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D20 Modern - Core Rulebook

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ABILITIES

ATTACKS

ARMOR PENALTY WEIGHT SPEED SPECIAL PROPERTIES

______________________________________________________ __________________________________________CHARACTER NAME PLAYER

_________________________ ___________________________ __________________________________________CLASS CHARACTER LEVEL STARTING OCCUPATION

____________ ____________ ____________ ______________ ____________ _____________ ______________AGE GENDER HEIGHT WEIGHT EYES HAIR SKIN

□ Balance Dex□ Bluff Cha□ Climb Str□ Computer Use Int□ Concentration Con□ Craft (_____________________) Int□ Craft (_____________________) Int□ Craft (_____________________) Int□ Decipher Script ■ Int□ Demolitions ■ Int□ Diplomacy Cha□ Disable Device ■ Int□ Disguise Cha□ Drive Dex□ Escape Artist Dex*□ Forgery Int□ Gamble Wis□ Gather Information Cha□ Handle Animal ■ Cha□ Hide Dex*□ Intimidate Cha□ Investigate ■ Int□ Jump Str*□ Knowledge (________________) Int□ Knowledge (________________) Iint□ Knowledge (________________) Int□ Listen Wis□ Move Silently Dex*□ Navigate Int□ Perform ( __________________) Cha□ Perform ( __________________) Cha□ Perform ( __________________) Cha□ Pilot ■ Dex□ Profession Wis□ Read/Write Lang. ( __________) –□ Read/Write Lang. ( __________) –□ Read/Write Lang. ( __________) –□ Repair ■ Int□ Research Int□ Ride Dex□ Search Int□ Sense Motive Wis□ Sleight of Hand ■ Dex□ Speak Language (____________) –□ Speak Language (____________) –□ Speak Language (____________) –□ Spot Wis□ Survival Wis□ Swim Str*□ Treat Injury Wis□ Tumble ■ Dex*□ __________________________ _____□ __________________________ _____□ __________________________ _____

TOTALBASESAVE

ABILITYMODIFIER

MISCMODIFIERSAVING THROWS

=

=

=

+

+

+

+

+

+

Skills marked with ■ can’t be used untrained. *armor penalty, if any, applies.

FORTITUDE(CONSTITUTION)

REFLEX(DEXTERITY)

WILL(WISDOM)

HPhit points

DEFENSE

TOTAL

TOTALCLASSBONUS

EQUIPMENTBONUS

DEXMODIFIER

SIZEMODIFIER

MISC BONUS

10+ + + + +=

ARMOR PENALTY

INITIATIVEmodifier

TOTALMISC

MODIFIERDEX

MODIFIER

= +

BASE ATTACKbonus

CURRENT HP

ARMOR/PROTECTIVE ITEM TYPE

MELEEattack bonus

TOTALSTR

MODIFIERBASE ATTACK BONUS

= +

SIZEMODIFIER

+

MISCMODIFIER

+

RANGEDattack bonus

TOTALDEX

MODIFIERBASE ATTACK BONUS

= +

SIZEMODIFIER

+

MISCMODIFIER

+

TOTAL ATTACK BONUS DAMAGE CRITICAL

RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES

EQUIPMENT BONUS PROFICIENT?

_______ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+________

MODERNMODERN

d20

TOTAL ATTACK BONUS DAMAGE CRITICAL

RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES

WEAPON

TOTAL ATTACK BONUS DAMAGE CRITICAL

RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES

WEAPON

©2002 Wizards of the Coast, Inc. Made in the U.S.A. Permission granted to photocopy for personal use only.

STRSTRENGTH

DEXDEXTERITY

CONCONSTITUTION

INTINTELLIGENCE

WISWISDOM

CHACHARISMA

ABILITYSCORE

ABILITYMODIFIER

TEMPORARYSCORE

TEMPORARY MODIFIER

WEAPON

Yes □ No □

TOTAL ATTACK BONUS DAMAGE CRITICAL

RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES

WEAPON

REPUTATION

ACTION POINTS

WEALTH BONUS

C H A R A C T E R R E C O R D S H E E T

MAX DEXSIZE

SPEED

SKILLMODIFIERSKILL NAME

KEY ABILITY

ABILITYMODIFIER RANKS MISC

MODIFIER

SKILLS /MAX RANKS

CROSS-CLASS

Page 382: D20 Modern - Core Rulebook

LANGUAGE READ/WRITE? LANGUAGE READ/WRITE?

ARCANE SPELLS DIVINE SPELLS PSIONIC POWERS

ITEM WT. ITEM WT.

TOTAL WEIGHT CARRIED

FX ABILITIES

CAMPAIGN

EXPERIENCE POINTS

GEAR

FEATS

TALENTS/SPECIAL ABILITIES

□ Acrobatic□ Aircraft Operation*□ Alertness□ Animal Affinity□ Archaic Weapons Proficiency□ Armor Proficiency (light)

□ Armor Proficiency (medium)□ Armor Proficiency (heavy)

□ Athletic□ Attentive□ Blind-Fight□ Brawl

□ Improved Brawl□ Knockout Punch

□ Improved Knockout Punch□ Streetfighting

□ Improved Feint□ Builder□ Cautious□ Combat Expertise

□ Improved Disarm□ Improved Trip□ Whirlwind Attack

□ Combat Martial Arts□ Improved Combat Martial Arts

□ Advanced Combat Martial Arts□ Combat Reflexes□ Confident□ Creative□ Deceptive□ Defensive Martial Arts

□ Combat Throw□ Improved Combat Throw

□ Elusive Target□ Unbalance Opponent

□ Dodge□ Agile Riposte□ Mobility

□ Spring Attack□ Drive-By Attack□ Educated*□ Endurance□ Exotic Melee Weapon Proficiency*□ Far Shot

□ Dead Aim□ Focused□ Frightful Presence□ Gearhead□ Great Fortitude

□ Guide□ Heroic Surge□ Improved Damage Threshold**□ Improved Initiative□ Iron Will□ Lightning Reflexes□ Low Profile□ Medical Expert□ Meticulous□ Nimble□ Personal Firearms Proficiency

□ Advanced Firearms Proficiency□ Burst Fire□ Exotic Firearms Proficiency*□ Strafe

□ Point Blank Shot□ Double Tap□ Precise Shot□ Shot on the Run□ Skip Shot

□ Power Attack□ Cleave

□ Great Cleave□ Improved Bull Rush□ Sunder

□ Quick Draw□ Quick Reload□ Renown□ Run□ Simple Weapons Proficiency□ Stealthy□ Studious□ Surface Vehicle Operation*□ Surgery□ Toughness**□ Track□ Trustworthy□ Two-Weapon Fighting

□ Improved Two-Weapon Fighting□ Advanced Two-Weapon Fighting

□ Vehicle Expert□ Force Stop□ Vehicle Dodge

□ Weapon Finesse*□ Weapon Focus*□ Windfall**□ ______________________________□ ______________________________□ ______________________________

*You can gain this feat multiple times. Its effects do not stack. Each time you take the feat,it applies to a different skill, type of equipment, or weapon type.**You can gain this feat multiple times. Its effects stack.

