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e20 Liteversion 0.5
Gary M. Sarli
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CREDITS 2
CONTENTS 3
INTRODUCTION 4
Whats e20 Lite? 4
Whats Different? 4
1: CHARACTER GENERATION 6
The Basics 6
The Core Mechanic 6Dice 6Rounding Fractions 6Number Progression 6
Ability Scores 6
Generating Ability Scores 6Characters at 1st Level 7
Character Advancement 7
2: ORIGIN 8
Race 8
Human 8
Occupation 8
Occupation Descriptions 8Changing Occupations 10
3: CLASSES 11
Class Descriptions 11
Class Features 11Talents 11
Vanguard 13
Class Features 13Talents 13
Dreadnought 14
Class Features 14Talents 15
Corsair 16
Class Features 16Talents 16
Savant 17
Class Features 17Talents 17
Sentinel 19
Class Features 19Talents 19
Envoy 20
Class Features 20Talents 20
Multiclassing 21
Advanced Talents 21
4: SKILLS 22
Skill Basics 22
Trained vs. Untrained Skills 22Applications 22Specialties 22Metaskills 23
Skill Checks 23
Types of Skill Checks 23Making a Skill Check 24Target Number 24Success or Failure 25Cooperative Skill Checks 26
Challenges 26
Progress 26Skills Used 27Difficulty 28Complexity 28Limit 28Time 29
Other Factors 29
Level and Experience 30
Running Challenges 30List of Skills 30
5: FEATS 32
Defensive Feats 32Style Feats 32Class Feats 33General Feats 34
6: TRAITS 35
Action Points 35
Resources 35
Resources Modifier 36Purchasing Equipment 36Losing Resources 36
Gaining Resources 37
Combining Resources 37
Cash on Hand 38On-Hand Items 38
7: POWERS 39
Magic 39
Arcane 39Divine 39Pact 39Primal 39
Psionics 39
Clairsentience 39Psychokinesis 39Psychometabolism 40Telepathy 40
Prodigies 40
8: EQUIPMENT 41
Using Items 41
Containers 41
Weapons 41
Weapon Tables 41Ammunition 46
Armor 48
Armor Tables 48Vehicles 49
Vehicle Table 49General Equipment 51
Equipment Tables 51Encumbrance 54
Weight and Load 54Lifting and Dragging 54
9: ENHANCEMENTS 55
Enhancement Basics 55
Using Enhancements 55
Enhancement Slots 55Acquiring Enhancements 56
Creating Enhancements 56
Creation Process 5710: COMBAT 58
Attacks 58
Attack Roll 58Critical Hits 58
Defenses 58
Primary Defense 58Fortitude Defense 58Reflex Defense 58Will Defense 58
Saving Throws 60
Injury and Healing 60
Hit Points and Reserves 60Massive Damage Threshold 60Healing and Repairs 61Conditions 62
Combat Sequence 63
Surprise 63Initiative 63Combat Rounds 64
Actions in Combat 64
Stunts 64Fighting Style 66
Driving 66Dual Weapon 66
Emplaced Weapon 66One-Handed Weapon 66Shield 66Two-Handed Weapon 66
Movement 67
Limited Movement 67Aerial Movement 68Maneuvers 68Losing Control 70Occupied Spaces 71Collisions 72Map Scale 72
Special Combat Rules 73
Area Attacks 73Concealment 75Cover 75Damage Reduction 76
Damage Types 76
Disadvantaged Opponents 77
Dynamic Damage 77Hardness 77Range 77Size 78Threatened Areas 79
Transport Combat 79
Characters on Transports 79Transport Movement 82Attacking a Transport 82
11: GAMEMASTERING 83
Experience Awards 83
Encounter XP Targets 83Encounter Difficulty 83
Allies Opponents 84
Character Ranks 85
Game Statistics by Level 85Templates 86
12: GENRE & SETTING 88
Genre 88
Genre as Mood 88Genre as Setting 89
Campaign Settings 90
Ruins of Empire 90The Hollow Sky 90Metahuman Zero 90
OPEN GAME LICENSE V1.0A 91
Contents
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The goal of the e20 System Evolvedproject is to design a roleplaying
game whose mechanics allow for fast game play, streamlined character
creation and advancement, and a cinematic storytelling experience
adaptable to any genre or style of play. Its name inspired by the D20SYSTEMfamily of games, this project intends to help that venerable rules
system evolve into its newest incarnation.
Whats e20 Lite?This product gives you an overview of the lead designers vision of the
game mechanics that will be found in the final version of the e20 Core
Rulebook. In addition to building directly on Open Game Content from
sources such as Unearthed Arcana(DUNGEONS &DRAGONS), Pathfinder,
and Mutants & Masterminds, it draws inspiration from the innovations
found in other games such as STAR WARSROLEPLAYING GAMESaga Edition,DUNGEONS &DRAGONS4th edition, Savage Worlds, and many other games.
Above all else, e20 Liteis very much a work in progress. This productcontains the current game mechanics and concepts preferred by the lead
designer, but patron input can and will result in substantial changes from
this starting point. This product is a living document that serves as a beta
test for exploring new game mechanics; as such, it is given a distinct
version number (starting at version 0.1) to represent major revisions as
the process moves forward.
Whats Different?If youre familiar with d20-based games in general, much of the
structure of the e20 Systemwill be familiar despite having been
substantially rebuilt. Unless described as changing in e20 Lite, assume
that other rules work roughly the same as they did in DUNGEONS &DRAGONSedition 3.5 or d20 Modern. (There are exceptions, but most
major changes are covered, at least in brief.)
Character Advancement:You gain feats, talents, and stunts (see below)
based on your total character level rather than your individual class
levels. Ten encounters of average difficulty will provide enough
experience points to advance a level, and you always gain at least one
talent, feat, or stunt when you advance. You can retrain these mechanics
as you gain levels, so it is not necessary to pre-plan your characters
entire adventuring career in order to have a relatively optimized
character.
Races:Races play the same role as they did in previous d20-based
games. Inspired by DUNGEONS &DRAGONS4th edition, racial modifiers to
ability scores are always positive, never negative. As before, humans are
the most customizable race, gaining +2 to an ability score of their
choice, an additional trained skill, an additional feat, and an additional
stunt at 1st level. Most setting-specific races (such as elves or dwarves in
high fantasy) gain +2 to two specific abi lity scores and several fixed
racial traits, trading flexibility for greater specialization. In addition, your
race provides some of your possible skill choices at 1st level.
Occupations:Occupations help to define your characters background
and experience prior to becoming a 1st-level character. Your occupation,
like your race and class, provides some of your possible skill choices at
1st level. In addition, your occupation provides some other details (such
as starting resources) that help to flesh out a characters standing in the
campaign world.
Classes:There are six classes, each of which is roughly analogous to
the six basic classes found in d20 Modern: Vanguard (Strong Hero),
Dreadnought (Tough Hero), Corsair (Fast Hero), Savant (Smart Hero),
Sentinel (Dedicated Hero), Envoy (Charismatic Hero). Each has an
assortment of class skills, and the number of skills chosen at 1st level is
determined by your starting class.
Multiclassing is possible without penalty. There are no advanced
classes or prestige classes, but advanced talent trees are available for
higher-level characters.
Talents:Rather than fixed class features, in the e20 Systemyou select
talents from lists called talent trees, each of which is associated with a
particular class. Some talents require a minimum class level to be
selected, so if you dedicate yourself to one class you can access exclusive
talents that a multiclass character might not be able to learn.
Talents are divided into two categories: core talents (usable once per
round) and major talents (usable once until you rest for 1 minute).
Talents scale to match your overall power at any given level, and all
talentscore and majorhave approximately equal value.Skills:Like STAR WARSSaga Editionand DUNGEONS &DRAGONS4th
edition, the e20 Systemdoes not use skill points and ranks to measure
proficiency. Instead, all skill improve automatically as you gain levels
(bonus equal to half your level), and you are either untrained (+0),
trained (+2), or focused (up to +5) in a given skill.
Unlike previous d20-based games, e20 Systemskills are not associated
with a single ability score. Instead, you match your skill modifier with the
most appropriate ability modifier, determined by the specific action you
are taking.
Challenges, inspired by complex skill checks in Unearthed Arcanaand
skill challenges in DUNGEONS &DRAGONS4th edition, provide game
mechanics for resolving situations that are too long, complex, or
dangerous for a single skill check. The rules contain extensive guidelines
on how to build a challenge (including several variant options that serveto make your encounter unique) and even how to use a challenge as a
standalone encounter.Feats:For the most part, feats work similarly to those found in previous
d20-based games. However, feats that had previously granted a unique
action that required a task resolution roll (such as Whirlwind Attack) are
usually recast as talents. In addition, feats generally have fewer
prerequisites.
There are four types of feats: general, class, defensive, and style.
Anyone who meets the prerequisite can take a general or defensive feat,
but some defensive feats are limited to characters who have at least one
level in one of two classes. Class feats provide signature abilities thathelp to define each classs role ( such as Sneak Attack for a Corsair), and
only members of a given class can take its associated class feats. Style
feats work with your fighting style (such as two-handed weapon or
weapon and shield), providing a specific benefit to match your approachto combat. You can use only one style feat at a time, but you can switch
to a different style feat you know as a free action once per round on your
turn.
