Grit & Vigor
Grit & Vigor
Rugged Fellows
vigor
MODERN ADVENTURE RPG
By John M. Stater
GRIT & VIGOR
A Manly Adventure Game By John M Stater
Table of Contents
Illustrations by C. Leroy Baldridge, T. Glenn Bane, H. M. Bateman, John Batten, Cyril Kenneth Bird, Joseph Blackmon, Baron C. De Grimm, George du Maurier,
Hannes Bok, Charles Dana Gibson, Jean-Jacques Grandville, Charles Grave, Richard Harding Davis, Rick Hershey, Mark Hyzer, Alex Kotzky, Roy Krenkel,
Bradley K. McDevitt, Thomas Maybank, John Bernard Partridge, Jeff Preston, F. H. Townsend, Schoenherr, John Sloan, Ronald Smith, Malcolm Strauss,
Mont Adam Sudbury, S. Trent Troop and many other fine artists
Some artwork copyright Octavirate Entertainment, used with permission. Some artwork copyright T. Glenm Bane, used with permission.
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Chapter I The Dice
Dice are vital to a game of GRIT & VIGOR. The game consists of
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used to determine how the events of the tale unfold.
GRIT & VIGOR uses the six-sided dice most people are familiar
with, as well as several other types of dice that generate
different ranges of numbers. These dice can be purchased on
the internet or in most gaming stores.
What is GRIT & VIGOR?
4 sided dice are abbreviated “d4”
M
any of us spend our days at a desk, eyes on a
8 sided dice are abbreviated as “d8”
computer, moving pixels from one place to another,
or we are on a factory floor performing repetitive 10 sided dice are abbreviated as “d10”
tasks, or attending classes and hoping we might someday
manage to make a living. And yet, we all know there is 12 sided dice are abbreviated as “d12”
something more visceral and satisfying to be had out of life,
20 sided dice are abbreviated as “d20”
such as adventure, exploration, daring, and globetrotting.
When the game calls for a dice to be rolled, it uses these
The problem: Most of us don’t have the time (or bodies) to
abbreviations and precedes them with the number of dice to
jump headlong into that life of adventure. There are bills to
be rolled. If the game needs you to roll one twenty-sided dice,
pay, children to bring up, and when you’re pushing into your
it asks you to roll “1d20”. If the game needs you to roll three
thirties and forties (and beyond), the body just doesn’t spring
six-sided dice, it asks for “3d6”.
back from a beating like it used to. So, we are left to merely
dream about a more vigorous, grittier life, like the ones we There are three additional types of “dice” that are sometimes
would like to imaging our forefathers lived. called for in the game. None of these dice actually exists, but
other dice can be used to simulate them.
I humbly present you with a way to make that imagination live
– at least in a small way. A game dedicated to the manly Two sided dice are abbreviated d2. A two sided dice can be
virtues of old. Cowboys on the range, detectives skulking simulated by flipping a coin (you must agree in advance which
through back alleys, rum runners, fighter pilots, piracy and side is “1” and which side is “2”), or rolling a d6 and treating a
whisky and tobacco and one giant chomp into the juicy flank of roll of 1 to 3 as “1” and 4 to 6 as “2”.
a life vigorously lived. With dice!
Three sided dice are abbreviated d3. A three sided dice can be
GRIT & VIGOR is a role playing game set in the modern and simulated by rolling a d6 and treating a roll of 1 to 2 as “1”, a
post-modern world of action and adventure. It is a “pen and roll of 3 to 4 as “2” and a roll of 5 to 6 as “3”.
paper” game that requires a group of players to sit around a
table with pencils, pieces of paper and dice and interact with Percentile dice are abbreviated d100 or d%. To simulate a one
one another to make things happen. One of the players is hundred sided dice, roll two d10. The first dice counts as the
declared the referee, or Venture Master (VM), and has the task ten’s place, the second as the one’s place. If the first dice was a
of running the game. The other players “7”, for example, and the second dice
take on the roles of manly characters – was a “5”, the roll would be considered
commandos, detectives, spies, etc. – a “75”. If a “0” is rolled for the one’s
engaging in lives far too reckless and place, it is counted as a “0”. If a “0” is
extraordinary to have ever really rolled for the ten’s place, it is
existed (except they sometimes did). considered a “10”. A roll of “0” and “0”
is “100”.
INDIVIDUALS
determines their character level.
Hit Dice: A character earns one Hit Dice (HD) at each level. A
HD is a dice rolled to determine a character’s hit points (q.v.).
The more skilled a class is at fighting, the larger the dice they
roll to determine their hit points.
Creating your character …
Hit Points: Hit points (hp) are a measure of one’s ability to
survive. When hit points equal 0, a character may be dead.
F
or players of GRIT & VIGOR, the character they play is Attack Bonus: A character’s attack bonus is the number they
their window to the world, the eyes with which they see, add to dice rolls when trying to best an opponent in combat.
the ears with which they hear, the fist with which they
punch. While this volume, which patterns itself on the manly Armor Class: A character’s Armor Class is a target number that
adventure literature of the “olden days”, will refer to all an attacker must overcome with his or her attack roll to inflict
characters as males, let it be known far and wide that any damage. Armor Class starts at 10 and increases due to a
woman worth her salt will ignore this nod to another age and character’s high dexterity score and armor.
treat the character rules as though they apply to people of Saving Throws: A saving throw is a dice roll made to escape a
either sex. The great women of history didn’t ask for catastrophe. To make a saving throw, a player rolls 1d20 and
permission to kick ass and take names, and neither should attempts to roll a number equal to or higher than their saving
their descendants. throw value.
Before we get into the rules, we need to define some of the Tasks: Tasks are challenges that do not involve combat,
terms that you’re going to encounter. although they could take place during
Venture Master: The referee for the combat. A character that is skilled in a
game is referred to as the Venture task gets better at performing that
task as they gain levels. A character
Master, or the “VM”. “When writing a novel a writer
with a knack at a task is better at
Character: A character is a fictional should create living people; doing it than most, but does not
person that is either controlled by a people not characters. A improve over time.
player (a “player character”, PC) or by character is a caricature.” –
Weapon Proficiency: When a character
the Venture Master (a “non-player Ernest Hemingway
character”, NPC). has proficiency in a weapon, he can
use that weapon in combat without
Ability Score: An ability score reflects a suffering a penalty to his attack roll.
character’s potency in six different The non-proficiency penalty for using
measures, three physical and three a weapon differs based on a
mental. Determining these ability scores is the first step in character’s tranining, and thus his class.
creating a character.
Feats: A feat is a special boost to a character’s abilities. Feats
Level: Just as an ability score measures how strong or weak a are discussed in more detail later, but for now, understand
character is, “level” measures a character’s overall skill and that characters begin the game with one feat, and gain
determination. Most characters begin at 1st level, but some additional feats as they gain character levels.
Venture Masters might choose to start characters at a higher
level to facilitate more advanced kinds of play.
Charisma measures one’s animal magnetism, leadership ability 18 Forged parents signatures on report card (Forge Documents
knack)
and physical attractiveness. You apply a charisma modifier to
reaction rolls (to determine whether NPCs know of your 19 Played cards with the boys (Gamble knack)
character and are apt to behave in a friendly manner) and the 20 Always had an ear cocked for gossip (Gather Intelligence
following tasks: Cant, Communicate, Don Disguise, Etiquette, knack)
Gather Intelligence, Handle Animal, Hypnotize, Influnce 21 Ran away and joined the circus (Acrobatics knack)
People, Perform, and Ventriloquism. 22 Grew up on a farm (Handle Animals knack)
Characters begin the game with a number of contacts (q.v.) 23 Pulled pranks on Halloween or Guy Fawkes Day (Hide in
equal to their charisma bonus. A character with a negative Shadows knack)
charisma modifier starts the game without any contacts, 24 Ordered a book on hypnosis from the back of a comic magazine
though they may acquire contacts through play. (Hypnotize knack)
25 Fleeced the marks at a sideshow (Influence People knack)
Character Backgrounds
26 Jumped over the creek on a dare (Jump knack)
Characters begin the game with varied histories, and thus 27 Was a nosy little cuss (Listen at Doors knack)
different skills and abilities. These skills and abilities are 28 Helped out in the garage (Mechanics knack)
generated for a 1st level character by rolling four times on the 29 Sneaked out for beer and girls (Move Silently knack)
following table. Each roll represents an event or happening the
30 Learned from an amateur cracksman (Open Locks knack)
shaped the character in his youth.
31 Spent time in vaudeville or music halls (Perform knack)
If a roll results in an event that has already been generated, 32 Befriended pilots at the aerodrome (Pilot Aircraft knack)
roll again. If an event does not make sense because of the time
33 Had to help support the family (Practice Vocation knack)
period or style of the game being played, ignore the result and
roll the dice again. 34 Raced a bike down Dead Man’s Hill (Ride Bike knack)
35 Hunted with the lads – Tally Ho! (Ride Mount knack)
36 Worked summers on a boat (Seamanship knack)
37 Spied on the girls at summer camp (Search knack)
Once a character’s ability scores and background have been Characters advance in level by adventuring and earning
determined, a clas must be chosen for them. experience points (XP).
There are four basic classes in the game: Fighter, Scholar, When a character gains a new level, roll a Hit Dice and add the
Rogue and Daredevil. Each class is described in more detail results to the character’s existing total of hit points. If the
below. A class determines a character’s fighting ability, their character’s saving throws or attack bonus improve at this new
skills and other special abilities. Exceptional individuals can level, record these improvements on the character sheet.
enter a special sub-class of one of the basic classes or follow Likewise, record any new special abilities the character might
two basic classes at once. Any character can choose to switch have acquired. At each odd level, a character adds a new feat
classes at any time during play (see Multi-Classing below). (chosen by the player) to their repertoire.
Requirements
Weapon Proficiency
Fighter Abilities
Knacks: Treat Injury, Survive Outdoors Dragoons have all the abilities of fighters, with the following
alterations and additions:
Skills: Acrobatics, Bend Bars, Break Down Doors, Hide in Shadows,
Lift Gates, Listen at Doors, Move Silently Minimum Ability Scores: Dex 13, Str 11, Cha 9
Feats: Brawler, Flurry of Blows, Grappler, Great Fortitude, Knockout Dragoons are skilled at the following tasks: Bend Bars, Break
Punch, Puglist, Sockdolager Down Doors, Endure, Handle Animal, Lift Gates, Ride Mount
and Jump. They get the fighter’s bonus skill or feat at 2nd level.
Weapons: Butterfly swords (1d4+1), unarmed (1d12)
If they do not already have it, dragoons receive the Mounted
Combat feat at 1st level as a bonus feat. If they already have
throw, it dies. If the saving throw is successful, the target is no
the Mounted Combat feat, they may instead take the Ride-By
longer in danger from that quivering palm attack.
Attack or Trample feats.
The Commando Dragoons are experts at selecting horses. When a dragoon has
his pick of a group of horses, there is a 5% chance that the
Commandos are highly trained, elite soldiers. The commando
animal he selects is extraordinary. An extraordinary horse
sub-class can be used to simulate members of any Special
improves as his owner improves.