ALLEGIANCES

LANGUAGES

Page 383: D20 Modern - Core Rulebook

ABILITIES

ATTACKS

@RMOR PEN@LTY WEIGHT SPEED PEN@LTY SPECI@L PROPERTIES

□ Balance Dex□ Bluff Cha□ Climb Str□ Computer Use Int□ Concentration Con□ Craft (_____________________) Int□ Craft (_____________________) Int□ Craft (_____________________) Int□ Decipher Script ■ Int□ Demolitions ■ Int□ Diplomacy Cha□ Disable Device ■ Int□ Disguise Cha□ Drive Dex□ Escape Artist Dex*□ Forgery Int□ Gamble Wis□ Gather Information Cha□ Handle Animal ■ Cha□ Hide Dex*□ Intimidate Cha□ Investigate ■ Int□ Jump Str*□ Knowledge (________________) Int□ Knowledge (________________)□ Knowledge (________________) Int□ Listen Wis□ Move Silently Dex*□ Navigate Int□ Perform ( __________________) Cha□ Perform ( __________________) Cha□ Perform ( __________________) Cha□ Pilot ■ Dex□ Profession Wis□ Read/Write Lang. ( __________)□ Read/Write Lang. ( __________)□ Read/Write Lang. ( __________)□ Repair ■ Int□ Research Int□ Ride Dex□ Search Int□ Sense Motive Wis□ Sleight of Hand ■ Dex□ Speak Language (____________)□ Speak Language (____________)□ Speak Language (____________)□ Spot Wis□ Survival Wis□ Swim Str*□ Treat Injury Wis□ Tumble ■ Dex*□ __________________________ _____□ __________________________ _____□ __________________________ _____

TOTALBASESAVE

ABILITYMODIFIER

MISCMODIFIERSAVING THROWS

=

=

=

+

+

+

+

+

+

Skills marked with ■ can’t be used untrained. *armor penalty, if any, applies.

FORTITUDE(CONSTITUTION)

REFLEX(DEXTERITY)

WILL(WISDOM)

VPVITALITY POINTS

DEFENSE

TOTAL

TOTAL CLASS

BONUSDEX

MODIFIERSIZE

MODIFIERMISC

BONUSMISC

BONUS

10+ + + + +=

ARMOR PENALTY

INITIATIVEMODIFIER

TOTALMISC

MODIFIERDEX

MODIFIER

= +

BASE ATTACKBONUS

CURRENT VP

ARMOR/PROTECTIVE ITEM TYPE

MELEEATTACK BONUS

TOTALSTR

MODIFIERBASE ATTACK BONUS

= +

SIZEMODIFIER

+

MISCMODIFIER

+

RANGEDATTACK BONUS

TOTALDEX

MODIFIERBASE ATTACK BONUS

= +

SIZEMODIFIER

+

MISCMODIFIER

+

TOTAL ATTACK BONUS DAMAGE CRITICAL

RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES

D@M@GE REDUCTION PROFICIENT>

_______ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+_______________ = ________+________+________

MODERNMODERN

d20

TOTAL ATTACK BONUS DAMAGE CRITICAL

RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES

WEAPON

TOTAL ATTACK BONUS DAMAGE CRITICAL

RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES

WEAPON

©2002 Wizards of the Coast, Inc. Made in the U.S.A. Permission granted to photocopy for personal use only.

STRSTRENGTH

DEXDEXTERITY

CONCONSTITUTION

INTINTELLIGENCE

WISWISDOM

CHACHARISMA

ABILITYSCORE

ABILITYMODIFIER

TEMPORARYSCORE

TEMPORARY MODIFIER

WEAPON

Yes □ No □

TOTAL ATTACK BONUS DAMAGE CRITICAL

RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES

WEAPON

REPUTATION

ACTION POINTS

WEALTH BONUS

C H A R A C T E R R E C O R D S H E E T

M@X DEXSIZE

SPEED

SKILLMODIFIERSKILL NAME

KEY ABILITY

ABILITYMODIFIER RANKS MISC

MODIFIER

SKILLS /MAX RANKS

CORE

SKI

LLS

Int

Int

Int

Int

IntInt

Int

WPWOUND POINTS

CURRENT WPTOTAL

_____ ____________________LEVEL 1st CLASS

_____ ____________________LEVEL 2nd CLASS

_____ ____________________LEVEL 3rd CLASS

_____ ____________________LEVEL 4th CLASS

_____ ____________________LEVEL 5th CLASS

_____ ____________________LEVEL 6th CLASS

REDUCTIONDAMAGE

_______________________________________________________________________ _______________________________________________________________________CHARACTER NAME PLAYER

_______________________________________________________________________ ________________ _____________________________________________________ALLEGIANCES LEVEL OCCUPATION TEMPLATE

________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________SIZE AGE GENDER HEIGHT WEIGHT EYES HAIR SKIN

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LANGUAGE READ/WRITE? LANGUAGE READ/WRITE?

ARCANE SPELLS DIVINE SPELLS PSIONIC POWERS

ITEM WT. ITEM WT.