Enhancements:Enhancements are abilities acquired through play
rather than because of your class and level. They might be physical items(like magic items in a high fantasy setting) or learned tricks and exploits
your character has acquired as a direct result of overcoming a particular
challenge. In addition, you can build or learn enhancements between
adventures; however, enhancements that you build yourself are less
powerful than the best that you might acquire during an adventure.
Introduction
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Enhancements are particularly useful for niche situations that are too
unusual to be worth spending a talent or feat.
Stunts:Stunts provide you with special options when you make an
attack, allowing you to produce an additional effect such as disarming,
tripping, or bull rushing a character. In addition, you can perform any
talent as a stunt so long as you know at least one talent of the same
type from the same talent tree and you otherwise meet the talents
prerequisite.
Because of their complexity, stunts require either significant effort
(you take a 5 penalty on your attack roll) or a bit of luck (on a criticalhit, you can perform a stunt instead of dealing double damage). You
learn to master individual stunts and avoid the 5 penalty as you
advance in level, and you can choose to learn additional stunts by taking
the Stunt Mastery feat.
Hit Points:Players familiar with other d20-based games might find
that hit points and damage levels are a bit higher than they were in
other games. However, relative power levels (damage compared to hit
points) are generally similar to those in comparable game systems.
In addition to hit points, in the e20 Systemyou have reserves, which
are essentially a pool of backup hit points that you can use to recover
more quickly than typically possible in d20-based games. Once your
reserves are drained, however, damage has the potential to cause serious
injury and death.
Defenses and Saving Throws:Much like STAR WARSSaga EditionandDUNGEONS &DRAGONS4th edition, the e20 System has multiple static
defenses (Primary, Fortitude, Reflex, and Will) that serve as the target
number for an attack roll. In addition, the e20 Systemuses a simple
saving throw mechanic for recovery from lasting conditions.
Attacks:Unlike previous d20-based games, you do not have a base
attack bonus. Instead, each weapon group has an associated skill, such as
Firearms or Melee. Because of this, attacks, defenses, and skills all scale
at exactly the same rate as you gain levels.
Equipment:Weapons are similar to those in previous d20-based
games, and damage levels are comparable if not actually identical to
their earlier counterparts. Range modifiers function differently, using
broad range categories instead of flat range increments. For example, a
typical pistol has a point blank range of 5 squares, a short range of 10
squares (2 to attacks), a medium range of 25 squares (5 to attacks), a
long range of 50 squares (10 to attacks), and an extreme range of 100
squares (20 to attacks).
Armor provides a modest bonus to both your Primary Defense(analogous to Armor Class in DUNGEONS &DRAGONS) and your massive
damage threshold, making you less likely to be fatigued, impaired,
disabled, or killed by an attack.
Encounters:Combat encounters are more fluid and volatile than in
previous d20-based games; combatants rarely remain in fixed positions
for very long. Drawing inspiration from DUNGEONS &DRAGONS4th edition,
threat levels are scaled such that a standard 1st-level opponent is an
appropriate challenge for a single 1st-level character. Encounters are
thus very easy to scale for parties of different sizes; if you have six 3rd-
level characters, pick out six 3rd-level standard opponents (or any other
combination that adds up to roughly the same amount of experience
points).
Opponents are rated as basic (simpler attack options and lower hit
points, much like minions in DUNGEONS &DRAGONs 4th edition), standard,
or elite (higher hit points and defenses, and an even match for a
character of the same level). As a comparison, a 4th-level elite opponent
is roughly the equivalent to a 6th-level standard opponent or a 10th-
level basic opponent.
Experience Points:Much as in DUNGEONS &DRAGONS4th edition, level-
independent experience awards help to make encounter building easier
and more intuitive.
Genre and Setting:Though its base rules nicely fill the action and
adventure genres appropriate to many roleplaying games, the e20 System
is a universal system that allows true compatibility between games of
many different genres and settings. To that end, the rules are generally
modular by design and easy to plug into any campaign. Whether youre
looking for comic book superheroics, cinematic action, or grim and grittyhorror, the game can be set anywhere, and with the addition of new
talent trees and feats you can represent genre-specific tropes such as
magic and psionics.
Whats Lite About This?In its current incarnation, e20 Litehas been expanded in scope to provide
a virtually complete rules engine for the game, giving playtesters
everything they need to run scenarios, adventures, and even whole
campaigns. In addition, it serves as a core development guide for those
patrons who wish to contribute design work for the game.
Because of this, the document is quite large, and playtesters will have
access to additional material as the project moves forward in its finalstages of development.
By the time e20 Litereaches version 1.0, it will be trimmed down toprovide a solid set of quick start rules that give new players a quick
introduction to the essentials of the e20 System.
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Regardless of your specific origin and class, your characters progression
and ability scores operate using the same mechanics throughout your
campaign.
The BasicsIf youve played other d20-based games, youre probably familiar with
many of the concepts at the heart of the e20 System. The following basic
rules apply in almost every aspect of the game.
The Core MechanicWhenever you attempt an action that has some chance of failure, you
roll a twenty-sided die (d20). To determine if your character succeeds at
a task you do the following:
Roll a d20.
Add any relevant modifiers.
Compare the result to a target number.
If the result equals or exceeds the target number, your character
succeeds. If the result is lower than the target number, you fail.
DiceDice rolls are described with expressions such as 3d4+3, which means
roll three four-sided dice and add 3 (resulting in a number between 6
and 15). The first number tells you how many dice to roll (adding the
results together). The number immediately after the d tells you the type
of die to use. Any number after that indicates a quantity that is added or
subtracted from the result.
d :Percentile dice work a little differently. You generate a number
between 1 and 100 by rolling two different ten-sided dice. One(designated before you roll) is the tens digit. The other is the ones digit.
Two 0s represent 100.
Rounding FractionsIn general, if you wind up with a fraction, round down, even if the
fraction is one-half or larger.
Exception:Certain rolls, such as damage, have a minimum of 1.
Number ProgressionMany numbers in the game use a common pattern in their growth,
making it easy for you to extrapolate higher and lower values as needed
in different situations.
Standard Progression:The standard progression is the most commonlyused. Each step up is roughly twice as large as the one before it, and
every three steps up is exactly ten times larger.
The standard progression follows this pattern: 1, 2, 5, 10, 20, 50, 100,
and so on. It can be extended upward or downward, as needed.
Expanded Progression:The expanded progression is used for some
specific mechanics that require more nuance. Each step up is roughly
50% larger than the one before it, every two steps is roughly twice as
large, and every six steps is exactly ten times larger.
The expanded progression follows this pattern: 1, 1.5, 2, 3, 5, 7.5, 10,
15, 20, 30, 50, 75, 100, and so on. Like the standard progression, it can
be extended upward or downward, as needed.
Variations:In cases where values deviate from these progressions, the
rules will clearly explain what pattern to use. For example, size modifiers
mostly follow the standard progression, but the growth is truncated and
expands by only 5 at every step beyond +10.
Ability ScoresAbility scores are calculated with the standard formula used in previous
d20-based games. The ability modifier for a given ability score is equal to
the following:
(ability score)/2 5, rounded down
The function of each ability score is summarized below.
Strength:Power, musculature, and the ability to apply force to other
characters.
Constitution:Toughness, mass, and overall resistance to physicaleffects.
Dexterity:Speed, movement, and fine motor skills.
Intelligence:Logic, reason, abstract thought, and accumulated
knowledge.
Wisdom:Awareness, intuition, and insight.
Charisma:Self-confidence, presence, and force of personality.
Generating Ability ScoresThe Gamemaster chooses which of the following methods to use for
generating ability scores. All of these produce heroic characters
appropriate for any action or adventure game; genre-specific materials in
the e20 System Core Rulebookprovide other methods that create
characters with lower or higher ability scores.
Point Buy MethodAll ability scores start at 8, and you have an allotment of points to spend
to improve them above that. In a standard heroic campaign (the assumed
default for the e20 System), you have 30 points to spend on your ability
scores. Other campaign styles might have higher or lower point totals
available.
Ability Score Point Cost Ability Score Point Cost
9 1 14 7
10 2 15 9
11 3 16 12
12 4 17 15
13 5 18 19
Default Array MethodYou start with a specific set of ability scores15, 14, 13, 12, 11, 10and
you arrange them as desired among your six abilities.
Random Scores MethodRoll 4d6, drop the lowest single die, add the other three, and note the
total. Repeat this five more times to generate a set of six ability scores,
and you arrange them as desired among your six abilities.
1: Character Generation
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Characters at 1st LevelTo create a 1st-level character, use the following checklist. You dont
necessarily have to follow this checklist in order, so you can adjust earlier
decisions if you change your mind later in the process.
Ability Scores:Use the method your Gamemaster selects (described
above).
Class:You can be a Vanguard, Dreadnought, Corsair, Savant,
Sentinel, or Envoy. Your class determines your starting hit points,
your number of trained skills at 1st level, and a list of possible skills
at 1st level. In addition, your class provides three automatic feats
and your choice of one class feat and one bonus feat, and itdetermines which talents you are eligible to select.