Forces unit. The first Special Forces in the modern era were
the Corps of Guides (1846) and Gurkha Scouts (1890s). The Level Horse Enhancements
British Commandos were formed during the Second World
1-2 Learns a new trick at each level
War, and they were followed by such outfits as the Marine
Raiders and the the Russian Spetsnaz. 3-5 +2 HD, +1 AC, learns a new trick
6-8 +2 HD, +1 AC, +1 damage, learns a new trick
Commandos have all of the abilities of fighters, with the
9-11 +2 HD, +1 AC, learns a new trick
following alterations and additions:
12 +2 HD, +1 AC, +1 damage, learns a new trick
Minimum Ability Scores: Dex 13, Cha 11, Str 11
Commandos are skilled at the following tasks: Bend Bars, The Dreadnought
Break Down Doors, Communicate, Demolitions, Endure, Hide
Dreadnoughts are the biggest guys in the room, tall and strong
in Shadows, Jump, Lift Gates, Move Silently, Ski, Sky Dive and
and built like brick walls. In film and literature, they are
Survive Outdoors. Commandos get the fighter’s bonus skill or
sometimes portrayed as all brawn and no brains, but they
feat at 2nd level.
might also be played as gentle giants or as men who are
Once per day per three levels (i.e. once per day at third level, surprisingly sophisticated and erudite.
twice per day at sixth level, etc.), the commando can grant his
Dreadnoughts have all the abilities of fighters, with the
comrades a +1 bonus to hit for one round per commando level
following alterations and additions:
by barking out tactical orders during combat.
Minimum Ability Scores: Con 13, Str 13
The Gunfighter
Minimum Ability Scores: Str 9 28 “Rules for Ranging”, one of the first manuals for asymmetric
warfare.
Men-at-arms are skilled at the following tasks: Bend Bars,
Break Down Doors, Endure, Jump and Lift Gates. They get a Rangers have all the abilities of fighters, with the following
bonus skill or feat at 2nd level, like a normal fighter, but may alterations and additions:
not choose the Demolitions or Gunnery tasks.
Minimum Ability Scores: Wis 13, Str 11, Dex 9
Men-at-arms may not begin the game proficient with firearms,
but they may gain proficiency later. Rangers are skilled at the following tasks: Bend Bars, Break
Down Doors, Hide in Shadows, Lift Gates, Move Silently, Ride
The man-at-arms chooses one weapon with which to Mount, Survive Outdoors and Track. They gain a bonus skill or
specialize. With this weapon, the man-at-arms attacks as feat at 2nd level like normal fighters.
though he were a fighter two levels higher.
Rangers can make a Will saving throw to avoid being
The Ranger surprised. People suffer a -2 penalty (see Man Versus: Tasks)
when they attempt to track a ranger.
The first rangers served in the wars between the British
colonies of North America and the Native Americans. They Rangers choose one type of terrain at 1st level. This is where
were, and are, employed to patrol the frontier and to provide they have taken most of their training and fought most of their
reconnaissance. Rangers are scouts and guides who are used battles. In this terrain, they receive a +2 bonus to all task
to surviving in the wilderness for extended periods of time. checks related to that terrain, and they enjoy a +1 bonus to
The first ranger force in America was commissioned in 1676 Armor Class when fighting in that terrain.
by the Plymouth Colony under the command of Colonel
Benjamin Church to fight in King Phillip’s War. The early
rangers were taught to fight like Native Americans by Native
Americans. In 1751, Major Robert Rogers wrote Robert Rogers’
The samurai were the military nobility of Japan. They rose to Samurai were also trained with the longbow, spear, naginata,
power in the 8th century. By the 12th century, they had staves, clubs, chain weapons and, after their introduction by
become the upper nobility of Japan, and would remain a Europeans, muskets and other modern firearms.
powerful force in politics until the rise of the Meiji Emperor in
Samurai are also known for their armor. Initially, this was
the 1870s. The last gasp of the samurai was during the
lamellar armor, but by the 1500’s they wore plate armor.
Satsuma Rebellion in 1877. The tradition remained alive until
the Second World War, but with its end the samurai effectively The samurai has all the abilities of the fighter, with the
ceased to exist except in fiction and memory. following alterations and additions:
Samurai followed the Bushidō Code (“Way of the Warrior”). It Minimum Ability Scores: Wis 13, Dex 11, Int 11, Str 9
emphasized personal honor, duty to one’s master, and loyalty
unto death. Of course, not every samurai managed to remain Samurai are skilled at the following tasks: Bend Bars, Break
with his master. Samurai characters will probably be ronin, Down Doors, Display Knowledge, Endure, Etiquette, Jump, Lift
wandering swordsmen with no master. They might also be Gates, Perform and Ride Mount. They do not gain a fighter’s
among the rare Western samurai, such as Englishman William bonus skill or feat at 2nd level.
Adams, Dutchman Jan Joosten van Lodensteijn, Prussian
A first level samurai must be proficient with the katana,
Edward Schnell and Frenchman Eugene Collache.
wakizashi, longbow and spear.
Samurai were trained not only to fight, but also to be scholars
The samurai must also uphold the seven virtues of courage,
and to appreciate and employ the traditional arts of Japan. The
rectitude, honesty, loyalty, respect, benevolence, and honor, as
tea ceremony, ink painting, rock gardens and poetry are as
well as the associated virtues of filial piety, wisdom and care
much a part of samurai training as swordsmanship.
for the aged. For this reason, true samurais should adhere to
The traditional weapons of the samurai, and a badge of his the Lawful Good alignment. Ronin might be less honorable,
station and honor, are the katana, wakizashi and tanto. They and thus belong to any alignment.
might also be characterized as longsword, short sword and
Samurai train in armor and can be considered to be proficient
dagger. The combination of katana and wakizashi is known as
with all forms of armor, even modern armor.
Sappers may not be flashy fighters, but they are very useful Scholars begin the game proficient with three weapons, not
fellows to have around. During the Middle Ages, including military and specialist firearms. A scholar suffers a
sappers were experts in undermining a castle’s -3 penalty hit with a weapon with which he is not
defenses, digging tunnels beneath castle walls, proficient.
supporting these tunnels with wood posts, and
then burning those posts to cause the tunnel Scholar Abilities
and the wall above it to collapse. As
Scholars are skilled at the following tasks:
warfare modernized, sappers
Chemistry, Communicate, Crack Codes,
continued to be used as combat
Display Knowledge, Electronics,
engineers, building or under-
Mechanics, Search and Use Computer (if
mining defenses, and they were
applicable).
later employed as tunnel rats,
delving into the supply tunnels of Research is the hallmark of the scholar.
enemies to hunt them down. They are exceptionally skilled at finding
information. Each scholar specializes in
The sapper has all the abilities of the
one area of the Display Knowledge task
fighter, with the following alterations and
(see Man Versus: Tasks). This is called
additions:
the scholar’s “major”.
Requirements: Int 13+, Wis 11+, Str 9+
If a scholar is unable to answer a
Sappers are skilled at the following question in their major immediately
tasks: Bend Bars, Break Down Doors, (i.e. with a Display Knowledge task
Climb Sheer Surfaces, Demolitions, check), he has a 5 in 6 chance per day
Display Knowledge (Engineering), spent in research of answering it. If
Endure, Hide in Shadows, Lift Gates the question is in any different
and Spelunk. They receive the subject area, he has a 3 in 6 chance
fighter’s bonus skill or feat at 2nd per day of finding the answer. If the
level. scholar has no access to a library,
reduce these chances by one (i.e. 4
Sappers have experience at fighting in 6 in their major, or 2 in 6 outside
in the dark and in close quarters. their major).
They suffer only a -1 penalty to
The detective has all the abilities of the scholar, with the
following alterations and additions:
Inventors like Tesla and Edison did not merely improvise or Weapons: Webley 45 revolver (1d6), walking stick (1d4+1)
modify existing devices, but expanded the bounds of human
technology by inventing entirely new devices. Members of the The inventor has all the abilities of the scholar, with the
inventor sub-class alone are able to use the Chemistry, following alterations and additions:
Electronics and Mechanics tasks to invent new things.
Minimum Ability Scores: Int 15
The Plausible: The plausible covers things that were invented Rogue Abilities
in the near future of the time period in which the current game Rogues are skilled in eight tasks chosen by the player from the
is set. Plausible items require three breakthroughs. The following list: Acrobatics, Appraise Value, Cant, Climb Sheer
inventor’s task check suffers a -2 penalty per decade away that Surfaces, Crack Code, Demolitions, Don Disguise, Drive Car,
the invention was from being invented in reality. The cost of Electronics, Escape Bonds, Forge Document, Gamble, Gather
each task check to invent a plausible invention is $500. Intelligence, Hide in Shadows, Influence People, Jump, Listen
The Fantastic: The fantastic covers things that were invented at Doors, Mechanics, Move Silently, Open Lock, Perform,
in the far future of the time period in which the current game Practice Vocation, Remove Trap, Search, Sleight of Hand,
is set, or items which are pure science-fiction. Plausible items Swim, Use Computer, or Ventriloquism.
require nine breakthroughs. Fantastic inventions have a flat - A character that also has a knack for a task gains a +3 bonus
10 penalty to the task check to have a breakthrough. Each task when attempting that task.
check for a fantastic invention costs $1,000.
Rogues are dirty fighters. If a rogue can backstab an opponent
A “breakthrough” is defined as a successful task check. Thus, he deals +1d6 damage. From 6th to 10th level this increases to
inventing an implausible device requires nine successful task +2d6 damage. From 11th to 15th level this increases to +3d6
checks. Each task check represents one week of intense work damage. At 16th level and higher this increases to +4d6.
(i.e. working 16 hours a day, and counting as fatigued during
that week) or one month of normal working hours leaving An attack counts as a backstab attack if the rogue attacks a
time for adventuring. creature that does not know the rogue is present, usually but
not necessarily from behind. Ranged attacks can count as
An inventor in 1860, for example, would suffer the following backstabs if the target is within 30 feet. Backstabs do not work
penalties to invent these objects: Phonograph -2 (1870s), light on non-living creatures such as undead and constructs, or on
bulb -4 (1880s), automobile -6 (1890s), radio -6 (1890s), and creatures without a discernible anatomy, such as oozes.
airplanes -8 (1900s). Television, computers and invisibility
potions are considered fantastic, and would impose a -10 Rogues have a chance to notice concealed items in a room
penalty to invent. without having to actually search for them. When a rogue
enters a room containing concealed items, secret doors or
Once something has been invented, the inventor can add the valuable items, the VM should roll 1d6. On a roll of “1”, the
plans, diagrams and formulas to his notebook. Thereafter, he rogue instantly notices the item, door or valuable. If the rogue
can build the device for the half the cost of inventing it and in a does not instantly notice these things, they can still attempt a
time frame equal to the time it would take him, as a scholar, to normal search of the room to find them.
improvise the device.
