a Fortitude save, while Mana spells require a Will
longer periods. Doing so, however, irrevocably depletes the spirit’s save. The DC to resist drain varies by the spell and the Force at which the spell
Force. A spirit can maintain a spell for a number of days equal to its is cast. The base DC is listed with the spell. Add the Force to this number. If the
Force. Each day, or part thereof, permanently reduces the spirit’s save is successful, the caster suffers no damage. This is a Drain test.
Force by 1. When its Force reaches 0, it disappears, completely It is possible to suffer Massive Damage from Drain.
consumed – which explains why spirits dislike this service and will The maximum Force at which you may cast a spell is equal to your Magic
grow reluctant to aid a magician who abuses spirits this way. The Rating x 2. However, casting a spell at a Force that exceeds your Magic Rating is
magician can release the spirit before it runs out of Force in order to dangerous. This is called Overchanneling.
end the spell ahead of schedule, but the spirit is still free of its bond.
Spell Binding uses up all of a bound spirit’s remaining services. Overchanneling
Uncontrolled Spirits It is possible to cast a spell with a Force up to twice your Magic Rating. However,
when you overchannel, you automatically suffer the listed Drain damage. If the
Uncontrolled spirits owe no services. An uncontrolled spirit will typically attack the Drain damage is normally non-lethal, it is considered lethal. If the Drain damage
character that attempted the binding in an effort to kill the character. If the spirit's is normally lethal, you suffer double the damage.
Force is less than one-half of the character's Magic Rating, the spirit will probably You must still make a Drain test though. If this fails, you suffer temporary
flee instead. If the binder is already incapacitated or dead, the uncontrolled spirit Constitution damage equal to one-half the Force of the spell, rounded up.
may go on a rampage, directing its wrath against all near by living creatures,
especially any it perceives as allies of the binder.
An uncontrolled spirit may be brought back under control with a Noticing Spellcasting
Summoning check. The base chance for a character to notice the casting of a spell (assuming the
caster doesn't have flash and flare as a part of his individual style) is a Spot
Watcher Spirits check. The DC for this check is 20 – spell Force. Certain conditions reduce the
DC as noted below.
Watchers are simple servant spirits that exist solely on the Astral Plane – they
cannot materialize in normal space or ascend to the metaplanes. They may
manifest in the same manner as astral beings however. A watcher's Force is 1,
NOTICING MAGIC TABLE
and it's ability scores equal its Force +2. Condition DC
Watchers are single-minded and clever about carrying out their assigned Observer is Awakened -2
tasks, but everything else tends to go over their little astral heads. Their Observer is using Astral Sight -5
intelligence can be compared to that of a well-trained, loyal dog. They also take
their commands quite literally (never tell a watcher to search every corner of that Shamanic magic * -4
building … ). Watchers rarely manage to overcome unforeseen difficulties. For Shamanic magic with a Totem advantage -6
example, if a watcher sent somewhere finds its path blocked by an astral barrier,
it will most likely simply remain there until its time runs out and it dissolves.
C OUNTERSPELLING
Summoning a Watcher Spirit Counterspelling is used to interrupt other spells, either as they are being cast
To summon a watcher spirit, roll a Summoning check. The DC for this check is 5 (spell defense) or while they are sustained (dispelling).
+ the number of hours you wish the watcher to remain in existence. As with other
summonings, you must make a Drain test. The DC for this is 5 + watcher lifespan
in hours. Drain damage is the lifespan of the watcher in hours. Watcher drain
Spell Defense
A magician can use Counterspelling to defend herself and others against a spell
damage is always non-lethal.
being cast. To use Counterspelling, you must take a move action and declare
You may maintain a simultaneous number of watchers equal to twice your
whom you are protecting. If you do not declare a Counterspelling attempt, then
Charisma bonus. You may dismiss a watcher at will, regardless of whether or not
you cannot use Counterspelling, unless your readied a specific Counterspelling
it is present.
action. A protected character must remain in your line of sight to be protected by
Watchers do not count against the number of spirits under your control.
Counterspelling. You can always use Counterspelling to defend yourself.
Watchers share the same mental link as other spirits. Watchers may be
Maintaining Counterspelling requires a free action every round.
banished, replacing lost services with lost hours of life.
When you use Counterspelling, you assign a portion of your Magic Rating
Watcher Tasks as defense. Whoever is protected receives this number a bonus to saving throws
and Defense against spells. However, while you are maintaining Counterspelling,
Watchers will obey the commands of their summoner to the best of their limited your Magic Rating is reduced, affecting your maximum Force and other aspects
abilities for as long as they last. Watchers do not need to remain in the of your magic.
summoner’s vicinity, but they may get lost if sent on a remote mission. Watchers It is possible for more than one spellcaster to provide Counterspelling to a
are commonly used for the following tasks: target.
• Tracking: Watchers excel at astral tracking, thanks in part to their You can provide Counterspelling to multiple simultaneous targets, up to a
one power: Search. number equal to your normal Magic Rating.
• Astral Alarm: Watchers can be instructed to watch or patrol an area Note that Counterspelling is not “used up” after it defends against a spell –
of astral space, and to alert a specified person if they spot an it continues to protect the designated characters against other spells until the
intruder. magician decides to end it.
• Attack Dog: Though largely ineffective in astral combat, watchers A magician who is actively Counterspelling can even defend against spells
can be used to harry or distract opponents. she is unaware of – specifically, Detection spells and Illusion spells – as the
• Courier: A watcher can be sent to a specific place or person known magician is actively “jamming” the mana around him. This does not mean,
to its summoner to manifest and deliver a spoken message. It can however, that the magician is aware such spells are being used. To determine if
also display simple pictures, up to the complexity of a two- the magician notices the attempted spell use, roll a Spot check. The DC is 20 –
dimensional, non-moving photograph, shown to it by its summoner. If spell Force.
required, the spirit will get a reply and return to its master with it. Counterspelling does not cause Drain.
• Irritant: A watcher can be ordered to find a person and follow him or
her around, loudly repeating some offensive slogan or insult or even
carrying on an argument. For this job, the watcher manifests visibly
Dispelling
Counterspelling also allows a magician to dispel a sustained or quickened spell,
and audibly on the physical plane. Alternatively, the watcher can go
canceling its effect. You must be on the same plane, must be able to perceive
to a specific place and hang around, sounding off on its assigned
the spell you are targeting, and must use a full-round action. To dispel the spell,
theme. “Hey, there! Welcome to Hannibal’s Grill. I hear the ratburgers
roll 1d20+ Magic Rating. If you have 10 or more ranks in Spellcraft, add an
are really tasty today. Hiya, welcome to Hannibal’s Grill. Got your
additional +2 to this check. The DC for this check is the Caster Check for the
DocWagon card paid up?” And so on.
targeted spell.
• Shadow: Watchers can be instructed to follow or even eavesdrop on If you are successful, you reduce the Force of the spell by the amount by
someone astral or physical and then report back to its summoner. If which you beat the DC. If this reduces the Force to 0 or less, you completely
the target passes through an astral mana barrier or projects onto a dispel the effect.
metaplane, the watcher will lose track of him. After you attempt to dispel and effect, regardless of your success, you must
make a Drain test as if you had cast the targeted spell at the Force it started with.
S PELLCASTING If that Force exceeded your Magic Rating, treat the Drain as Overchanneling.
The caster of a sustained or quickened spell that is targeted by dispelling is
To cast a spell, the spellcaster must make a Spellcraft check. The DC for this automatically aware of the attempt.
check varies by the spell and the desired Force. The base DC is listed with each
spell. Add the desired Force to this number. If successful, the spellcaster casts
the spell. If the check fails, the spell doesn't go off. This is called a Caster Check.

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Section 7: Magic

R ITUAL S ORCERY
The Matrix is also a good source of instructors, without the hassle of
traveling to a remote location to learn a single spell. An increasing number of
Ritual spellcasting works much like regular spellcasting, except that it is cast over magicians of all traditions have been seeking out instructors online and learning
a longer period of time and can affect targets outside the magician’s visual range. their trade without ever meeting their teachers face-to-face. The nature of
In addition, a group may collaborate and combine their skills using ritual sorcery, however, makes virtual spell instructors useless.
spellcasting to make a spell more potent. In order to gain access to a formula or instructor, the character must pay
the costs as listed on the Spell Formulae Costs table. Individual NPCs and
Requirements sources may vary their prices somewhat depending on circumstances, but the
table lists the going market rate. Certain spells (especially combat spells and
All members taking part in the ritual must be of the same tradition, must know the mental manipulations) are illegal or controlled in some jurisdictions, so characters
spell, and must have the Ritual Sorcery feat. In order to cast ritual sorcery, you must engage caution when pursuing them, or look to black market
must have a magical lodge appropriate to the tradition of those involved. The providers/teachers. In addition, a character must expend 500 XP per spell
Force of the lodge limits both the number of spellcasters who can successfully learned. The costs are the same whether the instruction is in person or through
contribute to the ritual and the Force of the spell cast. A group cannot ritually cast the Matrix.
a spell of a higher Force than that of the magical lodge used. The maximum size Once the magician has access to a spell formula or teacher, he must make
of a group casting a ritual is equal to either the Force of the lodge or the lowest a Spellcraft check. The DC for this check is 20. If successful, he leans the spell.
Spellcraft skill ranks among the members of the group, whichever is less. The time required to learn the spell is Magic Rating x 8 man-hours. A character
engaged in learning a spell must work on it for consecutive days. Learning a spell
Ritual Targeting does not require all of the character’s attention during those days, but the
magician must be able to devote 8 hours each day solely to learning the spell
Ritual spells can be used on any target, whether within visual range or not. If the
target is not in sight, the spellcaster or group needs someone who can see the until she has it mastered.
target for them, generally referred to as a spotter. The individual acting as the Should a day be missed, the character automatically fails the test and does
spotter must be a member of the group casting the ritual—or a spirit bound to a not learn the spell. No XP are expended in this case, but any money spent on
member of that group—and must be able to astrally perceive the target. The instruction is lost.
spotter must be present in the lodge when the ritual begins, and then must travel
physically or astrally to where she can assense the target of the spell. The target Limited Spells
does not have to be astrally active (and it’s often safer for the spotter if she isn’t); When learning a spell, a magician may choose to accept limitations on her ability
the spotter must just be able to assense him. For the duration of the ritual, a link to cast that spell. In exchange, the magician will have an easier time resisting the
is present between the spotter’s astral form and the ritual group. If the spotter is drain caused by the limited spell. These limitations on spellcasting come in the
noticed by the target, it is possible to use the link to track her back to the ritual form of fetishes—reusable objects with minor enchantments appropriate to the
team’s physical location. magician’s tradition. Fetishes are available for sale from talismongers or other
Note that magicians have a limit on the length of time they can astrally magicians, and are made for a specific category of spells (combat, detection, and
project. Any ritual that cannot be completed before an astrally projecting spotter so on). A given fetish can only be used for spells of that category. When the spell
has to return to her body must be aborted at that time. When a Ritual is learned, it is attuned to that particular fetish.
Spellcasting attempt must be aborted, the spell fails with no effect and all When casting a spell attuned to a fetish, you receive a +4 bonus on the
members must immediately resist Drain. Because of this limitation, bound spirits Drain test.
are often used as spotters for ritual teams—spirits that are not bound to a
member of the ritual team cannot be used as spotters. Spell Descriptions
Type: This indicates whether the spell is Mana or Physical.
Team Leader Base Caster Check DC: This is the base DC for the Caster check. Add the
Each ritual spellcasting team must have a leader. This is often the most powerful Force used to the DC.
or skilled magician, but it doesn’t have to be. The spell’s Force is limited by the Base Drain DC: The is the base DC for the Drain resistance test. Add the
leader’s Magic Rating—if the Force is higher than the leader’s Magic Rating, then Force of the spell to the DC.
the entire team is assumed to be overchanneling. Casting Time: This is the amount of time required to cast the spell.
Range: This is the range of the spell. Many spells have a range of LoS, or
Casting a Ritual Spell Line of Sight. This means the spellcaster can cast the spell at any target he has
direct line of sight to. LoS spells cannot target creatures or objects seen with
Ritual Spellcasting is carried out in the same manner as Spellcasting, except that magical, technological, or any other kind of aid.
the ritual requires twelve hours, minus the leader’s Magic Rating (minimum 1 Target/Area/Effect: This indicates the target of the spell, area of effect, or
hour). When casting begins, all participants, except the leader must make general effect.
Casting Checks for the spell. Each successful Caster Check provides the team Duration: This indicates how long the spell effect remains in existence.
leader with a +3 bonus to his Caster Check when he makes the actual Caster Durations are Instant, sustained, or Permanent.
Check for the spell. • Instant: The spell ends the moment it is cast, and its effects are felt
immediately.
Ritual Sorcery and DNA • Sustained: A sustained spell lasts for as long as the magician
A long-standing belief in magical lore is that certain types of magic are more concentrates on it. Maintaining this concentration requires a standard
potent, or in some cases, possible only with something that belonged to the action every round. While sustaining a spell, the magician suffers a -4
victim, such as a scrap of clothing, lock or hair, fingernail clippings, skin, or blood. penalty to ability checks, skill checks, attack rolls, Reflex saves, and
This was a primitive way of using the victim's DNA to focus the magic. Will saves. This penalty is cumulative for each spell being sustained.
If the ritual team has such a connection, the team leader receives a +4 If the magician is damaged while sustaining a spell, he must make a
bonus on his Caster Check. Concentration check against a DC of 10 + damage. If the magician is
sustaining an area effect spell, he can move the effected area with a
Noticing Ritual Spellcasting full-round action, as long as the new area is still within line of sight.
There is a chance that the target of ritual magic may notice the buildup of mana • Permanent: A permanent spell must be maintained for a number of
around him. One hour after the ritual begins, the target makes a Spot check. The rounds equal to the Force to fully enable. During this time, the
DC for this check is 25 – spell Force. If the target is Awakened, he gains a +2 magician can take no other actions.
bonus to this check. If he is using astral sight, he gains a +5 bonus. Drain Damage: This is the damage a failed Drain test deals to the
spellcaster.
Ritual Drain Saving Throw: This indicates what, if any saving throw is allowed to resist
the spell, and the DC for the save. Unless noted otherwise, save DCs are 15 +
At the end of the ritual, each member of the ritual team – including the Force. In some cases, the save is listed as "xxx opposes". In this case, the
spotter – must resist the Drain of the spell. Individual magicians with foci or saving throw is a check that opposes the Caster Check with the results varying
bound spirits not otherwise occupied may use them to help with Drain. according to the checks.
Spell Resistance: This indicates if the spell can be negated with spell
S PELLS resistance.

Combat Spells
Learning Spells Combat spells in Shadowrun/d20 Modern are relatively similar, with the primary
Before a magician can cast a spell, she must learn it. A magician can learn a differences being in the range, area of effect, and damage type. Therefore, these
spell either from a spell formula or from another magician, but the source has to spells are presented in a table format. One table for Mana spells, and one table
be of a compatible tradition (GM's discretion). A magician must have a magical for Physical spells.
lodge in order to experiment with and master what she has learned, adapting it to
her own personal style and understanding of the magical world. Mana Combat Spells
For most magicians (especially mages), the archaic master-apprentice Mana combat spells travel through the Astral plane to reach their target. Because
model of learning a spell has largely passed by the wayside. Given the of this, they bypass physical protection (including armor, windows, etc). If you
proliferation of magical information on the Matrix, learning from formulae has can see the target directly, you can target him with a mana spell. However, if the
become the default method of learning new spells. Finding a spell formula is as target is behind any kind of mana barrier, you reduce the Force of the spell by
easy as checking the Matrix.

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Section 7: Magic

the Force of the barrier. If you are targeting the victim astrally and he is behind a Physical combat spells actually cross the intervening distance between caster
barrier, you may suffer a visibility modifier to the Caster Check if it acts as an and target. Because of this, simple obstructions such as a window may block
attack roll as well. them. Armor and other physical protections act normally.
Mana combat spells can affect only living objects. Physical combat spells can affect both living and non-living objects.
Mana combat spells typically deal non-lethal Drain. Physical combat spells typically deal lethal Drain.