TOTAL WEIGHT CARRIED

FX ABILITIES

CAMPAIGN

EXPERIENCE POINTS

GEAR

FEATS

TALENTS/SPECIAL ABILITIES

□ Acrobatic□ Aircraft Operation*□ Alertness□ Animal Affinity□ Archaic Weapons Proficiency□ Armor Proficiency (light)

□ Armor Proficiency (medium)□ Armor Proficiency (heavy)

□ Athletic□ Attentive□ Blind-Fight□ Brawl

□ Improved Brawl□ Knockout Punch

□ Improved Knockout Punch□ Streetfighting

□ Improved Feint□ Builder□ Cautious□ Combat Expertise

□ Improved Disarm□ Improved Trip□ Whirlwind Attack

□ Combat Martial Arts□ Improved Combat Martial Arts

□ Advanced Combat Martial Arts□ Combat Reflexes□ Confident□ Creative□ Deceptive□ Defensive Martial Arts

□ Combat Throw□ Improved Combat Throw

□ Elusive Target□ Unbalance Opponent

□ Dodge□ Agile Riposte□ Mobility

□ Spring Attack□ Drive-By Attack□ Educated*□ Endurance□ Exotic Melee Weapon Proficiency*□ Far Shot

□ Dead Aim□ Focused□ Frightful Presence□ Gearhead□ Great Fortitude□ Guide

□ Heroic Surge□ Improved Initiative□ Iron Will□ Lightning Reflexes□ Low Profile□ Medical Expert□ Meticulous□ Nimble□ Personal Firearms Proficiency

□ Advanced Firearms Proficiency□ Burst Fire□ Exotic Firearms Proficiency*□ Strafe

□ Point Blank Shot□ Double Tap□ Precise Shot□ Shot on the Run□ Skip Shot

□ Power Attack□ Cleave

□ Great Cleave□ Improved Bull Rush□ Sunder

□ Quick Draw□ Quick Reload

□ Renown□ Run□ Simple Weapons Proficiency□ Stealthy□ Studious□ Surface Vehicle Operation*□ Surgery□ Toughness**□ Track□ Trustworthy□ Two-Weapon Fighting

□ Improved Two-Weapon Fighting□ Advanced Two-Weapon Fighting

□ Vehicle Expert□ Force Stop□ Vehicle Dodge

□ Weapon Finesse*□ Weapon Focus*□ Windfall**□ ______________________________

□ ______________________________

*You can gain this feat multiple times. Its effects do not stack. Each time you take the feat,it applies to a different skill, type of equipment, or weapon type.**You can gain this feat multiple times. Its effects stack.

LANGUAGES

□ Quickness**

□ ______________________________□ ______________________________□ ______________________________

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The D20 MODERN Roleplaying Game brings theexcitement of roleplaying gaming to the modernworld. It uses the d20 System’s core mechanics tolet you experience a wide range of adventures,from modern high fantasy complete with magicand monsters, to gritty, realistic technothrillersthat pit players against terrorists, criminals, andother real-world threats.

To further enhance your modern gaming experi-ence, here are a few extras you can use in your D20MODERN campaign right away! From vehicles to spellsto new rules, this web enhancement gives you a widerange of more great material to drop into the game.

To use this web enhancement, you shouldalready have a copy of the D20 MODERN RoleplayingGame. This bonus material is brought to youby the official D20 MODERN website: <www.wizards.com/d20modern>.

ADDITIONAL EQUIPMENTIn Chapter 4 you can choose from a wide range of

equipment. Here are a few additional items you canadd to your game as well.

Heavy WeaponsRPG-7: This Russian-made rocket-propelled

grenade is common throughout the third world.Consisting of a relatively simple firing tube intowhich a rocket-propelled explosive can be loaded,it’s something between a grenade launcher and atrue rocket launcher.

When the RPG-7 round hits its target, itexplodes like a grenade or other explosive, dealing6d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 16 for half damage).Because its explosive features a shaped chargedesigned to penetrate the armor of militaryvehicles, the RPG-7 ignores up to 10 points ofhardness if it strikes a vehicle, building, or object.

Even More

MODERN

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However, this only applies to the target struck, not toother objects within the burst radius.

The RPG-7 has a minimum range of 30 feet. If fired againsta target closer than 30 feet away, it does not arm and willnot explode.

This weapon requires the Exotic Firearms Proficiency(rocket launchers) feat.

ADDITIONAL AMMUNITIONAmmunition Type (Quantity) Purchase DC

RPG-7 (4) 17

ExplosivesClaymore Mine: This weapon is an anti-personnel explo-

sive that uses a shaped charge to launch hundreds of piecesof shrapnel in a fan-shaped arc, with devastating effect.

When the claymore is set off, the brunt of its forceexplodes outward in a cone (just like a cone-shaped FXeffect; see Chapter 10). Creatures and objects within thecone take 6d6 points of damage; those within the burstradius but not within the cone take 2d6 points of damage.(Reflex save for half in both cases). The user aims the clay-more (setting the direction of the cone) while placing it.

Claymores come with disposable wired detonators, butcan be used with other types of detonators as well.

The purchase DC given is for a bandolier containing twoclaymores and detonators.

Flash-Bang Grenade: A flash-bang grenade is a non-lethal device that uses a bright flash and loud report to dis-able victims within its burst radius.

All creatures within the burst radius must succeed at aFortitude save (DC 16) or become dazed (can take noactions) for 1d6 rounds.

The purchase DC given in the table below is for a box ofsix grenades.

Surveillance GearConcealable Camera: This tiny camera is about the size

of a matchbox. It has a fixed focus, meaning that it can onlyphotograph objects from a specific distance (specifiedwhen the camera is purchased). It requires special film,which comes in 24-exposure rolls (purchase DC 4).

Concealable Microphone: This tiny device is about thesize of two stacked dimes. It picks up sounds up to 10 feetaway and transmits them by radio with a range of 500 feet.A professional walkie-talkie programmed to its frequencycan pick up the signal.

Concealable Video Camera: About 2 inches long andhalf that in diameter, this tiny camera can be used with orwithout a snake-eye lens (below). Unlike a portable videocamera, this concealable unit does not have a viewfinder orany means of recording its images. Instead, it passes imageson to whatever device it is connected to (a television mon-itor or recording unit). Connecting the concealable videocamera to a recording or monitoring device requires a Craft(electronics) check (DC 10).

Explosives Detector: About the size of a large mega-phone, this device sniffs out nitrogen compounds—thebasis for all common explosives. It provides a +10 equip-ment bonus on all Search checks involving explosives.

Laser Microphone: This device bounces an invisiblelight beam off a window, using the return signal to convertthe window’s vibrations into the sounds within the room.Using this device, a person can make a Listen check asthough he was standing just inside the window. It is onlyuseful for eavesdropping on indoor conversations fromwithout, and vacuum-sealed double-paned glass defeats it.

Night-Vision Imager: This unique electro-optical devicemounts easily on top of most cameras, portable video cam-eras, and standard scopes, directing its image into thedevice’s existing lens. It gives the device the darkvision capa-bilities of night vision goggles.

Parabolic Microphone: Looking like a hand-held trans-parent satellite dish 10 inches across, this device focuses inon sound sources. When directed at a particular source ofsound (such as two people having a conversation), it reducesthe Listen check penalty from –1 for every 10 feet to –1 forevery 100 feet. It works only if it has an unobstructed line ofsight to the source of the sound.

