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e20 Lite

version 0.5

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Lead Designer & Developer

Gary M. Sarli

Additional Design

Robert Becker

Additional Development

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

Editing

Allison Bricker

Layout & Production

Gary M. Sarli

e20 Logo Design

Marc Caron

e20 Lite Cover Design

Marc Caron, Gary M. Sarli

Special Thanks

All the members of my semi-monthly STAR WARS® game (Mark Valetutto, Deni Anderson, Kenneth Dollar, Nathan Probst, David Dockery, and Allison

Bricker) for letting me use them as test subjects for countless house rules; Moe at Kush in Denton, Texas (kushofdenton.com) for always having a table ready for me at his hookah bar when I need to write away from home; and all the patrons who pledged their time and money to assist in the creation of this product.

Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.

This product would not be possible without all the patrons who pledged their time and money to assist in its creation. Thank you for your efforts and enthusiasm. GMSarli Games 510 S Carroll Blvd #150 Denton TX 76201 gmsarligames.com

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this GMSarli Games product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

e20 Lite version 0.5 is published by GMSarli Games under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. GMSarli Games, the GMS logo, e20, e20 Lite, e20 System, and the e20 logo are trademarks of GMSarli Games. © 2010 GMSarli Games.

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CREDITS 2 CONTENTS 3 INTRODUCTION 4

What’s e20 Lite? 4 What’s Different? 4

1: CHARACTER GENERATION 6

The Basics 6 The Core Mechanic 6 Dice 6 Rounding Fractions 6 Number Progression 6 Ability Scores 6 Generating Ability Scores 6 Characters at 1st Level 7 Character Advancement 7 2: ORIGIN 8 Race 8 Human 8 Occupation 8 Occupation Descriptions 8 Changing Occupations 10 3: CLASSES 11 Class Descriptions 11 Class Features 11 Talents 11 Vanguard 13 Class Features 13 Talents 13 Dreadnought 14 Class Features 14 Talents 15 Corsair 16 Class Features 16 Talents 16 Savant 17 Class Features 17 Talents 17 Sentinel 19 Class Features 19 Talents 19 Envoy 20 Class Features 20 Talents 20 Multiclassing 21 Advanced Talents 21 4: SKILLS 22 Skill Basics 22

Trained vs. Untrained Skills 22 Applications 22 Specialties 22 Metaskills 23 Skill Checks 23 Types of Skill Checks 23 Making a Skill Check 24 Target Number 24 Success or Failure 25 Cooperative Skill Checks 26 Challenges 26 Progress 26 Skills Used 27 Difficulty 28 Complexity 28 Limit 28 Time 29 Other Factors 29 Level and Experience 30 Running Challenges 30 List of Skills 30 5: FEATS 32 Defensive Feats 32 Style Feats 32 Class Feats 33 General Feats 34 6: TRAITS 35 Action Points 35 Resources 35 Resources Modifier 36 Purchasing Equipment 36 Losing Resources 36 Gaining Resources 37 Combining Resources 37 Cash on Hand 38 On-Hand Items 38 7: POWERS 39 Magic 39 Arcane 39 Divine 39 Pact 39 Primal 39 Psionics 39 Clairsentience 39 Psychokinesis 39 Psychometabolism 40 Telepathy 40 Prodigies 40 8: EQUIPMENT 41 Using Items 41 Containers 41 Weapons 41 Weapon Tables 41 Ammunition 46 Armor 48 Armor Tables 48 Vehicles 49 Vehicle Table 49 General Equipment 51 Equipment Tables 51 Encumbrance 54 Weight and Load 54 Lifting and Dragging 54

9: ENHANCEMENTS 55 Enhancement Basics 55 Using Enhancements 55 Enhancement Slots 55 Acquiring Enhancements 56 Creating Enhancements 56 Creation Process 57 10: COMBAT 58 Attacks 58 Attack Roll 58 Critical Hits 58 Defenses 58 Primary Defense 58 Fortitude Defense 58 Reflex Defense 58 Will Defense 58 Saving Throws 60 Injury and Healing 60 Hit Points and Reserves 60 Massive Damage Threshold 60 Healing and Repairs 61 Conditions 62 Combat Sequence 63 Surprise 63 Initiative 63 Combat Rounds 64 Actions in Combat 64 Stunts 64 Fighting Style 66 Driving 66 Dual Weapon 66 Emplaced Weapon 66 One-Handed Weapon 66 Shield 66 Two-Handed Weapon 66 Movement 67 Limited Movement 67 Aerial Movement 68 Maneuvers 68 Losing Control 70 Occupied Spaces 71 Collisions 72 Map Scale 72 Special Combat Rules 73 Area Attacks 73 Concealment 75 Cover 75 Damage Reduction 76 Damage Types 76 Disadvantaged Opponents 77 Dynamic Damage 77 Hardness 77 Range 77 Size 78 Threatened Areas 79 Transport Combat 79 Characters on Transports 79 Transport Movement 82 Attacking a Transport 82 11: GAMEMASTERING 83 Experience Awards 83 Encounter XP Targets 83 Encounter Difficulty 83 Allies & Opponents 84 Character Ranks 85 Game Statistics by Level 85 Templates 86