Physical Combat Spells


MANA COMBAT SPELLS TABLE
Spell Caster Check Drain DC Casting Time Range Effect Duration Drain Dmg Save SR Attack Roll Damage Type
Death touch 12 10 Standard action Touch 1 creature Instant F x 1d3 nl Will ½ Yes Unarmed F x 1d6 N/A
Knockout 12 10 Standard action Touch 1 creature Instant F x 1d3 nl Will ½ Yes Unarmed F x 1d6 N/A
Manaball 16 18 Standard action LoS F x 5 ft. rad Instant F x 1d6 nl Will ½ Yes No F x 1d6 N/A
Manabolt 14 14 Standard action LoS Bolt Instant F x 1d4 nl Will ½ Yes Spellcraft F x 1d6 N/A
Stunball 16 18 Standard action LoS F x 5 ft. rad Instant F x 1d6 nl Will ½ Yes No F x 1d6 N/A
Stunbolt 14 14 Standard action LoS Bolt Instant F x 1d4 nl Will ½ Yes Spellcraft F x 1d6 N/A

PHYSICAL COMBAT SPELLS TABLE


Caster
Spell Drain DC Casting Time Range Effect Duration Drain Dmg Save SR Attack Roll Damage Type
Check
Acid stream 14 17 Standard action LoS 5 ft. line Instant F x 1d4 Ref ½ No No F x 1d6 Acid
Ball lightning 16 21 Standard action LoS F x 5 ft. rad Instant F x 1d6 Ref ½ No No F x 1d6 Electricity
Blast 16 18 Standard action LoS F x 5 ft. rad Instant F x 1d6 Ref ½ No No F x 1d6 Bludgeon
Clout 14 14 Standard action LoS 5 ft. line Instant F x 1d4 No No Spellcraft F x 1d6 Bludgeon
Fireball 16 21 Standard action LoS F x 5 ft. rad Instant F x 1d6 Ref ½ No No F x 1d6 Fire
Flamethrower 14 17 Standard action LoS 5 ft. line Instant F x 1d4 No No Spellcraft F x 1d6 Fire
Lightning bolt 14 17 Standard action LoS 5 ft. line Instant F x 1d4 No No Spellcraft F x 1d6 Electricity
Powerball 16 19 Standard action LoS F x 5 ft. rad Instant F x 1d6 Ref ½ No No F x 1d6 HI
Powerbolt 14 15 Standard action LoS Bolt Instant F x 1d4 No No Spellcraft F x 1d6 HI
Punch 12 10 Standard action Touch 1 creature Instant F x 1d3 No No Unarmed F x 1d6 Bludgeon
Shatter (sonic) 12 11 Standard action Touch 1 creature Instant F x 1d3 No No Unarmed F x 1d6 HI
Toxic wave 16 21 Standard action LoS F x 5 ft. rad Instant F x 1d6 Ref ½ No No F x 1d6 Acid

Saving Throw: Will negates


Detection Spells Spell Resistance: No
This spell allows the subject to determine if a creature in the area of effect
Detection spell have a general measure of success based on the amount by
statements is true. Half-truths or falsehoods the target believes to be true are not
which you succeed on the Caster Check as follows.
detected.
• Exact DC: Only general knowledge, no details. Detect Life Example:


A group of metahumans.
DC +1 to +4: Major details only, no minor details. Detect Life
Clairaudience
Example: Three male orks and a female troll, coming your way. Type: Mana
Base Caster Check DC: 15
• DC +5 to +8: Major and minor details, with some minor details
Base Drain DC: 14
obscured or missing. Detect Life Example: They are all running and
Casting Time: Standard action
armed, with weapons out. The troll is leading.
Range: Touch
• DC +9 or better: Completely detailed information. Detect Life
Area: Radius equal (Magic Rating x Force) x 5 ft.
Example: The troll is your contact, Moira, and she’s wounded and
Duration: Sustained
being chased by three ork gangers!
Drain Damage: Force x 1d2 non-lethal
Analyze Device Saving Throw: No
Spell Resistance: No
Type: Physical The subject can hear distant sounds as if physically present at a chosen
Base Caster Check DC: Special point within the sensory range of the spell. The “listening point” may be moved to
Base Drain DC: Caster check DC +2 any other point within range of the spell. While using clairaudience, the subject
Casting Time: Standard action cannot use her normal hearing.
Range: Touch
Target: One item within (Magic Rating x Force) x 5 ft. Clairvoyance
Duration: Sustained
Type: Mana
Drain Damage: Force x 1d2 non-lethal
Base Caster Check DC: 15
Saving Throw: Fortitude negates (object, harmless)
Base Drain DC: 14
Spell Resistance: No
Casting Time: Standard action
This spell allows the subject to analyze the purpose and operation of a
Range: Touch
device or piece of equipment. A successfully cast spell provides a +2 bonus to
Area: Radius equal (Magic Rating x Force) x 5 ft.
use/operate the device. For each additional 4 points over the DC, the bonus
Duration: Sustained
increases by +2.
Drain Damage: Force x 1d2 non-lethal
The Caster Check base DC is based on the complexity of the device as
Saving Throw: No
follows:
Spell Resistance: No
• DC 10 Natural objects (trees, soil, unprocessed water) The subject can see distant scenes as if physically present at a chosen
• DC 15 Manufactured low-tech objects and materials (brick, point within the sensory range of the spell. The “visual point” may be moved to
leather, simple plastics) any other point within range of the spell. The subject cannot use normal vision or
• DC 20 Manufactured high-tech objects and materials (advanced astral perception while using it. This spell does not translate sound, only vision.
plastics, alloys, electronic equipment) Any augmented vision possessed by the subject does not function through
• DC 25 Highly processed objects (computers, complex toxic waste, this spell, nor does astral perception. Magicians cannot use clairvoyance to
drones, vehicles) target others with spells.

Analyze Truth Combat Sense


Type: Mana [Mind-affecting] Type: Mana
Base Caster Check DC: 15 Base Caster Check DC: 15
Base Drain DC: 15 Base Drain DC: 17
Casting Time: Standard action Casting Time: Standard action
Range: Touch Range: Touch
Target: One creature within (Magic Rating x Force) x 5 ft. Area: Radius equal (Magic Rating x Force) x 5 ft.
Duration: Sustained Duration: Sustained
Drain Damage: Force x 1d2 non-lethal

7979
Section 7: Magic

Drain Damage: Force x 1d3 non-lethal intentions toward him. The spell does not detect traps (since they are not alive),
Saving Throw: No nor can it detect someone about to shoot into a crowd at random (the hostility is
Spell Resistance: No not directed at the subject of the spell). The spell can detect targets preparing an
The subject can subconsciously analyze combat and other dangerous ambush or other surprise attack.
situations within range, sensing events a split-second before they happen. This
allows the subject to apply up to Force in dodge bonus during a surprise round, Detect Individual
and he gains Force as a dodge bonus to Defense. Creatures with protection Type: Mana [Mind-affecting]
against mental attacks and effects reduce the Force of this effect by their Base Caster Check DC: 15
protection, with regards to the bonuses the spell would provide against the Base Drain DC: 14
protected creature. Casting Time: Standard action
Range: Touch
Detect [Life Form] Area: Radius equal (Magic Rating x Force) x 5 ft.
Type: Mana Duration: Sustained
Base Caster Check DC: 15 Drain Damage: Force x 1d2 non-lethal
Base Drain DC: 14 Saving Throw: No
Casting Time: Standard action Spell Resistance: No
Range: Touch The subject can detect the presence of a particular individual anywhere
Area: Radius equal (Magic Rating x Force) x 5 ft. within range of the sense. The magician names the individual during casting; she
Duration: Sustained must know the target or have met him in the past.
Drain Damage: Force x 1d2 non-lethal
Saving Throw: No Detect Life
Spell Resistance: No Type: Mana
The subject detects all of a specified type of life form within the range of the Base Caster Check DC: 15
sense and knows their number and relative location. Each different life form Base Drain DC: 15
requires a separate spell (Detect Orks, Detect Elves, Detect Dragons, and so Casting Time: Standard action
forth). Range: Touch
Area: Radius equal (Magic Rating x Force) x 5 ft.
Detect [Life Form] – Extended Duration: Sustained
Type: Mana Drain Damage: Force x 1d2 non-lethal
Base Caster Check DC: 15 Saving Throw: No
Base Drain DC: 16 Spell Resistance: No
Casting Time: Standard action The subject detects all living beings (but not spirits) within range of the
Range: Touch sense and knows their number and relative location. In a crowded area, the spell
Area: Radius equal (Magic Rating x Force) x 50 ft. is virtually useless, picking up a blurred mass of traces.
Duration: Sustained
Drain Damage: Force x 1d2 non-lethal Detect Life – Extended
Saving Throw: No Type: Mana
Spell Resistance: No Base Caster Check DC: 15
The subject detects all of a specified type of life form within the range of the Base Drain DC: 17
sense and knows their number and relative location. Each different life form Casting Time: Standard action
requires a separate spell (Detect Orks, Detect Elves, Detect Dragons, and so Range: Touch
forth). Area: Radius equal (Magic Rating x Force) x 50 ft.
Duration: Sustained
Detect [Object] Drain Damage: Force x 1d2 non-lethal
Type: Physical Saving Throw: No
Base Caster Check DC: 15 Spell Resistance: No
Base Drain DC: 14 The subject detects all living beings (but not spirits) within range of the
Casting Time: Standard action sense and knows their number and relative location. In a crowded area, the spell
Range: Touch is virtually useless, picking up a blurred mass of traces.
Area: Radius equal (Magic Rating x Force) x 5 ft.
Duration: Sustained Detect Magic
Drain Damage: Force x 1d2 non-lethal Type: Mana
Saving Throw: No Base Caster Check DC: 15
Spell Resistance: No Base Drain DC: 15
The subject detects all of a specified type of object within range of the Casting Time: Standard action
sense and knows their number and relative location. Each type of object requires Range: Touch
a separate spell (Detect Guns, Detect Computers, Detect Explosives, and so Area: Radius equal (Magic Rating x Force) x 5 ft.
forth). Duration: Sustained
Drain Damage: Force x 1d2 non-lethal
Detect Enemies Saving Throw: No
Type: Mana [Mind-affecting] Spell Resistance: No
Base Caster Check DC: 16 The subject can detect the presence of all foci, spells, wards, magical
Base Drain DC: 17 lodges, and spirits within range of the sense. Its does not detect Awakened
Casting Time: Standard action characters or critters, astral signatures, or the effects of permanent spells once
Range: Touch they have become permanent.
Area: Radius equal (Magic Rating x Force) x 5 ft.
Duration: Sustained Detect Magic – Extended
Drain Damage: Force x 1d3 non-lethal Type: Mana
Saving Throw: No Base Caster Check DC: 15
Spell Resistance: No Base Drain DC: 17
The subject can detect living targets within range who have hostile Casting Time: Standard action
intentions toward him. The spell does not detect traps (since they are not alive), Range: Touch
nor can it detect someone about to shoot into a crowd at random (the hostility is Area: Radius equal (Magic Rating x Force) x 50 ft.
not directed at the subject of the spell). The spell can detect targets preparing an Duration: Sustained
ambush or other surprise attack. Drain Damage: Force x 1d2 non-lethal
Saving Throw: No
Detect Enemies – Extended Spell Resistance: No
Type: Mana [Mind-affecting] The subject can detect the presence of all foci, spells, wards, magical
Base Caster Check DC: 16 lodges, and spirits within range of the sense. Its does not detect Awakened
Base Drain DC: 19 characters or critters, astral signatures, or the effects of permanent spells once
Casting Time: Standard action they have become permanent.
Range: Touch
Area: Radius equal (Magic Rating x Force) x 50 ft. Mindlink
Duration: Sustained Type: Mana [Mind-affecting]
Drain Damage: Force x 1d3 non-lethal Base Caster Check DC: 18
Saving Throw: No Base Drain DC: 19
Spell Resistance: No Casting Time: Standard action
The subject can detect living targets within range who have hostile Range: Touch

8080
Section 7: Magic

Area: Radius equal (Magic Rating x Force) x 5 ft. Spell Resistance: Yes
Duration: Sustained This spell weakens the target by decreasing the specific ability score. A
Drain Damage: Force x 1d3 non-lethal version of this spell exists for each of the ability scores. It affects both natural and
Saving Throw: Will negates (harmless) augmented ability scores. If the Caster Check beats the target's save, decrease
Spell Resistance: Yes (harmless) the ability by one point, plus one point per 4 points by which the Caster Check
Mindlink allows the caster and one voluntary subject to communicate beats the save, to a maximum of the spell Force. If Strength or Dexterity is
mentally, exchanging conversation, emotions, and mental images. The subject reduced to 0, the target falls to the ground helpless. If Constitution is reduced to
must remain within range of the spellcaster for the Mindlink to work. 0, the target falls to the ground unconscious. If Intelligence, Wisdom, or
Charisma are reduced to 0, the target stands in place, doing nothing. Reduced
Mind Probe ability scores affect derived attributes normally.
Type: Mana [Mind-affecting]
Base Caster Check DC: 18 Detox
Base Drain DC: 20 Type: Mana
Casting Time: Standard action Base Caster Check DC: Poison Save DC -2
Range: Touch Base Drain DC: Caster Check DC -2
Area: Radius equal (Magic Rating x Force) x 5 ft. Casting Time: Standard action
Duration: Sustained Range: Touch
Drain Damage: Force x 1d3 non-lethal Target: Creature touched
Saving Throw: Will opposes Duration: Permanent
Spell Resistance: Yes Drain Damage: Force x 1d2 non-lethal
This spell allows the subject to telepathically probe the mind of a specific Saving Throw: Will negates (harmless)
target within range of the sense (chosen when the spell is cast). The target is Spell Resistance: Yes (harmless)
aware of the probing, though they may not know the source of the spell. Detox relieves the side effects of a drug or poison. Detox does not heal or
The target of the spell rolls a Will save that opposes the Caster Check. If prevent damage done by toxins, but it eliminates any side effects they may have
the Caster Check is successful, consult the following: on the victim (dizziness, hallucinations, nausea, pain, and so forth). Detox is the
• Beat DC by 0 to +6: Subject can only read the person's surface hangover cure of choice among those who can afford it.
thoughts.
• Beat DC by +7 to +12: The subject can find out anything the person Heal
consciously knows and can view the person's memories. Type: Mana
• Beat DC by +13 or better: The subject can probe the person's Base Caster Check DC: 30 – target Constitution
subconscious, gaining information the person may not even be Base Drain DC: Caster Check DC -2
consciously aware of, like psychological quirks, deep fears, or hidden Casting Time: Standard action
memories. Range: Touch
The subject may probe for one piece of information as a full-round action. Target: Creature touched
Additional uses of Mind Probe against the same target within a number of hours Duration: Permanent
equal to the target’s Wisdom bonus are at a -4 penalty to the Caster Check. Drain Damage: Force x 1d4 non-lethal
Saving Throw: Will negates (harmless)
Health Spells Spell Resistance: Yes (harmless)
Heal restores lost hit points (it does nothing for non-lethal damage) for a
Healing Cyber Characters: The presence of cyberware interferes with a
stable subject. Heal restores a number of hit points equal to the amount by which
magician's ability to channel healing energies into the target. When attempting to
the Caster Check beats the DC +1, to a maximum of the spell's Force. Heal can
use a Health spell on a character with cyberware, the magician suffers a penalty
only be used once per set of injuries (essentially, once per combat). If the target
to his Caster Check equal to twice the target's full Essence (round fractions
is not stable, this spell does nothing for him until he is stabilized.
normally). For example, if Bob attempts to Heal Joe (Essence 2.6), he suffers a
(2.6 x 2 = 5.5_ -5 penalty to his Caster Check.
If the target's Essence x2 is greater than the Force of the spell, the spell
Hibernate
deals lethal Drain. Type: Mana
Base Caster Check DC: Target Constitution
Antidote Base Drain DC: Caster Check DC -3
Casting Time: Standard action
Type: Mana
Range: Touch
Base Caster Check DC: Poison save DC
Target: Creature touched
Base Drain DC: Caster Check DC -2
Duration: Sustained
Casting Time: Standard action
Drain Damage: Force x 1d2 non-lethal
Range: Touch
Saving Throw: Will negates
Target: Creature touched
Spell Resistance: Yes
Duration: Permanent
The caster must touch a voluntary or unconscious subject. The spell puts
Drain Damage: Force x 1d3 non-lethal
the subject in a form of suspended animation. The subject’s bodily processes are
Saving Throw: Will negates (harmless)
slowed by a factor equal to the amount by which the Caster Check beats the DC.
Spell Resistance: Yes (harmless)
For example, if the Caster Check beats the DC by 4, the subject’s metabolism is
This spell helps a person overcome a toxin. It is of little use against the
slowed by a factor of 4. Such a subject sealed into a chamber with enough air to
primary damage, but if applied before the secondary damage takes effects, the
keep it alive for a day would be able to last four days.
subject adds the Force as a bonus to his saving throw.