The assassin has all the abilities of the rogue, with the
following alterations and additions:
The Grifter
Requirements
Daredevils begin the game proficient with seven weapons, not While the above information applies to most daredevils, some
including military and specialist firearms. A daredevil suffers a extraordinary characters are capable of qualifying for a sub-
-2 penalty hit with a weapon with which he is not proficient. class of daredevil.
Level XP Hit Dice Attack Fort Ref Will The daredevil class has the following sub-classes:
1 0 1d8 +0 13 13 14
Sub-Class Str Int Wis Dex Con Cha
2 2,000 2d8 +1 12 12 14
Ace Reporter - 9 13 - - 11
3 4,000 3d8 +1 12 12 13
Archaeologist - 11 13 9 - -
4 8,000 4d8 +2 11 11 13
Aviator - - 11 13 - -
5 16,000 5d8 +3 11 11 12
Beast Lord - - 13 13 13 -
6 32,000 6d8 +3 10 10 12
Big-Game Hunter 9 - 11 13 - -
7 64,000 7d8 +4 10 10 12
Cowboy - - 11 - 13 -
8 120,000 8d8 +5 9 9 11
Grease Monkey - - 11 13 - -
9 170,000 9d8 +6 9 9 11
Mariner 11 - 9 13 11 -
10 220,000 10d8 +6 8 8 11
Medic - 11 13 - 9 -
11 270,000 11d8 +7 8 8 10
Spaceman 10 11 10 10 13 -
12 320,000 12d8 +8 7 7 10
Vigilante 13 - 13 13 - -
Daredevil Abilities
The Ace Reporter
Daredevils are skilled in six tasks chosen by the player from
the following list: Acrobatics, Athletics, Bend Bars, Break Ace reporters are usually fast-talking, cigar-chomping wise
Down Doors, Climb Sheer Surfaces, Demolitions, Drive Car, guys, cynical and dedicated to one thing and one thing only –
Endure, Escape Bonds, Handle Animal, Jump, Lift Gates, breaking the big story and scooping the competition. If they’re
Perform, Pilot Aircraft, Ride Bike, Ride Mount, Seamanship, known for anything, it’s declaring their intention of quitting
Ski, Sky Dive, Spelunk, Surf, Survive Outdoors, Swim, Track the profession the first chance they get. They’re tired of the
and Treat Injury. whole dirty business. They’re tired of fickle John Q. Public.
They’re tired of corrupt politicians and business people and
Daredevils are fearless – they have to be to risk their necks on so-called “champions of the poor” getting away with robbery
a daily basis. A daredevil enjys a +2 bonus on Will saving and even murder. Most of all, they’re sick and tired of their
throws against fear and anxiety. editor screaming at them about sources and deadlines. And
yet, they never quit (for long). News ink is in their blood, and
A daredevil can temporarily increase one of his physical ability
another great story is lurking just over the horizon.
score modifiers (Strength, Dexterity, or Constitution), once per
day. The daredevil increases the selected ability score by +1 The ace reporter has all the abilities of the daredevil, with the
for a number of rounds equal to his or her class level. At the following alterations and additions:
end of the duration, the daredevil’s ability score returns to
normal, and the daredevil is fatigued for 1 minute. Minimum Ability Scores: Int 9, Cha 11, Wis 13
Once per day, a daredevil of 6th level or higher can delay the Ace reporters do not get to choose their skills. All ace
damage dealt by a single attack or effect for a number of reporters are skilled at the following tasks: Climb Sheer
rounds equal to his or her class level. Surfaces, Gather Intelligence, Hide in Shadows, Influence
People, Listen at Doors, Move Silently and Search.
At 8th level, a daredevil can temporarily increase two physical
ability scores at a time. At the end of the duration, the Like gumshoes and detectives, ace reporters have a keen eye
daredevil is fatigued for 10 minutes. for finding clues. When they come within 30 feet of a clue,
there is a 1 in 6 chance they will take note of the clue without
A good ace reporter keeps a camera handy (assuming they are Archaeologists enjoy a +2 bonus to save vs. traps and pitfalls.
operating after 1888) to catch people in the act. Their use of In addition, they have a 1 in 6 chance of noting the presence of
cameras has also made them expert at analyzing photographs. a trap when they approach within 30 feet of it.
A reporter can search a room or area for clues from a
photograph without suffering a penalty, provided the clue is in When archaeologists come within 30 feet of a secret or
a place that would reasonably be covered by the photograph in concealed door, there is a 1 in 6 chance they will take note of it
question. In addition, an ace reporter enjoys a +2 bonus to without specifically searching for it.
initiative when trying to quickly snap a photo. The Aviator
Ace reporters are pretty good spies. They’re skilled at listening
Not long after the Wright Brothers made their historic flight
at doors, of course, but also of peeping through keyholes and
and introduced aviation to the world, daredevils starting
reading lips.
finding ways to use aircraft in dangerous ways to thrill and
Archaeologist entertain audiences and win wars.
The heroic archaeologist is not just a man who digs in ancient The aviator has all the abilities of the daredevil, with the
garbage pits for pieces of pottery, but an explorer in search of following alterations and additions:
lost cities and pricess relics. These archaeologists are men of Minimum Ability Scores: Dex 13, Wis 11, Con 9
vigor and intelligence, as capable of translating the writing of a
lost civilization as they are of defeating the death traps Aviators do not get to choose their skills. All aviators are
guarding that civilization’s artifacts. skilled at the following tasks: Appraise Value (aircraft), Bomb
Target, Mechanics, Pilot Aircraft and Search.
Models for this style of archaeologist include Roy Chapman
Andrews, an American explorer and naturalist, and apparently Aviators are considered to be proficient with the aircraft
a crack shot who tangled with bandits, and Col. Percy Fawcett, weapons of their time, from light and heavy machine guns, to
a British artillery officer, archaeologist and explorer who autocannons, to missiles and rockets.
sought an ancient lost city in the jungles of Brazil. There’s also
this fellow that showed up in a movie, but I forget the name. Aviators can get the maximum performance from an aircraft
per the rules for scholars, using the mechanics task.
The archaeologist has all the abilities of the daredevil, with the
following alterations and additions: Aviators can coax more speed from aircraft than the average
pilot. When an aviator is piloting an aircraft, increase that
Minimum Ability Scores: Wis 13, Int 11, Con 9, Dex 9 vehicle’s top speed by 10%.
Archaeologists do not get to choose their skills. All Aviators can apply any combat feats that they have, such as
archaeologists are skilled at the following tasks: Appraise Power Attack, Dodge and Expertise, to their aircraft when they
Value, Break Down Doors, Climb Sheer Surfaces, Commu- are using it in a dogfight.
Lots of men hunt, but the big-game hunter specializes in Cowboys are mounted animal herders who epitomize the
animals that are more than large enough to kill him. Big-game romance of the Old West. The profession was developed by the
hunters in Africa coined the term “The Big Five Game”, those vaqueros of Mexico (anglicized into “buckaroo”) and soon
being the five most dangerous animals in Africa to hunt. The spread to the United States. There are also cowboys in South
big five were African elephant, black rhinoceros, Cape buffalo, America (the gauchos, llanero, huaso, and chalans), Australia,
African lion and African leopard. Of course, they are not the Hawaii (the paniolo) and Florida (the cowhunters or cracker
only big game in the world, and if your game includes cryptids cowboys).
and lost worlds, you can add them to the list.
Most cowboys are hired to tend cattle and drive them to
The big-game hunter has all the abilities of the daredevil, with market. Some use their skills to rustle (i.e. steal) cattle from
the following alterations and additions: others. Specialized cowboys called wranglers or mesteñeros
were hired to catch, break and tend horses.
Minimum Ability Scores: Dex 13, Wis 11, Str 9
The cowboy has all the abilities of the daredevil, with the
Big-game hunters do not get to choose their own skills. All big- following alterations and additions:
game hunters are skilled at the following tasks: Climb Sheer
Surfaces, Endure, Handle Animal, Jump, Move Silently, Search, Minimum Ability Scores: Con 13, Wis 11
Survive Outdoors, Swim and Track.
Cowboys do not get to choose their own skills. All cowboys are
Big-game hunters are ambush hunters, stalking their prey and skilled at the following tasks: Appraise Value (livestock only),
attacking from cover whenever possible. When they attack a Endure, Gamble, Handle Animal, Jump, Ride Mount, Survive
creature that is unaware of their presence, big-game hunters Outdoors and Track.
deal double damage on a successful hit. This increases to triple
damage after 6th level. Cowboys know how to rope and ride. When lassoing a target
(a ranged grapple attack), they increase their strength bonus
Big-game hunters are trophy hunters, seeking to bag game by one half their horse’s Hit Dice value.
they have never before hunted. A big-game hunter can choose
a particular animal as their current focus. Each time they Cowboys have the same ability to pick an exceptional horse as
encounter that animal (and survive), they gain a cumulative +1 does the fighter sub-class the dragoon (q.v.)
bonus to attack, save and track that animal, up to a maximum Guarding cattle at night requires a man to be a light sleeper.
bonus of +5. Once they take that animal as a trophy, they must Cowboys are surprised on a roll of 1 on 1d8 normally. While
choose a new animal as their focus. sleeping, an opponent trying to sneak up on a cowboy must
Big-game hunters must ever seek more impressive prey to still make a normal surprise roll on a d6. If a cowboy has been
hunt. A big-game hunter cannot advance beyond 3rd level put to sleep by a poison, this does not apply.
without bagging an animal of large size or larger. They cannot Cowboys must sometimes wrestle large animals to the ground
advance beyond 6th level without bagging a predator of large in order to brand or care for them. A cowboy suffers no
size or larger. Finally, they may only advance beyond 9th level penalty when attempting to grapple a creature one size larger
by bagging a huge animal. than him.
Note: A big-game hunter’s camp in the early 1900’s was The Grease Monkey
described as including a head-man, who runs the camp and the
retainers, 1d6+4 gunbearers, 1d6+2 askaris (soldiers), a cook, Grease monkeys are nuts about cars, racing them, performing
1d8 tent boys, as many as 100 porters, a groom for each mule stunts with them and most of all, modifying them. The sight of
and horse, and 20 to 30 totos (“little boys”). The totos are a fine automobile can bring a tear to their eyes and make their
often not hired, they just come along as stowaways and are heart skip a beat, and they’re good to have around when one
paid food and lodging for what little work they can manage. needs to make a quick getaway or chase down the bad guys.
The grease monkey has all the abilities of the daredevil, with
the following alterations and additions:
Grease monkeys love speed, and they can coax more of it from Mariners have a specialty aboard ship which grants them one
cars, trucks and motorcycles than the average driver. When a bonus ability, chosen from the following list: Gunner’s Mate
grease monkey is driving a motor vehicle, increase that (gains Gunnery as skill), Ordnance Disposal (gains Demolitions
vehicle’s top speed by 10%. as skill), Master-at-Arms (gains Grapple feat), or Machinist’s
Mate (gains Mechanics as a skill).