Race:Your race modifies your ability scores, provides one or more
racial traits, and adds one or more racial skills to your list of possible
skills at 1st level.
Occupation:Your occupation provides a list of possible skills at 1st
level and a modifier to your starting Resources score.
Starting Skills:Your class determines your number of starting skills
at 1st level. These skills can be chosen from any skill on your class,
occupation, and racial skill lists. In addition, you have the option to
use a starting skill slot to gain Skill Focus for a trained skill instead
of becoming trained in a new skill. At 1st level, at least half your
trained skills (rounded down) must be nonweapon skills.
Automatic Feats:Your class provides three defensive feats
automatically.Class Feat:Your class provides a choice of one class feat.
Bonus Feat:Your class provides a choice of one bonus feat.
Other Feats:Select any one additional feat for which you meet the
prerequisite.
Core Talent:Select one core talent from any talent tree available to
your class.
Major Talents:Select one major talent from any talent tree available
to your class.
Stunts:Select any one stunt, which you can now perform without
the normal 5 penalty. You can select either a universal stunt or a
talent stunt. (A talent stunt allows you to use a talent you alreadyknow to perform another talent from the same tree and of the same
typecore or majorso long as you otherwise meet the prerequisite
of the talent you select.)
Specializations:For any trained skill that has specializations (such as
Knowledge), select one specialization that you know. Select another
specialization if you have Skill Focus for the skill. In addition, you
can select a number of bonus specializations equal to yourIntelligence modifier (if positive). Among other things, you can use
these specializations to learn additional languages (specializations of
the Linguistics skill).
Character AdvancementAs you gain levels, you gain additional talents and feats as well as
increases to your ability scores, as summarized in Table 11: Character
Advancement.
Retraining:Every time you gain a level, you have the option to retrain
one feat, talent, or stunt you already know. This represents a gradual
shift in what techniques you practice; over time, the old falls into disuse
as you focus on something new. You must meet the prerequisite of thenew selection, and you cannot retrain something if doing so would
prevent you from meeting the prerequisite for another feat, talent, or
stunt you still know.
Table 11: Character Advancement
Total XP Level
Level
Bonus Summary
Core
Talents
Major
Talents
Feats
Known
Stunts
Known
0 1st +0 1 core talent, 1 major talent, 1 feat, 1 stunt, class and origin traits 1 1 1 1
1,000 2nd +1 +1 stunt 1 1 1 2
2,500 3rd +1 +1 feat, +1 core talent 2 1 2 2
4,500 4th +2 +1 major talent 2 2 2 2
7,500 5th +2 +1 feat, +1 to 2 abilities, +1 specialization 2 2 3 2
12,500 6th +3 +1 stunt 2 2 3 3
20,000 7th +3 +1 feat, +1 core talent 3 2 4 3
30,000 8th +4 +1 major talent 3 3 4 3
45,000 9th +4 +1 feat, +1 to 3 abilities, +1 specialization 3 3 5 3
65,000 10th +5 +1 stunt 3 3 5 4
95,000 11th +5 +1 feat, +1 core talent 4 3 6 4
145,000 12th +6 +1 major talent 4 4 6 4
220,000 13th +6 +1 feat, +1 to 4 abilities, +1 specialization 4 4 7 4320,000 14th +7 +1 stunt 4 4 7 5
470,000 15th +7 +1 feat, +1 core talent 5 4 8 5
670,000 16th +8 +1 major talent 5 5 8 5
970,000 17th +8 +1 feat, +1 to 5 abilities, +1 specialization 5 5 9 5
1,470,000 18th +9 +1 stunt 5 5 9 6
2,220,000 19th +9 +1 feat, +1 core talent 6 5 10 6
3,220,000 20th +10 +1 major talent 6 6 10 6
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Origins reflect your characters history before becoming a 1st-level hero.
Some of these details can change over the course of a campaign.
RaceA race represents your biological (and, in some settings, cultural)heritage. Each race provides a list of racial traits, such as your base
speed, your size, modifiers to your ability scores, and one or more others.
Racial modifiers to ability scores are always positive, never negative.
Most setting-specific races (such as elves or dwarves in high fantasy)
gain +2 to two specific abili ty scores and several fixed racial traits,
trading flexibility for greater specialization. In addition, all races provide
some additional skills that you can choose at 1st level from your starting
skill allotment (determined by your class).
A sample racehumanis described below.
HumanIn most settings, human is the default race unless otherwise specified.
Humans are particularly adaptable and flexible in their capabilities,
making them suited to specialize in nearly any task.
Size:Medium.
Speed:5 squares.
Ability Modifiers:+2 to a single ability score of your choice.
Bonus Skill:Choose one additional skill, which need not be on youroccupation or class skill lists. You are trained in this skill.
Bonus Feat:Choose one additional feat for which you meet the
prerequisite.
Bonus Stunt:Choose one additional stunt. This can be either a
universal or a talent stunt.
OccupationYour starting occupation presents your background prior to becoming a
1st-level character. It provides a list of possible starting skills as well as
other details, such as your overall resources and social standing. A hero
may hold other jobs as his or her career unfolds.
Occupation DescriptionsChoose one occupation from the available selections and apply thebenefits to your character as noted in the occupations description. When
creating a 1st-level character, your starting occupation provides some
possible selections for your starting skills and a bonus to your starting
Resources equal to its listed modifier. After character creation, youroccupations Resources modifier also provides a bonus to skill checks
made to earn money by working at a job.
Specializations:Some occupations list a specialization with a given
skill, such as Influence (persuasion). If you select this skill as a trained
skill, you must select the designated specialization as well unless otherspecializations are available from your race or class skill lists.
AcademicAcademics include librarians, scholars, professors, teachers, and other
education professionals.
Prerequisite:Age 23+.
Skills:Analytics, Focus, Influence, Knowledge, and Linguistics.
Resources Modifier:+0.
AdministrativeOffice workers such as clerks, administrative assistants, and secretaries
are the backbone of any large organization. Their duties require them to
be flexible enough to navigate bureaucracies, keep abreast of office
politics, and multitask on a wide range of day-to-day tasks.
Prerequisite:Age 18+.
Skills:Deception, Influence, Intuition, Knowledge, and Perception
(awareness).
Resources Modifier:+0.
AdventurerAdventurers include professional daredevils, big-game hunters, relic
hunters, explorers, extreme sports enthusiasts, field scientists, thrill-seekers, and others called to face danger for a variety of reasons.
Prerequisite:Age 15+.Skills:Acrobatics, Athletics, Mechanics, Nature, Perception
(awareness), Stealth, Vehicles, and any one weapon skill.
Resources Modifier:3.
AthleteAthletes include amateur athletes of Olympic quality and professional
athletes of all types, including gymnasts, personal trainers, wrestlers,
boxers, martial artists, swimmers, skaters, coaches, and others who
engage in any type of competitive sport.
Prerequisite:Strength 13, Constitution 13, or Dexterity 13.
Skills:Acrobatics, Athletics, Influence, Focus, Perception (awareness),
and any two weapon skills except Gunnery.
Resources Modifier:2.
Blue CollarBlue collar occupations include factory work, food service jobs,
construction, service industry jobs, taxi pilots, postal workers, and other
types of work that are usually not considered to be desk jobs.
Prerequisite:Age 18+.
Skills:Athletics, Influence, Mechanics, Nature, Vehicles, and any one
weapon skill except Gunnery.
Resources Modifier:1.
CelebrityA celebrity is anyone who, for whatever reason, has been thrust into the
spotlight of the public eye. Actors, entertainers of all types, newscasters,
radio and television personalities, and more fall under this starting
occupation.
Prerequisite:Age 15+.
Skills:Influence.
Resources Modifier:+4.
2: Origin
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CreativeThe creative starting occupation covers artists of all types who fan their
creative spark into a career. Illustrators, copywriters, cartoonists, graphic
artists, novelists, magazine columnists, actors, sculptors, game designers,
musicians, screenwriters, photographers, web designers, and dancers all
fall under this occupation.
Prerequisite:Age 15+.
Skills:Acrobatics, Athletics, Computers, Deception, Influence, Intuition,
Knowledge, and Perception.Resources Modifier:3.
CriminalThis illicit starting occupation reveals a background from the wrong side
of the law. This occupation includes con artists, burglars, thieves, crime
family soldiers, gang members, bank robbers, and other types of career
criminals.
Prerequisite:Age 15+.
Skills:Athletics, Deception*, Intuition, Knowledge (streetwise),
Mechanics, Perception (awareness), Stealth, and any one weapon skill
except Gunnery.* Required skill.
Resources Modifier:2.
DilettanteDilettantes usually get their wealth from family holdings and trust funds.
The typical dilettante has no job, few responsibilities, and at least one
driving passion that occupies his or her day. That passion might be a
charity or philanthropic foundation, an ideal or cause worth fighting for,
or a lust for living a fun and carefree existence.Prerequisite:Age 18+.
Skills:None.
Resources Modifier:+5.
DoctorA doctor can be a physician (general practitioner or specialist), a surgeon,
or a psychiatrist.Prerequisite:Age 25+.
Skills:Analytics (life sciences or behavioral sciences), Knowledge, andMedicine*.
* Required skill.