Cure Disease Increase [Attribute]


Type: Physical
Type: Mana
Base Caster Check DC: Target ability score
Base Caster Check DC: Disease save DC
Base Drain DC: Caster Check DC -2
Base Drain DC: Caster Check DC -2
Casting Time: Standard action
Casting Time: Standard action
Range: Touch
Range: Touch
Target: Creature touched
Target: Creature touched
Duration: Sustained
Duration: Permanent
Drain Damage: Force x 1d4 non-lethal
Drain Damage: Force x 1d4 non-lethal
Saving Throw: Fortitude opposes (harmless)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Spell Resistance: Yes (harmless)
This spell increases an ability score (natural or augmented) for a voluntary
This spell is used at any point after infection to help the subject fight off the
subject. A version of this spell exists for each ability score. If the Caster Check
disease. The spell must be cast before the damage for the day is determined.
beats the target's save, increase the ability by one point, plus one point per 4
The subject adds the Force as a bonus to his saving throw that day.
points by which the Caster Check beats the save, to a maximum of the spell
Decrease [Attribute] Force.
Type: Physical Increase Reflexes
Base Caster Check DC: Target ability score
Type: Physical
Base Drain DC: Caster Check DC +1
Base Caster Check DC: Target Dexterity
Casting Time: Standard action
Base Drain DC: Caster Check DC +2
Range: Touch
Casting Time: Standard action
Target: Creature touched
Range: Touch
Duration: Sustained
Target: Creature touched
Drain Damage: Force x 1d6 non-lethal
Duration: Sustained
Saving Throw: Fortitude opposes
Drain Damage: Force x 1d4 non-lethal

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Section 7: Magic

Saving Throw: Fortitude negates (harmless)


Spell Resistance: Yes (harmless)
Chaos
This spell increases the reflexes of the target, providing him with a bonus to Type: Physical
Reflex saves, initiative checks, and a dodge bonus to Defense. If the Caster Base Caster Check DC: 15 + special (for object)
Check hits the DC exactly, the bonus is +1. For each additional 4 points over the Base Drain DC: 16
DC, the bonus increases by +1, to a maximum of the spell's Force. Casting Time: Standard action
Range: LoS
Oxygenate Target: One creature or object
Duration: Sustained
Type: Physical Drain Damage: Force x 1d3 non-lethal
Base Caster Check DC: Target Constitution Saving Throw: Fortitude opposes
Base Drain DC: Caster Check DC -1 Spell Resistance: Yes
Casting Time: Standard action This spell produces a storm of conflicting sensations and images to
Range: Touch confuse the senses. If the Caster Check is successful, the subject suffers a -1
Target: Creature touched penalty, with an additional -1 per 4 points by which the Caster Check beats the
Duration: Sustained DC, to all attack rolls, ability checks, skill checks, initiative checks, and Defense,
Drain Damage: Force x 1d3 non-lethal to a maximum of the spell Force.
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell oxygenates the target's blood, providing him with bonus to save
Chaotic World
to resist suffocation, strangulation, inhaled gases, or any other effect of oxygen Type: Physical
deprivation. This spell also allows the target to breathe underwater. The bonus is Base Caster Check DC: 15 + special (for object)
+1, with an additional +1 per 4 points by which the Caster Check beats the DC, Base Drain DC: 18
to a maximum of the spell Force. Casting Time: Standard action
Range: LoS
Prophylaxis Area: Force x 5 ft. radius
Duration: Sustained
Type: Mana Drain Damage: Force x 1d3 non-lethal
Base Caster Check DC: Target Constitution Saving Throw: Fortitude opposes
Base Drain DC: Caster Check DC -2 Spell Resistance: Yes
Casting Time: Standard action This spell produces a storm of conflicting sensations and images to
Range: Touch confuse the senses. If the Caster Check is successful, the subjects suffer a -1
Target: Creature touched penalty, with an additional -1 per 4 points by which the Caster Check beats the
Duration: Sustained DC, to all attack rolls, ability checks, skill checks, initiative checks, and Defense,
Drain Damage: Force x 1d2 non-lethal to a maximum of the spell Force.
Saving Throw: Will negates
Spell Resistance: Yes
This spell provides bonuses for a voluntary subject to resist infection,
Confusion
drugs, and toxins. The spell does not discriminate between harmful and Type: Mana [Mind-affecting]
beneficial drugs, so the subject also resists medicines and other helpful drugs Base Caster Check DC: 15
while under the effects of the spell. The bonus is +1, with an additional +1 per 4 Base Drain DC: 15
points by which the Caster Check beats the DC, to a maximum of the spell Casting Time: Standard action
Force. A bonus of +2 or better negates the effects of alcohol. Range: LoS
Target: One creature or object
Resist Pain Duration: Sustained
Drain Damage: Force x 1d3 non-lethal
Type: Mana Saving Throw: Will opposes
Base Caster Check DC: 30 – target Constitution Spell Resistance: Yes
Base Drain DC: Caster Check DC -4 This spell produces a storm of conflicting sensations and images to
Casting Time: Standard action confuse the senses. If the Caster Check is successful, the subject suffers a -1
Range: Touch penalty, with an additional -1 per 4 points by which the Caster Check beats the
Target: Creature touched DC, to all attack rolls, ability checks, skill checks, initiative checks, and Defense,
Duration: Permanent to a maximum of the spell Force.
Drain Damage: Force x 1d3 non-lethal
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Entertainment
Resist Pain eliminates non-lethal damage for a stable subject. Resist Pain Type: Mana [Mind-affecting]
eliminates an amount of non-lethal damage equal to the amount by which the Base Caster Check DC: 15
Caster Check beats the DC +1, to a maximum of the spell's Force. It also Base Drain DC: 16
eliminates pain-based penalties, up to the spell Force. Resist Pain can only be Casting Time: Standard action
used once per set of injuries (essentially, once per combat). Range: LoS
Area: Force x 5 ft. radius
Stabilize Duration: Sustained
Drain Damage: Force x 1d2 non-lethal
Type: Mana Saving Throw: Will opposes
Base Caster Check DC: 30 – target Constitution Spell Resistance: Yes
Base Drain DC: Caster Check DC -2 These area spells create obvious, but entertaining, illusions. Success on
Casting Time: Standard action the Caster Check measure how creative, interesting, and captivating the
Range: Touch audience finds the illusion. The caster can reproduce just about anything from
Target: Creature touched her imagination, or re-create something she has experienced. The gamemaster
Duration: Permanent might require higher Caster Check results for exacting detail.
Drain Damage: Force x 1d2 lethal This spell is used for amusement as well as art. The entertainment industry
Saving Throw: No uses illusionists as literal “special effects wizards.” Magical designers and artists
Spell Resistance: Yes work to create new and interesting sensations, including sensations that can’t
This spell stabilizes a creature, allowing him to begin the process of otherwise be experienced in the real world. Only the wealthy can afford the
healing, and halting any continuing loss of hit points. While the spell is being unique experiences offered by such spellcasters firsthand.
sustained, the target may continue to lose hit points. This spell may also bring a
recently deceased individual back to life. It must be made permanent within one
minute of the target's death. This allows the subject a DC 30 Fortitude save
Hush
(adding the spell Force as a bonus) to revive. If successful, the target returns to Type: Mana [Sonic]
life, but is not stable and must receive immediate medical care. If Stabilize is Base Caster Check DC: 15
used to revive a deceased creature, it cannot then be used to actually stabilize Base Drain DC: 17
the target. Casting Time: Standard action
Range: LoS

Illusion Spells
Area: Force x 5 ft. radius
Duration: Sustained
Mana illusions affect only living minds. They have no effect on things like Drain Damage: Force x 1d2 non-lethal
cameras. Physical illusions can affect technological items as well as living minds. Saving Throw: No
To affect technological items, the Caster Check must beat certain DCs. See Spell Resistance: No
Analyze Device for details. Mana-based illusions can be foiled by Assensing. This spell creates an area that damps sound. Sonic attacks into or out of
Illusion spells are an oddity, in that, even with the physical spells, Will is the field, as well as critter powers using a sonic medium (such as Paralyzing
most often the save type used against them. Howl), are resisted by protection equal to the Force (or the subject gains a save

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Section 7: Magic

bonus equal to the Force). Anyone attempting to hear a sound from within or Base Drain DC: 19
across the silenced area must make a Listen check with a penalty equal to Force Casting Time: Standard action
x 2. Range: LoS
Area: Force x 5 ft. radius
Improved Invisibility Duration: Sustained
Type: Physical Drain Damage: Force x 1d2 non-lethal
Base Caster Check DC: 16 Saving Throw: No
Base Drain DC: 17 Spell Resistance: No
Casting Time: Standard action These area spells create convincing illusions of any object, creature, or
Range: LoS scene the caster desires. They can create an illusion of anything the caster has
Target: One creature seen before, from a flower or a credstick to a dragon breathing fire, as long as
Duration: Sustained the illusion is no larger than the spell’s area.
Drain Damage: Force x 1d4 non-lethal Anyone who might pierce the illusion must successfully resist the spell. To
Saving Throw: No determine if someone can see through the illusion, note the Caster Check.
Spell Resistance: Yes Anyone who may have the opportunity to see through the spell must roll a Will
This spell makes the subject more difficult to detect by normal visual save. The DC for this save is the Caster Check + spell Force.
senses (including low-light, thermographic, and other senses that rely on the
visual spectrum). The subject is completely tangible and detectable by the other Physical Mask
senses (hearing, smell, touch, etc.). Her aura is still visible to astral perception. Type: Physical
An invisible character may still be detected by non-visual means, such as hearing Base Caster Check DC: 14
or smell. Base Drain DC: 14
To determine if someone can see the target, note the Caster Check. Casting Time: Standard action
Anyone who may have the opportunity to see through the spell must roll a Will Range: Touch
save. The DC for this save is the Caster Check + spell Force. Target: Creature touched
Improved Invisibility actually warps light around the subject. Because of Duration: Sustained
this, apply the Force as protection against light-based attacks. Drain Damage: Force x 1d3 non-lethal
Saving Throw: No
Invisibility Spell Resistance: Yes
Type: Mana [Mind-affecting] The Physical Mask spell requires the caster to touch the subject. The
Base Caster Check DC: 16 subject assumes a different physical appearance (of the same basic size and
Base Drain DC: 16 shape) chosen by the caster. This alters the subject’s voice, scent, and other
Casting Time: Standard action physical characteristics as well. This provides a +10 bonus to Disguise checks.
Range: LoS Anyone who might see through the disguise must first successfully resist
Target: One creature the spell. To determine if someone can see through the disguise, note the Caster
Duration: Sustained Check. Anyone who may have the opportunity to see through the spell must roll a
Drain Damage: Force x 1d3 non-lethal Will save. The DC for this save is the Caster Check + spell Force.
Saving Throw: No
Spell Resistance: Yes Silence
This spell makes the subject more difficult to detect by normal visual Type: Physical [Sonic]
senses (including low-light, thermographic, and other senses that rely on the Base Caster Check DC: 15
visual spectrum). The subject is completely tangible and detectable by the other Base Drain DC: 18
senses (hearing, smell, touch, etc.). Her aura is still visible to astral perception. Casting Time: Standard action
An invisible character may still be detected by non-visual means, such as hearing Range: LoS
or smell. Area: Force x 5 ft. radius
To determine if someone can see the target, note the Caster Check. Duration: Sustained
Anyone who may have the opportunity to see through the spell must roll a Will Drain Damage: Force x 1d2 non-lethal
save. The DC for this save is the Caster Check + spell Force. Saving Throw: No
Spell Resistance: No
Mask This spell creates an area that damps sound. Sonic attacks into or out of
Type: Mana [Mind-affecting] the field, as well as critter powers using a sonic medium (such as Paralyzing
Base Caster Check DC: 14 Howl), are resisted by protection equal to the Force (or the subject gains a save
Base Drain DC: 14 bonus equal to the Force). Anyone attempting to hear a sound from within or
Casting Time: Standard action across the silenced area must make a Listen check with a penalty equal to Force
Range: Touch x 2.
Target: Creature touched
Duration: Sustained Stealth
Drain Damage: Force x 1d2 non-lethal Type: Physical [Sonic]
Saving Throw: No Base Caster Check DC: 15
Spell Resistance: Yes Base Drain DC: 16
The Mask spell requires the caster to touch the subject. The subject Casting Time: Standard action
assumes a different physical appearance (of the same basic size and shape) Range: LoS
chosen by the caster. This alters the subject’s voice, scent, and other physical Target: One creature or object
characteristics as well. This provides a +10 bonus to Disguise checks. Duration: Sustained
Anyone who might see through the disguise must first successfully resist Drain Damage: Force x 1d3 non-lethal
the spell. To determine if someone can see through the disguise, note the Caster Saving Throw: No
Check. Anyone who may have the opportunity to see through the spell must roll a Spell Resistance: No
Will save. The DC for this save is the Caster Check + spell Force. Stealth makes the subject less audible to normal hearing (including
augmented hearing). The subject moves in silence makes less or no noise.
Mass Confusion Things not directly touched by the subject can still make noise, so a character
Type: Mana [Mind-affecting] under a Stealth spell would make no noise knocking on a door, but the door
Base Caster Check DC: 15 would make noise hitting the floor or wall if it was kicked in. Unless the subject
Base Drain DC: 17 uses a subsonic weapon, firearms discharge will be audible due to the crack of
Casting Time: Standard action the bullet.
Range: LoS The subject gains a bonus to move Silently equal to +1, with an additional
Area: Force x 5 ft. radius +1 per 4 points by which the Caster Check beat the DC, to a maximum of the
Duration: Sustained spell Force.
Drain Damage: Force x 1d3 non-lethal
Saving Throw: Will opposes Trid Entertainment
Spell Resistance: Yes Type: Physical
This spell produces a storm of conflicting sensations and images to Base Caster Check DC: 15 + special (object)
confuse the senses. If the Caster Check is successful, the subjects suffer a -1 Base Drain DC: 17
penalty, with an additional -1 per 4 points by which the Caster Check beats the Casting Time: Standard action
DC, to all attack rolls, ability checks, skill checks, initiative checks, and Defense, Range: LoS
to a maximum of the spell Force. Area: Force x 5 ft. radius
Duration: Sustained
Phantasm Drain Damage: Force x 1d2 non-lethal
Type: Mana [Mind-affecting] Saving Throw: Will opposes
Base Caster Check DC: 17 Spell Resistance: Yes

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Section 7: Magic

These area spells create obvious, but entertaining, illusions. Success on


the Caster Check measure how creative, interesting, and captivating the
Control Thoughts
audience finds the illusion. The caster can reproduce just about anything from Type: Mana [Mind-affecting]
her imagination, or re-create something she has experienced. The gamemaster Base Caster Check DC: Target Wisdom
might require higher Caster Check results for exacting detail. Base Drain DC: Caster Check DC +2
This spell is used for amusement as well as art. The entertainment industry Casting Time: Standard action
uses illusionists as literal “special effects wizards.” Magical designers and artists Range: LoS
work to create new and interesting sensations, including sensations that can’t Target: One creature
otherwise be experienced in the real world. Only the wealthy can afford the Duration: Sustained
unique experiences offered by such spellcasters firsthand. Drain Damage: Force x 1d4 non-lethal
Saving Throw: Will negates
Trid Phantasm Spell Resistance: Yes
The caster seizes control of the target’s mind, directing everything the
Type: Physical target does. The caster mentally gives commands with a move action and the
Base Caster Check DC: 17 target is compelled to obey.
Base Drain DC: 20
Casting Time: Standard action
Range: LoS
Fling
Area: Force x 5 ft. radius Type: Physical
Duration: Sustained Base Caster Check DC: 15
Drain Damage: Force x 1d3 non-lethal Base Drain DC: 16
Saving Throw: No Casting Time: Standard action
Spell Resistance: No Range: LoS
These area spells create convincing illusions of any object, creature, or Target: One object
scene the caster desires. They can create an illusion of anything the caster has Duration: Instant
seen before, from a flower or a credstick to a dragon breathing fire, as long as Drain Damage: Force x 1d2 non-lethal
the illusion is no larger than the spell’s area. Saving Throw: Fortitude negates (object)
Anyone who might pierce the illusion must successfully resist the spell. To Spell Resistance: Yes (object)
determine if someone can see through the illusion, note the Caster Check. This spell psychokinetically hurls a single object of no more than (Force)
Anyone who may have the opportunity to see through the spell must roll a Will kilograms at a designated target (within the area of effect) with a Strength equal
save. The DC for this save is the Caster Check + spell Force. to the Force. Use the Caster Check as the attack roll.

Ice Sheet
Manipulation Spells Type: Physical [Cold]
Base Caster Check DC: 15
Armor Base Drain DC: 18
Type: Physical [Force] Casting Time: Standard action
Base Caster Check DC: 20 Range: LoS
Base Drain DC: 23 Area: Force x 5 ft. radius
Casting Time: Standard action Duration: Instant
Range: LoS Drain Damage: Force x 1d2 non-lethal
Target: One creature or object Saving Throw: No
Duration: Sustained Spell Resistance: No
Drain Damage: Force x 1d3 non-lethal This spell creates a slippery sheet of ice over the affected area. Creatures
Saving Throw: No walking on the ice must make Balance checks every round or fall prone. The DC
Spell Resistance: No for this check is 15 + Force. Vehicles risk crashing. The ice melts, losing 5 ft. of
Armor creates a glowing field of force around the subject. This provides radius per minute in normal temperatures.
High-, and Low-Impact protection equal to the Force, and Energy protection
equal to one-half Force (round down). Ignite
Type: Physical [Fire]
Control Actions Base Caster Check DC: Target Constitution or special (object)
Type: Mana Base Drain DC: Caster Check DC
Base Caster Check DC: Target Charisma Casting Time: Standard action
Base Drain DC: Caster Check DC Range: LoS
Casting Time: Standard action Target: One creature or object
Range: LoS Duration: Permanent
Target: One creature Drain Damage: Force x 1d4 non-lethal
Duration: Sustained Saving Throw: Special
Drain Damage: Force x 1d4 non-lethal Spell Resistance: Yes
Saving Throw: Will negates The Ignite spell accelerates molecular motion in the target, causing it to
Spell Resistance: Yes catch fire once the spell becomes permanent. Once the target ignites, it burns
The caster of this spell controls the physical actions of a target like a normally until it is consumed or extinguished. The flames deal 1d3 + Force
puppeteer pulling strings. The victim’s consciousness is unaffected, but the damage per round.
caster controls the victim’s body. The target uses any skills or abilities at the Against objects, see Analyze Device for the appropriate Caster Check DCs.
caster’s orders, but all such tasks suffer a penalty equal to the target's Charisma
bonus, as a result of resisting the compulsion. Controlling a target character Influence
requires the caster to spend a standard action; when not directly controlled, the Type: Mana [Mind-affecting]
victim may act as normal. Base Caster Check DC: Target Wisdom
Base Drain DC: Caster Check DC +1
Control Emotions Casting Time: Standard action
Type: Mana [Mind-affecting] Range: LoS
Base Caster Check DC: Target Wisdom Target: One creature
Base Drain DC: Caster Check DC Duration: Permanent
Casting Time: Standard action Drain Damage: Force x 1d3 non-lethal
Range: LoS Saving Throw: Will negates
Target: One creature Spell Resistance: Yes
Duration: Sustained This spell implants a single suggestion in the victim’s mind, like a powerful
Drain Damage: Force x 1d3 non-lethal post-hypnotic command. The subject will carry out this suggestion as if it were
Saving Throw: Will negates her own idea and it will then fade. If confronted with the wrongness of the
Spell Resistance: Yes suggestion, the subject can make a new Will save to overcome the suggestion.
The target feels an overwhelming emotion chosen by the spellcaster (such The caster can also withdraw the suggestion at any time.
as love, hate, fear, joy, sorrow, and so forth). The target believes the emotion
wholeheartedly, but not mindlessly. A target who acts in accordance with the Levitate
emotion (for example, fighting while filled with anger or hate) suffers no penalty. If Type: Physical
the target takes action not relevant to the emotion (trying to drive while laughing Base Caster Check DC: 10 + 1 per 10 pounds
hysterically), she suffers a -4 penalty for the distraction. Base Drain DC: Caster Check DC +1
The caster may switch emotions with a standard action. Casting Time: Standard action
Range: LoS
Target: One creature or object