Grease monkeys can apply any combat feats that they have,
such as Power Attack, Dodge and Expertise, to their vehicles Mariners are able to hold their breath twice as long as normal
when using them in combat. (i.e. for one round per point of Constitution), suffer half
damage from diving from great heights, and suffer no tactical
Grease monkeys know a vehicle’s weak spot. They enjoy a +1 disadvantage when fighting underwater.
bonus to hit against constructs, and inflict extra damage on a
successful attack equal to half their level, rounding down. Due to a familiarity in fighting in close quarters, mariners gain
a tactical advantage over characters not similarly skilled when
The Mariner fighting in an environment where one cannot stand up fully, or
in a space no more than 5 feet wide.
Mariners are sailors, pirates, and fishermen. Mariners may
work on tugboats, whaling ships, giant cargo vessels or
The medic has all the abilities of the daredevil, with the
following alterations and additions:
2) The character rolls their smaller Hit Dice at odd levels and
their larger Hit Dice at even levels to determine their number
of new hit points. For example, a fighter/scholar rolls 1d4 for
hit points at first level, then 1d10 for hit points at second level,
then 1d4 again at third level, and so on.
3) They use the best attack bonus and saving throw values of
their two classes.
Berserk Con 13+, Wis 8 or lower Jujutsu Master Int 13+, Pugilist (or Boxer Class), Expertise,
Trip
Blind-Fight -
Karate Master Str 13+, Pugilist (or Boxer Class), Cleave, Power
Bodyguard -
Attack
Brawler Pugilist
Knack -
Bum Rush Str 13+, Power Attack
Knockout Punch Pugilist, Brawler, attack bonus +2 or higher
Capoeira Master Dex 13+, Pugilist (or Boxer), Brawler, Lightning
Lead Foot Skill (Pilot Aircraft, Drive Car, etc.)
Reflexes
Leadership -
Cleave Str 13+, Power Attack
Lightning Reflexes -
Clinch Fighter Dex 13+, Pugilist, Grappler
Lightning Shot Point Blank Shot, attack bonus +4 or higher
Dash-Fire Look Smart
Look Smart -
Dead-Eye Shot Wis 13+, Far Shot
Modern Int 13+
Defensive Roll Dex 13+, Lightning Reflexes, Evasion, Uncanny
Archimedes
Dodge
Mounted Combat Ride Mount skill
Diehard Con 13+
Nemesis -
Dilettante Int 13+
Nip-Up -
Disarm Int 13+, Expertise
Old Warhorse Leadership
Dodge Dex 13+
Overrun Str 13+, Power Attack
Elusive Target Dex 13+, Dodge
Plucky Iron Will
Eureka! Int 13+, Scholar level 3+
Point Blank Shot -
Expertise Int 13+
Power Attack Str 13+
Exploit Weakness Int 13+
Precise Shot Point Blank Shot
Evasion Dex 13+, Lightning Reflexes
Psychic Psychic ability
Fancy Driving Dex 13+, Drive Car skill
Pugilist Attack bonus +1 or higher
Far Shot -
Quick Draw Attack bonus +1 or higher
Fast -
Rapid Reload Attack bonus +1 or higher
Fearless Wis 13+, Iron Will
Ride-By Attack Mounted Combat
Prerequisites: Constitution 13+, Wisdom 8 or lower Prerequisites: Dexterity 13+, Pugilist, Grappler
Once per day, you can fly into a rage. While berserk, you make You have learned how to fight in the clinch. You can make non-
two attacks per round, but suffer a -2 penalty to Armor Class. grapple attacks while being grappled, but only with small
While berserk, you cannot do anything that requires a great weapons or your fists (or elbows, or heels, etc.).
deal of thought or concentration. A berserk rage lasts up to 6
rounds, and you may prematurely end your rage. At the end of Dash-fire
the rage, you are fatigued until you rest for one hour. Prerequisites: Look Smart
Blind-fight Once per day, you can focus your effort to burst into sudden
You can fight without penalty even when you cannot see your action when the situation calls for it. You can change your
opponent due to blindness, darkness or invisibility. place in the initiative order, moving higher in the count by a
number less than or equal to your class level. You must declare
Bodyguard the use of this ability at the start of a round, before anyone else
takes a turn.
Once per round, if you are adjacent to an ally who is targeted
by a direct melee or ranged attack (but not an area effect), you Dead Eye Shot
can subject yourself to the attack in the ally’s stead. If the
attack hits, you take damage normally. If it misses, it also Prerequisites: Wisdom 13+, Far Shot
misses the ally. You must declare your intention to place If you can take a full round to line up a shot with a ranged
yourself in harm’s way before the attack roll is made. attack, you may roll two d20’s and use the higher of the two
Brawler rolls for your attack roll. You cannot move while taking aim for
a dead eye shot.
Prerequisites: Pugilist
Defensive Roll
You suffer no tactical disadvantage when fighting up to three
people single-handedly. Prerequisites: Dexterity 13+, Lightning Reflexes, Evasion,
Uncanny Dodge
Bum Rush
You can roll with a potentially lethal attack to take less
Prerequisites: Strength 13+, Power Attack damage from it. When you would be reduced to 0 hit points by
damage in combat, you can attempt to roll with the damage.
When making bum rush attacks, you roll two d20’s and use the
higher of the two rolls for your attack. You make a Reflex saving throw. If the save succeeds, you take
only half damage. You must be able to react to the attack to
Capoeira Master execute a defensive roll. If you are immobilized, you cannot
Prerequisites: Dex 13+, Pugilist (or Boxer Class), Brawler, use this feat. Since this effect would not normally allow a
Lightning Reflexes character to make a Reflex save for half damage, the evasion
feat does not apply to the defensive roll.
When fighting three or more opponents, a capoeira master
may make one free trip attack per round, in addition to his Diehard
normal attack, against one of those opponents. Prerequisites: Constitution 13+
Cleave When reduced to 0 hit points, you are disabled rather than
Prerequisites: Strength 13+, Power Attack dead. Each round after reaching 0 hit points, you must pass a
Fortitude saving throw or drop dead.
When you drop an opponent to 0 or fewer hit points, you may
immediately make a second attack at the end of the combat Dilettante
round against a foe that is within reach. Prerequisites: Intelligence 13+
Prerequisites: Intelligence 13+ Vehicles you are driving gain a +1 to Armor Class.
You can accept a penalty of 1 to 3 to your attack rolls to gain Far Shot
an equivalent bonus (+1 to +3) to your AC.
When you use a ranged weapon or firearm, its effective range
Exploit Weakness is increased by 50%. The weapon’s maximum range does not
change. With thrown weapons, the effective range is doubled.
Prerequisites: Intelligence 13+
Fast
After one round of combat, you can designate one opponent
whose weaknesses you will try to exploit. Against this You increase your walking movement rate by 5’ per round.
opponent, you can substitute your Intelligence bonus for your
Strength or Dexterity bonus on attack rolls. Fearless
Prerequisites: Dexterity 13+, Lightning Reflexes You gain a +2 bonus to Will saving throws against fear.
Combined with the Iron Will feat, this adds up to a total +4
When you are exposed to an effect that normally allows a bonus to save vs. fear.
Reflex saving throw for half damage, you instead suffer no
damage if you make a successful save. Evasion can only be
used when wearing light or no armor.
You can use a charge to deliver a devastating flying kick to an When making your first unarmed attack against a surprised
opponent. At the end of this charge, you add your level as a opponent, treat a successful attack as a critical hit.
bonus to the damage you deal with the unarmed strike.
Heave-Ho
Grappler
Prerequisites: Dodge, Throw, attack bonus +2 or better
Prerequisites: Dexterity 13+, Pugilist
If an opponent attacks and misses you in melee combat, you
When making grapple attacks, you roll two d20’s roll and use may immediately make a trip attack against them.
the higher of the two rolls for your attack.
Improvise
Great Cleave
You suffer no penalty to attack with improvised weapons and
Prerequisites: Strength 13+, Power Attack, Cleave, attack no penalty to task checks when using improvised tools.
bonus +5 or better
Prerequisites: Wisdom 13+ You can coax 10% more speed from a motorized vehicle that
you are skilled at operating.
A number of times per day equal to your Wisdom bonus, you
can attempt a Will saving throw to attempt to sense trouble. If Leadership
successful, the Venture Master must tell you whether you have
a good or bad feeling, based on the VM’s best guess regarding You can have twice as many contacts as your Charisma score
the current situation. would normally allow.
Prerequisites: Constitution 13+, Great Fortitude You gain a +2 bonus to Reflex saving throws.
You have a knack at one chosen task. A character that is skilled Once per round when your mount is hit in combat, you may
in a task and who has a knack at it enjoys a +3 bonus to his attempt a Riding task check to negate the hit. In addition, you
task checks with that task. suffer no penalties when fighting from horseback.
Prerequisites: Pugilist, Brawler, attack bonus +2 or better You may select one type of creature to be your sworn foe.
Against your sworn foe, you inflict +1 point of damage, you
When making your first unarmed attack against a surprised enjoy a +1 bonus on saving throws to resist their special
opponent, you deal double damage on a successful attack and abilities, and you get a +2 bonus on task checks against them.
your victim has a percentage chance to be knocked instantly
unconscious for 1d6 minutes equal to the damage inflicted. Nip-Up
Plucky
You have a surplus of pluck. Once per day, you can substitute a
Will saving throw for a Fortitude saving throw.
Power Attack
Your followers gain a +2 bonus on morale checks and other Rapid Reload
Will saving throws against fear and the like.
Prerequisites: Attack bonus of +1 or higher
Ride-By Attack
When making eye gouging attacks, you roll two d20’s roll and
use the higher of the two rolls for your attack.
Run
Savate Master
Second Wind
Once per day, you can forgo moving or attacking for one round
to gain a second wind. When you do this, you immediately
regain a number of lost hit points equal to your Con bonus.
Sidekick
Prerequisites: Dexterity 13+, Pugilist, Grappler Prerequisites: Drive Car, Ride Bike or Pilot Aircraft skill
When you get a target into a grapple, each round that you You only suffer half-damage from vehicle crashes.
maintain the grapple the target must pass a Fortitude saving
throw or fall unconscious for 1d6 rounds. Sunder
Prerequisites: Dexterity 13+, Lightning Reflexes When making sunder attacks, you roll two d20’s roll and use
the higher of the two rolls for your attack.
When you fall and are within arm’s length of a wall, you take
damage as though the fall were 20 feet shorter. Sweet Science
Prerequisites: Dexterity 13+, Wisdom 13+, Pugilist, Knockout You can add your intelligence modifier to Armor Class in place
Punch, attack bonus +6 or better of your Dexterity modifier.
You must declare that you are using this feat before you make Taekwondo Master
your attack roll, and thus a failed attack roll ruins the attempt. Prerequisites: Attack bonus +2 or higher, Pugilist (or Boxer
Sockdolager forces a foe damaged by your unarmed attack to Class), Flying Kick
make a Fortitude saving throw, in addition to suffering
damage normally. A defender who fails this saving throw is You can make an unarmed attack against an opponent that is
stunned for 1 round (until just before your next turn). You behind you at no penalty, or strike two flanking opponents by
may attempt a sockdolager once per day for every four levels rolling an attack against each and splitting your attack bonus
you have attained, and no more than once per round. between them.