Snake-Eye Lens: This device has a tiny lens—about aquarter-inch across—on the end of a flexible 10-inch-longwand. The other end adapts to a 35mm camera, digitalcamera, or portable video camera. The lens can be pokedaround corners, under doors, or through holes, or it can behidden in a vent, emergency sprinkler, or similar innocuousarchitectural feature.

Transistor Detector: This device, about the size of awalkie-talkie, detects bugs and taps that contain radiotransmitters, whether or not the transmitters are function-ing at the time. It provides a +10 equipment bonus on allSearch checks involving electronic transmitters. It does notwork on wired microphones, cameras, or other devices thatdon’t contain transmitters.

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ADDITIONAL HEAVY WEAPONSWeapon Dmg Crit Dmg Type Range Increment ROF Magazine Size Weight Purchase DC RestrictionRPG-7 6d6* — — 100 ft. 1 1 int. Large 18 lb. 12 Mil (+3)

ADDITIONAL EXPLOSIVESWeapon Damage Burst Radius Reflex DC Range Increment Size Weight Purchase DC RestrictionsClaymore Mine 6d6* 40 ft. 16 — Small 2 lb. 15 Mil (+3)Flash-Bang Grenade —* 15 ft. —* 10 ft. Tiny 1 lb. 14 Res (+3)

* This weapon does special damage. See the weapon description.

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Professional EquipmentCamouflage Compact: This small plastic item looks like

an olive-drab makeup compact. Inside are three or four patsof grease-paint, in camouflage colors. Compacts are avail-able in woodland, desert, winter, and urban color schemes.Using the makeup in conjunction with fatigues of the samepattern increases the bonus on Hide checks from +2 to +4. Acamouflage compact contains 10 applications of makeup.

Scuba Diving Gear: Scuba gear allows a swimmer toremain underwater for a lengthy period of time. Scuba gearconsists of a buoyancy compensator and weight belt tokeep a diver’s buoyancy neutral in the water, an air tank andregulator to allow the diver to breathe, fins to aid in swim-ming, and a mask for visibility.

When using scuba gear, a diver can remain underwater forup to an hour if she does not exceed a depth of 30 feet, 30minutes if she doesn’t exceed a depth of 60 feet, and 15minutes if she doesn’t exceed a depth of 90 feet.

It takes five minutes to don or remove scuba gear.Scuba gear imposes a penalty of –2 on all Dexterity

checks, Dexterity-based skill checks, and melee and rangedattack rolls while in the water. On land, these penaltiesdouble. In addition, the wearer’s speed falls to one-quarterthe normal speed (removing the fins eliminates this speedpenalty).

Weapon AccessoriesBooby Trap Kit: This small package consists of a spring-

loaded device with a hair-trigger pin. It can be wired to ablasting cap or other detonator (not included with the kit),and is used by attaching the pin to a tripwire or pull-cord. Ifsomeone trips or cuts the tripwire, the spring action sets offthe detonator (and hence the explosive).

Civilian MotorcyclesHarley Davidson FLHTPI Electra Glide: This model is in

common service as a police motorcycle; the stats shown in

the table reflect the options common to police use. A largebike, it’s powered by a 1,450cc engine. It is one square wideand two squares long.

Kawasaki Ninja ZX-9R: A mid-range racing-style streetbike, the Ninja is powered by an 899cc engine. It is onesquare wide and two squares long.

Civilian TrucksJeep Grand Cherokee Laredo: A popular SUV with

excellent off-road credentials, the four-door Grand Chero-kee is powered by a 4.0-liter V8 engine. It is two squareswide and four squares long.

Jeep Wrangler Sport: The modern version of the WorldWar II-era army jeep, the Wrangler is a small, rugged SUVwith a retractable canvas top. It’s powered by a 4.0-liter 6-cylinder engine, and is two squares wide and three squareslong. The Wrangler provides one-quarter cover for crew andpassengers.

Civilian Water VehiclesWellcraft Scarab 38 AVS: A top-of-the-line high-pow-

ered speedboat, the 38-foot Scarab reaches the kinds ofvelocities favored by rich speed junkies and flamboyantdrug runners. Powered by two 600-horsepower engines, itfeatures berths for four people, as well as a small galley(kitchen) and head (bathroom) belowdecks—but it’s reallybuilt for speed over comfort.

The Scarab is two squares wide and eight squares long.It provides one-half cover to occupants in the cockpit,full cover to occupants belowdecks, and no cover tothose on deck.

Zodiac Touring S Mark 2: This inflatable craft,common in the civilian world as a dinghy or tender butalso used by special operations forces as an assault boat,is made of rugged reinforced rubber. It is powered by anoutboard engine (the stats shown represent a 40-horse-power motor, the most powerful type the boat canaccept). As this boat weighs more than 180 lb. and foldsW

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ADDITIONAL GENERAL EQUIPMENT: SURVEILLANCE GEARItem Size Weight Purchase DC RestrictionConcealable camera Dim 0.5 14 —Concealable microphone Fine — 15 —Concealable video camera Dim 0.5 13 —Explosives detector Tiny 3 20 —Laser microphone Tiny 2 21 —Night-vision imager Tiny 2 22 —Parabolic microphone Tiny 3 14 —Snake-eye lens Dim 0.5 14 —Transistor detector Tiny 2 21 —

ADDITIONAL GENERAL EQUIPMENT: PROFESSIONAL EQUIPMENT Item Size Weight Purchase DC RestrictionCamouflage compact Dim — 3 —Scuba diving gear Small 25 17 —

ADDITIONAL GENERAL EQUIPMENT: WEAPON ACCESSORIES Item Size Weight Purchase DC RestrictionBooby trap kit Dim — 4 —

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into a cube almost 3 feet on a side, carrying it acrosscountry is possible but not easy. The boat does fit in thetrunk of many cars, however. It inflates in 10 minutesusing the included foot pump, or one minute with acompressed-air cartridge (purchase DC 6). The Zodiac’sair chambers are compartmentalized, so a single punc-ture will not destroy the boat—like all other vehicles, itis disabled when its hit points fall to 0.

The Zodiac is two squares wide and three squares long. Itprovides no cover for its crew or passengers.

Other Civilian VehiclesBluebird Conventional: This is the standard school bus

used throughout the United States. Due to its extremeruggedness and relatively low cost, it’s also commonthroughout the third world, where it serves as a transit bus.Unlike most buses, it has a rear emergency door in additionto the main door. This vehicle is two squares wide andeight squares long. It provides three-quarters cover forcrew and passengers.