Resources Modifier:+3.
DrifterNot everyone has a traditional occupation. Characters that have no
permanent job (and often no permanent home other than a vehicle) are
survivors, adapting to circumstances to make a living in whatever way
they can.
Prerequisite:Age 15+.
Skills:Athletics, Deception, Influence, Intuition, Mechanics, Nature,
Perception, Vehicles, and any one weapon skill other than Gunnery.
Resources Modifier:4.
Emergency ServicesRescue workers, firefighters, paramedics, hazardous material handlers,
and emergency medical technicians fall under this category.
Prerequisite:Age 18+.
Skills:Athletics, Knowledge, Medicine, Perception (awareness),
Vehicles, and any one weapon skill other than Gunnery.
Resources Modifier:1.
EntrepreneurEntrepreneurs have an obsession about being their own boss. They
believe in themselves, have an abundance of confidence, and the ability
to acquire the funds necessary to bankroll their newest moneymaking
venture. These owners of small to large businesses have a knack for
putting together business plans, gathering resources, and getting a new
venture off the ground. Some dont like to stick around after the launch,
however, as they prefer to put their energies into the next big thing.
Prerequisite:Age 18+.
Skills:Computers, Influence (persuasion), Intuition, and Knowledge
(business)*.
* Required skill.
Resources Modifier:+2.
InvestigativeThere are a number of jobs that fit within this occupation, including
investigative reporters, photojournalists, private investigators, police
detectives, criminologists, criminal profilers, espionage agents, and others
who use their skills to gather evidence and analyze clues.
Prerequisite:Age 23+.
Skills:Deception, Influence (persuasion), Intuition*, Knowledge
(streetwise), Perception (awareness), Stealth, and any one weapon skill
except Gunnery.
* Required skill.
Resources Modifier:+0.
Law EnforcementLaw enforcement personnel include uniformed police, state troopers,
federal police, federal agents, SWAT team members, and military police.
Prerequisite:Age 20+.
Skills:Influence (persuasion), Intuition, Knowledge (civics or
streetwise), Perception (awareness), Tactics, Vehicles, and any one
weapon skill.
Resources Modifier:1.
Law and PoliticsThis occupation covers lawyers, legal scholars, judges, and politicians at
all levels of government.
Prerequisite:Age 23+.
Skills:Deception, Influence (persuasion or bureaucracy), Intuition, and
Knowledge (civics)*.
* Required skill.
Resources Modifier:+2.
MilitaryMilitary covers any of the branches of the armed forces, including army,
navy, air force, and marines, as well as the various elite training units
such as Seals, Rangers, and Special Forces.
Prerequisite:Age 18+.
Skills:Athletics, Mechanics, Nature (survival), Perception (awareness),Tactics*, Vehicles, and any one weapon skill.
* Required skill.
Resources Modifier:1.
ReligiousOrdained clergy of all persuasions, as well as theological scholars and
experts on religious studies fall within the scope of this starting
occupation.Prerequisite:Age 23+.
Skills:Focus, Influence (persuasion), Intuition, Knowledge (history or
religion), Linguistics, Perception.
Resources Modifier:+0.
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RuralFarm workers, hunters, and others who make a living in rural
communities fall under this category.
Prerequisite:Age 15+.
Skills:Athletics, Mechanics, Nature, Perception (awareness), Vehicles,
and any two weapon skills except Gunnery.
Resources Modifier:2.
StudentA student can be in high school, college, or graduate school. He or shecould be in a seminary, a military school, or a private institution. A
college-age student should also pick a major field of study.
Prerequisite:Age 15+.
Skills:Analytics, Focus, Knowledge, Perception, any four nonweapon
skills, and any one weapon skill except Gunnery.
Resources Modifier:4.
TechnicianScientists, engineers, and programmers of all types fit within the scope of
this starting occupation.Prerequisite:Age 23+.
Skills:Analytics, Computers, Knowledge, and Mechanics.
Resources Modifier:+1.
White CollarProfessional occupations such as accountants, insurance agents, bank
personnel, financial advisors, tax preparers, sales personnel, real estate
agents, and a variety of mid-level managers fall within the scope of this
starting occupation.
Prerequisite:Age 23+.
Skills:Computers, Influence, Intuition, and Knowledge.Resources Modifier:+1.
Changing OccupationsYou can change your occupation at any time after creating your
character, but there are some requirements to do so. First, you must be
trained in at least one skill listed in the occupations description,
including all of the occupations required skills (if any). Second, you must
spend time finding your new job; the difficulty depends on the jobs
normal salary as well as the size and wealth of the community orcompany in which you search.
Finding a job is a challenge: CheckSKILL (Cha) DC 15 + occupations
Resources modifier; Complexity60 Resources modifier of community or
company; Base Time1 day; Completedyou find a job in the occupation
you seek; Terminatedyour search has exhausted every lead and you must
start from scratch after polishing your resume, practicing your
interviewing techniques, and researching new job opportunities.
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The e20 Systemhas six universal classes suitable for any campaign
setting and genre, and each class has access to talent trees and exclusive
feats that fit their role in the game. A summary of each class is provided
below.
Class
Starting hp
(hp/level) Trained Skills
1
Defense Bonus
2
Vanguard 110 (11) 6 +3 Fort, +2 Reflex
Dreadnought 120 (12) 5 +3 Fort, +2 Will
Corsair 90 (9) 8 +3 Reflex, +2 Fort
Savant 70 (7) 10 +3 Reflex, +2 Will
Sentinel 100 (10) 7 +3 Will, +2 Fort
Envoy 80 (8) 9 +3 Will, +2 Reflex
1 At least 1/2 of your starting trained skills must be nonweapon skills
2 Defense bonus provided by automatic feats at 1st level
Class DescriptionsThe six character class descriptions use a common format to summarize
the most important information.
Class FeaturesEvery class provides a specific set of features that help to determine your
characters game statistics.
Hit PointsAt 1st character level, you gain a set number of starting hit points based
on your starting class. As you gain levels, you gain a smaller number of
hit points determined by the class you select. If you multiclass, you do
not gain your new classs starting hit points.
Starting SkillsAt 1st character level, your class grants you a set number of skills
(including a minimum number of nonweapon skills) chosen from your
class, racial, and occupation skill lists. If you multiclass, you do not gainany starting skills from your new class.
Starting FeatsAt 1st character level, your class grants you some feats automatically in
addition to giving you the choice of one class feat and one bonus feat. If
you multiclass, you do not gain any starting feats from your new class.
TalentsIn the e20 System, you customize your capabilities both in and out of
combat by selecting different talents from the talent trees available toeach class.
Fundamentally, talents provide exclusive skill applicationsthat is, a
new way to use a skill you already know. All talents scale by character
level, and talents available at higher levels arent more powerful than
low-level talents in any absolute sense. However, higher-level talents
provide unique and exclusive options that you cant get without focusingon a single class.
In a fantasy setting, for example, a 1st-level Savant might learn arcane
magic talents such as Sleepor Magic Missile, and their power levels scale
up as the Savant gains levels. At higher levels, the Savant might learn
talents such as Flightor Invisibility; though designed to be equally
valuable in any given encounter, these talent represent unique
capabilities that you cant learn except by continuing to take levels in the
Savant class.
Talent TreeA talent tree includes a thematically consistent group of talents that
represent a specific approach to problem-solving common to a particular
class. Each talent tree includes three core talents and six major talents.
Prerequisite:Some talent trees have a prerequisite that you must meet
in addition to having levels in an associated class. When applicable,
talent trees description lists them here.
Talent Name [Type]
Type:Each talent has a typecore or majorlisted in brackets
immediately following the talents name.
Core Talents:These represent the fundamentals of a given series of
talents, serving as prerequisites for some major talents in each talent
tree and providing the ability to perform relatively simple actionsthat you can use once per round.
Major Talents:More complex than core talents, major talents provide
you with more powerful options. However, they are more taxing to
perform, difficult to duplicate once an opponent has witnessed them,
or both, so they can be used only once per encounter. You can use a
major talent again after you take 1 minute to rest or you spend an
Action Point to regain it.
Description:Below the talents name and listed in italics, the talent
provides a brief description that provides some insight into how the
talent works or what it might look like in play.
Prerequisite:If a talent has any specific prerequisite ( such as a
minimum level in a class), it is l isted here. You cannot select a talent
unless you meet its prerequisites.
Requirement:If a talent works only in specific circumstances, its
description specifies them here.Trigger:If a talent allows you to respond immediately to an event, its
description specifies it here. Any talent that is an interruption or reaction
has a trigger.
Action:The talents action type (standard, move, swift, free, reaction,
or interruption) is specified here. For standard, move, and swift actions,
you can perform the talent only if you have the listed action available on
your turn.
Keywords:Many talents have keywords, which identify important
details that can interact with other mechanics. Some common keywords
are described below.
Weapon:The talent is performed using a weapon of some sort. You
must be trained with the weapon you wield to use it with this talent.Some characteristics of the talent (such as the skill used, the talents
range, the talents damage, and so forth) might be effected by the
weapon you wield; in that case, use the appropriate weapon statistic
to determine the talents statistics. In addition, some weapon talentshave an additional keyword that limits them to specific types of
weapons.
oAutofire:The talent can be performed only with an automatic
weapon, such as a machine gun. Unless otherwise specified, an
autofire talent expends 10 shots, and your weapon must have at
least 10 shots remaining to use this talent.