Constructs, oozes, plants, undead and incorporeal creatures
cannot be stunned. Taiji Quan Master
Spirited Charge Prerequisites: Dex 13+, Pugilist (or Boxer), Dodge, Iron Will
Prerequisites: Dexterity 13+, Mounted Combat, Ride-By Attack When a taiji quan master is attacked in combat and missed, he
may force his opponent to pass a Reflex saving throw or be
When mounted and charging, you deal double damage with a grappled, or a Fortitude saving throw or be pushed back 5 feet.
melee weapon, and triple damage with a lance.
Task Focus
Spring Attack
Prerequisite: Knack in a task
Prerequisites: Dexterity 13+, Dodge, attack bonus +3 or better
You gain a +1 bonus to task checks with one chosen task.
When attacking with a melee weapon, you may move both
before and after the attack, provided that the total distance Task Mastery
moved is not greater than your running rate allows. Prerequisite: Skill in a task, level 9 or higher
Stamina Choose one task in which you are skilled. When making checks
Prerequisites: Constitution 13+, Diehard, Second Wind with this task, roll two d20’s and keep the higher of the rolls.
You recover hit points at double the normal rate, thus 2 hp per Taunt
level per evening of rest, 2 points of ability damage per Prerequisites: Charisma 13+
evening of rest, and awaken in half the normal time after being
knocked unconscious. You can temporarily rattle an intelligent target through the
use of insults and goading. To taunt a target, the hero must
forgo an attack. The target resists the taunt by making a Will
Throw When attacking with a weapon in each hand, you reduce the
normal penalty of a -4 penalty to attack with each weapon to a
Prerequisites: Dexterity 13+, Dodge penalty of -2 to attack with each weapon.
On a successful grapple attack, the character can force his Two-Weapon Mastery
target to pass a Fortitude or Reflex save or be thrown to the
floor, falling prone about 5 feet away. Prerequisites: Dexterity 15+, Two-Weapon Fighting
Toughness When attacking with a weapon in each hand, you reduce the
normal penalty of a -4 penalty to attack with each weapon to a
You gain +3 hit points. penalty of -1 to attack with each weapon.
Trample Unbalance
When you attempt to overrun an opponent while mounted, You designate one opponent no more than one size category
your target may not choose to avoid you. Your mount may larger or smaller than you. That opponent does not get to add
make one hoof attack against any target you knock down. his Strength bonus to attack rolls when targeting you. If the
creature does not have a Strength score, but just Hit Dice,
Trick impose a -2 penalty to its attacks.
Prerequisites: Intelligence 13+, Exploit Weakness Uncanny Dodge
Against an intelligent opponent in combat, you can attempt to Prerequisites: Dexterity 13+, Lightning Reflexes, Evasion
confuse them. Your target must succeed at a Will saving throw
or be dazed for 1 round. You retain your dexterity bonus to Armor Class even when you
are surprised in combat.
Trip
Weapon Finesse
Prerequisites: Intelligence 13+, Expertise
Prerequisites: Attack bonus +1 or higher
When making trip attacks, you roll two d20’s roll and use the
higher of the two rolls for your attack. When wielding a light melee weapon, you can use your
dexterity bonus in place of your strength bonus to hit.
Two-Gun Fighting
Weapon Focus
Prerequisites: Dexterity 15+, Point Blank Shot
Prerequisites: Weapon proficiency
You may wield two handguns in combat, attacking with both
weapons in combat each round, making a separate attack roll You gain a +1 bonus to hit with a chosen weapon with which
for each weapon. Fighters with more than one attack can you are proficient. You can take this feat more than once,
perform this double attack with their first attack, and applying it to a different weapon each time you take the feat.
thereafter may make the rest of their attacks with either one Fighters may take this feat more than once and apply it to the
handgun or the other, but not both. same weapon up to three times.
Prerequisites: Dexterity 15+, Two-Weapon Fighting Prerequisites: Weapon Focus, attack bonus +6 or higher
When wielding two melee weapons in combat, you can treat With the weapon with which you have Weapon Focus, you
the larger weapon as a buckler (i.e. +1 AC) and still attack with score a critical hit on a natural roll of 19 to 20.
the smaller weapon during the round.
You gain proficiency with one selected weapon. Alignment is a handy way to define a character’s personality
and moral bearing. Characters of similar alignment can be said
Weapon Specialist to possess a similar outlook and philosophy on life. Alignment
Prerequisites: Weapon Focus, attack bonus +4 or higher does not have to restrict a character’s actions, but a character
who says one thing and usually does the other will be branded
Choose one weapon with which you have Weapon Focus. You a false villain by most honorable men and women.
gain a +2 bonus to damage with the selected weapon.
Alignments are arranged along two axii – Law vs. Chaos and
Whirlwind Attack Good vs. Evil. In between each there is Neutrality, which is
usually not a philosophical stand (although it can be), but
Prerequisites: Dexterity 13+, Intelligence 13+, Dodge, rather a pragmatic willingness to do what must be done
Expertise, Spring Attack, attack bonus +3 or higher coupled with a general inclination to do what’s right. With
You can make one melee attack against each opponent within these two axii, we get nine alignments.
that is within reach of you. Each of these attack rolls suffers a In general, Law vs. Chaos involves the struggle between the
penalty equal to the total number of attacks you are making individual and the community, or in a larger sense, the cosmos.
during the round. When you use the Whirlwind Attack feat, The Lawful character puts his focus on the community or the
you forfeit any extra attacks granted by other feats or abilities. cosmos, holding their needs as a “higher cause” to be pursued.
Wing Chun Master The chaotic is an individualist, who holds that the needs and
rights of the individual are every bit as important as the needs
Prerequisites: Dex 13+, Pugilist (or Boxer Class), Dodge, Great and demands of the community.
Fortitude
Good vs. Evil has more to do with virtue and vice. The Good
Wing chun masters may re-roll failed saving throws made to character shies away from vice, while the Evil character does
resist combat maneuvers. not. Here, we might find some guidance from Aristotle’s
notions on vice and virtue. Aristotle found that there were
Workhorse
nine virtues, and that either a lack or excess of that virtue
Prerequisites: Strength 13+ constituted a vice. They are as follows:
You can drag and pull 1.5 times the normal weight allowed for Virtue Vice (Excess) Vice (Deficit)
your strength score. Courage Foolhardiness Cowardice
Temperance Profligacy Insensibility
Xing Yi Quan Master
Generosity Prodigality Meanness
Prerequisites: Str 13+, Pugilist (or Boxer Class), Look Smart,
Magnificence Vulgarity Paltriness
Power Attack
Pride Vanity Self-Deprecation
When a xing yi quan master uses his power attack feat against Ambition Overambition Apathy
an opponent at +3 to damage and -3 to hit and successfully
Gentleness Irascibility Spiritlessness
attacks, he stuns his opponent for 1 round.
Friendliness Obsequiousness Surliness
Character Detail Charm Boorishness Buffoonery
“Life, Liberty and the Pursuit of Happiness.” – Jefferson Danger: The character thrives on danger. When presented
with an opportunity to risk death, the character must pass a
Lawful Neutral (LN)
Will saving throw to pass up the opportunity.
“Obedience to lawful authority is the foundation of manly
Fighting: The character loves a good fight, and tends to assume
character.” – Robert E. Lee
everybody in the world is challenging them. Whenever
Neutral (N) presented with any sort of aggression or challenge, the
character must pass a Will save to avoid starting a fight.
“To much of anything is bad, but too much whiskey is just
enough.” – Mark Twain Gambling: The character is addicted to gambling. When
tempted by a chance to wager on something or play a game of
Chaotic Neutral (CN) chance, the character must pass a Will saving throw to resist
the temptation.
“Live free or die.” – Gen. John Stark
Money: The character is especially greedy. When tempted by a
Lawful Evil (LE)
chance to earn or steal money, regardless of the dangers
“I don’t care if they respect me, so long as they fear me.” – involved, the character must pass a Will saving throw to resist
Caligula the temptation.
Tobacco: Tobacco is a filthy habit, and an unhealthy one. Still, Personality and Description
few things are more associated with the “man’s man” than
tobacco. The player should decide how his character takes his The player defines the personality of their character. This may
tobacco – cigar, cigarette, pipe or chaw. If your game is set in be a conscious choice at character creation, or it may be
the 18th century, you can include snuff as a possibility. The something that emerges during play as the player is forced to
tobacco fiend needs his hit, usually at least once every three or react to the weird and dangerous situations that present
four hours, whether it’s safe or not. If denied tobacco for more themselves to the character. Personality may be influenced the
than 24 hours, the character must pass a Will saving throw or background, class and the allegiances a player chooses for
become shaken. their character, but this does not have to be so.
Vanity: The character is a “dapper dan”, never passing by a A character should also be described in physical terms.
mirror without checking his hair, the twist of his mustache, the Physical description is influenced by the player’s choice of
state of his clothes. He abhors being disheveled, though he race. Players should describe eye color, hair color, skin tone,
makes allowances for those times when he is forced to fight or height, weight, age and maybe other physical quirks.
trek through the wilderness. The vain character is tempted by Characters can start the game at different ages, if players wish.
clothing and ornaments, and the fancier the better. When Most characters are assumed to be mature adults, probably in
presented with an opportunity to buy such articles, he must their 20’s or 30’s. A character can also be young (16 to 19),
pass a Will saving throw or spend at least 50% of the money middle-aged (40-59) or old (60+).
he has on hand on the items (if possible).
Young: Young characters modify their mental ability scores
Women: The character cannot resist a pretty face. When down by two points each.
tempted by a beautiful woman, the character must pass a Will
saving throw to resist that temptation. If they fail, they must Middle-Aged: Middle-aged characters modify their physical
make an attempt to woo them, or acquiesce to whatever the ability scores down by two points each and their mental ability
woman may be asking them. The character should have a scores up by one point each.
Patrons
Characters in modern games are often defined by the Halberd * † $125 2d4 90” 4.7 lb
equipment they use. Because the game can be played in a Hanbō (half-staff) $3 1d3 35” 0.7 lb
variety of time periods and genres, equipment is very often Jō staff * $5 1d4 50” 1.0 lb
specific to the period or genre. What follows is a general
Kama $5 1d8 18” 2.2 lb
discussion of equipment in the game and the rules that cover
purchasing and using it. Whether a particular item is available Katar ^ $10 1d4+1 26” 1.2 lb
in the game is up to the Venture Master. Knife, large $5 1d4+1 13” 0.9 lb
Knife, small $2 1d3 7” 0.2 lb
Weapons
Kukri (Gurkha knife) $9 1d6 21” 1.2 lb
There are three broad categories of weapons: Melee weapons Kusarigama $80 1d8 18” 2.6 lb
(meaning weapons used for hand-to-hand combat), ranged Lance * $60 1d10 115” 5.8 lb
weapons (meaning non-firearm weapons used for combat at a
Machete $6 1d4+1 22” 0.9 lb
distance, like bows and crossbows and weapons that are
Meteor hammer $100 1d8 79” 13.2 lb
thrown) and firearms.