8484
Section 7: Magic

Duration: Sustained
Drain Damage: Force x 1d3 non-lethal
Mob Control
Saving Throw: No Type: Mana [Mind-affecting]
Spell Resistance: Yes Base Caster Check DC: Target Charisma
Levitate allows the caster to telekinetically lift a person or object and move Base Drain DC: Caster Check DC +2
it around. The subject of the spell can be moved anywhere in the caster’s line of Casting Time: Standard action
sight at a base speed equal to the spell’s Force x 10 ft. Range: LoS
Objects flung into other things should be handled as a ranged attack, using Area: Force x 5 ft. radius
the Caster Check to hit. Such attacks deal damage at the GM's discretion Duration: Sustained
(typically non-lethal). If the caster is attempting to levitate a living being, or an Drain Damage: Force x 1d4 non-lethal
item held by a living being, roll 1d20 + Force. This is opposed by the victim's Saving Throw: Will negates
Strength check. You can use this spell to levitate yourself, if desired. Spell Resistance: Yes
The caster of this spell controls the physical actions of a target like a
Light puppeteer pulling strings. The victim’s consciousness is unaffected, but the
caster controls the victim’s body. The target uses any skills or abilities at the
Type: Physical [Light] caster’s orders, but all such tasks suffer a penalty equal to the target's Charisma
Base Caster Check DC: 15 bonus, as a result of resisting the compulsion. Controlling a target character
Base Drain DC: 14 requires the caster to spend a standard action; when not directly controlled, the
Casting Time: Standard action victim may act as normal.
Range: LoS Mob Control affects any living targets, up to the spell Force, within the area
Area: Force x 5 ft. radius of effect. Victims of a Mob Control may be manipulated individually (with
Duration: Sustained separate standard actions) or issued the same command as a group (with a
Drain Damage: Force x 1d2 non-lethal single standard action).
Saving Throw: No
Spell Resistance: No
This creates a mobile point of light that illuminates a (bright) radius equal to
Mob Mind
Force x 5 ft. The Force determines the intensity of the light, reducing darkness Type: Mana [Mind-affecting]
penalties by the Force. See Section 5: Combat, Rules, and Gamemastering for Base Caster Check DC: Target Wisdom
darkness penalties. The following table provides a rough comparison to existing Base Drain DC: Caster Check DC +4
light sources. Casting Time: Standard action
Range: LoS
Area: Force x 5 ft. radius
Force Equivalent
Duration: Sustained
1 Candle Drain Damage: Force x 1d6 non-lethal
2 Penlight Saving Throw: Will negates
3 Small campfire Spell Resistance: Yes
The caster seizes control of the target’s mind, directing everything the
4 Torch, flashlight target does. The caster mentally gives commands with a move action and the
6 Flashlight, normal campfire target is compelled to obey.
8 Halogen lantern Mob Mind affects any living targets, up to the spell Force, within the area of
9 Large campfire effect. Victims of a Mob Mind may be manipulated individually (with separate
move actions) or issued the same command as a group (with a single move
10 Battery flood flashlight action).

Magic Fingers Mob Mood


Type: Physical Type: Mana [Mind-affecting]
Base Caster Check DC: 15 Base Caster Check DC: Target Wisdom
Base Drain DC: 16 Base Drain DC: Caster Check DC +2
Casting Time: Standard action Casting Time: Standard action
Range: LoS Range: LoS
Target/Area/Effect: Area: Force x 5 ft. radius
Duration: Sustained Duration: Sustained
Drain Damage: Drain Damage: Force x 1d4 non-lethal
Saving Throw: No Saving Throw: Will negates
Spell Resistance: No Spell Resistance: Yes
This creates a psychokinetic effect, like "invisible hands" that can hold and The target feels an overwhelming emotion chosen by the spellcaster (such
manipulate items. The Magic Fingers have Strength and Dexterity equal to the as love, hate, fear, joy, sorrow, and so forth). The target believes the emotion
spell Force. The caster can use skills remotely with the spell, but such uses wholeheartedly, but not mindlessly. A target who acts in accordance with the
suffer a -4 check penalty. Even simple tasks like picking up a coin may require a emotion (for example, fighting while filled with anger or hate) suffers no penalty. If
Dexterity test. The caster can fight, pick a lock, or perform any other action, using the target takes action not relevant to the emotion (trying to drive while laughing
the Magic Fingers as if they were real hands. The spell can reach any point the hysterically), she suffers a -4 penalty for the distraction.
caster can see, and Clairvoyance or remote-viewing technology can be used to The caster may switch emotions with a standard action. Mob Mood affects
get a close-up of the scene as long as it is within the caster’s normal line of sight. a number of living creature sin the area up to the spell Force.
This spell comes in very handy for disarming bombs and handling other
hazardous work from a safe distance. Petrify
Mana Barrier Type: Physical
Base Caster Check DC: Target Constitution
Type: Mana [Force] Base Drain DC: Caster Check DC +2
Base Caster Check DC: 15 Casting Time: Standard action
Base Drain DC: 16 Range: LoS
Casting Time: Standard action Target: One creature
Range: LoS Duration: Sustained
Area: (dome) Force x 5 ft. radius; (wall) line Force x 5 ft. long Drain Damage: Force x 1d3 non-lethal
Duration: Sustained Saving Throw: Fortitude opposes
Drain Damage: Force x 1d2 non-lethal Spell Resistance: Yes
Saving Throw: No Petrify transforms living tissue into stone-like calcium carbonate. In addition
Spell Resistance: No to the opposing Fortitude save, Petrify does not work unless the target's
Mana Barrier creates an invisible barrier of magical energy. This barrier Constitution is less than (Force x 2). Non-living material – including clothing,
does not restrict living beings or physical objects, but it does impede spirits, foci, gear, and cyberware – is not affected. The target is not conscious while under
dual beings, and spells. If cast on the astral plane, it also impedes astral forms the effects of this spell, and any damage suffered by the stone-like form affects
and restricts visibility. Against such forces, treat the Mana Barrier has having a the target normally. While petrified, the target has Hardness and hit points as
Hardness equal to the Force x2, hit points equal to Force x 5, and a Break DC of Stone.
15 + Force. The barrier can be shaped as a dome (radius equal to Force x 5 ft.,
height equal to Force x 5 ft.) or a straight wall (length Force x 5 ft., height Force x Physical Barrier
5 ft. ). Reduce the Force of any spell that must cross a Mana Barrier by the Force Type: Physical [Force]
of the barrier. A Mana Barrier can be destroyed with concentrated effort, but this Base Caster Check DC: 18
is very difficult since, as long as the barrier has hit point remaining, it regenerates Base Drain DC: 21
Force x 1d6 hit point every round. Casting Time: Standard action
Range: LoS

8585
Section 7: Magic

Area: (dome) Force x 5 ft. radius; (wall) line Force x 5 ft. long
Duration: Sustained
Turn to Goo
Drain Damage: Force x 1d3 non-lethal Type: Physical
Saving Throw: No Base Caster Check DC: Target Constitution
Spell Resistance: No Base Drain DC: Caster Check DC +2
Physical Barrier creates a glowing, translucent force fields. The barrier has Casting Time: Standard action
a Hardness equal to Force x 2, hit points equal to Force x 5, and a Break DC of Range: LoS
20 + Force. The barrier can be shaped as a dome (radius equal to Force x 5 ft., Target: One creature
height equal to Force x 5 ft.) or a straight wall (length Force x 5 ft., height Force x Duration: Sustained
5 ft. ). Drain Damage: Force x 1d3 non-lethal
Anything the size of a molecule (or less) can pass through the barrier, Saving Throw: Fortitude negates
including air or other gases. Anything bigger treats the barrier as a normal Spell Resistance: Yes
physical wall. The barrier is translucent and provides one-half concealment (20% Turn to Goo transforms living tissue into a sticky, glue-like substance. In
miss chance). The barrier does not impeded spells unless they are elemental- addition to the opposing Fortitude save, Turn to Goo does not work unless the
style manipulations and physical combat spells. Physical attacks can bring the target's Constitution is less than (Force x 2). Non-living material – including
barrier down if they deal sufficient damage, but as long as the spell is sustained, clothing, gear, and cyberware – is not affected. The target is not conscious while
it regenerates Force x 1d6 hit points on the caster's turn each round. under the effects of this spell, and any damage suffered by the gooey form
Physical Barrier cannot be used on the Astral Plane. affects the target normally. While gooey, the target has damage reduction of
Force/-.
Poltergeist (Critter) Form
Type: Physical
Base Caster Check DC: 15 Type: Physical
Base Drain DC: 18 Base Caster Check DC: Target Constitution
Casting Time: Standard action Base Drain DC: Caster Check DC +1
Range: LoS Casting Time: Full-round action
Area: Force x 5 ft. radius Range: LoS
Duration: Sustained Target: One creature
Drain Damage: Force x 1d2 non-lethal Duration: Sustained
Saving Throw: Reflex half Drain Damage: Force x 1d2 non-lethal
Spell Resistance: No Saving Throw: Fortitude negates
Poltergeist picks up all small objects (up to 2 pounds in mass) within the Spell Resistance: Yes
spell’s area and whirls them around in random patterns. Those ins the area of [Critter] Form transforms a voluntary subject into a normal (non-
effect suffer a -4 penalty to attack rolls and any other checks that rely on visibility. paranormal) critter, though the subject retains human consciousness. This spell
In addition, the spell deals Force non-lethal damage every round to everyone in does not transform clothing and equipment. Magicians in critter form can still cast
the area. A Reflex save reduces this to half damage. Poltergeist may do more spells, but cannot perform other tasks requiring speech. Each form is a different
damage in cluttered environments, or inflict lethal damage if the gamemaster spell, such as Eagle Form, Dog Form, Wolf Form, etc.
feels the debris is sufficiently dangerous (broken glass and nails, for example). The new form may be of the same type as the subject or any of the
following types: aberration, animal, dragon, fey, giant, humanoid, magical beast,
Shadow monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more
Hit Dice than the Force (or the subject’s HD, whichever is lower. You can’t cause
Type: Physical [Darkness] a subject to assume a form smaller than Fine, nor can you cause a subject to
Base Caster Check DC: 15 assume an incorporeal or gaseous form. The subject’s creature type and subtype
Base Drain DC: 16 (if any) change to match the new form.
Casting Time: Standard action Upon changing, the subject regains lost hit points as if it had rested for a
Range: LoS night (though this healing does not restore temporary ability damage and provide
Area: Force x 5 ft. radius other benefits of resting; and changing back does not heal the subject further). If
Duration: Sustained slain, the subject reverts to its original form, though it remains dead.
Drain Damage: Force x 1d2 non-lethal The subject gains the Strength, Dexterity, and Constitution scores of the
Saving Throw: No new form but retains its own Intelligence, Wisdom, and Charisma scores. It also
Spell Resistance: No gains all extraordinary special attacks possessed by the form but does not gain
This spell creates a globe of shadow (darkness with a high enough Force). the extraordinary special qualities possessed by the new form or any
This imposes visibility penalties as darkness, with the penalty equal to the Force. supernatural or spell-like abilities.
Note, this also restricts light-enhanced vision and reduces the effect of light- Incorporeal or gaseous creatures are immune to being shapechanged, and
based attacks in and out of the area by the Force. a creature with the shapechanger subtype can revert to its natural form as a
Shapechange standard action.

Type: Physical
Base Caster Check DC: Target Constitution M AGIC I TEMS
Base Drain DC: Caster Check DC +3
Casting Time: Full-round action
Range: LoS Foci
Target: One creature
Duration: Sustained Bonding a Focus
Drain Damage: Force x 1d3 non-lethal Before a focus can be used, it must be bonded to its owner. This takes time and
Saving Throw: Fortitude negates XP. Bonding a focus requires a ritual ( a DC 15 Knowledge (arcane lore) check
Spell Resistance: Yes indicates knowledge of the ritual). The ritual takes a number of hours equal to the
Shapechange transforms a voluntary subject into a normal (non- Force of the focus. In addition, you must spend XP to bonud the focus. The
paranormal) critter, though the subject retains human consciousness. This spell amount of XP required is as follows.
does not transform clothing and equipment. Magicians in critter form can still cast
spells, but cannot perform other tasks requiring speech. FOCI BONDING XP COST TABLE
The new form may be of the same type as the subject or any of the
following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, Focus XP Cost
monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Banishing Force x 30
Hit Dice than the Force (or the subject’s HD, whichever is lower. You can’t cause Binding Force x 30
a subject to assume a form smaller than Fine, nor can you cause a subject to Counterspelling Force x 30
assume an incorporeal or gaseous form. The subject’s creature type and subtype
(if any) change to match the new form. Power Force x 80
Upon changing, the subject regains lost hit points as if it had rested for a Spellcasting Force x 40
night (though this healing does not restore temporary ability damage and provide Summoning Force x 40
other benefits of resting; and changing back does not heal the subject further). If
Sustaining Force x 20
slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the Weapon
new form but retains its own Intelligence, Wisdom, and Charisma scores. It also Fine Force x 10
gains all extraordinary special attacks possessed by the form but does not gain Diminutive Force x 20
the extraordinary special qualities possessed by the new form or any
Tiny Force x 20
supernatural or spell-like abilities.
Incorporeal or gaseous creatures are immune to being shapechanged, and Small Force x 30
a creature with the shapechanger subtype can revert to its natural form as a Medium Force x 30
standard action. Large Force x 40

8686
Section 7: Magic

FOCI BONDING XP COST TABLE


Focus XP Cost
A DEPTS
Huge Force x 50
Gargantuan Force x 60 Adept Powers
Colossal Force x 70 ADEPT POWERS TABLE
Power Cost Power Cost
Once bonded, only the person to whom a focus is bonded may use it. If you Astral Perception 1 Improved Sense 0.25 per
acquire another person's focus, you must bond it to yourself. You can have a Ability Boost F x 0.25 Improved Skill
number of bonded foci equal to your normal Magic Rating.
A focus retains the astral signature of the person to whom it is bonded, and Combat Sense F x 0.5 Weapon F x 0.5
this may be used for astral tracking. Critical Strike F x 0.25 Other F x 0.25
Enhanced Perception F x 0.25 Killing Hands 0.5
Activating a Focus Great Leap F x 0.25 Missile Parry F x 0.25
You must activate a focus before it can be used. It takes a move action to Improved Physical Ability Fx1 Mystic Armor F x 0.5
activate a focus (this does not provoke attacks of opportunity), but requires no
action to use or apply, except for weapon foci, which are weapons. Deactivating Improved Reflexes Natural Immunity F x 0.25
a focus is a free action and can be done at any time. Level 1 2 Pain Resistance F x 0.5
The number of foci you can have active at one time is equal to your Level 2 3 Rapid Healing F x 0.25
Wisdom bonus. Once activated, a focus continues to operate as long as it is on Level 3 5 Spell Resistance F x 0.5
the your person, be it worn, carried, handheld, or in a pocket or pouch. If the
focus is snatched away or dropped, it immediately deactivates and all benefits
are lost until it is recovered and reactivated. When activated, foci have an astral
Astral Perception
form and will accompany an astrally projecting magician to whom they are This allows the Adept to see into the Astral Plane, following the rules for astral
bound. A projecting magician must activate any foci she wishes to take with him perception.
in advance (though she can deactivate them at any time).
Ability Boost
Power Foci This power must be purchased separately for each of Strength, Dexterity, and
Add the Force of a power focus as a bonus to everything in which your Magic Constitution. To boost the ability score, roll 1d20 + Force. The DC for this check
Rating is involved. This allows you to cast more powerful spells without is the ability score in question. If successful, the ability score increases by +1,
overchanneling, summon more powerful spirits and so forth. Essentially, for most with an additional +1 per 4 points over the DC, to a maximum of Force. The
purposes, you simply add the Force to your Magic Rating. boost lasts for a number of rounds equal to Magic Rating.
When the boost ends, roll a Fortitude save. The DC for this save is 10 +
Spell Foci Force. If this fails, suffer non-lethal damage equal to the Force.
The attribute bonus from Ability Boost is not compatible with any other
Each of the three following types of spell foci must be tuned to a specific spell
attribute augmentations, whether from implants or spells, with the exception of
category (Combat, Detection, Health, Illusion, or Manipulation) when created,
the Improved Physical Ability adept power.
and once set, cannot be changed.
• Counterspelling Foci: Add the Force x 2 as a bonus to Counterspell Combat Sense
spells and effects of the appropriate category.
• Spellcasting Foci: A spellcasting focus provides (Force x 2) in This allows the Adept to apply up to Force in dodge bonus during a surprise
bonus. You may divide this up once per round to aid in the Caster round, and he gains Force as a dodge bonus to Defense.