12: GENRE & SETTING 88

Genre 88 Genre as Mood 88 Genre as Setting 89 Campaign Settings 90 Ruins of Empire 90 The Hollow Sky 90 Metahuman Zero 90

OPEN GAME LICENSE V1.0A 91

Contents

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The goal of the e20 System Evolved project 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 D20

SYSTEM family of games, this project intends to help that venerable rules

system evolve into its newest incarnation.

What’s e20 Lite?

This product gives you an overview of the lead designer’s 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 WARS®ROLEPLAYING GAME Saga Edition, DUNGEONS &DRAGONS 4th edition, Savage Worlds, and many other games.

Above all else, e20 Lite is very much a work in progress. This product contains 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.

What’s Different?

If you’re familiar with d20-based games in general, much of the structure of the e20 System will 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 &

DRAGONS edition 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 character’s 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 &DRAGONS 4th 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 ability 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 character’s 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 character’s 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 System you 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 talents—core and major—have approximately equal value.

Skills: Like STAR WARSSaga Edition and DUNGEONS &DRAGONS 4th edition, the e20 System does 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 System skills are not associated with a single ability score. Instead, you match your skill modifier with the most appropriate ability modifier, determined by the specific action you are taking.

Challenges, inspired by complex skill checks in Unearthed Arcana and skill challenges in DUNGEONS &DRAGONS 4th 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 serve to 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 that help to define each class’s 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 approach to 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 talent’s 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 critical hit, 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 System you 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 Edition and DUNGEONS &DRAGONS 4th 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 System uses 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 &DRAGONS 4th 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-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 &DRAGONS 4th 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 you’re looking for comic book superheroics, cinematic action, or grim and gritty horror, 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.

What’s “Lite” About This?

In its current incarnation, e20 Lite has 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 final stages of development.

By the time e20 Lite reaches version 1.0, it will be trimmed down to provide 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 character’s progression and ability scores operate using the same mechanics throughout your campaign.

The Basics

If you’ve played other d20-based games, you’re probably familiar with many of the concepts at the heart of the e20 System. The following basic rules apply in almost every aspect of the game.

The Core Mechanic

Whenever 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.

Dice

Dice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 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 Fractions

In 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 Progression

Many 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 commonly used. 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 Scores

Ability 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 physical effects.

• 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 Scores

The 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 Rulebook provide other methods that create characters with lower or higher ability scores.

Point Buy Method

All ability scores start at 8, and you have an allotment of points to spend to improve them above that. In a standard heroic campaign (the assumed 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 Method

You start with a specific set of ability scores—15, 14, 13, 12, 11, 10—and you arrange them as desired among your six abilities.

Random Scores Method

Roll 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.

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Characters at 1st Level

To create a 1st-level character, use the following checklist. You don’t 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 it determines 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 already know to perform another talent from the same tree and of the same type—core or major—so 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 your Intelligence modifier (if positive). Among other things, you can use these specializations to learn additional languages (specializations of the Linguistics skill).

Character Advancement

As you gain levels, you gain additional talents and feats as well as increases to your ability scores, as summarized in Table 1–1: 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 the new 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 1–1: Character Advancement

Total XP Level Level Bonus Summary Talents Core Talents Major Known Feats Known Stunts 0 1st +0 1 core talent, 1 major talent, 1 feat, 1 stunt, class and origin traits 1 1 1 1