Morningstar $12 1d4+1 23” 4.0 lb
Melee Weapons
Naginata * $18 2d4+1 100” 7.3 lb
Melee weapons are used in close combat. A character’s Night-stick ^ $1 1d3 26” 1.2 lb
Strength modifier is always added to a melee weapon’s attack Nunchaku * $5 1d3 25” 0.4 lb
roll and damage roll.
Pike * $20 2d6 300” 13.2 lb
Sai ^ $4 1d4+1 19” 1.0 lb
Sap $4 1 8” 0.4 lb
Siangham $8 1d4+1 8” 1.0 lb
“Wars may be fought with Spear * † $60 1d8 65” 2.7 lb
weapons, but they are won by Straight razor $1 1d2 4” 0.1 lb
men.” – Gen. George S. Patton Sword, long $200 1d8 47” 3.0 lb
Sword, two-handed ** $250 1d10 51” 6.2 lb
Sword – Broadsword ^ $200 1d8 38” 3.1 lb
* Weapon is wielded with two hands Weapon Cost Damage Range Wt.
** Weapon does +1 point of damage when wielded with two hands Bolas $2 1d4 10 ft 1.0 lb
Boomerang $3 1d4 30 ft 0.2 lb
† Weapon does double damage when set to receive a charge
Bullwhip $1 2d6 5 ft 0.5 lb
^ Weapon is +2 on attacks made to disarm (see Rules of Play: Combat) Chakram $2 1d4 60 ft 0.5 lb
Tiny Fist-sized rock, mug, screwdriver, softball, 1d2 Sling $1 1d4 60 ft 0.2 lb
flashlight, wrench Speargun $15 1d8 30 ft 1.2 lb
Small Bottle, drill, fire extinguisher, flower pot, 1d3
helmet, metal hubcap, vase
Ammunition
Medium Bar stool, brick, briefcase, bowling ball, 1d4
garbage can lid, hockey stick, nail gun Ammunition Cost Weight
Large Empty garbage can, guitar, chair, tire iron 1d6 Arrows (12) $5 0.4 lb
Huge 10-foot ladder, mailbox, oil barrel, park 1d8 Bolts (12) $3 0.2 lb
bench, sawhorse
Gargantuan Desk, dumpster, file cabinet, large sofa, soda 2d6
machine Bullwhip: Treat a bullwhip as a ranged weapon with a
maximum range of 8 feet and no range penalties. Because a
Colossal Junked vehicle, stoplight, telephone pole 2d8
whip can wrap around an enemy’s leg or other limb, a
character can make a trip attack with it. A whip can also be
A character can effectively wield or throw an object of his or used for a disarm attack.
her size category or smaller using one hand. A character can
effectively wield or throw an object one size category larger Mace and Pepper Spray: These sprays come in a single-shot
container. To use them, make a ranged attack against the
SHOTS: The weapon’s internal capacity of ammunition. A Any creature or flammable object that takes damage from a
weapon cannot fire more bullets per round than it has flamethrower catches on fire and takes 1d6 points of fire
internally, regardless of its rate of fire. damage each subsequent round until the fire is extinguished.
Flamethrower: A flamethrower consists of a pressurized A flamethrower can shoot 10 times before the fuel supply is
backpack containing fuel connected to a tube with a nozzle. It depleted.
Firearms - Civilian
Weapon Cost Rate of Fire Damage Range Shots Weight
Air Pistol (small caliber) $1 1 1d2 60 ft 1 2 lb
Air Rifle (small caliber) $3 1 1d3 300 ft 1 5 lb
Elephant Gun (huge caliber) $100 1 5d6 120 ft 1 10 lb
Pistol (medium caliber) $10 6 1d6 100 ft 10 2 lb
Pistol, auto (medium caliber) $15 100 1d6 180 ft 10 2 lb
Revolver (medium caliber) $6 3 1d6 150 ft 6 2 lb
Rifle (small caliber) $50 2 2d4 1500 ft 5 9 lb
Shotgun (large caliber) $25 2 1d12 60 ft 4 8 lb
Firearms - Military
Weapon Cost Rate of Fire Damage Range Shots Weight
Anti-Tank Rifle (huge caliber) $250 3 8d6 2000 ft 6 400 lb
Bazooka (huge caliber) $200 1 4d6 900 ft 1 13 lb
Heavy Machine Gun (medium caliber) $150 100 2d6 5500 ft 100 120 lb
Light Machine Gun (small caliber) $100 120 2d4 3000 ft 30 22 lb
Medium Machine Gun (small caliber) $125 100 1d10 4000 ft 250 50 lb
Musket (large caliber) $25 1 2d4 1500 ft 1 10 lb
Military Rifle (small caliber) $100 120 2d4 1500 ft 30 10 lb
Sniper Rifle (medium caliber) $150 1 2d6 3000 ft 5 10 lb
Submachine Gun (medium caliber) $50 100 1d6 500 ft 20 8 lb
Firearms - Specialist
Weapon Cost Rate of Fire Damage Range Shots Weight
Flamethrower $20 1 2d6 90 ft - 50 lb
Whaling Gun (huge caliber) $120 1 6d6 120 ft 1 25 lb
Tracer x2 Artillery
Firearms that are too large for a person to hold in their hands
The earliest bullets were round and made of lead. Conical
or on their shoulder are considered artillery. While characters
bullets were adopted in 1847 with the invention of the Minié
attack with firearms using an attack roll, artillery uses a
Ball by Capt. Claude-Étienne Minié of the French Army. A
Gunnery task check (see Rules of Play).
similar conical bullet, the Nessler ball, was invented for use
with smoothbore muskets. By 1862, W. E. Metford’s elongated For modern artillery, damage depends on the caliber of the
rifle bullet was adopted by the British Army, though it had gun. Old cannons used cast iron cannon balls and did less
been used for other purposes since 1857. damage than modern artillery.
Artillery shells come in several varieties. They are not unlike Artillery Shot Wt. Caliber Damage Range
the types of bullets for small arms.
Rabonet 0.3-pdr 1” 1d12+1 800 yd
Armor Piercing (AP): As with bullets, armor-piercing shells Serpentine 0.5-pdr 1.25” 2d10 800 yd
have a tungsten core and are designed to penetrate armor. Falconet 1-pdr 2” 6d6 800 yd
Chemical (CHEM): These artillery shells are designed to deliver Falcon 2-pdr 2.25” 7d6 800 yd
chemical gas. Creatures that breath these vapors suffer 1d8 Minion 5-pdr 3.25” 8d6 750 yd
points of damage (Fortitude saving throw for half damage) Saker 6-pdr 3.5” 8d6 700 yd
and must pass a Fortitude saving throw or be blinded
Bastard Culverin 11-pdr 4” 9d6 650 yd
permanently. The chemical cloud covers a 10-ft radius area
per caliber of the shell. The cloud lasts for 5 minutes. Demi-Culverin 8-pdr 4.5” 9d6 600 yd
Basilisk 14-pdr 5” 10d6 550 yd
Common: Common shells have no special properties.
Culverin 18-pdr 5.5” 12d6 550 yd
High Explosive (HE): High explosive artillery shells are filled Cannon Perrier 24-pdr 6” 12d6* 500 yd
with TNT, Amitol or some other form of high explosive. They Demi-Cannon 32-pdr 6.5” 12d6 500 yd
can be designed to explode in mid-air, causing damage in a
Bastard Cannon 42-pdr 7” 2d4 x 10 500 yd
radius from explosive force and shrapnel, or on contact,
multiplying the shell’s normal damage. Cannon Serpentine 42-pdr 7.5” 2d4 x 10 500 yd
Cannon 60-pdr 8” 2d6 x 10 450 yd
If exploding in a radius, the weapon deals half normal damage
Cannon Royal 74-pdr 8.5” 2d6 x 10 450 yd
in a radius equal to one foot per point of normal damage. A
10d6 damage shell, for example, might normally inflict 35
points of damage to a target. As a high-explosive shell, it would Note - the cannon perrier uses a shot made of stone. The other
deal 17 points of damage to all within 35 feet. If striking a cannon use shot made of cast iron.
target, the shell inflicts 150% normal damage.
Artillery (1860-1899)
Illumination (ILLUM): An illumination shell causes the
equivalent of daylight for a number of rounds equal to the Caliber Damage ROF Range Weight
shell’s normal damage.
2-3” (50-75mm) 11d6 1 4,000 yd ½ ton
Incendiary: An incendiary shell deals extra fire damage, just as 3-4” (to 99mm) 12d6 1 4,500 yd 1 ton
an incendiary bullet does. The shell deals +1d6 fire damage 4-5” (to 124mm) 2d6* 1 4,800 yd 2 tons
per inch of caliber.
5-6” (to 154mm) 6d6* 1 5,200 yd 4 tons
Shrapnel: A shrapnel shell explodes in the air, dealing damage 6-7” (to 179mm) 7d6* ½ 6,200 yd 5 tons
as though it were a high-explosive shell exploding in mid-air 7-8” ( to 199mm) 8d6* ½ 6,200 yd 7 tons
(see above).
8-9” (to 224mm) 9d6* ½ 6,500 yd 10 tons
Smoke: A smoke shell lays down an area of thick smoke in a 10 9-10” (to 249mm) 10d6** ½ 7,000 yd 12 tons
foot radius per inch of shell caliber. This obscuring smoke 10-11” (to 274mm) 1d8** ½ 6,000 yd 14 tons
imposes a -5 attack penalty to creatures inside the cloud, or
11-12” (to 304mm) 2d4** ½ 6,000 yd 16 tons
firing through the cloud. The smoke lasts for 5 minutes.
12-13” (to330mm) 1d10** ½ 6,000 yd 18 tons
Artillery Statistics are as follows: 13-14” (to 355mm) 1d12** ½ 6,000 yd 20 tons
ROF: This is the number of shells per combat round the 14-15” (to 381mm) 2d6** ½ 4,000 yd 25 tons
artillery piece can fire. 15-16” (to407mm) 2d8** ½ 4,000 yd 45 tons
16”+ (408mm+) 3d6** ½ 4,500 yd 90 tons
RANGE: Effective range of the artillery, in yards. The artillery
can at up to three times this effective range, but suffers a -2
penalty to hit, and deals half damage beyond effective range.
16”+ (408mm+) 7d6** ½ 40,000 yd 325 tons Explosives can be thrown or detonated in place, depending on
the type of device. All explosives must be detonated in some
Autocannons way. Some explosives, such as grenades, include built-in
detonators. Others require timers or other devices to set them
Caliber Damage ROF Range Weight off. Detonators are covered in Weapon Accessories.
0-1” (8-23mm) 6d6 200 6,000 yd 300 lb
A splash weapon is a projectile that bursts on impact, spewing
1-2” (25-49mm) 9d6 60 6,000 yd 1 ton its contents over an area and damaging any creature or object
2-3” (50-99mm) 2d4* 30 9,000 yd 8 tons within that area. Creatures directly hit by splash weapons take
4-6” (100-150mm) 6d6* 30 12,000 yd 15 tons the most damage, while those nearby take less damage. Splash
weapons usually must be thrown to have effect.