MCI D4500 Motor Coach: This is the sort of bus used bycharter and tour companies as well as interstate bus lines. Itfeatures comfortable seating and a lavatory, and mayinclude a number of luxury amenities, depending on use.Several large cargo bays are located under the passengercompartment, accessible from the outside. This vehicle istwo squares wide and eight squares long. It provides three-quarters cover for crew and passengers.

Military AircraftMi-8 Hip: A transport helicopter used by the Soviet

Union, this aircraft has been manufactured in huge numberssince the 1960s and is in service with over 50 nations.Numerous military and civilian variants exist.

The Mi-8 has a door on its left side just behind the cock-pit, and a large cargo door at the rear. It is two squares wideand eight squares long. It provides three-quarters cover forits crew, and nine-tenths cover for its passengers.

V22 Osprey: This unique aircraft is just entering produc-tion, although prototypes have existed for several years. TheV22 is the first production tiltrotor aircraft, a new type ofdesign that combines the best features of a helicopter withthe strengths of a conventional fixed-wing aircraft.

The V22 is shaped much like a conventional airplane, withthe cockpit at the front of a boxy fuselage. The wings sit highoverhead, and a cargo door opens in the rear, much like thatof most standard military cargo planes. It differs from normalaircraft, however, in the placement of its large turbopropengines, which are situated at the ends of the wings. Theengines can pivot, angling the props forward (like the pro-pellers on a normal airplane) or upward (like the rotors of ahelicopter). The exceptionally large props function as heli-copter rotors when angled upward, giving the aircraft theability to lift off and land vertically, and to hover, just like ahelicopter. For forward flight, the pilot angles the rotors for-ward, and the V22 begins to fly like a normal airplane, achiev-ing the speeds and range of a conventional turboprop aircraft.

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ADDITIONAL VEHICLES: CIVILIAN MOTORCYCLESName Crew Pass. Cargo Init. Maneuver Top Speed Defense Hardness HP Size Purchase DC RestrictionHarley Davidson 1 0 40 lb. –1 +1 176 (18) 9 5 20 L 28 Lic (+1)

FLHTPI Electra Glide(police motorcycle)

Kawasaki Ninja ZX-9R 1 1 0 lb. +0 +3 317 (32) 10 5 18 M 26 Lic (+1)(racing bike)

ADDITIONAL VEHICLES: CIVILIAN TRUCKSName Crew Pass. Cargo Init. Maneuver Top Speed Defense Hardness HP Size Purchase DC Restriction Jeep Grand Cherokee 1 4 250 lb. –2 –2 194 (19) 8 5 34 H 30 Lic (+1)

Laredo (SUV)Jeep Wrangler 1 3 200 lb. –1 –1 176 (18) 9 5 32 L 29 Lic (+1)

Sport (SUV)

ADDITIONAL VEHICLES: CIVILIAN WATER VEHICLESName Crew Pass. Cargo Init. Maneuver Top Speed Defense Hardness HP Size Purchase DC Restriction Wellcraft Scarab 1 3 1,000 lb. –4 –4 141 (14) 6 5 42 G 45 Lic (+1)

38 AVS (speedboat)Zodiac Touring S 1 6 450 lb. –1 +0 62 (6) 9 0 8 L 23 Lic (+1)

Mk2 (inflatable)

ADDITIONAL VEHICLES: OTHER CIVILIAN VEHICLESName Crew Pass. Cargo Init. Maneuver Top Speed Defense Hardness HP Size Purchase DC Restriction Bluebird Conventional 1 77 0 lb. –4 –4 120 (12) 6 5 52 G 36 Lic (+1)

(school bus)MCI D4500 Motor 1 55 1,500 lb. –4 –4 150 (15) 6 5 52 G 38 Lic (+1)

Coach (charter bus)

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The V22’s large rotors do not allow it to land like a con-ventional aircraft; it can only take off and land verticallywith its rotors angled upward.

The V22 has two doors just behind the cockpit that canserve as gunner stations, and a large cargo ramp at the rear.This vehicle is eight squares wide (including the wings; thehull is only two squares wide) and 12 squares long. It pro-vides three-quarters cover for its crew and gunners, andnine-tenths cover for all other passengers.

ADDITIONAL SPELLSMagic is an ancient tradition, and many of its effects

reflect its venerable roots. The modern world has givenmagic new applications, however, a few of which arereflected here.

Burglar’s BuddyIllusion (Glamer)Level: Mage 2Components: V, S, MCasting Time: 1 actionRange: Long (400 ft. + 40 ft./level)Area: 15-ft.-radius emanation centered on a creature, object,

or point in spaceDuration: 1 minute/levelSaving Throw: None and Will negates (object)Spell Resistance: Yes and no (object)

This spell suppresses all mechanical or electronic intru-sion alarms and alarm sensors in the affected area. Burglaralarms or other intrusion alarms within the affected areasimply fail to function; sensors for intrusion alarm systems(such as motion detectors, IR detectors, pressure sensors,electric eyes, etc.) also fail to function, sending no signal tomonitoring stations. Video surveillance devices continue tosend whatever image they were photographing at themoment the spell was cast.

Arcane Material Components: A camera lens cover.

Caller IDDivinationLevel: Acolyte 0, Mage 0Components: V, SCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)Target: One telephone or walkie-talkieDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

You determine the identity of the caller on a telephonethat is ringing or connected, or a walkie-talkie that is receiv-

ing a transmission, without having to touch or answer thedevice. You must be able to see or hear the device.

Camera-ShyIllusion (Glamer)Level: Mage 2Components: V, S, MCasting Time: 1 actionRange: Personal or touchTarget: You or a creature or object weighing no more than

100 lb./levelDuration: 10 minutes/level (D)Saving Throw: None or Will negates (harmless, object)Spell Resistance: No or yes (harmless, object)

The creature or object touched cannot be photographed.It simply does not appear on any photograph, still or video(making it invisible to surveillance cameras, for example). Ifthe recipient is a creature carrying gear, the gear does notshow up, either.

Items dropped or put down by an affected creaturebecome visible to photography; items picked up disappearif tucked into clothing or a bag carried by the creature. Lightnever becomes invisible, although a source of light canbecome so (thus, the effect, in a photograph or videoimage, is that of a light with no visible source). Any part ofan item that the subject carries but that extends more than10 feet from it becomes visible, such as a trailing rope.

The subject is invisible to photography in only the visiblespectrum. It can be photographed by other means (such asa camera that photographs thermal images) or detected bysound, the step of a foot in a puddle, or other traces. Thesubject does appear visible via other optical means, such asbinoculars, telescopes, and camera viewfinders.

Arcane Material Components: A small lens or prism.