3: Classes
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oBarrage:The talent can be performed only with an automatic or
semiautomatic weapon, such as a 9mm pistol. Unless otherwise
specified, a barrage talent expends 5 shots, and your weapon
must have at least 5 shots remaining to use this talent.o
Blast:The talent can be performed only with a blast area weapon,
such as a grenade or other explosive device.
oLight:The talent can be performed only with a light weaponwielded in one hand.
oMelee:The talent can be performed only with a melee weapon.
(Natural weapons count as melee weapons, and unarmed
attacks count as melee weapons so long as you are trained in
the Unarmed skill.)
o
Ranged:The talent can be performed only with a ranged weapon
that isnt limited to automatic fire. (A machine gun doesnt
qualify, but an assault rifle does because it can use both
automatic and semiautomatic fire.)
Transport:You must be driving a transport (either riding a mount or
piloting a vehicle) to use the talent.
Mind-Affecting:The talent depends on the target having a conscious
mind, so it affects only creatures with an Intelligence score.
Healing:The talent restores hit points or provides some other benefit
to living creatures. It does not affect objects or nonliving creatures
unless otherwise specified.
Magic:The talent produces a magic effect and is available only insettings that include magic.
Psionic:The talent produces a psionic effect and is available only insettings that include psionics.
Target:This line specifies the target or targets of the talent. It can be a
set number of characters, a specific type of character (such as creatures,
objects, or vehicles), all characters in a specified area, or some
combination of the above. Area attacks might list an area that modifies a
weapons normal area; for example, all characters in area [WEAPON +1] would mean that a machine gun that normally affects an area 2
squares wide on each side would instead affect an area 3 squares wide
on each side. All targets must be within the talents maximum range (see
below).
Range:This specifies the range at which you can use the talent and
under what circumstances you suffer a penalty. A talent can have more
than range type listed; in that case, you must satisfy the requirements of
all listed range types when using the talent.
[number]:This specifies the talents point blank range. You take a
range penalty against targets beyond this range: Short (range 2),
2; Medium (range 5), 5; Long (range 10), 10; Extreme (range
20), 20. You cannot use the talent beyond extreme range.
Within [number]:The talent cannot be used at all beyond the
specified range.
Weapon:The talents range equals that of the weapon you wield. All
weapons also have a direct range (see below) unless otherwise
specified.
Sight:The talent requires line of sight and can affect any target that
does not have total concealment against you so long as you areaware of the target (such as when you have noticed its presence
with a Perception check).
Direct:The talent requires a direct line of effect and can affect any
target that does not have total cover against you. In addition, if the
target has total concealment, you must guess the targets location; if
you guess wrong, your action is wasted.
Communication:The talent can affect any target that can
understand you and your language. For verbal communication, the
target must be able to hear you; for written communication,
gestures, or signals, the target must be able to see you.
(Communication devices might allow a target to see or hear you atvery great distances.)
Attack:If a talent harms, impairs, or otherwise limits the target in
some way, it is an attack. Make the attack roll using the listed skill andmodifiers (if any) and compare to the targets listed defenses. When an
attack uses a weapon skill, it will often say SKILL rather than any
specific weapon skill; in this case, use whichever skill matches theweapon you wield.
If your attack roll equals or exceeds the targets defense, you hit;
otherwise, you miss. If you roll a natural 1, your attack automatically
misses. If you roll a natural 20, you automatically hit if your attack bonus
is +0 or more (after subtracting penalties for range, concealment, and so
forth) and you score a critical hit if your attack roll equals or exceeds the
targets defense.
Talent Tree StructureTalent trees use a common structure that provides ample variety at 1st
level in addition to several higher-level talents that reward you for
focusing on a given class. Basic talent trees have 3 core talents and 6
major talents with the following level requirements:
1st level:2 core talents, 2 major talents
2nd level:1 major talent 3rd level:1 core talent
6th level:1 major talent 10th level:1 major talent
14th level:1 major talent
Advanced talent treesavailable to two or more classes at higher level
also have 3 core talents and 6 major talents, but their level requirements
increase:
7th level:2 core talents, 2 major talents
8th level:1 major talent 9th level:1 core talent
12th level:1 major talent
16th level:1 major talent
20th level:1 major talent
On its surface, the talent tree structure might seem somewhat front
loaded, with no immediate reward for going beyond 3rd level in a class.
However, class feats help to fill the gaps: New class feats become
available at most levels, and most existing class feats improve as yougain class levels. Upon advancing to any level in a class, youre almost
certain to gain access to a new talent, new class feat, or an improvement
in a lower-level class feat.
The level requirements for talents dont align perfectly with when you
gain new talents for three reasons. First, when you gain a new known
stunt, you can use it to learn a talent stunt of the same tree and type as
any talent you know; therefore, you might learn new talents as stunts
instead of as talents.
Second, every time you gain a level you can retrain one feat, talent, orstunt you already know. Even if you dont gain a talent selection at the
time you qualify for a new talent, you could choose to replace an
existing talent to learn it right away.
Third, you might have more than one class, so your class level (which
determines which talents you can learn) wont necessarily line up with
your character level (which determines when you learn new talents and
stunts). You have an incentive to continue taking levels in any given
class because the next set of new options usually becomes available in
only one more level.
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Hit:This describes the effect of a successful attack. If the target suffers
any effect in addition to damage dealt, it is listed here.
WEAPON:Add the weapons damage dice to the damage dealt.
[Skill]:Add your skill modifier to the damage dealt. If SKILL is
listed, use whichever skill matches the weapon you wield. If any
abilities are listed in parentheses after the skill, add that ability
modifier to your skill modifier when determining damage.
+[Number] dice:If additional dice are specified, use your weapons
damage die type. For example, +1 die when wielding a rifle (2d8)would add +1d8 to the damage dealt.
[Type] damage:This specifies the attacks damage type (see page
76). If no type is specified, the attack deals the normal damage type
for the weapon you wield.
[Penetrating/Devastating/Ongoing] [number]:The target suffers the
effect of the indicated type of dynamic damage (see page 77).
([Defense] save ends):The specified effect ends if the target makes
the indicated saving throw at the end of its turn. Some effects might
worsen if a save is failed, as noted in the talents description.
Hit by [number]:If your attack roll exceeds the targets defense by
the listed amount, the specified additional effect occurs.
Miss:If the attack has any special effect on a miss, the description
notes it here.
1/2 damage:Roll damage as if you had hit and divide the result by 2
to determine how much damage you deal to the target. Unless
otherwise specified, the target is not subject to any other effect that
occurs on a hit.
Miss by [number]:The miss effect applies only if the targets defense
exceeds your attack roll by less than or equal to the listed number.
Check:Any talent that is not an attack is resolved as a task with a
normal skill check. Make the skill check using the listed skill and
modifiers (if any) and compare to the listed DC, opposed check, or
targets defense.
Success:If your skill check result equals or exceeds the target number,
the listed effect occurs. Some talents have additional that effects if youbeat the target number by some amount (Success by [number]), just as
with attacks.Failure:If the skill check has some effect that occurs on a failure, the
description notes it here. Some failure effects apply only if the target
number exceeds your check result by less than or equal to the listed
number (Failure by [number]), just as with attacks.
Effect:If the talent has any effect that occurs regardless of the result
of your attack roll or skill check, the description notes it here.
Action Point:All major talents have an additional effect that you can
trigger by spending an action point prior to making your attack roll or
skill check. Unless otherwise specified, this effect stacks with the normal
effect of the talent.
Stunt:You can use any talent to perform a universal stunt
corresponding to its keywords. In addition, you can use a talent to
perform any other talent of the same type (core or major) from the same
talent tree so long as you meet its prerequisite. If you can perform any
other stunt with this talent, the description notes it here.
Special:If the talent has any other effect, restriction, or situational
modifier that does not fit into any of the above categories, the talents
description notes it here.
VanguardIf you want to be a front-line fighter who uses brute strength and your
intimidating presence to dominate opponents, the Vanguard class is a
good choice that has a great deal of hit points to absorb the punishment
you attract on the battlefield. This class is most analogous to the Strong
Hero in d20 Modern.
Class FeaturesThe following are features of the Vanguard class.
Hit PointsAt 1st character level, Vanguards have (110 + Constitution modifier) hit
points. You gain (11 + Constitution modifier) hit points for eachadditional level in Vanguard.
Starting SkillsAt 1st character level, you are trained in your choice of six skills
(including at least two nonweapon skills) from your class, racial, and
occupation skill lists.
Class Skills:Athletics, Perception, and any three weapon skills.
Starting FeatsAt 1st character level, you gain the following feats:
Automatic Feats:Great Fortitude, Improved Great Fortitude, Lightning
ReflexesClass Feats:any one Vanguard class feat for which you meet the
prerequisite (see Feats, page 32)
Bonus Feats:Advanced Weapons, Armor Proficiency, Combat Reflexes,Dodge
TalentsThe following three talent trees show some sample talents available to
the Vanguard.