Mortars
Explosives and splash weapons require no proficiency to use
Caliber Damage ROF Range Weight
unless they are fired or propelled from some sort of launcher,
in which case one must be proficient with the launcher.
2-3” (50-75mm) 7d6 2 2,300 yd 90 lb
3-4” (to 99mm) 8d6 2 2,400 yd 150 lb Explosives and splash weapons are described by a number of
statistics, as shown on the table below.
4-5” (to 124mm) 12d6 2 2,400 yd 500 lb
5-6” (to 154mm) 2d4* 2 2,400 yd 1,000 lb All thrown weapons have a range of twice the Strength score
6-7” (to 179mm) 2d6* 2 2,500 yd 1,500 lb of the thrower.
7-8” ( to 199mm) 3d6* 1 1,500 yd 1,800 lb DMG: The damage dealt by the weapon. For explosives, the
8-9” (to 224mm) 4d6* ½ 750 yd 2,000 lb column shows the damage dealt to all creatures within the
9-10” (to 249mm) 5d6** ½ 650 yd 2,500 lb explosive’s blast radius. For splash weapons, the column is
used for a target directly struck by the weapon. Creatures
10-11” (to 274mm) 7d6** ½ 600 yd 3,000 lb
within 5 feet of the target suffer half as much damage.
11-12” (to 304mm) 9d6** ½ 500 yd 3,400 lb
RAD: For explosives, the blast radius is the area affected by the
explosive. All creatures or objects within the burst radius take
damage from the explosive. Any creature caught within the
The explosive deals half damage in an area twice the size of Composition 4 (C-4): Developed by the British during World
the blast radius. War II as Composition C, this plastic explosive can only be set
off with a detonator (not gun fire, fire, or radiation). C-4 acts as
Weapon Damage Radius Wt. Cost Poison III when ingested. A similar explosive, Semtex, was
Acid (Generic) 1d6 5 ft. 1 lb. $1 developed in Czechoslovakia in 1959.
Amatol 1d6 3 ft. 1 lb. $1
Composition B: This explosive is made from TNT (40%) and
Composition 4 (1943) 1d10 7 ft. 1 lb. $4 RDX (60%). It is the most common explosive in artillery shells,
Composition B (1939) 1d10 7 ft. 1 lb. $4 rockets, land mines, hand grenades and other munitions.
Dynamite (1867) 1d10 7 ft. 1 lb. $3
Dynamite: Perhaps one of the most common and straight-
Gelatine (Gelignite) (1875) 2d6 7 ft. 1 lb. $3 forward explosives, dynamite is very stable under normal
Grenade, fragmentation 2d6 20 ft. 1 lb. $4 conditions. A stick of dynamite requires a fuse or detonator to
(1600s) set it off. Additional sticks can be set off at the same time if
Grenade, smoke (1848) - - 2 lb. $2 they are within the burst radius of the first stick, increasing
Grenade, tear gas (1919) - - 2 lb. $3
the damage and burst radius of the explosion.
Grenade, thermite (1940s) 3d6 5 ft. 2 lb. $6 Gelatine: Also called gelignite, it is composed of guncotton
Grenade, white phosphorus 1d6 20 ft. 2 lb. $4 dissolved in nitroglycerine and mixed with wood pulp and
(1916) saltpetre. It is easily moldable and can be handled without
Guncotton (1846) 1d8 3 ft. 1 lb. $1 protection. It cannot be exploded without a detonator, and is
among the less expensive explosives. Favored by killer queens.
Hexanite (1915) 1d10 5 ft. 1 lb. $3
HMX (Octogen) (1949) 2d6 7 ft. 1 lb. $3 Grenade, Fragmentation: The most common military grenade,
Molotov cocktail/Greek fire 1d6 5 ft. 1 lb. $0.50 this is a small explosive device that sprays shrapnel in all
directions when it explodes.
Nitroglycerine (1847) 2d6 7 ft. 1 lb. $3
Picric Acid (Explosive) (1871) 1d10 5 ft. 1 lb. $1 Grenade, Smoke: Military and police forces use these weapons
RDX (Hexogen) (1921) 2d6 7 ft. 1 lb. $3 to create temporary concealment. On the round when it is
thrown, a smoke grenade fills a 5-ft radius area around it with
TNT (1863) 1d8 3 ft. 1 lb. $1
smoke. On the following round, the smoke fills a 10-ft radius,
Torpex (1942) 2d6 7 ft. 1 lb. $3 and on the third round it fills a 15-ft radius area. The smoke
obscures all sight, including the infrared vision granted by
Each additional pound of an explosive increases its damage night vision goggles. Any creature within the area has total
and blast radius by 100%. Thus, if one pound of dynamite concealment (attacks are -10 to hit and the attacker can’t use
deals 1d10 points of damage within 5 feet (and half damage sight to locate the target). It disperses after 10 rounds, though
out to 10 feet), then two pounds of dynamite deal 2d10 points a moderate wind disperses the smoke in 4 rounds and a strong
of damage within 10 feet (and half damage out to 20 feet). wind disperses it in 1 round. Smoke grenades are available in
several colors, including white, red, yellow, green, and purple.
Shrapnel increases damage by 1d6. They can be used as signal devices.
Acid: A character can throw a flask of acid as a grenadelike Grenade, Tear Gas: Military and police forces use these
weapon. A flask is made of ceramic, metal, or glass (depending weapons to disperse crowds and smoke out hostage takers.
on the acid it holds), and holds 1 pint of liquid. This entry The tear gas spreads the same way smoke spreads from a
represents any mild caustic substance. Acid may be purchased smoke grenade (see above). A character caught in a cloud of
in many places, including hardware stores. tear gas must make a Fortitude save or be sickened. This
effect lasts as long as the character is in the cloud and for 1d6
Amatol: Amatol is made from TNT and ammonium nitrate. It is
rounds after he or she leaves the cloud. Those who succeed at
less potent than TNT, but it is less expensive to manufacture.
a saving throw but remain in the cloud must attempt a new
Because amitol is not oxygen-deficient, like TNT, it is more
save each round. A gas mask renders the target immune to the
HMX: Also called Octogen, this insensitive explosive is COST: Cost of armor in dollars.
expensive to manufacture, and is thus relegated to special Modern Armor
uses, such as the detonator in nuclear weapons, solid rocket
fuel and plastic explosives. Type Year AC Weight Cost
flammable liquid, plugged with a rag. The cost given is for the Drysuit 1938 +1 15 lb $45
components. To use it, the rag must first be lit, requiring a Body Armor Level 1 1940s +1 3 lb $10
move action. The cocktail detonates in 2 rounds or on impact Body Armor Level 2A 1950s +2 4 lb $20
with a solid object. A target that takes a direct hit is dealt an
Body Armor Level 2 1960s +3 8 lb $50
additional 1d6 points of fire damage in the following round
and risks catching fire. Wetsuit 1952 – 5 lb $8
Medium Gear
Nitroglycerin: Nitroglycerin is a powerful explosive liquid that
Body Armor Level 3A 2000s +4 30 lb $100
is used in the production of dynamite. In movies, it is always
kept in jars or vials, and any shock might set it off. Body Armor Level 3 2000s +5 45 lb $150
Scale waistcoat 1910 +4 12 lb $15
Picric Acid: This yellow crystalline explosive’s name means
Heavy Gear
“bitter” in Greek. Discovered in 1742, it saw extensive use in
the First World War. It is shock sensitive. ADS 1888 +5 830 lb $250
Body Armor Level 4 2000s +6 55 lb $200
RDX: Invented in 1899, ‘Research Department Explosive’ saw
Diving dress 1820 +1 180 lb $135
use in the Second World War. It is also known as Cyclonite,
Hexogen and T4. In its pure state, it has a white, crystalline Shields
form. It is often used as a component of other explosives. If Riot Shield - +1 15 lb $10
ingested or the dust inhaled, it acts as Poison IV allowing Ballistic Shield - +2 7 lb $25
people a +3 bonus to Fortitude saving throws.
Type Year AC Weight Cost Light armor provides minimal protection, but imposes
minimal restrictions on movement. Wearers of light armor
Light Gear
suffer a -1 penalty to Reflex saving throws.
Buff Coat - +1 6 oz $5
Scale (Leather) - +2 25 lb $25 Body Armor: The different body armor levels, including those
for medium and heavy armor, consist of a vest to cover the
Lamellar (Leather) - +2 30 lb $25
torso, and often also protect the groin.
Brigandine - +3 20 lb $35
Medium Gear Brigandine: Brigandine is a garment of cloth or leather with
with small metal plates riveted to the fabric. A similar form of
Cuirass - +3 15 lb $35
armor was the “jack of plates”, in which the metal plates were
Half-plate - +4 30 lb $45
sandwiched between two layers of fabric and the Chahar’Ta
Scale (Metal) - +4 30 lb $45 Hazar Masha (“coat of ten thousand nails”) of India, a padded
Lamellar (Metal) - +4 35 lb $45 leather jacket covered in velvet and containing metal plates.
Mail - +5 30 lb $60
Buff Coat: A buff coat, named for its yellowish color, was a
Laminar - +5 35 lb $60 leather coat worn by soldiers during 17th century. The coat
Heavy Gear was worn underneath armor, usually a cuirass or thee-quarter
Splint Armor - +6 45 lb $100 plate armor. The leather varied from 0.06 to 0.22 inches thick.
Mirror Armor - +6 45 lb $100 Drysuit: A drysuit is a full-body rubber suit that is designed to
Three-quarter plate - +6 45 lb $100 keep water out. It was first put into action by Italian frogmen
Plated Mail - +7 45 lb $200 in the Second World War. Imposes -2 penalty to attack.
Plate & Mail - +8 50 lb $500 Lamellar Armor: Lamellar was made from rectangular or nealy
Plate Armor - +9 60 lb $750 rectangular plates laced into horizontal rows without a fabric
Shields backing. The plates were made of metal or rawhide. Lamellar
armor allowed for more mobility than scale armor. It was
Buckler - +1 5 lb $2
called keiko in Japan, and eventually developed into the O-
Shield - +2 15 lb $5 yoroi of the samurai.
Tower Shield - +3 20 lb $10
Scale Armor: Scale armor consists of small, individual scales of
Modern vs. Ancient Armor various shapes in overlapping rows. The scales are attached to
each other and to a backing of fabtic or leather, and could be
Ancient armor was not constructed with firearms in mind, and made from metal, rawhide, or horn. In GRIT & VIGOR, leather
when firearms entered the scene it quickly became obsolete. scale armor is considered light gear, while metal scale armor is
This is not because it was completely useless against firearms considered medium gear.
… but because it was mostly useless against firearms when
cost and weight was taken into account. With this in mind, the Wetsuit: Wetsuits are intended to protect a person from the
following rules apply: cold, granting them a +2 bonus to saving throws against cold
damage. Impose a -2 penalty to attack.
For ancient armor, reduce AC bonus by two against muskets.