DatareadDivinationLevel: Acolyte 2, Mage 2Components: V, S, F/DFCasting Time: 1 actionRange: TouchEffect: Read machine-readable dataDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: No

You run your finger over any machine-readable datasource (a barcode, a computer disk, a CD, magnetic tape, orany similar record) to understand the content of the data.You experience the data as it would normally be experi-enced through an appropriate machine. For example, ifreading a music CD, you hear the music in your head. If read-W

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ADDITIONAL VEHICLES: MILITARY AIRCRAFTName Crew Pass. Cargo Init. Maneuver Top Speed Defense Hardness HP Size Purchase DC Restriction Mi-8 Hip 3 24 6,600 lb. –4 –4 211 (21) 6 5 46 G 42 Lic (+1)

(transport helicopter)V22 Osprey 2 24 4,000 lb. –4 –4 484 (48) 6 5 52 G 57 Mil (+3)

(transport tiltrotor)

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ing a word processor file, you visualize and read an image ofthe page. If reading a barcode, you see the serial number,pricing information, or other barcoded data.

The amount of time required to experience the data isthe same as that required to read it by conventional means.You can normally read 2 pages of documents in one minute.

This spell does not decode encrypted data. Without theencryption code, an encrypted document or file normallyappears as a seemingly random string of characters. If youknow the encryption code, however, you can readencrypted data normally with this spell.

DegaussTransmutationLevel: Acolyte 1, Mage 1Components: V, SCasting Time: 1 actionRange: TouchEffect: Stored data is erasedDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

By touching a single device that contains electronic files,such as a computer, external hard drive, CD-ROM, or mag-netic disk, you erase all files on that device. The device isrendered empty of data.

DivinationDivinationLevel: Acolyte 4Components: V, S, MCasting Time: 10 minutesRange: PersonalTarget: YouDuration: Instantaneous

Similar to augury but more powerful, a divination spellcan provide you with a useful piece of advice in reply to aquestion concerning a specific goal, event, or activity thatis to occur within one week. The advice can be as simpleas a short phrase, or it might take the form of a crypticrhyme or omen.

For example, suppose the question is “Will we do well ifwe venture into the ancient temple of the Snake Cult?” TheGM knows that yuan-ti guard a huge treasure, but estimatesthat your party could beat the creatures after a hard fight.Therefore the divination response might be: “A steady willand sharp eye take the wealth of the serpent.” In all cases,the GM controls what information you receive. Note that ifyour party doesn’t act on the information, the conditionsmay change so that the information no longer proves useful.(For example, the yuan-ti could leave the temple and taketheir treasure with them.)

The base chance for a correct divination is 70% + 1% percaster level. The GM adjusts the chance if unusual circum-stances require it (if, for example, unusual precautionsagainst divination spells have been taken). If the dice rollfails, you know the spell failed, unless specific magic yield-ing false information is at work.

As with augury, multiple divinations about the sametopic by the same caster use the same dice result as the firstdivination and yield the same answer each time.

Material Component: Incense and a sacrificial offeringappropriate to your religion with a purchase DC of at least 13.

Magic Driver’s LicenseIllusion (Glamer)Level: Mage 0Components: V, SCasting Time: 1 actionRange: TouchEffect: Illusionary identification cardDuration: See descriptionSaving Throw: NoneSpell Resistance: No

You make a small card or slip of paper appear to be avalid identification card of your choosing. For example, youmight make a business card look like a driver’s license, or avideo club card look like an F.B.I. ID card. The card bears yourname, likeness, and all other data expected by anyoneexamining such a card. However, it is only visually accurate,and does not contain any valid machine-readable data orelectronic coding. You cannot use this spell to make anelectronic passkey. The illusion lasts only as long as youtouch the card, to a maximum of 5 rounds.

Mask MetalIllusion (Glamer)Level: Mage 1Components: V, S, MCasting Time: 1 actionRange: TouchTarget: A single metal object weighing no more than

10 lb./levelDuration: 10 minutes/level (D)Saving Throw: None or Will negates (harmless, object)Spell Resistance: No or yes (harmless, object)

This spell makes a metal object undetectable to metaldetectors. When any creature or character makes a Searchor Spot check to detect the object, he or she does not gainequipment bonuses from any device that detects metal.

Arcane Material Components: A magnet.

Red Light, Green LightTransmutationLevel: Mage 2Components: V, S, MCasting Time: 1 actionRange: PersonalArea: 250-ft.-radius emanationDuration: Concentration + 1 round/level (D)Saving Throw: NoSpell Resistance: No

Traffic lights turn green in your favor. If you move, trafficlights turn green when the spell area hits them, then turnred when you pass them.

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Arcane Material Components: A remote control, such asthose used for TVs, stereos, or garage door openers.

ShutdownTransmutationLevel: Acolyte 3, Mage 3Components: V, MCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)Area: 15-ft.-radius emanation centered on a point in spaceDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: No

All electrical devices within the area of effect—lights,computers, cell phones, digital watches, etc.—do not func-tion for the duration of the spell. The spell does not preventdevices outside of the area of effect from operating nor-mally, even if they are on the same electrical circuit as thoseaffected. (Even if the spell is cast on a generator supplyingpower to devices outside the area of effect, those outsidedevices continue to remain powered.) At the end of thespell’s duration, the devices operate again as if their opera-tion had not been interrupted. (Computers do not need tobe restarted, and clocks display the correct time.) Manysophisticated mechanical devices, including automobilesand aircraft, rely on electrical components, and so are usu-ally affected by this spell.

Arcane Material Components: The control, alt, and deletekeys from a computer keyboard.

Sure PageTransmutationLevel: Mage 2Components: V, SCasting Time: 1 actionRange: UnlimitedEffect: A message reaches an electronic device of someone

known to youDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

You cause a text message of up to 25 words to appear onthe screen of an electronic device capable of receiving suchmessages, such as a cell phone, pager, PDA, or computer. Ifthe device is turned on, the message appears instantly; ifnot, the message appears as soon as someone turns it on.The message remains onscreen until read, then disappears,leaving no electronic record of its appearance. You musthave seen the device to send a message to it.

Trace PurgeTransmutationLevel: Acolyte 1Components: V, S, MCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)Area: 15-ft.-radius emanation centered on a point in spaceDuration: Instantaneous

Saving Throw: NoneSpell Resistance: No

When you cast this spell, you touch one person (your-self or someone else). The spell eliminates all physical evi-dence left by that person’s body within the affected area(fingerprints, fluids, hairs, etc.) along with any evidentiarymaterials accidentally deposited by that person’s body,clothes, or gear (such as fibers, mud, dust, etc.; the spellonly affects materials no larger than a few strands of hairor a few ounces of dirt). It does not change any distur-bances that person created (including footprints, toolmarks, or broken items), or remove any object the targetperson deliberately left.