Assault Talent TreeIn the belief that there is no problem so great that it cant be solved with
sufficient firepower, you have become an expert with modern heavy
weapons such as machine guns, missile launchers, and artillery.
Prerequisite:trained in Gunnery or Advanced Weapons (Firearms)
Strafe [Core]
Your experience with automatic weapons allows you more flexibility inhow you lay down your fire.
Action:Standard; autofire, weapon
Target:all characters in (1) adjacent area 4 or (2) area 3; Range:weapon
Attack:SKILL (Str) vs. Primary
Hit:WEAPON + SKILL damage
Miss by 5 or less:half damage
Rolling Barrage [Major]
You lay down a heavy assault, hitting one target after another over a
wide area.
Action:Standard; barrage, weapon
Target:1 character; Range:weapon
Attack:SKILL (Str) vs. Primary
Hit:WEAPON + SKILL (Str) damage, and repeat this attack at a
cumulative 2 penalty against a different character within 5 squares.
You cannot attack any target more than once.
Miss by 5 or less:half damage
Action Point:Instead take cumulative 1 penalty on each successive
attack.
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Devastating Blast [Major]
Your focused attack overwhelms the target and inflicts massive damage.
Action:Standard; weapon
Target:1 character; Range:weapon
Attack:SKILL (Str) vs. Primary and Fortitude
Hit vs. Primary:WEAPON + SKILL (Str + Dex) damage (devastating 5)
Hit vs. Fortitude:target is slowed until the end of its next turn
Hit by 5 or more vs. Fortitude:target is instead staggered (Fort save
ends)Action Point:If damage exceeds targets threshold, it takes double the
normal fatigue or impairment penalty.
Brute Talent TreeBy capitalizing on brute strength and furious rage, you crush your
enemies, see them driven before you, and hear the lamentations of their
spouses.
Prerequisite:trained in Melee or Unarmed
Melee Smash [Core]
You throw all of your weight into your savage attack, crushing your
target with a ferocious blow.
Requirement:You must move at least 1 square this turn prior to your
attack.
Action:Standard action; weapon, meleeTarget:1 character; Range:reach
Attack: SKILL (Str) vs. Primary
Hit:WEAPON + SKILL (Str + Con) damage
Furious Charge [Major]
You charge your foe, landing a mighty blow that leaves your target
fatigued.
Requirement:You must be able to charge your target.
Action:Standard action; weapon, melee
Target:1 character; Range:reach
Effect:You move adjacent to your target, subject to the same
requirements as the charge action. Your turn ends immediately after
your attack.
Attack: SKILL (Str) + 2 vs. Primary and FortitudeHit vs. Primary:WEAPON + SKILL (Str + Con) damage
Miss by 5 or less vs. Primary:half damage
Hit vs. Fortitude:Target takes 1 fatigue penalty
Action Point:On hit vs. Fortitude, target is also slowed (Fort save ends).
Knockout Blow [Major]
You strike a vulnerable point on a disadvantaged foe to knock out your
target.
Action:Standard action; weapon, melee
Target:1 disadvantaged living creature; Range:reach
Attack:Unarmed (Str) vs. Primary and Fortitude
Hit vs. Primary:WEAPON + Unarmed (Str + Dex) nonlethal damage.
Hit vs. Primary and Fortitude:Target is dazed (Fort save ends).
Hit by 5 or more vs. Fortitude:Target is instead stunned (Fort save
ends). If the target fails its save, it becomes disabled.Action Point:On hit vs. Primary, you deal double damage.
Tempest Talent TreeLike a gladiator, street fighter, or martial artist, you have become an
expert at fighting while surrounded by multiple foes.
Prerequisite:trained in Melee or Unarmed
Cleaving Strike [Core]
Your might allows you to build momentum as you smash through one
target so you can strike another.
Action:Standard action; weapon, melee
Target:1 character; Range:reach
Attack: SKILL (Str) vs. Primary
Hit:WEAPON + SKILL (Str) damage, and make a secondary attack
against a different character in range.
Attack:SKILL (Str) 5 vs. PrimaryHit:WEAPON + SKILL damage
Combat Throw [Core]
You take advantage of a foes momentum to throw him to the ground
after a missed attack.
Action:Reaction; weapon, melee
Trigger:a creature misses you with a melee attackTarget:creature that missed you; Range:reach
Attack:Unarmed vs. Reflex
Hit:Target is knocked prone.
Hit by 5 or more:Force target into an unoccupied square within your
reach, dealing WEAPON + Unarmed (Str) damage
Whirlwind Attack [Major]
Your awareness of your surroundings allows you to strike all foes in
range with a flurry of blows.Action:Standard action; weapon, melee
Target:all enemy characters; Range:reach
Attack: SKILL (Str) vs. Reflex of each target
Hit:WEAPON + SKILL (Str) damage
Miss by 5 or less:half damage
Action Point:Instead deal WEAPON + SKILL (Str + Dex) damage on hit.
DreadnoughtIf you want to be a tireless warrior who protects allies and pilots enemies
to his advantage in combat, the Dreadnought class is an excellent choice,
typically having the most hit points in a given group of characters andcontinuing to fight after anyone else would have succumbed to enemy
attacks. This class is most analogous to the Tough Hero in d20 Modern.
Class FeaturesThe following are features of the Dreadnought class.
Hit PointsAt 1st character level, Dreadnoughts have (120 + Constitution modifier)
hit points. You gain (12 + Constitution modifier) hit points for each
additional level in Dreadnought.
Starting SkillsAt 1st character level, you are trained in your choice of five skills
(including at least two nonweapon skills) from your class, racial, andoccupation skill lists.
Class Skills:Athletics, Tactics, and any three weapon skills.
Starting FeatsAt 1st character level, you gain the following feats.
Automatic Feats:Great Fortitude, Improved Great Fortitude, Iron Will
Class Feats:any one Dreadnought class feat for which you meet the
prerequisite (see Feats, page 32)
Bonus Feats:Advantageous Cover, Armor Proficiency, Dodge,
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TalentsThe following three talent trees list some sample talents available to the
Dreadnought.
Bulwark Talent TreeWith your unshakable, unmovable might, you stand fast in the face of
overwhelming force and become the anvil on which your foes arecrushed.
Hold the Line [Core]
Your relentless assault cuts off an enemys room to maneuver.
Requirement:You cannot move this turn.
Action:Standard action; weapon
Target:1 creature; Range:weapon
Attack: SKILL (Con) vs. Primary
Hit:WEAPON + SKILL (Con) damage, and the target is slowed until thestart of your next turn.
Trap Enemy [Major]
You cut off your opponents every avenue of escape as you crush it under
a withering assault.
Action:Standard action; weapon
Target:1 creature; Range:weapon
Attack: SKILL (Con) vs. Primary
Hit:WEAPON + SKILL (Str + Con) damage. If your target moves before
the start of your next turn, make a secondary attack as an
interruption.
Attack:SKILL (Con) vs. Primary
Hit:WEAPON + SKILL (Str + Con) damage, and your targets
movement ends immediately.
Action Point:On hit, target is slowed until the end of its next turn.
Shift Formation [Major]
Your attacks force your enemies to move to defend themselves, putting
them at a disadvantage.
Action:Standard action; weapon
Target:all enemy creatures in reach or area 2; Range:weapon
Attack: SKILL (Con) vs. Primary and FortitudeHit vs. Primary:WEAPON + SKILL damage
Hit vs. Fortitude:Target is forced a number of squares equal to your
Wisdom modifier (minimum 1) and slowed until the end of its next
turn.
Hit by 5 or more vs. Fortitude:Target is disadvantaged (save ends)
Action Point:On hit vs. Primary, instead deal WEAPON + SKILL (Con +
Int) damage
Juggernaut Talent TreeYou capitalize on your size, mass, and momentum to plow through the
ranks of your enemies, pummeling them into submission and leaving
them in disarray.
Prerequisite:trained in Melee or Unarmed
Powerful Charge [Core]
You mount a crushing charge, leaving your target out of position and
disadvantaged.
Requirement:You must be able to charge your target.
Action:Standard action; weapon, melee
Target:1 character; Range:reach
Effect:You move adjacent to your target, subject to the same
requirements as the charge action. Your turn ends immediately after
your attack.Attack: SKILL (Con) + 2 vs. Primary and Fortitude
Hit vs. Primary:WEAPON + SKILL (Con) damage
Hit vs. Fortitude:Target is forced 1 square away from you.
Hit by 5 or more vs. Fortitude:Target is disadvantaged until the end
of its next turn.
Overwhelming Charge [Major]
You plow through one target to reach another with your unstoppable
charge.
Requirement:You must be able to charge your target.
Action:Standard action; weapon, melee
Target:1 creature; Range:reach
Effect:Your speed is increased by 2 during this action. You move
adjacent to your target, subject to the same requirements as the
charge action. Your turn ends immediately after your attack.
Attack: SKILL (Con) + 2 vs. Primary and Fortitude
Hit vs. Primary:WEAPON + SKILL (Con) damage
Hit vs. Fortitude:Target is knocked prone, and you can continue your
movement through its space. If your movement brings you in contact
with another target, you can repeat this attack against that target.
You cannot move more than your speed during this action.