Check and/or Drain Test with spells of the appropriate category.
Sustaining Foci: You may cast a spell through a sustaining focus,
Critical Strike
allowing the focus to sustain the spell instead of you. This negates This power increases your unarmed damage. Add the Force as a damage bonus.
the penalty you normally suffer for sustaining a spell. A spell
sustained by a sustaining focus cannot have a Force greater than the Enhanced Perception
Force of the focus. If the spell is disrupted, it ends, but the focus is Add the Force to Listen, Search, and Spot checks. You cannot have a Force
still bonded to you and may be reused. greater than your Wisdom bonus.

Spirit Foci Great Leap


As with Spell Foci, Spirit Foci must be attuned to a certain type of spirit upon Add the Force x 2 to Jump checks.
creation. Once so attuned, the setting is permanent.
• Banishing Foci: Add the Force x 2 as a bonus to the Banishing Improved Physical Ability
check when banishing the appropriate spirits. This power must be purchased separately for each of Strength, Dexterity, and
• Binding Foci: Binding foci are similar to spellcasting foci. The Constitution. Increases the ability score by the Force x2. This is treated as an
binding foci provide (Force x 2) in bonuses that you can split between inherent bonus.
the Binding check and Drain Test against the appropriate spirits.
Binding foci also apply when attempting to re-bind spirits. Improved Reflexes
• Summoning Foci: Summoning foci are similar to spellcasting foci. There are three levels to this power. These bonuses do not stack with like
The summoning foci provide (Force x 2) in bonuses that you can split bonuses gained from magic or technology.
between the Summoning Check and Drain Test against the • Level 1: +2 dodge Defense bonus, +2 initiative bonus, +2 Reflex
appropriate spirits. save bonus.

Weapon Foci Level 2: +3 dodge Defense bonus, +4 initiative bonus, +3 Reflex
save bonus.
Unlike most foci, which are typically small, unobtrusive items, weapon foci are • Level 3: +4 dodge Defense bonus, +6 initiative bonus, +4 Reflex
exactly that – weapons. Melee weapons to be specific. Ranged weapons and save bonus.
ammunition cannot be made into weapon foci. Well, they can, but they provide
no benefits. Improved Sense
A weapon focus adds its Force as a bonus to attack and/or damage rolls. This power provides you with additional senses not normally found in your
You decide the distribution on your turn as a free action. For example if you have species. Each must be purchased separately and cannot be changed once
a Force 6 Katana focus, on your turn, you can decide to add 3 points to attack selected. Certain senses may be purchased more than once, increasing the
and 3 points to damage, or 5 points to attack and 1 to damage, etc. effect.
Weapon foci also allow astrally perceiving characters to attack and damage Available senses include:
astral entities and structures. Add the Force as a bonus to both attack and
• Darkvision: You have darkvision with a range of 60 ft. You may
damage rolls in such cases.
select this multiple times, with each selection increasing the range by
An astrally projecting character with a weapon focus takes a copy of the
60 ft.
focus with him into the Astral Plane. His attacks in the Astral Plane follow the
• Direction Sense: Your sense of direction is so acute you know what
normal rules for that plane, but he gains the Force of the focus as a bonus to
direction you are facing, and whether you are above or below the
both attack and damage rolls.
local ground level, with a successful DC 5 Spot check.
• Flare Compensation: This does not prevent blindness or glare from
sudden bright light, such as that provided by a flash-pak, but it does
provide a +4 bonus to save against those effects. It eliminates vision
penalties from glare, such as caused by walking on a field of snow at
mid-day.
• High-Frequency Hearing: This allows you to hear high frequency
sounds.

8787
Section 7: Magic

• Improved Taste: You can recognize the ingredients of food or


beverage by taste alone. If you have Craft (chemical), a successful
DC 10 Spot check allows you to identify ingested poisons and drugs
concealed in food or drink. A successful DC 10 Spot check allows
you to determine if a sample of water is pure enough to drink. In both
cases, the sample required is not large enough to deliver the toxins or
impurities.
• Low-Frequency Hearing: This allows you to hear low-frequency
sounds.
• Low-light Vision: You have low-light vision as per the normal rules.
You may select this twice, gaining superior low-light vision (double
the normal distance).
• Scent: You gain the scent ability. This opens you up to the Scent feat
chain.
• Sound Damping: This provides you with a +10 bonus to save
against sound-based attacks that have effects actually based on the
sounds (a siren's song, for example), and provides an energy
resistance of 4 versus sonic damage.
Almost any enhanced sense that can be provided by cyberware that does
not rely on radio or a tv-style broadcast is available.

Improved Skill
This must be purchased separately for each skill (Assault Rifles, Hide, Spot,
etc.). Apply the Force as a bonus to applicable skill checks. You cannot have a
Force greater than the ranks you possess in the skill.

Killing Hands
This power allows you to deal lethal damage with you unarmed attacks. It
improves your unarmed threat range by one point. It also allows you to deal
damage in astral combat while unarmed. When fighting creatures with damage
reduction, your unarmed attacks are treated as magical.

Missile Parry
This allows the Adept to catch slow-moving missile weapons (arrows, thrown
items, shuriken, grenades, etc).To use this, roll an unarmed attack roll with a
bonus equal to the Force (and, if using full defense, your dodge bonus to
Defense). If this roll equals the attack roll, the projectile is deflected. If the roll
exceeds the attack roll, the Adept catches the object. Using Missile Parry is a
free action, but can be used a maximum of Force times per round.
If an Adept has Missile Parry at a Force of 20 or better, he can use the
power to deflect single bullet shots, but this takes a -5 penalty on the check.

Mystic Armor
This provides you with damage reduction equal to Force/magic or (adamantine-
equivalent). This DR applies to astrally based damage as well.

Natural Immunity
This power provides a bonus to saving throws against diseases and poisons
equal to Force.

Pain Resistance
This power provides damage reduction of Force/- against non-lethal damage, in
addition, the Adept gains the Force as a bonus to save against pain-based
effects.

Rapid Healing
Add the Force of this ability to the number of hit points you heal with each period
of healing.

Spell Resistance
This power provides the Adept with spell resistance equal to Force x 2.

8888
Section 8: The Matrix

S E C T I O N 8 : T H E M AT R I X
In terms of conversion, this is one of the more divergent-from-source sections of
the book. The Matrix and decking rules in Shadowrun Third Edition were far too User Account Privileges
complex and un-standard for easy use. Therefore, this conversion draws on All legitimate users of a node have one of the following levels of privileges. The
Shadowrun Fourth Edition, Netspace: The Definitive d20 Guide To Virtual level of privileges modifies skill checks made to perform actions in the node.
Reality, OGL Cybernet, and probably other sources I can't cite because I can't • User: +0 Computer Use. Common access. Typical for wage slaves.
remember them. • Power User: +2 Computer Use. Common for assistant managers
A note: I will not stat out every single node, network, and so forth. and the like.
Therefore, I reserve the right to use simplified rules, typically consisting of roll • Super User: +4 Computer Use. Typically for subordinate
versus roll, at any time, in any session. administrators. Security deckers typically have this level of privilege.
• Root User: +8 Computer Use. Reserved for top-level admins.
G ETTING I N , G ETTING , O UT , AND Logging On (On-the-fly Decking)
G ETTING A ROUND THE M ATRIX Logging on for legit users is easy – input the appropriate passcode. This is a full-
round action. Illegal access requires several things to occur.
Most access to the Matrix occurs using telepresence and telimmersion devices.
The first thing required is an access point. This may be an online site
See below for more information on these devices. Some users opt for the more
(directly hacking a terminal – this is required for isolated nodes and servers), or
advanced cyberdeck. This device essentially transfers your mind to the Matrix.
more commonly, a remote access point. A remote access point can be a home
Cyberdecks are more efficient and powerful but the risks for the user are much
Matrix connection, although this is uncommon. Typically, a common jackpoint is
greater.
physically hacked into a fiber-optic cable.
Legitimate users have little difficulties accessing the Matrix and performing
Hacking into a fiber-optic cable requires a tool kit, 1d6 minutes, and a
actions in the nodes that their access allows. The user's privileges provide
Disable Device check. The DC for the Disable Device check is based on the
bonuses to his Computer Use checks. For those who wish a greater level of
location. Secure urban zone cable are protected and have DC of 25+. Places like
privacy, legitimate access isn't the best option, since legit access is constantly
the Barrens have worn cables and access point, with DCs of 15 to 20. For every
monitored and tracked, forming a strong datatrail.
5 points over the DC, reduce the time required by one minute, to a minimum of
30 seconds. Once the cable is hacked, it takes 1d6 rounds and a DC 15
Virtual Reality Computer Use check to set up a connection. At this point, the decker is ready to
Those using cyberdecks to access the Matrix essentially thrust their minds into log on.
the virtual reality of the Matrix. Cyberdecks contain an override that effectively Logging on is a full-round action and requires a Computer Use check. The
blocks the user's control of his body, in order to prevent him from harming DC for this check is based on the security code of the area of the Matrix in which
himself. However, with concentration, the user can still perceive the actual world, the decker's icon will appear (the System DC). If you beat the DC by more than
but he suffers a -12 penalty to Listen, Search, and Spot checks while doing so. 10, you can log on as a standard action. An Exploit program provides bonuses to
Cyberdeck users have two basic modes they can operate in while decking this check.
– cold sim, and hot sim. Cold sim is the default mode. A decker can switch This gets you into the system with User Account Privileges.
between cold and hot sim as a free action. If he does switch from cold to hot in If you want to break in with Power User Account Privileges, increase the
the middle of a round, he does not gain the bonuses until the next round. If he DC by +4.
switches from hot to cold in the middle of the round, he immediately loses the For Super User Privileges, increase the DC by +8.
bonuses gained from hot sim mode. For Root User Privileges, increase the DC by +12.
Logging on must be performed any time the decker attempts to enter a new
Hot Sim server or node. Breaking into nodes and systems in this manner is known as on-
Hot sim mode gives the decker an edge in the Matrix, increasing his reaction the-fly decking.
time and sheer ability to manipulate the virtual world. When you deck into a system in this manner, every time you make a skill
While running in hot sim mode, the decker's icon gains a +2 initiative check (successful or not), the target node gets a free test to notice your
bonus, +2 Defense bonus, and an additional partial action every round. He also presence. This is a d20 + System + Scanner skill check against your Computer
gains a +4 bonus to all Matrix action skill checks. Use + Cloak program. If the node detects you – whether you hack in or not – an
However, hot sim also makes the decker more vulnerable to the effects of alert is triggered.
lethal IC and dumpshock. Hot sim is also addictive in the same manner as a
Better-Than-Life chip. Probing the Target
On-the-fly decking works if you have to use it, but the preferred method of
Dumpshock decking is by probing the target. This requires that you have sufficient time to
When you are dumped from the Matrix, you suffer dumpshock – a physical attack scout your target ahead of time, searching for system weaknesses that can make
on your flesh-and-blood body. When you suffer dumpshock, you take 6d6 points penetration easier.
of non-lethal damage. A DC 15 Fortitude save reduces this damage to one-half To use this method, you must be able to examine the target for at least one
normal. hour, and you must succeed in a Computer Use + Probe program check against
If you are running in hot sim when you suffer dumpshock, you instead take the system DC. If successful, you have found an exploitable weakness.
3d6 points of lethal damage. After probing, you must break in as described above. However, you gain a
Regardless of sim mode or the Fortitude save, when you suffer +4 bonus to the check to Log On, and the system only gets one free check to
dumpshock, you are dazed for 2d6 rounds. A DC 15 Will save reduces the detect you, instead of a check for every test you make.
duration by one-half.
Security Codes
Accounts, Authorization, and Privileges All nodes, networks, LTGs, and RTGs have a security rating. In most cases, the
security rating is obvious, since it is color-coded. Some installations may strip the
Every Matrix node has a set of authorized users – individuals with the proper
color theme away though. The codes, in order of weakest to strongest, are:
accounts, passcodes, and privileges that allow them to take certain actions on
Green – Blue – Yellow – Red – Black. The security code also imposes a modifier
the node. Authorized users frequently don't have to make skill checks to perform
to the decker's Matrix skill checks if he lacks proper credentials.
tasks, while deckers must make checks to do anything. Many nodes have public
Additionally, the security code often acts as a base
access areas, or may be entirely public (similar to standard websites).
Firewall/Response/System rating for constructs (IC) used by the system. This is
Passcodes noted on the table below as "Rating".

Basic passcodes are the most common types of codes used to access
legitimate accounts. Basic passcodes are typically alphanumeric, but may also
SECURITY CODE TABLE
include images, tunes, or specific movements. System Skill DC
Security Rating Examples
Linked passcodes requires an extra bit of input from the user – an extra DC Mod
level of identification specific to a person or a device. This can be a scan from a Green 21 +1 6 Public areas
security scanner (retinal, fingerprint, palmprint, and so on) linked to the Blue 22 +4 7 Small business
commlink/terminal or the correct signature from the device’s OS or a unique
RFID tag. If the scan or signature doesn’t match the records, access will be Yellow 23 +8 8 Unimportant government database
denied. Red 24 +12 9 Corporate and military systems
Passkeys are one of the most secure ways of controlling access to a node. Black 25 +16 10 Top secret systems
Passkeys are unique encrypted modules that plug into a commlink or terminal. Ultraviolet ??? ??? ??? ???
Many corporations require this accessory for telecommuting workers. When a
logon is attempted, the node queries the module; if it doesn’t receive the proper
code, the user is denied access.

8989
Section 8: The Matrix

Logging Off Bob is attempting to Log On to a public system (Green, DC 21). He rolls a
24, and easily logs on to the LTG.
Logging off the Matrix follows the same procedure as logging on, and takes a Next, Bob must find Joe's home network. Joe's network is on a public
move action. The DC may be higher than listed if the decker has set off any kind (Green) grid, so Bob makes his DC 22 (21 +1 for illegal access to a public area)
of security alerts. If the decker has triggered the Scanner utility of the server, the Research check with no problems.
DC is automatically at +5. If you beat the DC by more than 10, you can log off as Bob moves to Joe's network, only to find that Joe has some computer
a standard action. Unlike the Log On, you can directly Log Off, bypassing all the security – blue to be specific. Bob must hack his way into Joe's network. This is a
nodes, networks, and grids. This process is known as a Graceful Log Off. base Computer Use check DC of 22, +4 for illegal access, so Bob has to beat a
You can also jack out – that is, pull the plug connecting you to your deck. DC of 26. He rolls a 27 – barely successful.
Jacking out is a free action, but does not terminate your Matrix connection. Once inside of Joe's network, Bob must make another Research check to
Jacking out is usually a final method when faced with physical damage. Jacking find Joe's shower node. The DC for this check is the same as the System DC
out causes dumpshock. (blue 22 +4 illegal access), or 26. Again, Bob is successful, and locates and
Accessing Multiple Nodes moves to Joe's shower node. Now Bob can have his way (assuming he manages
to take control of the node).
It is possible for you to access multiple nodes – it is like switching windows.
However, you can only be active in a single node at a time (meaning each action Firewalls
only applies to a single node). The maximum number of nodes you can access Many servers and networks, and most cyberdecks in the Matrix are protected by
simultaneously is equal to your System rating. If your persona must make a test firewalls – additional layers of security. The firewall provides the icon with a base
in a node that is not currently "active", the test is made only with the associated Defense rating.
program (assuming it is active), and not with your Computer Use skill.