Arcane Material Components: A pair of tweezers.

WirewalkTransmutation [Teleportation]Level: Mage 4Components: VCasting Time: 1 actionRange: Personal and touchTarget: You and touched objects or other touched willing

creatures weighing up to 25 lb./levelDuration: InstantaneousSaving Throw: None and Will negates (object)Spell Resistance: No and yes (object)

This spell allows you to teleport to the location of atelephone you call. The telephone must be answered; thespell only works over an open line. You arrive adjacent tothe device (within 5 feet of it). For example, you might usea cell phone to call your home. As soon as anyone answersthe phone (including an answering machine), you coulduse the spell to teleport home. You can travel any dis-tance. You can bring along objects and willing creaturestotaling up to 25 lb. per caster level. As with all spellswhere the range is personal and the target is you, youneed not make a saving throw, nor is SR applicable to you.Only objects held in use (attended) by another personreceive saving throws and SR.

ADDITIONAL RULES FORRADIATION, POISONS, AND DISEASE

Modern medicine has led to greater health, but the worldis still not without its dangers—some of which are unique tomodern times. The following sections cover radiation sick-ness, a few venomous creatures of the modern world, andrules for using the Craft (chemical) skill to create poisonsfrom scratch.

Radiation SicknessWhen characters are exposed to radiation, they may be

afflicted with radiation sickness. Radiation sickness func-tions exactly like exposure to any other disease, followingthe normal rules for diseases (Chapter 7). The Fortitude savenecessary and the effects of radiation sickness vary with thedose of radiation to which the character is exposed.

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Radiation exposure varies by degree, from mild to low,moderate, high, and severe. To determine the degree ofexposure, start with the type of exposure: either an irra-diated area (such as the area near where a nuclear explo-sion has occurred, or a lab that has been flooded withradioactive gas), or a specific source of radiation (such asa lump of radioactive material). Use the total time ofexposure within a given 24-hour period, rounding up. Forexample, say a character is involved in a lab accident. Hehas to run into the lab (and hence be exposed to theradioactive materials) four times to evacuate unconsciouscolleagues. Each trip takes 3 rounds; the character isexposed to the radiation source for a total of 12 rounds.This counts as a 10-minute exposure, since 12 rounds ismore than 1 minute.

RADIATION EXPOSURETime of Exposure

Situation 1 rd 1 min 10 min 1 hr 1 dayCharacter in irradiated area:Lightly irradiated mild mild mild mild mildModerately irradiated mild mild low low lowHighly irradiated low low mod. mod. mod.Severely irradiated mod. mod. high high severe

Character exposed to radiation source:Mildly radioactive materials mild mild low low low

Highly radioactive materials mod. mod. high high severeSeverely radioactive materials mod. high severe severe severe

The degree of the exposure determines the severity ofthe radiation sickness, as indicated on the followingtable.

RADIATION SICKNESSDegree of Exposure Fort Save DC Damage

Mild 12 1d4–2* ConLow 15 1d6–2* ConModerate 18 1d6–1* ConHigh 21 1d6 ConSevere 24 2d6 Con

* Minimum damage 0 Con

At low levels, radiation sickness is a slow disease. Often,a sick character suffers no severe effects. This is reflected inthe fact that even with a failed Fortitude save, the charactermight not suffer any Constitution loss.

In highly radioactive environments (such as a post-apocalyptic setting), a character might be exposed toradiation while already suffering from sickness. If thedegree of exposure exceeds the exposure that causedthe initial sickness, the character suffers radiation sick-ness at the increased severity. Otherwise, it does notchange. For example, a character who has been exposedto a low dose of radiation does not get any sicker if sheis later exposed to another mild or low dose. If she isexposed to a moderate or higher dose, however, her sick-ness becomes more severe.

Venomous CreaturesOur world harbors many venomous creatures. Most are

small; in fact, few pose any threat to human beings asidefrom their poisons.

The creature descriptions in Chapter 8 cover poisoneffects and save DCs for snakes and spiders, among othertypes of venomous creatures. Those are general rules ofthumb; many specific creature toxins have different effects.This section covers a variety of specific venomous creatures.

All creature poisons are injury poisons. Most are causedby bites or stings. A few, however, like the lionfish or Por-tuguese man-o-war, are injected at the creature’s slightesttouch. Any contact with the creature, regardless of whetherit deals damage, is sufficient to administer the toxin.

Full stats are not included for these creatures. In the caseof snakes and vermin, use the stats in Chapter 8.

SnakesBlack Mamba: This large snake (up to 13 feet in length) is

fast and aggressive. Native to southern and central Africa, itis one of the most venomous snakes in the world.

Coral Snake: This relatively small snake is found through-out the southern United States and northern Mexico. It isrelatively shy, but dangerous if disturbed.

Fer-de-Lance: This snake is native to tropical South andCentral America. It isn’t very aggressive, but tends to lie inambush for prey and often strikes unsuspecting humans bymistake.

King Cobra: Another large snake (up to 14 feet long), theking cobra has a very dangerous venom. It is native to Indiaand southeast Asia.

Water Moccasin: This snake favors water, living in andnear creeks and ponds. It’s found throughout the southeast-ern and southern midwest United States.

Spiders and ScorpionsArizona Bark Scorpion: This creature is native to the

southwestern United States and Mexico. It is one of the fewscorpions in the world with a dangerous venom; most otherspecies have stings that are painful but not generally harm-ful, much like a wasp sting.

Black Widow: A notorious spider, the black widow isfound worldwide in all but the coldest climes.

Brown Recluse: This spider is found throughout the mid-west and into the eastern United States. It is shy and onlybites when disturbed. Its bite is nearly painless, and manyvictims are not aware they’ve been bitten until after the fact.

Funnel-Web Spider: This large, aggressive spider isnative to Australia. (Related species are native to North andSouth America, but they are rarely dangerous to humans.)

Sea CreaturesLionfish: This beautiful fish, a favorite in exotic aquari-

ums, is native to the reefs of the Indian and South Pacificoceans. It carries its venom in spines in its fins.

Portuguese Man-o-War: A jellyfishlike creature found inwarm ocean waters around the world, the Portuguese man-o-war floats on the surface (sometimes singly, but often ingroups of tens, hundreds, or even thousands) trailing ven-omous tentacles in the water. Its sting is extremely painful.

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10 MAKING POISONSCreating poisons is a function of the Craft (chemical) skill.