Hit by 5 or more vs. Fortitude:Target is dazed until the end of its
next turn.
Action Point:On hit vs. Primary, instead deal WEAPON + SKILL (Con)
damage.
Crushing Advance [Major]
Your tireless onslaught drives your enemies before you.
Action:Standard action; weaponTarget:1 creature; Range:weapon
Attack: SKILL (Con) vs. Fortitude
Hit:WEAPON + SKILL damage, and you force the target 1 square away
from you. In addition, you can step 1 square and repeat this attack
(cumulative 2 penalty for each previous hit) against the same
target or another character adjacent to that target. Your total
movement cannot exceed your speed.
Action Point:Gain +2 bonus to all attacks you make with Crushing
Advancethis turn.
Soldier Talent TreeYou dominate the battlefield, drawing fire away from your allies and
helping them to maneuver toward victory.
Draw Fire [Core]You dominate the attention of your enemies, forcing them to focus on
your rather than your allies.
Action:Swift action; weapon
Target:all enemy characters in area 2; Range:weapon
Attack: SKILL (Con) vs. Will of all targets in area
Hit:Until the start of your next turn, the target cannot make an attack
that doesnt include you as a target so long as you are not
unconscious and you are an eligible target.
Stunt:Suppress
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Covering Attack [Major]
Your focused attacks create an opening that allows your allies to
reposition before the enemy can respond.
Action:Standard action; weapon
Target:1 character; Range:weapon
Attack: SKILL (Con) vs. Primary
Hit:WEAPON + SKILL (Con) damage, and one allied creature in sight of
both you and the target can step up to its speed as an immediate
free action.
Action Point:One additional allied creature can step up to its speed as an
immediate free action.
Stunt:Suppress
Sudden Assault [Major]
You make a quick move to take advantage of an enemy, forcing it to shift
its attention to you.
Action:Standard action; weapon
Target:1 character; Range:weapon
Effect:You move up to your speed, ending your movement in a position
where you can attack your target.
Attack: SKILL (Con) vs. Primary and Will
Hit vs. Primary:WEAPON + SKILL (Dex) damage
Hit vs. Will:Target is disadvantaged and slowed (Will save ends both).
Action Point:On hit vs. Will, target is instead stunned (Will save ends).Stunt:Suppress
CorsairIf you want to be a quick and agile combatant, the Corsair class is a good
choice that combines speed and sudden, unexpected strikes to eliminate
enemies quickly while avoiding their counterattacks. This class is mostanalogous to the Fast Hero in d20 Modern.
Class FeaturesThe following are features of the Corsair class.
Hit PointsAt 1st character level, Corsairs have (90 + Constitution modifier) hit
points. You gain (9 + Constitution modifier) hit points for each additional
level in Corsair.
Starting SkillsAt 1st character level, you are trained in your choice of eight skills
(including at least four nonweapon skills) from your racial and
occupation skill lists.
Class Skills:Acrobatics, Deception, Stealth, Vehicles, and any two
weapon skills.
Starting FeatsAt 1st character level, you gain the following feats:
Automatic Feats:Great Fortitude, Improved Lightning Reflexes, and
Lightning Reflexes.
Class Feats:any one Corsair class feat for which you meet the
prerequisite (see Feats, page 32)
Bonus Feats:Dodge, Improved Initiative, Nimble, Sprint
TalentsThe following three talent trees list some sample talents available to the
Corsair.
Shadow Talent TreeYou thrive in the shadows, feeding on your enemies fear as you stalk
them and silently move in for the kill.
Prerequisite:Sneak Attack feat or trained in Stealth
Fleeting Ghost [Core]
You quickly move from shadow to shadow to remain out of sight.Action:Move action
Target:all characters that gain line of sight as you move; Range:sight
Effect:You move up to your base speed through areas with concealment.Check:Stealth (Dex) vs. passive sense (Wis)
Success:If you have concealment to the target throughout your
movement, you instead gain total concealment.
Disappear [Major]
You step back into the shadows, disappearing from view as you hide inplain sight.
Requirement:You must have concealment.
Action:Swift action
Target:all characters with line of sight to you; Range:sight
Check: Stealth (Dex) vs. passive sense (Wis)
Success:You gain total concealment to target.
Action Point:Your sudden disappearance leaves your opponents
dumbfounded. Choose one target you hit; target is stunned until theend of its turn.
Unseen Strike [Major]
The sting of hot steel in your enemys flesh is the first hint of danger.
Requirement:You must have concealment.
Action:Standard action; weapon
Target:1 creature; Range:weapon
Attack: Stealth (Dex) vs. Primary and opposed sense (Wis)
Hit vs. opposed sense (Wis):You gain total concealment to the target.
Hit vs. Primary:WEAPON + Stealth (Dex) damageMassive Damage:Target is stunned (Fortitude save ends) and takes
additional 1 impairment penalty.
Action Point:If you deal massive damage, target is disabled instead of
stunned.
Sharpshooter Talent TreeYou have everything you need to be a deadly gunslinger or sniper: a keeneye, a steady hand, a full load of ammunition, and a complete lack of
remorse.
Prerequisite:trained in at least one ranged weapon
Deadeye [Core]
Your steady hand and keen senses make you an exceptional sharpshooter.
Requirement:You must have aimed at your target this turn.
Action:Standard action; weapon, ranged
Target:1 character; Range:weapon
Attack: SKILL (Dex) + 1 vs. Primary
Hit:WEAPON + SKILL (Dex + Wis) damageStunt:Disarm
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Hail of Fire [Major]
Your furious hail of fire damages a group of opponents and leaves them
off balance, giving your allies the edge against them.
Requirement:Your weapon must have at least 10 shots remaining, which
are expended during your action.
Action:Standard action; weapon, barrage
Target:all enemy characters in area 3; Range:weapon
Attack: SKILL (Dex) vs. Primary and Reflex of each target
Hit vs. Primary:WEAPON + SKILL damageHit vs. Reflex:Target is disadvantaged until the start of your next turn.
Action Point:WEAPON + SKILL (Int) on hit vs. Primary, and target is
disadvantaged (Reflex save ends) on hit vs. Reflex.
Quick Shot [Major]
With blinding speed, you squeeze a round into your target.
Action:Swift; weapon, rangedTarget:1 character; Range:weapon
Attack:SKILL (Dex) vs. Primary
Hit:WEAPON + SKILL (Dex) damage
Action Point:Target is disadvantaged to you for this attack. If you deal
massive damage, target is stunned until the end of its next turn.
Skirmisher Talent TreeLike a swashbuckler or master duelist, you evade opponents attacks asyou make quick, nimble attacks that exploit holes in your targets
defenses.
Prerequisite:trained in Acrobatics
Clever Strike [Core]
You make a quick, calculated attack that exploits your targets
weaknesses.
Action:Standard action; weapon, light
Target:1 creature; Range:weapon
Attack: SKILL (Dex) vs. Primary
Hit:WEAPON + SKILL (Dex + Int) damage
Stunt:Trip
Nimble Strike [Major]
Your knack for weaving through armor and defenses leaves your target
flat-footed after your unexpected strike.
Action:Standard action; weapon, light
Target:1 creature; Range:weapon, within point blank
Attack: SKILL (Dex) vs. Reflex
Hit:WEAPON + SKILL (Dex + Int) damage, and target is slowed until
the start of your next turn.
Action Point:On hit, target is dazed (Reflex save ends) instead of slowed.
Defensive Roll [Major]
You roll with a potentially lethal attack to take less damage from it.
Action:Interruption
Trigger:You take damage from an attack that exceeds your current hit
points.
Check:Acrobatics (Dex) vs. damage dealtSuccess:you take half damage
Fail:Defensive Rollis not expended for this encounter.
Action Point:On success, you take no damage from the attack.
SavantIf you want to be an embodiment of the maxim brains over brawn, the
Savant class is a good choice that uses superior planning, analysis, and
knowledge to outsmart opponents and find the most efficient path
toward overcoming any obstacle. This class is most analogous to the
Smart Hero in d20 Modern.
Class FeaturesThe following are features of the Savant class.
Hit PointsAt 1st character level, Savants have (70 + Constitution modifier) hit
points. You gain (7 + Constitution modifier) hit points for each additional
level in Savant.
Starting SkillsAt 1st character level, you are trained your choice of ten skills (including
at least six nonweapon skills) from your class, racial, and occupation skilllists.
Class Skills:Computers, Focus, Knowledge, Mechanics, Analytics,
Tactics, and any one weapon skill.
Starting FeatsAt 1st character level, you gain the following feats:
Automatic Feats:Improved Lightning Reflexes, Iron Will, and LightningReflexes
Class Feats:any one Savant class feat for which you meet the
prerequisite (see Feats, page 32)
Bonus Feats:Dodge, Educated, Gearhead, Skill Mastery
TalentsThe following three talent trees list some sample talents available to the
Savant.
Logic Talent TreeYour method is as rigorous as it is emotionless: observe; evaluate;
hypothesize; test hypothesis; confirm hypothesis; exploit newly
discovered weakness with cold precision.