M ATRIX A CTIONS
Your icon appears in each node you are accessing, including the non-
active nodes, and each icon may be attacked in cybercombat. If multiple icons
are being attacked, you have to divide your actions between them. Any damage
There are varieties of actions users can take in the Matrix. The table below
suffered by one icon is suffered by all of your icons.
notes which actions may be taken on tortoises and cyberdecks, and if any
additional penalty is incurred.
Movement in the Matrix
Movement in the Matrix is faster even than movement in the Astral Plane, MATRIX ACTIONS TABLE
occurring at nearly the speed of thought. Certain nodes and servers may impose
limits on the speed at which data travels. For convenience, use the following Action Tortoise Cyberdeck
ratings. Free Actions
• General movement (moving from public node to public node without Jack Out No Yes
pressure): (Cyberdeck System rating + Intelligence modifier) x 1,000 Speak/Text Phrase Yes Yes
miles per round.
Terminate Data Transfer Yes Yes
• Tactical movement, which typically occurs once initiative has been
rolled, follows the same basic rules as real world movement. A typical Move Actions
icon will have a base speed of (Response x 5 ft.) per round (sprint x Alter/Swap Icon Yes Yes
4), although certain programs can increase this. Data Search Yes Yes
Finding Your Way in the Matrix Deactivate Program Yes Yes
Once your enter the Matrix, you have to find your way to your destination, Decrypt (with key) Yes Yes
assuming that you don't start in your desired location. Issue Command Yes Yes
Finding a destination in the Matrix requires a Research check. This is often Log Off Yes Yes
referred to as a Matrix Search Check. For every 5 ranks in Computer Use, you
Spoof Command Yes -2 Yes
gain a +2 synergy bonus to this check. Ready access to a public directory may
provide a +4 bonus to find common locations, but not specific nodes. The Transfer Data Yes Yes
Scanner program provides a bonus to this check. The Matrix Search Check is Standard Actions
frequently used as a Listen/Spot check equivalent. Attack Yes Yes
The DC for this check is based on the security code of the target
Edit Yes Yes
server/node (using the System DC), modified by any type of stealth programs, or
simple obfuscation. The time requires to search is based on the size of the grid Observe in Detail Yes Yes
or network and the breadth of the query. Redirect Trace Yes -2 Yes
Repair Icon Yes Yes
MATRIX SEARCH TIME TABLE Full-Round or Longer Actions
Network Size Base Time Examples Control Device Yes Yes
Tiny Move action Personal computer Crash Program/OS Yes Yes
Small Full-round action Home network Data Search Yes Yes
Large 2 rounds Business network Decrypt (without key) Yes -2 Yes
Huge 5 rounds LTG Disarm Data Bomb Yes -2 Yes
Massive 10 rounds RTG Edit Yes Yes
Encrypt Yes -2 Yes
A vague request (find all the security cameras controlled by this computer)
reduces the DC by 5, but you then have to spend additional time searching for Intercept Traffic Yes Yes
specific cameras. Log On Yes Yes
A general request (find all the cameras on the 3rd floor that are controlled Reboot Yes Yes
by this computer) doesn't alter the DC. Spoof Datatrail Yes -2 Yes
A specific request (find the camera that monitors the eastern stairwell door
on the 3rd floor) increases the DC by 5, but if successful, you know the exact Track User Yes -2 Yes
location of the system.
Alter/Swap Icon: You can perform this action to change your current icon.
Nodes, Servers, Networks and Grids This does not affect the stats of your icon, only its appearance. Swapping or
altering an icon is a move action. [Skill check – Computer Use v. DC 10].
The Matrix consists of several enormous grids. These are known as Regional Attack: You use this action to attack an icon that is capable of fighting
Telecommunications Grids, or RTGs. Each RTG is made up of several Local back. This is a standard action. [Skill check – System + Intelligence modifier +
Telecommunications Grids (LTGs). Each LTG is made up of several networks. A Attack program v. Defense].
network is a grouping of servers (also called nodes). Nodes are individual Control Device: You can control all sorts of Matrix-enabled devices
devices and files in the Matrix. remotely through the Matrix, from simple automatic security doors and elevators
For example, if your home is online, and many in the Sixth World are, you to drones and agents to entire automated factories full of robotic assemblers –
may have a trideo unit, telecomm unit, radio, home computer, and security virtually any device that can be electronically accessed. Note that you must first
system. Each of these is a node on the Matrix. Together, they form your home gain access to the device before you can control it.
network. Your home network, along with the home networks of your neighbors At the gamemaster’s discretion, some control tasks may be simple enough
are part of the LTG. that no test is necessary, such as opening a locked door. Some tasks may
To access a network, you must be in the appropriate LTG. As noted above, require an additional appropriate skill to be used – controlling a repair drone to
it requires a separate Log On check to access each of these. remotely fix a car, for example, may call for Repair and Pilot checks. Note that
For example, Bob wants to hack Joe's shower controls Why? Because Joe remotely controlling a drone in this matter is different from rigging a drone
(Bob's neighbor) cut Bob off in traffic the other morning. Bob is not stupid, so he (requiring you to “jump into” the drone with full VR and “become” the drone) or
decides that he won't perform his hacking from his home. He goes about a mile issuing commands to a drone (in which case it acts on its own accord).
away, cracks open a cable, and taps into Ma Bell's system.

9090
Section 8: The Matrix

Controlling a device is typically a full-round action. [Skill check – varies a free action. Jacking out does not turn off your icon, and in fact, leaves it
(Computer Use v. variable DC, plus others)]. vulnerable. [Skill check – n/a].
Crash Program/OS: You can attack active programs that don't fight back Log Off: This is a graceful log off. Performing a graceful log off is a move
in cybercombat (programs like IC fight back) with a Crash Program/OS action. action. [Skill check – Computer Use v. variable DC].
Want to disable a combat drone’s targeting program? Crash its Gunnery Log On: You use this action to log on to a server, network, or node. This is
autosoft. Want to force a node to shut down? Crash its OS. To crash a particular a full-round action. [Skill check – Computer Use v. variable DC].
program or device OS, make a Computer Use check plus the Icepick program Observe in Detail: A standard Matrix Search check allows you to notice
rating. The target opposes this with a d20 + System + Firewall check. If you win, and find things in the Matrix. However, not all things are what they seem in the
the node crashes. Attempting to crash a node's OS automatically triggers an virtual world. You can attempt to observe a construct in detail, possibly gaining
alert. This is a full-round action. Some programs that crash may automatically additional information about it. [Skill check – Research + Scanner v. DC security
restart – treat this as Reboot. Some IC programs will attempt to crash a decker's code + mods].
programs rather than engage in cybercombat. [Skill check – Computer Use + Reboot: A persona or node can shut down and reboot, but the process
Icepick program v. System DC + mods]. takes time. Initiating a reboot is a full-round action. The actual process takes
Data Search: You can attempt to locate information, icons, servers and a (System) rounds, minus one round per 5 points over the DC that Computer Use
host of other things on the Matrix. The time required to perform a Data Search skill check scores (minimum of one round). The DC for this check is 10 if the
varies according to the size of the network upon which you are searching. [Skill person initiating the reboot is an authorized user; otherwise, the DC is based on
check – Research + Scanner + mods]. the security code of the area, plus any mods. A rebooted persona starts again in
Deactivate Program: This is the action you take to deactivate a program, its personal node, not wherever it was in the Matrix when it rebooted. [Skill check
including an active Agent. This is a move action. [Skill check – Computer Use v. – Computer Use v. variable DC].
DC 10]. Redirect Trace: As a standard action, you may attempt to spoof an active
Decrypt (with key): If you have the proper key, you can decrypt a file as a trace or Track by sending a flurry of information into the system. [Skill check –
move action with no skill check. Computer Use + Cloak program + Redirect program (opposes)].
Decrypt (without key): If you lack the proper key to decrypt a file, you Repair Icon: You can use the Medic program to repair damage to an icon.
must break through the encryption. This requires a Computer Use + Decrypt This is a standard action. [Skill check – Computer Use + Medic skill check v. DC
check. The DC for this check is the Encrypt result of the original check to protect 5 + icon System].
the file. This takes 10 rounds, minus one round per 5 points by which you beat Speak/Text Phrase: You can speak or text a few words (equal to
the DC (minimum full-round action). [Skill check – Computer Use + Decrypt Intelligence bonus +2) as a free action. [Skill check – n/a].
program v. DC Computer Use + Encrypt program]. Spoof Command: Use the Spoof Command action to transmit forged
Disarm Data Bomb: You may attempt to disarm a data bomb attached to a instructions to a drone or Agent controlled by another user. In order to spoof
file. To disarm the data bomb, you must first have detected it (Matrix Search orders, you must first complete a successful Matrix Search Check on the persona
Check). Make a Computer Use skill check, adding any bonus from a Defuse you are impersonating in order to gain its access ID. To spoof commands, you
program. This is a full-round action. The DC for this check is the Data Bomb must make a Computer Use + Spoof program. The target must roll a Will save
rating x 2. Some data bombs may require more than one check to disarm. If against a DC equal to your check result. If the save fails, the target believes the
successful, you disarm the data bomb and can access the attached file following orders came from its controlling persona. [Skill check – Computer Use + Spoof
the normal rules. If you fail, the data bomb detonates with normal effects. program opposed by Will save].
Depending on its settings, the data bomb may also trigger an alert, and/or Spoof Datatrail: Many deckers use their Edit program to eliminate any
destroy the attached file. [Skill check – Computer Use + Defuse program v. DC records of their tampering or illicit activity on a node. To do this, the decker first
Data Bomb rating x 2]. needs to locate the node’s security logs (requiring a Matrix Search Check action),
Edit: You can take a standard action to create, change, or erase a file. You and then edit them to remove all traces of his activity. This is a full-round action.
can only make minor changes to a file on the fly per action – manually altering Depending on your account privileges, Edit may also be used to create, change,
one line of print or one image, for example, subject to gamemaster approval. You or delete accounts on a particular node. Deckers are fond on making back doors
may also copy some or all of a file, or insert pre-readied material. More extensive (hidden accounts) into systems they have hacked this way, so they can get
changes require longer periods. You can also alter a device’s output—video inside later with having to hack in again. [Skill check – Computer Use + Edit
taken by a security camera, for example, or telemetry data taken by a vehicle program v. DC security code + mods].
sensor. A single Edit action only alters output for a short period (one round). In Terminate Data Transfer: You can terminate a data transfer as a free
order to alter output for a longer period, you must first take control of the device action. [Skill check – n/a].
prior to the Edit action. [Skill check – Computer Use + Edit v. security code DC + Track User: With a Track action, you can trace a user’s datatrail from his
mods]. icon back to his physical location. This is different from a Data search action
Edit can also be used for creative output, such as crafting a life-like 3-D (which is like looking up someone’s commcode in a directory); a trace follows the
holo to use as a distraction, or forging a convincing set of fake credential target’s current connections node-by-node all the way back to the source. Note
printouts. In these cases, not only will you make the normal Edit skill check, you that you must have detected the target with a Matrix Search Check in order to
may required to make other skill checks. trace him.
Encrypt: This is the action you take to encrypt a file. This takes 10 rounds. Make a Track check (Computer Use + Track program). The DC for this
Make a Computer Use check, adding any Encrypt modifiers. Note the result. This check is the target icon's Cloak program rating. The attempt takes 1d6+1 rounds.
sets the DC for any decryption attempts. [Skill check – Computer Use + Encrypt If the target performs a Redirect Trace action, the DC is the target's check result.
program open]. Make the Track check each round for as long as the trace attempt lasts.
Intercept Traffic: In order to intercept traffic between any two nodes or If successful, you’ve identified the target’s originating node and access ID.
users, you must first have access to a node that the traffic passes through. For If the node is wired to the Matrix, you’ve ascertained its physical location. If the
example, to intercept a comcall between a Mr. Johnson and his lackey, you node is a mobile wireless device, the device’s rough current physical location has
either need to compromise one of their phones or gain access to the Matrix been triangulated (to within 150 ft.). You can continue to monitor the device’s
nodes that the comcall passes through (which could be a challenge unto itself ). location if it moves, as long as the device stays on and maintains a wireless
Note that this action only applies to traffic passing through a wired medium. The connection.
gamemaster may also require you to succeed in a Matrix Search Check to locate System security will often trace deckers this way, and then either dispatch
the traffic flow you seek to intercept. a corporate threat response, notify the police, or launch their own hacking attack
To eavesdrop, make a Computer Use + Sniffer program check. The DC for on the decker’s home node (either by dispatching a security specialist or IC
this check is based on the security of the area. Note your skill check result. If programs) to give the decker a taste of his own medicine. [Skill check –
someone attempts to detect your tap, this is their DC. This is a full-round action, Computer Use + Track program (v. Computer Use + Cloak program + Redirect
not including the actual time required to monitor the traffic. program)].
Taps of this nature are difficult to detect. In order for someone to detect Transfer Data: You can transmit or receive data from one node to another
interception of his wired traffic, he must make a Matrix Search Check in the – including uploading and downloading files, sending messages, and so on –
specific node on which the Sniffer program is running. with a Transfer Data move action.
Intercepted communications can be copied/recorded without any additional Note that bandwidth and transfer speeds in the modern Matrix are fast
tests. If you wish to block some parts of the traffic or add in your own, you must enough to make all but the largest of file transfers almost instantaneous. Unless
perform a successful Edit action. If you want to insert faked traffic, so that it looks the gamemaster rules otherwise, transfers complete at the end of the round in
like it comes from one party or the other, you must beat the recipient in an which they were started. A transfer can be terminated at any time with a free
opposed check between your Computer Use + Sniffer and the target’s d20 + action. [Skill check (if necessary) – Computer Use + Edit program v. variable
Firewall + System. DC].
Note that some communications may be encrypted. In this case, a Decrypt
action is necessary to capture and decode the traffic. [Skill check – Computer
Use + Sniffer program open test]. P ROGRAMS
Issue Command: While online, you can issue commands to Agents, Programs are software utilities that provide bonuses to certain Matrix actions, or
drones, or other devices under your control with a move action. Note that you allow you to perform certain actions. Programs are normally rated from 1 to 10,
can issue the same command to multiple drones or combat buddies at once with although there are rumors of even more powerful programs. You can purchase
the same action; different commands, however, require separate actions. Note programs (legally and illegally), download pirated programs, write programs
that drones and combat buddies will only take orders from their controlling during downtime, and write programs on the fly.
persona, unless another persona spoofs an order. If the controlling character To use a program, it must be loaded into Active Memory. Loading a
chooses, he can instruct the agent or drone to receive orders from other program into active memory requires enough memory space, and a Transfer
specified personas. [Skill check (if necessary) – varies.] Data action. Downloading a program back into Storage Memory is also a transfer
Jack Out: This is a quick log off, pulling yourself free from the deck. This is Data action.

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Regardless of a program's rating, it cannot operate at a rating greater than programs. See below for more information on Agents.
the System rating of the deck. Alacrity: This program improves the speed and actions of your icon. Add
one-half the rating (round down) as a bonus to initiative and Defense. For every 5
Reading the Program Table: full points of rating, you receive an additional partial action every round.
• Program: This is the name of the program. Armor: This program provides your icon with damage reduction of (rating x
• Skill: This is the minimum number of Computer Use ranks required to 3)/-. Whenever the Armor program fails to completely negate the damage from
operate the program effectively. If you fail to meet the requirement, an attack, it loses one point of rating. You can swap a fresh copy in as per the
there is a 10% chance per rank below the requirement that the normal Matrix Actions.
program will simply fail. Attack: This program deals damage to other Matrix constructs. Apply the
• Prog: This is the DC required to write the program yourself, at a rating as an attack bonus. A successful attack deals (rating)d6 damage.
rating of 1. See Writing Programs below for more information. Autosoft: These are programs used on drones to improve their remote
• Dur: This is the standard duration of the program. If the duration is control and autonomous performance.
listed as "Session", the program runs until you deactivate it or it is • Clearsight: When the drone is required to make a Sensor check, add
crashed. Rating indicates that the duration is a number of rounds the Clearsight program rating as a bonus.
equal to the rating. • Defense: Add the Defense program rating to the drone's Defense. In
• Mem x: Multiply the rating of the program by this number to addition, a drone with this program can fight defensively and use total
determine the amount of Active Memory required to run the program. defense.
For example, a rating 3 Armor program requires (3 x 3) 9 blocks of • Elec warfare: This program allows the drone to use Computer Use
memory. (System) to jam transmissions and scramble/unscramble
• Purchase DC: This is the Purchase DC of the program at rating 1. transmissions, with a bonus equal to the program rating.
For programs above rating 1, add +1 Purchase DC per point of • Maneuver: This program improves the drone's maneuverability by
additional rating. Legally acquired programs typically have additional adding its rating to the drone's Piloting checks. In addition, a drone
information encoded in them. This can impose a penalty of -1 to -10 with this program can attempt to perform vehicular stunts.
on Edit checks to spoof datatrails. • Targeting: The Targeting programs are essentially Weapon Skill
• Illegal DC: This is the Purchase DC of the program is you acquire it programs. A separate program must be purchased for each weapon
through less than legal channels. Depending on the source, illegal skill. Add the program rating to the drone's attack rolls with the
programs may have additional coding that is malicious. Some appropriate weapon. A drone that doesn't have the appropriate
programs may be acquired through pirate channels (for free). Targeting program cannot operate the weapon.
• Res: This is the restriction level of the program. Bewilder: Bewilder confuses IC by bombarding it with data streams. The
IC must make a Will save. The DC for this save is 14 + Bewilder rating. If the
save fails, the IC is confused for the duration. Confused IC acts erratically. Every
PROGRAMS TABLE
round, roll d%. On a 01-50, the IC does nothing. On a 51-75, the IC flees at its
Purchase Illegal maximum speed for the round. On a 76-95, the IC acts normally for the round.
Program Skill Prog Dur Mem x Res
DC DC On a 96-100, it attacks the closest viable target.
Agent 10 32 Session 5 11 14 Lic Biofeedback Filter: This program acts as a shield for your flesh body
Alacrity 10 40 Session 8 15 18 Lic against virtual attacks. Apply the rating as a bonus to the save to reduce
dumpshock damage.
Armor 4 22 Session 3 9 12 Res
Cloak: Cloak acts to spoof Scanner checks. Whenever the cloaked icon is
Attack 4 22 Use 3 9 12 Res subject to a Scanner search, make an opposed Computer Use + Cloak check. If
Autosoft successful, the Scanner fails to detect the cloaked icon. The margin of success
Clearsight 4 18 Use 3 7 10 Lic determines how "suspicious" the Scanner becomes. If the Scanner wins, the
Defense 4 32 Use 4 14 17 Res cloaked icon is detected, and immediately marked as hostile, possibly sending
the system into alert.
Elec warfare 4 34 Use 3 15 18 Res Data Bomb: This is a trap program attached to a file. It is attached to a
Maneuver 4 24 Use 3 10 13 Lic specific file or device and set to detonate if someone accesses the file/device
Targeting 4 34 Use 4 15 18 Res without authorization. A detonating data bomb deals (rating) d6 damage to the
Bewilder 4 22 Rating 4 9 12 Res triggering icon, and typically crashes the file to which it is attached. It may also be
set to trigger an alert.
Biofeedback filter 4 14 Session 3 5 8 Res Decoy: This modified Agent program creates a duplicate of your icon and
Cloak 6 24 Session 3 9 12 Res sends it off at a sprint (x4 base speed) in a direction of your choosing. The decoy
Data bomb 8 26 Special 4 9 12 Res has the same Defense values as your icon, but can perform no actions other
Decoy 4 22 Rating 3 9 12 Res than fleeing and defense. When the decoy sets off, it may fool near-by IC. Roll an
Intelligence check for the IC. The DC for this check is 10 + Decoy rating. If the
Decrypt 4 22 Use 1 9 12 Lic
check fails, the IC attempts to engage the decoy. If the decoy takes any damage,
Defuse 6 24 Use 2 9 12 Res it decompiles. IC that successfully strikes a decoy and deals damage still loses
Edit 2 12 Use 1 5 8 - any remaining attacks that round.
Encrypt 4 22 Use 1 9 12 Lic Decrypt: This improves your chances of decrypting a file. Add the rating as
a bonus to decrypt actions.
Exploit 4 22 Use 3 9 12 Ill
Defuse: This program aids in disarming Data Bombs. Add the program
IC rating to the skill check.
Black IC 15 41 Use 10 13 16 Res Edit: This is a multi-purpose program that adds a bonus to Computer Use
Blaster 8 30 Use 6 11 14 Res checks when performing the Edit action.
Crippler 8 30 Use 6 11 14 Res Encrypt: This improves your chance of encrypting a file. Add the rating as
a bonus to Encrypt actions.
Killer 8 28 Use 5 10 13 Res Exploit: This program adds its rating to your checks to break into a system,
Probe 6 20 Use 4 7 10 Res and to resist a connection termination by the system.
Scramble 8 30 Use 6 11 14 Res IC: These are various programs designed to stop intruders into systems.
Sparky 8 30 Use 6 11 14 Res Icepick: This program aids in crashing programs and OS. Add the rating to
the Crash Program/OS skill check.
Tar Baby 6 20 Use 4 7 10 Res Lock On: Lock On is a targeting utility for use in cybercombat. To use it,
Tar Pit 8 28 Use 5 10 13 Res you must make a Lock On check (Computer Use + Lock On program). The DC
Icepick 5 23 Use 3 9 12 Res for this check is the target's Defense. If successful, subtract the DC from the
Lock on 6 24 Special 3 9 12 Res result and apply the remainder (up to the rating of the Lock On program) as a
bonus to your attack rolls against the target. Using Lock On is a full-round action.
Medic 4 22 Use 4 9 12 Lic
Medic: This program repairs damage to an icon. When used, it repairs
Pilot 4 24 Special 2 10 12 Lic (rating) d6 hit points. Every time Medic is used, it loses one point of rating. You
Reality filter 4 14 Session 3 5 8 Res can swap in a fresh copy as per the Matrix Actions.
Redirect 6 24 Use 2 9 12 Res Pilot: Each Pilot program is a special program installed in vehicles and
drones. It allows the drone to operate autonomously. Essentially, it allows the
Regeneration 10 34 Special 5 12 15 Res
drone's System to act as Intelligence (and Wisdom). See Section 9: Rigging for
Run 4 14 Session 2 5 8 Lic more information on drones and Pilot programs.
Scanner 4 14 Session 1 5 8 - Reality Filter: This program allows you to overwrite the existing
Shield 4 22 Session 3 9 12 Res metaphorical structure of a system for your own. In order to determine which
Spoof 4 22 Use 3 9 12 Res system's metaphor dominates, you make a Computer Use + Reality Filter
program check opposed by the system's d20 + System + Response. If you win,
Track 6 24 Use 8 9 12 Res your system overrides the node's, and you gain a +1 initiative bonus while in that
Variable ability 10 34 Use 8 12 15 Res node. If the node wins, it overwhelms your system, and you suffer a -1 initiative
penalty while operating in the node.
Agent: An agent is a semi-autonomous program capable of using other Redirect: This program adds and bolsters the info stream used to spoof a