The rules here give you a peek behind the curtain; theserules were used to determine the creation DCs and timesrequired for the poisons included in the D20 MODERN Role-playing Game.

The DC of the Craft (chemical) check to create a poison isdetermined by the poison’s delivery method, save DC, andinitial and secondary damage. The purchase DC of the com-ponents, and the time required, are based on the creationcheck DC.

The base DC to create a poison is a function of thepoison’s delivery method. Poisons that are administeredintravenously (by injection) are injury poisons. Begin theprocess of determining how to make a poison by choosingthe delivery method.

Delivery Method Base DCContact 15Ingested 10Inhaled 10Injury 5

Next, determine the effects of the poison. Select ini-tial effects and secondary effects (most poisons haveone of each, but some have more than one effect at eachstage). Each effect adds a modifier to the creation DC.For example, if the poison deals 1d3 points of Dexteritydamage initially, followed by 1d6 points of Dexteritydamage, the DC would be modified by +2 (initial damage1d3 ability) and +2 (secondary damage 1d6 ability), for atotal of +4.

Constitution damage is especially dangerous. For Consti-tution damage, use the appropriate ability damage, butdouble the DC modifier.

Effect Initial Secondarynone 0 01 ability damage* +1 +11d2 ability damage* +1 +11d3 ability damage* +2 +11d4 ability damage* +3 +21d6 ability damage* +4 +22d4 ability damage* +5 +32d6 ability damage* +6 +43d6 ability damage* +8 +51 ability drain* +4 +41d2 ability drain* +6 +61d3 ability drain* +8 +81d3 hp +2 +21d6 hp +4 +32d6 hp +8 +6Per additional d6 hp +4 +3Blindness 1d6 rounds +6 +3Paralysis 2d6 minutes +10 +5Unconsciousness 1d3 hours +12 +6

* If the poison deals Con damage, double the DC modifier.

Finally, set the Fortitude save DC for the poison. A save DCof 10 or lower does not modify the poison creation DC. Foreach point you increase the save DC above 10, however, theCraft (chemical) skill DC increases by +1. For example, if you setthe save DC at 15, the DC to create the poison goes up by +5.

Save DC DC Modifier10 0+1 +1

Once you know the total DC to create the poison, youcan determine the purchase DC of the ingredients and thetime required to create the poison.

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CREATURE VENOMSCreature (Type) Fort Save DC Initial Damage Secondary Damage

SnakesBlack mamba (Small viper) 15 2d6 Con 1d6 ConCoral snake (Diminutive viper) 15 1d6 Dex 1d6 DexFer-de-lance (Tiny viper) 14 1d6 Con 1d6 hpKing cobra (Small viper) 15 Paralysis 2d6 ConWater moccasin (Tiny viper) 13 1d6 Con 1d4 Dex

Spiders and ScorpionsArizona bark scorpion (Fine scorpion) 17 1d6 Dex 1d6 StrBlack widow (Fine spider) 13 1d2 Dex 1d2 StrBrown recluse (Fine spider) 18 1d2 hp 1d4 hpFunnel-web spider (Fine spider) 19 2d4 Dex 2d4 hp

Sea CreaturesLionfish (Diminutive fish) 13 Paralysis 1d6–1 ConPortuguese man-o-war (Diminutive jellyfish) 12 1d4 Str 1d4 Int

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Posion Creation DC Purchase DC Time0–14 3 1 hour15–19 6 2 hours20–24 9 4 hours25–29 12 8 hours30–34 15 16 hours35–39 18 24 hours40–44 21 48 hours45+ 24 72 hours

The final product is 1d4 doses of the poison.An Example: You wish to concoct a poison that deals

1d6 points of Dexterity damage initially, followed byunconsciousness. The poison is to be ingested, and you’dlike the Fortitude save DC to be 18. The DC to create thepoison is 10 because it’s ingested, +4 for initial damage1d6 ability, +6 for secondary damage unconsciousness, +8for the Fortitude save DC. That’s a total Craft (chemical)DC of 28.

With a Craft (chemical) DC of 28, the purchase DC for thecomponents is 12, and it takes eight hours to concoct thepoison. You end up with 1d4 doses.

ABOUT THE AUTHOROver a 12-year career in the adventure games industry

that includes the founding of Chameleon Eclectic Enter-tainment, Inc. and positions at Pinnacle EntertainmentGroup, Last Unicorn Games, and Wizards of the Coast,Charles Ryan has guided the design and look of dozens ofroleplaying, card, and tabletop games. His credits includesuch diverse titles as Deadlands, Millennium’s End, The LastCrusade, Star Trek: Deep Space Nine, Dune: Chronicles ofthe Imperium, Star Trek: Red Alert!, and The Wheel of TimeRoleplaying Game. His work has won or been nominated fornumerous industry awards, and his writings have appearedin most major industry publications. Charles served as Chair-man of the Academy of Adventure Gaming Arts & Design,the professional organization of the games industry, from1996 through 2001. He lives in Kent, Washington, with hislovely wife Tammie, three cats, and a dog. He works for Wiz-ards of the Coast.

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TCreditsDesign: Charles RyanEditing and Typesetting: Sue Weinlein CookEditorial Assistance: Penny WilliamsWeb Production: Julia MartinWeb Development: Mark JindraGraphic Design: Cynthia Fliege

This d20™ System game uses mechanics developed forthe new DUNGEONS & DRAGONS® game by JonathanTweet, Monte Cook, Skip Williams, Richard Baker, andPeter Adkison. This game also uses mechanics devel-oped for the Psionics Handbook by Bruce R. Cordell,the Call of Cthulhu® Roleplaying Game by Monte Cookand John Tynes, and the Star Wars® Roleplaying Gameby Bill Slavicsek, Andy Collins, and JD Wiker.

D20 MODERN, D&D and Dungeons & Dragons are regis-tered trademarks, and d20 and the d20 System logo aretrademarks owned by Wizards of the Coast, Inc., a sub-sidiary of Hasbro, Inc. All Wizards characters, characternames, and the distinctive likenesses thereof are trade-marks owned by Wizards of the Coast, Inc.

This material is protected under the copyright lawsof the United States of America. Any reproduction orunauthorized use of the material or artwork containedherein is prohibited without the express written per-mission of Wizards of the Coast, Inc.

This product is a work of fiction. Any similarity toactual people, organizations, places, or events is purelycoincidental.

This Wizards of the Coast game product contains noOpen Game Content. No portion of this work may bereproduced in any form without written permission.To learn more about the Open Gaming License andthe d20 System License, please visit <www.wizards.com/d20>.

©2002 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.

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