1,000 2nd +1 +1 stunt 1 1 1 2

2,500 3rd +1 +1 feat, +1 core talent 2 1 2 2

4,500 4th +2 +1 major talent 2 2 2 2

7,500 5th +2 +1 feat, +1 to 2 abilities, +1 specialization 2 2 3 2

12,500 6th +3 +1 stunt 2 2 3 3

20,000 7th +3 +1 feat, +1 core talent 3 2 4 3

30,000 8th +4 +1 major talent 3 3 4 3

45,000 9th +4 +1 feat, +1 to 3 abilities, +1 specialization 3 3 5 3

65,000 10th +5 +1 stunt 3 3 5 4

95,000 11th +5 +1 feat, +1 core talent 4 3 6 4

145,000 12th +6 +1 major talent 4 4 6 4

220,000 13th +6 +1 feat, +1 to 4 abilities, +1 specialization 4 4 7 4

320,000 14th +7 +1 stunt 4 4 7 5

470,000 15th +7 +1 feat, +1 core talent 5 4 8 5

670,000 16th +8 +1 major talent 5 5 8 5

970,000 17th +8 +1 feat, +1 to 5 abilities, +1 specialization 5 5 9 5

1,470,000 18th +9 +1 stunt 5 5 9 6

2,220,000 19th +9 +1 feat, +1 core talent 6 5 10 6

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Origins reflect your character’s history before becoming a 1st-level hero. Some of these details can change over the course of a campaign.

Race

A 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 ability 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 race—human—is described below.

Human

In 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 your occupation 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.

Occupation

Your 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 Descriptions

Choose one occupation from the available selections and apply the benefits to your character as noted in the occupation’s 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, your occupation’s 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 other specializations are available from your race or class skill lists.

Academic

Academics include librarians, scholars, professors, teachers, and other education professionals.

Prerequisite: Age 23+.

Skills: Analytics, Focus, Influence, Knowledge, and Linguistics. Resources Modifier: +0.

Administrative

Office 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.

Adventurer

Adventurers 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.

Athlete

Athletes 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 Collar

Blue collar occupations include factory work, food service jobs, construction, service industry jobs, taxi pilots, postal workers, and other types of work that are usually not considered to be desk jobs.

Prerequisite: Age 18+.

Skills: Athletics, Influence, Mechanics, Nature, Vehicles, and any one weapon skill except Gunnery.

Resources Modifier: –1.

Celebrity

A 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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Creative

The 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.

Criminal

This 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.

Dilettante

Dilettantes 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.

Doctor

A 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, and Medicine*.

* Required skill.

Resources Modifier: +3.

Drifter

Not 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 Services

Rescue 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.

Entrepreneur

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

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 don’t 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.

Investigative

There 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 Enforcement

Law 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 Politics

This 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.

Military

Military covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as the various elite training units 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.

Religious

Ordained 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.

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Rural

Farm 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.

Student

A student can be in high school, college, or graduate school. He or she could 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.

Technician

Scientists, 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 Collar

Professional 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 Occupations

You 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 occupation’s description, including all of the occupation’s required skills (if any). Second, you must spend time finding your new job; the difficulty depends on the job’s normal salary as well as the size and wealth of the community or company in which you search.

Finding a job is a challenge: Check SKILL (Cha) DC 15 + occupation’s Resources modifier; Complexity 60 – Resources modifier of community or company; Base Time 1 day; Completed you find a job in the occupation you seek; Terminated your search has exhausted every lead and you must start from scratch after polishing your resume, practicing your

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The e20 System has 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 Skills1 Defense Bonus2

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 Descriptions

The six character class descriptions use a common format to summarize the most important information.

Class Features

Every class provides a specific set of features that help to determine your character’s game statistics.

Hit Points

At 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 class’s starting hit points.

Starting Skills

At 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 gain any starting skills from your new class.

Starting Feats

At 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.

Talents

In the e20 System, you customize your capabilities both in and out of combat by selecting different talents from the talent trees available to each class.

Fundamentally, talents provide exclusive skill applications—that is, a new way to use a skill you already know. All talents scale by character level, and talents available at higher levels aren’t more powerful than low-level talents in any absolute sense. However, higher-level talents provide unique and exclusive options that you can’t get without focusing on a single class.

In a fantasy setting, for example, a 1st-level Savant might learn arcane magic talents such as Sleep or Magic Missile, and their power levels scale up as the Savant gains levels. At higher levels, the Savant might learn talents such as Flight or Invisibility; though designed to be equally

valuable in any given encounter, these talent represent unique

capabilities that you can’t learn except by continuing to take levels in the Savant class.

Talent Tree

A 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 tree’s description lists them here.