Prerequisite:trained in Analytics
Find Weakness [Core]
Your analytical mind critiques your targets defenses, systematically
testing by trial-and-error them until you find a weakness.Action:Standard action; weapon
Target:1 character; Range:5
Attack: Analytics (Int) vs. Fortitude
Hit:WEAPON + Analytics damage
Miss:Until you hit this target with an attack or the encounter ends,
you gain a cumulative +2 bonus to attacks against this target.
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Crucial Insight [Major]
You have a flash of insight, recognizing a crucial weakness in the target
that can trigger cascading debilitating effects.
Action:Standard action
Target:1 character; Range:sight, 5
Attack:Analytics (Int) vs. Primary, Fortitude, Reflex, and Will
Hit vs. Primary:Target is disadvantaged (Reflex save ends).
Hit vs. Fortitude:Targets massive damage threshold is treated as if it
were 5 points lower (Fortitude save ends).Hit vs. Reflex: Target is slowed (Reflex save ends).
Hit vs. Will:Target is dazed (Will save ends); this is a mind-affecting
effect.
Action Point:Target takes 2 penalty on all saving throws against the
effect of this talent.
Anticipate Action [Major]
Your quick mind allows you to profile the target to anticipate and
preempt its next action.
Action:Standard action
Target:1 character; Range:sight, 5
Check: Analytics (Int) + 2 vs. Reflex
Success:You gain a +2 bonus to your Primary and Reflex Defenses
against the target until the start of your next turn. During the
targets next turn, you can perform any single action as an
interruption.
Failure:Anticipate Actionis not expended for the encounter.
Action Point:You instead gain a +5 bonus to your Primary and Reflex
Defenses against the target until the start of your next turn.
Strategist Talent TreeYou command the battlefield with absolute precision, executing gambits
and moving your pawnser, your alliesto outwit and outflank the
enemy. Checkmate.
Prerequisite:trained in Tactics
Exploit Opening [Core]
Your tactical savvy allows you to spot openings for your allies, allowing
them to make additional attacks during your turn.Requirement:At least one ally in sight must be able to make a simple
melee or ranged attack against the target.
Action:Standard action; weapon
Target:1 character; Range:sight, allys weapon
Attack: Tactics (Int) vs. Primary
Hit:allys WEAPON + Tactics (Int) damage
Stunt:Suppress
Trick [Major]
You pull off a deceptive ploy that leaves your target befuddled and
confused.
Requirement:Target must have line of sight to you.
Action:Standard action; mind-affecting
Target:1 character; Range:5, sight
Attack:Tactics (Int)* vs. Will* If you are trained in Deception, you gain a +2 bonus to your attack.
Hit:Target is dazed (Will save ends). If the target fails its save, it
becomes stunned (Will save ends).
Outflank [Major]
You notice a gaping hole in a targets defenses, allowing your attack to
create a distraction necessary for your allies to reposition themselves
to take advantage of the lapse.
Requirement: At least one ally in s ight must have line of sight to the
target.
Action:Standard action; weapon
Target:1 character; Range:sight, allys weapon
Effect:Your ally moves up to its speed as an immediate free action,ending its movement in a space from which it can make a simple
melee or ranged attack against the target.
Attack: Tactics (Int) vs. Will
Hit:allys WEAPON + Tactics (Int) damage, and the target is
disadvantaged (Will save ends).
Action Point:One additional ally can move up to its speed as an
immediate free action, and you gain a +2 bonus to your attack.
Technophile Talent TreeYou push machines so far beyond their specified operating limits that
even experts can only watch in awe. You know better than to believe the
manuals written specifications, of course; you wrote them.
Prerequisite:trained in Computers or Mechanics
Override [Core]Your hacking expertise allows you to bypass a computers security
protocols temporarily.
Action:Swift action
Target:1 computer; Range:communication
Attack: Computers (Int) vs. Will
Hit:Target computer treats you as an administrator until the start of
your next turn.
Miss:You take a cumulative 2 penalty to any Computers checks
against the target computer for the rest of the encounter.
Miss by 5 or more:The computers administrator is notified of your
attempt.
Demolish [Major]
In a feat of applied engineering, you use an explosive device to itsmaximum potential.
Requirement:You must be wielding an explosive weapon.
Action:Standard action; weapon, area
Target:all characters in [WEAPON + 1] area; Range:5
Attack:Mechanics (Int) vs. Reflex and Fortitude
Hit vs. Reflex:WEAPON + Mechanics (Int) damage (penetrating 5)
Miss by 5 or less:half damage
Hit vs. Fortitude:Target is dazed (Fort save ends)
Action Point:On hit vs. Reflex, deal + 1 die of damage. On hit vs.
Fortitude, target is instead stunned (Fort save ends).
Customized Modification [Major]
You make a quick adjustment to your equipment to better suit the task
at hand.
Action:Standard actionTarget:1 character; Range:5, sight
Effect:Designate a single held item that you wish to modify.
Check: Mechanics (Int) vs. Fortitude
Success:Until the end of the encounter, you can reroll skill checks
made against the target so long as you use the designated item to
make that check.
Action Point:Instead affect 2 targets in range.
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SentinelIf you want to be your allies consummate defender and protector, the
Sentinel is the idea class because it specializes both in helping allies to
continue fighting in the face of an enemys onslaught and in leading
them to greater heroics though your fearless example. This class is most
analogous to the Dedicated Hero in d20 Modern.
Class FeaturesThe following are features of the Sentinel class.
Hit PointsAt 1st character level, Sentinels have (100 + Constitution modifier) hitpoints. You gain (10 + Constitution modifier) hit points for each
additional level in Sentinel.
Starting SkillsAt 1st character level, you are trained in your choice of seven skills
(including at least four nonweapon skills) from your class, racial, and
occupation skill lists.
Class Skills:Focus, Intuition, Medicine, Perception, and any two
weapon skills.
Starting FeatsAt 1st character level, you gain the following feats:
Automatic Feats:Great Fortitude, Improved Iron Will, Iron Will
Class Feats:any one Sentinel class feat for which you meet the
prerequisite (see Feats, page 32)
Bonus Feats:Alertness, Armor Proficiency, Dodge, Surgical Expert
TalentsThe following three talent trees list some sample talents available to the
Sentinel.
Healer Talent TreeFirst, do no harm. Second, the first rule doesnt define what harm
means. Third, a little creativity and unorthodox medicine never hurt
anyone. Fourth, let me tell you about pressure points Prerequisite:trained in Medicine
Render Aid [Core]
Your medical expertise brings critical aid to your allies.
Action:Standard action; healing
Target:1 living creature; Range:reach
Check: Medicine (Wis) vs. DC 15
Success:Target heals 1 per point by which your check result exceeds
the DC, and target can recover as an immediate free action.Special:This counts as assisted recovery (page 61). You take a cumulative
5 penalty to your check for each successful assisted recovery
performed on your target by any character in the same encounter.
Second Chance [Major]
You provide emergency lifesaving techniques to give your ally a second
chance to overcome debilitating conditions.
Action:Swift action; healing
Target:1 living creature; Range:reach
Check: Medicine (Wis) vs. DC 15
Success:Target can make an immediate saving throw against each
condition currently affecting it, and it suffers no ill effect on a failed
save.Success by 5 or more:Target can recover as an immediate free
action.
Action Point:Target heals 1 per point by which your check result exceeds
the DC. On success, target gains +2 bonus to its immediate saving
throws.
Exploit Anatomy [Major]
Learning how to mend bodies has also taught you a few tricks about
breaking them.
Action:Standard
Target:1 living creature; Range:reach
Attack: Medicine (Wis) vs. Fortitude
Hit:Target is stunned (Fortitude save ends). For every 5 points by
which your attack roll exceeds the targets Fortitude, the target takes
a 1 fatigue penalty (or 1 impairment penalty if the target has no
reserves remaining).
Action Point:On failed save, target becomes disabled.
Investigator Talent TreeTodays to-do list: (1) Evaluate crime scene; (2) Profile perpetrator; (3)
Track fugitive; (4) Interrogate suspect; (5) Eat breakfast.
Prerequisite:trained in Intuition
Profile Target [Core]
You learn to read your opponents body language, tailoring your attacks
to exploit his tells.
Action:Standard action; weapon
Target:1 creature; Range:weapon, 5
Attack: Intuition (Wis) vs. Primary and WillHit vs. Primary:WEAPON + Intuition (Wis) damage
Hit vs. Will:You gain a +2 bonus to your next attack against this
target during this encounter.
Empathy [Major]
Your intuitive grasp of emotion and deception allows you to better
understand others.
Action:Standard action; mind-affecting
Target:1 living creature; Range:5, sight
Attack:Intuition (Wis) vs. Will
Hit:For the rest of the encounter, you can reroll any Deception,
Influence, Intuition, or Perception check you make against the target.
Action Point:On a success, you can reroll and keep the better result with
any of the listed skill checks against the target.
Takedown [Major]
Finding fugitives is one thing, but actually catching them is something
else.
Action:Standard action; weapon, melee
Target:1 creature; Range:reach
Attack: Unarmed (Wis) vs. greater of Fortitude or Reflex
Hit:Target is knocked prone, staggered (Fortitude save ends), and
grappled until the end of your next turn.
Action Point:On hit, target is stunned (Fortitude save ends) instead of
staggered.
Stunt:Pin