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Track attempt. Add the rating to the skill check when making a Redirect Trace Response (hardware), and System (software).
action. • Firewall: This is a layer of protection built into the deck. It is the first
Regeneration: This program allows an icon to repair itself slowly. While line of defense against hostile actions taken against the deck. It also
running, the icon restores (Constitution modifier + Regeneration rating) hit points provides the base Defense for your icon.
every minute of inactivity for a number of minutes equal to the rating. Each use of • Response: Response measures the speed at which your deck
this program reduces the rating by one point. You can swap a fresh copy as per responds to input and processes commands and information.
Matrix Actions. Combined with your Intelligence modifier, this determines your Matrix
Run: This increases the base speed (and therefore, sprinting speed) of initiative bonus. Response slows down when you run too many
your icon. Add (rating x 5) ft. to the icon's base speed. programs. If you are running more programs than your System rating,
Scanner: This detects icons, servers, files, and anything you need to find in your Response decreases by one per additional program.
the Matrix. Apply the rating of the Scanner as a bonus to Research checks made • System: This is the operating system of your deck. It measures the
in the Matrix. stability of your information, multitasking capabilities, code quality,
Shield: Shield provides you with Defense against attacks. Apply the rating and resource control. System is limited by Response – if your
as a bonus to your icon Defense. Response is lower than your system, your effective System is
Spoof: This program aids you in issuing fake orders to Agents and drones. reduced to the Response rating. System also limits the number of
Track: This program provides bonuses when you attempt to perform the programs you may run simultaneously (equal to System). System
Track action. also determines the hit points of your icon (typically 5 x System), and
Variable Ability: This allows you to reallocate the points in your icon's your base attack bonus. For calculations involving Hit Dice, your
Strength, Dexterity, and Constitution. Reallocating ability points is a full-round System equals the number of Hit Dice.
action. The maximum number of points you can shift in a round is equal to the
Variable Ability rating. For example, if you are running a rating 5 Variable Ability, Cyberdecks use memory, found in swappable Optical Memory Chips.
with a full-round action, you can swap 5 points worth of ability scores. • Active Memory: This is the equivalent to early computer RAM. This
is the memory that powers active programs. Therefore, you are
Agents limited in active programs not only by your System rating, but also by
Agents are semi-autonomous programs capable of using other programs. the amount of active memory you have and the memory the
Regular Matrix users employ agents as assistants or search-bots, while deckers programs use.
also use them as decking aides, decoys, watchdogs, or even weapons platforms. • Storage Memory: This is simple on-board storage space, like a hard
Agents exist independently of the user in the Matrix, and are the equivalent of drive. This is where programs are stored when not in use, along with
Matrix drones. They are capable of piloting themselves to a degree and can files, media, and whatever else you download to the deck.
comprehend complex orders.
Agents have a System attribute just like drones that determines just how Reading Cyberdecks Table:
“smart” the agent is. System acts as the agent’s brain, interpreting orders. Agents • Deck: This is the name of the cyberdeck.
have their own built-in Firewall attribute, equal to their System rating. Agents use • Fire: This is the firewall rating of the deck.
the Response attribute of whatever node they are run on; this means that the • Resp: This is the response rating of the deck.
attributes of an agent operating independently may vary as it moves from node to • Sys: This is the system rating of the deck.
node. • Active Mem: This is the number of Optical Memory Chips x the size
The Agent's System rating equals its Program rating. of the OMC used in active memory. For most decks, these are
standard 10 block chips, and thus are presented as "number of chips
Using Agents x blocks per chip".
Agents can be loaded into your persona like other programs (taking a full-round • Storage Mem: This is the number of Optical Memory Chips x the size
action), allowing the agent to accompany you to any nodes you access. Agents of the OMC used in storage memory. For most decks, these are
can also access other nodes independently if instructed to and if they either have standard 10 block chips, and thus are presented as "number of chips
the passcodes or are carrying an Exploit program and can hack their own way in x blocks per chip".
(as independent icons). Agents loaded into your persona have the same • Str: This is the default Strength of the deck's Icon.
datatrail, so Track programs that go after an agent will trace back to your own • Dex: This is the default Dexterity of the deck's icon.
point of origin. • Con: This is the default Constitution of the deck's icon.
If you wish for your agent to operate in the Matrix independently, you must
load it on a particular node separate from your persona. The agent will continue Note that these rules do not include rules for constructing complexly
to operate in the Matrix even if your persona goes offline. In this case, the agent custom cyberdecks. Thus, at best, you are stuck with modifying off-the-shelf
doesn’t count toward your persona’s active program limits like running programs decks.
do.
CYBERDECK TABLE
Payload Active Storage
Agents can be loaded up with copies of your programs so that the agent may Deck Fire Resp Sys Str Dex Con
Mem Mem
employ them on its own. If an agent is acting independently, any programs it’s
carrying must be active, and so may affect its Response. Any program run by an Radio Shack CD-100 1 1 2 2 x 10 5 x 10 3 4 3
agent is limited by the System rating. Allegiance Alpha 2 1 4 2 x 10 5 x 10 6 8 6
Sony CTY-360 4 2 5 10 x 10 10 x 10 8 9 8
Writing Programs Fuchi Cyber-4 6 3 6 20 x 10 50 x 10 10 10 10
If you do not wish to purchase a program, or pirate a program, you have the Fuchi Cyber-6 7 4 7 20 x 10 50 x 10 11 13 11
option of writing a version of the program yourself. Writing a program uses Fuchi Cyber-7 8 6 8 40 x 10 100 x 10 13 14 13
Computer Use. The Computer Use DC to write the program is noted on
100 x
Programs Table above. The DC is for a rating 1 program. For each additional Fairlight Excalibur 10 8 10 100 x 10 16 18 16
10
point of rating, increase the DC by +1. Writing a program takes a base amount of
time equal to (Rating x Memory Multiplier) x 1 hour. For every 5 points by which
you beat the DC, reduce the time by one hour (minimum of 30 minutes). Cyberdecks and Icons
You can take 10 when writing a program with normal time reduction. You Icons, including those generated by cyberdecks and IC, have stat blocks similar
can take 20 when writing a program, but as usual, this takes 20 x longer than to those of flesh-and-blood creatures, with some alterations. Below is the basic
normal. stat block.
If you have an existing copy of the program (regardless of rating), you gain
a +2 circumstance bonus to your check. Virtual Construct
Hit Dice: Equal to System rating.
Writing Programs on the Fly Hit Points: Typically equal to System x 5. When icon hit points are reduced to 0,
Some programmers are so skilled and talented that they can write programs in a you are dumped from the Matrix and suffer dumpshock.
fraction of the normal time. Writing a program on the fly follows the same Mas: Firewall + Constitution
procedure as writing a program, but the Computer Use checks suffers a -15 Initiative: Response + Alacrity program modifier + Computer Use check
penalty. The time required to write a program on the fly is (Rating x Memory Speed (general): (System + Intelligence modifier) x 1,000 miles per round
Multiplier) x 1 round. For every 5 points by which you beat the DC, reduce the Speed (tactical): (Response + Run program) x 5 ft. per round (sprint) base
required time by 1 round. speed x 4
The maximum rating of an on the fly program is equal to one-half your Base Defense: Firewall + Shield program + Computer Use check
ranks in Computer Use (round down). Base Attack: System + Attack program + Computer Use check
Writing Agents or IC on the fly incurs an additional -15 penalty. Attack: System + Attack program + Computer Use check
Full Attack: System + Attack program + Computer use Checks

C YBERDECKS Special Attacks: Varies (typically Programs)


Special Qualities: Varies (typically Programs)
Cyberdecks have certain attributes. These attributes determine the basic abilities Saves: Fort , Ref , Will - See below
of your icon/persona. The basic cyberdeck attributes are Firewall (software), Abilities: Str , Dex , Con , Int , Wis , Cha – See below

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Skills: Varies (typically equal to System) TORTOISE TABLE


Feats: Varies
Challenge Rating: Varies Active Storage
Deck Fire Resp Sys Str Dex Con
Allegiances: Varies Mem Mem
Fairlight Excalibur 10 8 5 50 x 10 100 x 10 8 9 8
COMBAT
Varies.
I NTRUDER A LERT
Ability Scores If a node is aware that it has been hacked, it will immediately go on alert and
All icons have the ability Scores of Strength, Dexterity, Constitution, Intelligence, initiate various countermeasures. These include launching IC, terminating
Wisdom, and Charisma. Icons do not have an Appearance ability score. connections, and—as an extreme measure—initiating a shutdown and rebooting.
To determine the Strength, Dexterity, and Constitution scores of an icon, For gamemasters who want to randomly determine what a system’s alert
multiply the System rating by 5 and divide those points among the three ability response is, consult the following table.
scores. Off-the-shelf decks have fixed ability scores, but for an increase in price,
these can be adjusted. Deckers typically just run a Variable Ability program. In no RANDOM ALERT RESPONSE TABLE
case can one of these ability scores be reduced to less than the System rating. 1d6 Response
Intelligence and Wisdom are equal to the operator's scores (assuming a
(meta) human operator) or the System rating x2 for IC and similar programs. 1 Launch non-combative IC
(Meta) human powered icons have Charisma scores equal to the 2 Launch Killer IC
operator's. Autonomous icons (IC) have Charisma scores of 1-2. These 3 Launch Black IC
constructs are not self-aware. 4 Scramble Security Decker
Saving Throws 5 Terminate Connection
Fortitude saves are equal to Firewall + Constitution modifier if any. 6 System Reset./Shutdown
Reflex saves are equal to Response + Dexterity modifier if any.
Will saves are equal to System + Wisdom modifier if any. Active Alert
A node on alert status has verified an intrusion or other unauthorized activity.
T ORTOISES Most nodes are programmed to automatically alert security personnel or the
owner/user of the device when an alert is triggered. If the node contains security
Tortoises are tabletop computers that do not allow the full VR immersion of deckers (or if there are any on call), they will be alerted and will come looking for
cyberdecks. Compared to cyberdecks, tortises are slow, and unresponsive the interloper.
(hence the nickname). However, tortoise operators are not subject to damage by A node on alert receives a Firewall bonus of +4 against the intruder that
IC or feedback, or dumpshock. Tortoises are also much less expensive than triggered the alert. This applies to all tests made by or against the node’s
cyberdecks. For the most part, any action that can be performed in the Matrix Firewall.
with a cyberdeck can be performed with a tortoise. Tortoises have ratings similar
to those of cyberdecks, but at lower ratings. Tortoises also cannot utilize certain Launch IC Program
programs (noted below). Once an alert is triggered, the node will typically launch IC programs to attack or
There are two basic types of tortoise – telepresence, and telimmersion. interfere with the intruder. The gamemaster determines which programs the node
These devices impose penalties on certain Matrix actions, and icons. has on hand, and in what order it uses them. Secure corporate systems will have
an entire library of IC to throw at deckers, whereas some goon’s cyberarm is only
Telimmersion likely to have a single defensive program (if any). If the intruder has been traced,
Telimmersion devices consist of goggles and a full-body suit that provides force- the node may even send IC to launch its own hacking attempts on the intruder’s
feedback, or simsense trode rigs. Telimmersion devices impose the following system.
penalties.
• Initiative: Telimmersion icons suffer a -4 initiative penalty. Terminate Connection
• Defense: Telimmersion icons take a -5 penalty to Defense. Once an intruder is identified, a node may attempt to sever the decker’s
• Hit Points: System x 4. connection by shutting down the port through which he is accessing. On some
• Programs: Reduce the effective ratings of programs on these isolated high-security nodes or hand-held devices that do not often rely on
systems by one point. remote access, all outside connections may be severed.
In order to sever a connection, the node immediately rolls 1d20 + Firewall +
Telepresence System opposed by the intruder's Computer Use + Exploit program check. If the
decker used a passcode and legitimate account to log on, rather than hacking his
Telepresence devices use monitors and simple devices (joysticks, keyboards, way in with an exploit program, then the Exploit program does not apply to the
mice, motion-sensitive gloves) for interaction. Telepresence devices are still test. If the node is successful, it disconnects the decker. The decker can attempt
common, being used in most wage slave cubicles. The standard computer to log back on, but the node will be on alert (and may have closed down all
available on the equipment list is a telepresence device. outside connections).
• Initiative: Telepresence icons take a -8 initiative penalty.
• Defense: Telepresence icons take a -5 penalty to Defense. System Reset
• Hit Points: System x 3. As a last resort, many nodes will simply reset themselves or shut down in order
• Programs: Reduce the effective ratings of programs on these to purge an intruder before he wreaks too much havoc. This is a Reboot action.
systems by two points. Anyone accessing the node when it shuts down is logged off; all active programs
are saved and shut down.
On the Tortoise Table below, standard cyberdeck names are used. The
brands are comparable, except for the modified ratings. A notation of TI indicates
a telimmersion system, while a TP indicates a telepresence system. Intrusion Countermeasures
There are several basic types of IC that may be encountered in the Matrix. Some
IC may be battled in cybercombat, others cannot. If the IC is non-combative, is
TORTOISE TABLE
cannot engage in cybercombat, but can be attacked with the Crash Program/OS
Active Storage action. Combative IC must be engaged in cybercombat and has a full stat block.
Deck Fire Resp Sys Str Dex Con
Mem Mem
Telepresence Systems (TP) Virtual Construct
Radio Shack CD-100 1 1 1 1 x 10 5 x 10 1 2 2 Hit Dice: Equal to System rating.
Allegiance Alpha 2 1 2 1 x 10 5 x 10 3 4 3 Hit Points: Typically equal to System x 5. When IC hit points are reduced to 0,
the IC "dies" – this may have additional effects
Sony CTY-360 4 2 2 5 x 10 10 x 10 3 4 3 Mas: Firewall + Constitution
Fuchi Cyber-4 6 3 3 10 x 10 50 x 10 5 5 5 Initiative: Response + Alacrity program modifier + Computer Use check
Fuchi Cyber-6 7 4 3 10 x 10 50 x 10 5 5 5 Speed (general): (System + Intelligence modifier) x 1,000 miles per round
Fuchi Cyber-7 8 6 4 20 x 10 100 x 10 6 8 6 Speed (tactical): (Response + Run program) x 5 ft. per round (sprint) base
speed x 4
Fairlight Excalibur 10 8 5 50 x 10 100 x 10 8 9 8 Base Defense: 10 + System + Firewall + Shield program
Telimmersion Systems (TI) Base Attack: System + Attack program + Computer Use check*
Radio Shack CD-100 1 1 1 1 x 10 5 x 10 1 2 2 Attack: System + Attack program + Computer Use check*
Allegiance Alpha 2 1 2 1 x 10 5 x 10 3 4 3 Full Attack: System + Attack program + Computer use check*
Special Attacks: Varies
Sony CTY-360 4 2 2 5 x 10 10 x 10 3 4 3
Special Qualities: Varies
Fuchi Cyber-4 6 3 3 10 x 10 50 x 10 5 5 5 Saves: Fort , Ref , Will - [Special]
Fuchi Cyber-6 7 4 3 10 x 10 50 x 10 5 5 5 Abilities: Str , Dex , Con , Int [System x 2], Wis [System x2], Cha 1-2
Fuchi Cyber-7 8 6 4 20 x 10 100 x 10 6 8 6 Skills: Varies (typically equal to System)

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Section 8: The Matrix

Feats: Varies Hit points: Hit points and damage function just as in regular combat.
Challenge Rating: Varies However, unlike combat of the living, icons cannot be reduced to less than 0 hit
Allegiances: Varies points. At 0 hit points, the icon dies. For programs, this means the construct
decompiles. For deckers, it means they are dumped from the Matrix and suffer
COMBAT dumpshock.
Varies. Massive Damage: If a decker fails a massive damage save, he can send
* For IC, a Computer Use check is 1d20 + System an action point to void the effects of dumpshock.