Talent Name

[Type]

Type: Each talent has a type—core or major—listed in brackets immediately following the talent’s 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 actions that 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 talent’s 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 listed 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 talent’s 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 talent’s range, the talent’s damage, and so forth) might be effected by the weapon you wield; in that case, use the appropriate weapon statistic to determine the talent’s statistics. In addition, some weapon talents have an additional keyword that limits them to specific types of weapons.

o Autofire: 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.

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o Barrage: 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.

o Light: The talent can be performed only with a light weapon wielded in one hand.

o Melee: 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 isn’t limited to automatic fire. (A machine gun doesn’t

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 in settings that include magic.

• Psionic: The talent produces a psionic effect and is available only in settings 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 weapon’s 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 talent’s 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 talent’s 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 talent’s 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 are aware 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 target’s 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 at very 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 and modifiers (if any) and compare to the target’s 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 the weapon you wield.

If your attack roll equals or exceeds the target’s 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 target’s defense.

Talent Tree Structure

Talent 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 trees—available 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 you gain class levels. Upon advancing to any level in a class, you’re 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 don’t 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, or stunt you already know. Even if you don’t 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) won’t 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 weapon’s 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 weapon’s

damage die type. For example, “+1 die” when wielding a rifle (2d8) would add +1d8 to the damage dealt.

• [Type] damage: This specifies the attack’s 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 talent’s description. • Hit by [number]: If your attack roll exceeds the target’s 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 target’s 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 target’s defense.

Success: If your skill check result equals or exceeds the target number, the listed effect occurs. Some talents have additional that effects if you beat 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 talent’s description notes it here.

Vanguard

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

you attract on the battlefield. This class is most analogous to the Strong Hero in d20 Modern.

Class Features

The following are features of the Vanguard class.

Hit Points

At 1st character level, Vanguards have (110 + Constitution modifier) hit points. You gain (11 + Constitution modifier) hit points for each additional level in Vanguard.

Starting Skills

At 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 Feats

At 1st character level, you gain the following feats:

Automatic Feats: Great Fortitude, Improved Great Fortitude, Lightning Reflexes

Class 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

Talents

The following three talent trees show some sample talents available to the Vanguard.

Assault Talent Tree

In the belief that there is no problem so great that it can’t 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 in how 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 target’s threshold, it takes double the normal fatigue or impairment penalty.

Brute Talent Tree

By 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, melee Target: 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 Fortitude

Hit 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 Tree

Like 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. Primary

Hit: WEAPON + SKILL damage

Combat Throw

[Core]

You take advantage of a foe’s momentum to throw him to the ground after a missed attack.

Action: Reaction; weapon, melee

Trigger: a creature misses you with a melee attack Target: 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.

Dreadnought

If 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 and continuing to fight after anyone else would have succumbed to enemy attacks. This class is most analogous to the Tough Hero in d20 Modern.

Class Features

The following are features of the Dreadnought class.

Hit Points

At 1st character level, Dreadnoughts have (120 + Constitution modifier) hit points. You gain (12 + Constitution modifier) hit points for each additional level in Dreadnought.

Starting Skills

At 1st character level, you are trained in your choice of five skills (including at least two nonweapon skills) from your class, racial, and occupation skill lists.

Class Skills: Athletics, Tactics, and any three weapon skills.

Starting Feats

At 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, Toughness

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Talents

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

Bulwark Talent Tree

With your unshakable, unmovable might, you stand fast in the face of overwhelming force and become the anvil on which your foes are crushed.

Hold the Line

[Core]

Your relentless assault cuts off an enemy’s 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 the start of your next turn.

Trap Enemy

[Major]

You cut off your opponent’s 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 target’s 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 Fortitude

Hit 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 Tree

You 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; weapon Target: 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 Advance this turn.

Soldier Talent Tree

You 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 doesn’t 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

Corsair

If 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 most analogous to the Fast Hero in d20 Modern.

Class Features

The following are features of the Corsair class.

Hit Points

At 1st character level, Corsairs have (90 + Constitution modifier) hit points. You gain (9 + Constitution modifier) hit points for each additional level in Corsair.

Starting Skills

At 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 Feats

At 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

Talents

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

Shadow Talent Tree

You 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 in plain 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 the end of its turn.

Unseen Strike

[Major]

The sting of hot steel in your enemy’s flesh is the first hint of danger.

Requirement: You must have concealment. Action: Standard action; weapon

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) damage

Massive 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 Tree

You have everything you need to be a deadly gunslinger or sniper: a keen eye, 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) damage Stunt: Disarm

References

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