Black IC: Black IC is combative IC that can cause severe damage to a


decker. It attacks in the same manner as Killer IC. However, unlike Killer IC, D EVICES
Black IC also deals damage directly to the decker. The decker can resist this Every computerized device has a set of Matrix attributes. Response is
damage as if it were dumpshock damage (save DC 15 + Black IC rating). determined by the machine's hardware capabilities. System and Firewall are
Black IC is available in both lethal and non-lethal forms, determining the determined by the device's OS. However, for convenience, most devices have a
type of damage the decker deals. single, simplified rating that accounts for all of the attributes.
Black IC has additional properties. Once it scores a successful hit, even if it Programs have ratings as well, indicating the bonuses they provide to
deals no damage, it interferes with the decker's ability to log off or jack out. Once certain tasks.
the IC scores a successful hit, the decker cannot jack out as a free action. Any
attempt to log off or jack out becomes a full-round action and the decker must
succeed in a Will save against a DC of security DC + Black IC rating. If this fails,
Device Rating (Universal)
the decker cannot currently log off. If successful, the Black IC gets a free attack There are far too many electronics in the world of Shadowrun/d20 Modern for a
against the decker, at a +6 bonus to attack. gamemaster to keep track of their individual Matrix attributes. Instead, each
If the decker is jacked out by someone on-site pulling the plug, the Black IC device is simply given a Device rating. Unless it has been customized or
also receives a free attack. changed in some way, assume that each of the Matrix attributes listed above for
If the icon is killed before the decker dies or manages to jack out, the Black a particular device equals its Device rating.
IC usurps the deck's bandwidth and forces the connection to stay open. This If a particular device plays an important role in an adventure, the
increases the IC's rating by +4. gamemaster should assign a full complement of Matrix attributes to it. If the item
If the Black IC manages to kill the decker, the Matrix connection is shut only plays a passing role, then a simple Device rating will suffice.
down, but the IC gets a free shot at the deck's System, as Blaster IC of (Black IC The Sample Device Rating table lists typical Device ratings for common
rating x 2). If this reduces the System rating to 0, the Black IC deletes all data on electronics.
the deck and connected storage mediums.
If lethal Black IC reduces a decker to -1 or worse hit points, it may cause SAMPLE DEVICE RATING TABLE
permanent brain damage. The decker must make a Fortitude save (DC equal to Device Type Rating Examples
the Black IC rating). If this fails, the decker takes 1d4 points of permanent ability
Dumb 1 General appliances, bodyware
drain to (equal chance) Intelligence, Wisdom, or Charisma.
Blaster: Blaster IC is modified Killer IC that attacks in cybercombat. In all Simple 2–3 Public terminals, entertainment systems
respects, Blaster functions as rating Killer IC. However, if the Blaster forces a Standard personal electronics, headware, vehicles,
Average 4–6
dump (by reducing the icon to 0 hit points), it then attacks the deck. Roll 1d20 + drones, home/business terminals
System + Blaster rating. The DC for this check is the deck's Firewall + System. If Security vehicles, alphaware, research terminals,
the Blaster is successful, subtract the DC from the check result. Permanently Complex 7–8
security devices
reduce the deck's System rating by this amount (up to the Blaster rating).
Crippler: Crippler IC is proactive, designed to directly attack the attributes High-end devices, betaware, security terminals,
Smart 9
of a deck. There are three kinds of Crippler IC – acid (attacks Firewall), binder military vehicles
(attacks Response), and crusher (attacks System). Crippler IC engages in Cutting Edge 10+ Deltaware, credsticks
cybercombat normally, except that when it scores a successful hit, the target icon
must make a Fortitude save (DC security code) or lose a point from he targeted
attribute. The Armor program does not protect against this damage.
Killer: Killer IC is an attack program that deals damage to an icon in
cybercombat. It deals damage as a (System) rating Attack program.
Probe: Probe is non-combative IC that makes it more difficult for a decker
to perform actions in a node. When you are performing on-the-fly decking in a
Probe-protected node, the node adds the Probe rating to its checks to detect
your presence.
Scramble: Scramble IC is non-combative IC that acts as encryption on a
file, node, or even an entire network. When you attempt to access, use, or
manipulate Scramble-protected files, you must first break the Scramble-rating
encryption. Scramble IC will destroy data if it detects unauthorized access.
Sparky: Sparky IC is modified Killer IC that attacks in cybercombat in the
same manner as Killer IC. However, if Sparky dumps the target, it continues to
pump power into the deck, attacking the System rating in the same manner as
Blaster IC. In addition, it deals (rating)d6 non-lethal damage to the decker as if
dumpshock.
Tar Baby: Tar Baby is non-combative IC that attempts to crash specific
programs. Tar Baby is linked to a specific active program (non-active programs,
such as Armor are never targeted). When the trigger program is activated in the
Tar Baby's sphere, the Tar baby rolls 1d20 + System + Tar Baby rating. The DC
for this check is the icon's Firewall +5. If the Tar Baby is successful, it crashes
both itself and the targeted program.
Tar Pit: Tar Pit is identical in function to Tar Baby. However, if it
successfully crashes a program, it virally attacks all copies of the program on the
deck, including those in storage memory (and any storage devices connected to
the deck). The IC must make a second check (d20 + System + Tar Pit rating)
against a DC of deck Firewall +5. If successful, it destroys all extant copies of the
program.

C YBERCOMBAT
Cybercombat is identical to standard real world combat in most respects. It has
surprise rounds, initiative, attack rolls, damage, etc.
Initiative: To determine initiative in the Matrix, all involved roll a Computer
Use check + Response + modifiers.
Attack Rolls: Deckers roll attack rolls with a Computer Use check +
System + Attack program rating. IC and similar constructs roll (essentially) 1d20
+ System + System + Attack program.
Defense: Deckers and other living operators must constantly operate their
systems. Because of this, they must generate a Defense score every round by
rolling Computer Use + Firewall + Shield program rating. IC and similar icons
have a Defense equal to 10 + System + Firewall + Shield program rating.
Ability Scores: Ability scores don't come into play much in the Matrix,
being used only for the occasional action, such as a bull rush.

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96
Section 9: Rigging

SECTION 9: RIGGING
Essentially, Riggers are deckers that operate vehicles and other non-Matrix simple.
machines through a VR/Matrix like interface. Some of the mechanics for rigging When directly rigging, the rigger does not use his senses or physical ability
are similar to those of decking, but others are, by necessity, different. Riggers scores. He "sees" through the machine's sensors, and he receives real-time
tend to use modified cyberdecks to control drones and systems by remote. updates on the machine's condition. He cannot take physical actions other than
However, they also have the ability to "jump in' to a drone or rigger-adapted trying to perceive with his own senses (with the same penalties as described in
system. When a rigger is jumped into a drone, his mind inhabits the drone – he virtual reality, above).
effectively becomes the machine. The rigger gains bonuses to his abilities and Drive/Pilot checks based on
his current sim mode and his vehicle control rig. He controls all systems on the
Virtual Reality machine with his mind.
When rigging in this manner, the rigger's Intelligence modifier replaces
Those using cyberdecks to rig essentially thrust their minds into the machine.
Dexterity modifier for several rolls, including:
Cyberdecks contain an override that effectively blocks the user's control of his
• Attack rolls with on-board weapons
body, in order to prevent him from harming himself. However, with concentration,
the user can still perceive the actual world, but he suffers a -12 penalty to Listen, • Defense: Normally you do not apply an ability score modifier to
Search, and Spot checks while doing so. vehicle Defense. A rigger jacked into a vehicle applies his Intelligence
Cyberdeck users have two basic modes they can operate in while rigging – bonus as a dodge Defense bonus.
cold sim, and hot sim. Cold sim is the default mode. A rigger can switch between • Drive/Pilot skill checks
cold and hot sim as a free action. If he does switch from cold to hot in the middle • Initiative checks
of a round, he does not gain the bonuses until the next round. If he switches from • Reflex saves
hot to cold in the middle of the round, he immediately loses the bonuses gained When directly rigging, the rigger gains the use of the Free Driving feat,
from hot sim mode. allowing him to drive as a free action (second stunts require a Drive or Pilot
check however).
Hot Sim In addition, when making Computer Use checks for sensor operations, add
the rigger's Wisdom modifier to the checks as an additional modifier.
Hot sim mode gives the rigger an edge while rigging, increasing his reaction time
and sheer ability to manipulate the machine.
While running in hot sim mode, the rigger gains a +2 initiative bonus, +2
Defense bonus (for the system), and an additional partial action every round. He
D RONES
also gains a +4 bonus to all Rigging action skill checks. Nearly any kind of vehicle – matchbox-sized cars, dwarf-sized rotorcraft, ground
However, hot sim also makes the rigger more vulnerable to the effects of patrol vehicles the size of a large dog, even modified sports cars – may serve as
damage to the machine and dumpshock. Hot sim is also addictive in the same drones. The key difference that sets drones apart from ordinary vehicles is the
manner as a Better-Than-Life chip. rigger adaptation that provides drones with a Pilot program, which enables the
drone to act independently of its controller to a limited degree.
Dumpshock All drones that are incapable of carrying passengers are usually
automatically pre-adapted for rigger control. Passenger vehicles or larger
When you are dumped from the machine, you suffer dumpshock – a physical passenger drones are not usually pre-adapted, but can be adapted quickly by the
attack on your flesh-and-blood body. When you suffer dumpshock, you take 8d6 manufacturer, a mechanic, or even a rigger character.
points of non-lethal damage. A DC 15 Fortitude save reduces this damage to

Controlling Drones
one-half normal.
If you are running in hot sim when you suffer dumpshock, you instead take
4d6 points of lethal damage. Regardless of sim mode or the Fortitude save, To control a drone by remote control, the rigger must have the drone on his
when you suffer dumpshock, you are dazed for 2d6 rounds. A DC 15 Will save subscriber list. The subscriber list is a list of machines and systems your
reduces the duration by one-half. computer is registered to access. You subscriber list is divided into two columns
These numbers are higher than those caused by Matrix dumpshock due to – passive and active. The passive list is unlimited in size and notes all the
the manner in which a rigger interfaces with the system. systems you are subscribed to. The active list indicates which systems are
actively connected to your deck. The maximum size of the active list is System
RIGGING ACTIONS TABLE rating x 2. Adding or dropping a drone from the active list is a move action.
Drones acting autonomously use their own Pilot and autosoft ratings for all
Free Actions necessary tests, and act on their own Initiative.
Activate/Deactivate Sensors A rigger can choose to have multiple drones subscribed as a single device.
Activate/Deactivate ECCM This allows the rigger to have more devices actively subscribed, but is limiting
since all the drones must receive the same orders. Alternately, a rigger can
Arm/Disarm a Weapon System
choose to issue orders to a drone and then unsubscribe it and trust its dog-brain
Call Up a Status Report to carry out the orders.
Move Actions If instructed to, drones can subscribe to each other and share data,
Actively Subscribe a Drone allowing them to coordinate attacks and other actions.
Issue Command
Jumping into Drones
Jump into/Leave a Drone
A rigger can jump into a drone – this is effectively the same as direct rigging the
Observe in Detail drone, except that the rigger isn't physically onboard the drone. However, his
Standard Actions mind, his essential self is onboard the drone. While jumped into a drone, the
Fire a Weapon System rigger gains all the same benefits as if using direct rigging, including VCR
modifiers.
Jam Signal
Captain's Chair Command
Activate/Deactivate ECCM: You can activate or deactivate a single Captain's Chair mode is the term used to refer to a rigger that is controlling
drone's ECCM as a free action. drones via remote control, instead of being jumped into a drone. In this mode, the
Activate/Deactivate Sensors: You can activate or deactivate a single rigger is using his remote control deck to supervise and order the drones as
drone's sensors as a free action. necessary. The rigger can directly control a single drone via remote control in this
Actively Subscribe a Drone: You can add or remove a drone from your mode. However, he does not gain the benefits of his VCR (hot and cold sim still
active subscriber list as a move action. apply). Therefore, when applicable, he uses his physical ability score modifiers.
Arm/Disarm a Weapon System: You order a drone to arm or disarm a Drones have limited intelligence – when a rigger issues a command to a
single weapon system as a free action. A drone may only have one weapon drone (or the same command to several drones), the simplicity of the command
system armed at a time. is important. Simple commands ("circle this area", "shoot that car", etc) are easy
Call Up a Status Report: You may monitor the position, heading and for the drone to follow. More complex commands, however, require the drone to
speed, damage report and/or current orders of a single drone as a free action. make a Pilot program check to properly obey. The DC for this check varies based
Fire a Weapon System: You may fire a single drone weapon system as a on the complexity (GM discretion), but generally begins at 10 and can scale
standard action. upwards a tremendous amount. If successful, the drone will follow the command
Jump into/Leave a Drone: You can jump into or out of a drone as a move as ordered. The greater the success, the more leeway the drone has in following
action. the command (to the rigger's benefit). If the drone fails the check, it becomes
confused and will spend its action requesting more information.
D IRECT R IGGING (O N -B OARD )
The most basic, simple and direct for of rigging is on-board rigging. The rigger is
in the vehicle or system he intends to rig, and plugs his VCR and datajack
directly into the rigging and datajack ports. Mechanically, this is also the most

9797
Section 9: Rigging

Drone Combat
Drone Initiative
Jumped-in drones act on the rigger's initiative. Drones acting under remote
control act immediately after the rigger. Autonomous drones roll initiative, adding
their Response as a bonus.

Drone Attacks
When operated by remote control, a drone's attack roll is 1d20 + rigger Dexterity
modifier + Autosoft program rating.
When acting autonomously, a drone rolls 1d20 + Autosoft program rating.

Drone Defense
When operated by remote control, a drone's Defense is 10 + size modifier +
rigger Dexterity modifier + Autosoft program rating.
When acting autonomously, the drone's Defense is 10 + size modifier +
Autosoft program rating.

Sensor Checks
When a drone is required to make a Listen, Search, Spot, or any other test
described as a Sensor check, roll 1d20 + System + Sensor rating + Autosoft
program rating.

Drone Movement
Drones must make Pilot checks as other characters. A Drone's Pilot skill is equal
to its Pilot program rating. Drones cannot attempt vehicular stunts however.

Drone Memory (Active Memory)


A drone has a number of OMC slots (and 10-block chips) equal to its System
rating. This acts as both active and storage memory.

Signal
Signal represents a device’s raw broadcasting power. The higher the Signal, the
farther the device can transmit. Though many factors can affect a device’s Signal
rating, the most important are antenna size and raw electrical power.
Consequently, a device’s size tends to limit how high its Signal rating can be.
Note that for two devices to communicate with each other (as opposed to
one-way communication), the devices must be within the range of the weakest
signal rating involved. For this reason, riggers tend to prefer high Signal rating in
both their drones and remote control decks.

SIGNAL RANGE TABLE


Signal Range Examples
0 10 ft. Nanoware transceivers, cyberware
1 130 ft. RFID tags, handheld electronics
2 330 ft. Headware transceivers, micro-drone sensors
3 1,300 ft. Residential/small business wi-fi routers, vehicular sensors
4 0.5 mi. Crawler-drone sensors
5 2.5 mi. Cyberlimb transceivers, heavy drone surveillance sensors
6 6 mi. Cell-phone towers, public access wi-fi routers
Targeting sensors for ground vehicle weapons (ATGMs,
7 25 mi.
tank guns, etc)
8 62 mi. Flight radar, dedicated ground surveillance radar
9 248 mi. Maritime/naval radar, commercial AM/FM radio
10 621 mi. ???

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