Against modern firearms, AC bonus is +0 for light gear, +1 for Medium Armor
medium gear and +2 for heavy gear. Most medium armor is not terribly heavy, but nonetheless
Apply these same penalties to the following modern armors: provides a significant amount of protection. Medium armor
Drysuits, wetsuits, ADS and full diving dress. These items are imposes a -2 penalty to Reflex saving throws.
designed to protect people, but not from bullets. Cuirass: A cuirass is composed of heavy metal and covers the
For all metal armor, increase armor bonus by one against chest and back. A cuirass can be worn over a buff coat for
weapons made of wood or stone. improved protection. While the cuirass is an ancient piece of
armor, it has been used in more modern times as well.
Diving Dress: A standard diving dress dating from the 1800’s Field bag (10 lb capacity) - 2 lb. $3.30
includes a copper, brass or bronze diving helmet, an air hose Handbag (2 lb capacity) - 1 lb. $0.75
supplied by a pump on the surface, a canvas diving suit and Range pack (12 lb capacity) - 2 lb. $7.25
weighted boots. They are capable of operating at 600 feet of
Travel case (10 lb capacity) - 10 lb. $2.50
depth, and are very cumbersome. They impose a -6 penalty to
melee attacks and increase surprise chances to 3 in 6.
Flare: A road flare lasts for an hour, and Microphone, Pick Up: Picks up all sounds within
fills a 5-foot diameter area with flickering 10 feet.
red light. Anyone struck with a road flare
takes 1d6 points of fire damage. Road flares Microphone, Shotgun: Picks up sounds within 100
are sold in packs of three. feet, but must be pointed directly at the target.
Flashlight: This heavy metal flashlight Microtransmitter: A “bug,” it is the size of a nickel
projects a beam 30 feet long and 15 feet and sends a signal to a waiting transmitter up to 1
across at its end. mile away.
Flood Light: A handheld spotlight, it Multipurpose Tool: This device contains several
projects a bright beam 100 feet long and different screwdrivers, a knife blade or two, can
50 feet wide. opener, bottle opener, file, short ruler, scissors,
tweezers and wire cutters. The whole thing unfolds into a
Gas Mask: A gas mask provides total protection pair of pliers.
from eye and lung irritants. The filter canister lasts for 12
hours of use. The cost for one extra filter canister is $6. Penlight: Projects a beam of light 10’ long and 5’ wide.
Generator, Portable: This is a single cylinder, gas-powered Pharmacist Kit: A portable pharmacy, this kit includes
generator on wheels that can produce enough electricity to everything needed to prepare, preserve, compound, analyze,
power a house for eight hours. It requires two gallons of and dispense drugs using the Chemistry or Treat Injury task.
gasoline to operate and is noisy. Police Scanner: A police scanner allows a person to listen to
Glasscutter, Circular: These devices cut a 3 to 12-inch diameter emergency broadcast frequencies with a range of 10 miles.
hole in a pane of glass.
Rope: Climbing rope can support up to 1,000 pounds. Winch, Portable: This small, portable electrical winch and
cable has a solid hook on the end. If properly bolted down
Scope: A scope increases the effective range for a firearm by (such as being mounted to the front of a vehicle), it has enough
150%. To use a scope a character must spend a round strength to pull a car out of a ditch or a small tree out of the
acquiring his or her target. ground (equivalent to Strength 30). The cable is 150 feet long
and has AC 14 and 5 hp. The cable can only be damaged with
Search-and-Rescue Kit: This pack contains a first aid kit, a slashing weapons or a boltcutter.
compass, waterproof matches, a lightweight “space” blanket, a
standard flashlight, 50’ of durable nylon rope, two smoke Vehicles
grenades, and one signal flare.
Vehicles in the game are treated in much the same way as
Silencer: A silencer eliminates the noise from a bullet’s firing. creatures, except that they are controlled by their crew, rather
For handguns, the only sound is the mechanical action of the than controlled by themselves.
weapon. For longarms, the supersonic speed of the bullet itself
still makes noise, but it’s difficult to tell where the sound is SIZE: Vehicles use the same size categories as characters and
coming from to locate the source of the gunfire. Silencers creatures, with a few additional sizes added. While creature
cannot be used on revolvers or shotguns. size is based on height and length, vehicle size is based on
weight. The vehicle’s size modifier applies to its initiative and
Spike Strip: This device is designed to help the police end car maneuver modifiers. The size modifier is already included in
chases. The strip comes rolled in a spool about the size of a the statistics below.
small suitcase. Deploy it by rolling it across a roadway. Until
the strip is activated, the spikes do not protrude and cars can Weight Size Hit Dice AC Mod.
pass safely over it. When the user activates it (via a control 100,000 tons + Epic 150 –20
device attached to the end of the strip by a 10-foot-long cord),
25,000 to 50,000 tons Titanic 130-140 –20
the spikes extend. If a car moves over a spike strip, its tires are
punctured and the driver must pass a Drive Car task check or 5,000 to 25,000 tons Gigantic 110-120 –20
lose control of the car. 1,000 to 2,000 tons Tremendous 99-100 –16
256 to 1,000 tons Super-Colossal 97-98 –12
Surgery Kit: About the size of a small backpack, this kit
contains the instruments needed for emergency field surgery. 64 to 256 tons Colossal 57-96 –8
16 to 64 tons Gargantuan 29-56 –4
Tactical Map: A tactical map covers a small area in exacting
4 to 16 tons Huge 14-28 –2
detail, usually covering a few miles on a side. Every building is
represented, along with all roads, trails, and areas of 500 lb to 4 tons Large 7-13 –1
vegetation. Tactical maps are not available for all areas, and, 60 to 500 lb Medium 3-6 +0
though inexpensive, they generally have to be ordered from Up to 60 lb Small 1-2 +2
government agencies, taking a week or longer to obtain.
Tap Detector: Detects whether a phone line is tapped. It cannot TYPE: Vehicles are treated as a form of creature called a
be used to detect a lineman’s buttset. construct (See Chapter 4: Man Versus). Size category
determines a vehicles Hit Dice (roll hit points normally) and
Telephone, Mobile: In the 1970s, these weighed 4 lb. and were
applies a modifier to the vehicle’s Armor Class.
only good for making calls. In each decade thereafter, the
weight is cut in half. In the 2000s, one can purchase a smart ARMOR CLASS (AC)/DAMAGE REDUCTION (DR): A vehicle’s
phone and coverage for twice the price. Armor Class and Damage Reduction (if it has one) are based
on the material of its outer skin and the thickness of that
Telephone Tap: These devices allow a character to listen to
material, modified by the size of the vehicle. The material
conversations over a particular phone line.
provides a base AC (see below).
For each decade past the 1920s, tanks increase hit dice by ARMS BOMBS
+2/decade, max. speed by +2.5 mph/decade, main gun size by
1930s 4 light machine guns x2
10mm/decade, armor thickness by 1”/decade, and maneuver
1940s 4 light machine guns, 2 heavy maching guns x5
bonus by +1.
1950s 4 20mm autocannons x10
For each decade past the 1920s, civilian aircraft increase
1960s 2 30mm autocannons x12
maximum speed by 50 mph, ceiling by 3,000’, and climb rate
1970s 2 30mm autocannons x12
by 50’. Maneuver increases by +1 from the 1960s forward.
1980s 1 30mm autocannons x15
1990s 1 30mm autocannons x30
2000s 2 air-to-air missiles, 2 air-to-ground missiles x50
Academics Rogues
An academic is a professor or scientist who works at a Rogues are criminals, each one possessing one or more skills
university or in the private sector. Each academic has one they can employ in the pursuit of a life of crime. Rogues cost
subject as a specialty (see the Display Knowledge task). If a $10 per skill to employ on a single job, and they will demand a
question is in an academic’s specialty, she has a 5 in 6 chance 10% cut of any proceeds acquired on the job (including
of answering it. If it is in any other subject, she has a 3 in 6 rewards, ransoms, sales of valuable objects, etc.). If the job has
chance of answering the question. Academics are paid $24 to no proceeds to share, they double their fee.
answer questions in their specialty and $12 otherwise.
Craftsmen
Man
surroundings as to avoid traps, pitfalls and surprise attacks.
Versus
an additional turn, a creature must pass an Endure task check.
Failure leaves them fatigued. Each turn beyond that requires
another task check at a cumulative -2 penalty. Failure of any of
these task checks leaves a creature exhausted.
Overcoming Challenges Sprint speed differs between creatures in terms of rate, but at
whatever speed can be maintained for one minute. To sprint
for an additional minute, a creature must pass an Endure task
P
lay in GRIT & VIGOR is between the players and the check. Failure leaves them fatigued. Each minute beyond that
Venture Master (VM). The VM acts as the players’ eyes requires another task check at a cumulative -2 penalty. Failure
and ears (and nose and taste buds, etc.) in the world of of any of these task checks leaves a creature exhausted.
his creation. He describes what they see, hear and feel. The
players then respond, letting the VM know how their Information on animal movement rates can be difficult to find,
characters are acting and reacting to the things they see and and information for imaginary creatures is impossible to find.
hear, whether those things are an angry mob, a foreboding set For that reason, you can use the following general categories
of stairs or a strongbox that might hold a fortune in uncut for creatures in the game:
diamonds. In return, the VM describes the results of the
Type Run multiplier Sprint multiplier
character’s activities. This back and forth interaction between
the players and the VM is the substance of the game. If the VM Humanoid x4 x5
simply declared the characters’ actions successful or Bulky x5 x6
unsuccessful, there would be no element of risk. This chapter Graceful x6 x12
introduces basic rules that create a framework for running
Speedy x2 x3
adventures.
Time “Humanoids” includes humans and creatures with the same basic body
shape as humans, including giants
Time in the game is not necessarily the same as time outside of “Bulky” includes animals like bears and elephants, and most reptiles
the game. For example, a battle might only take a few minutes
of “game time” to complete, even though playing through the “Graceful” includes animals built for speed, like horses, antelopes and
combat takes much longer for the players and VM. ostriches
“Speedy” includes animals with a very fast walking or cruising speed (for
To measure time within the game, we use minutes, hours, days
flyers), like coyotes and kangaroos, and most birds
and weeks, just as one normally would, but we also use rounds
and turns. A round represents 10 seconds, so there are 6 While most characters are only capable of sprinting at five
rounds per minute. A turn is 10 minutes long, thus there are 6 times their normal speed, strong characters can improve on
turns in an hour. Rounds are used to facilitate combat. Minutes this. A character with a Strength score of 16 to 17 can sprint at
and turns are used to facilitate exploration, while hours and six times his normal speed (270 feet per round). A character
days are used for wilderness travel. with a Strength score of 18 can sprint at seven times his
normal speed (315 feet per round). For context, the fastest
Movement human being ever recorded, Usain Bolt, sprinted at 27.44 mph,
or approximately 400 feet per round.
Movement is measured in feet per round (i.e. feet per ten
seconds). The average person walks at 45 feet per round (3.1 Running over uneven ground requires a character to pass a
mph). This is considered walking speed. Other animals have Reflex saving throw each round to avoid tripping and falling
faster or slower walking speeds than humans. prone, and suffering 1d2 points of damage in the process.
* MPD = Miles per day 10 101 lb. 250 lb. 1,250 lb. 2,500 lb.
11 111 lb. 275 lb. 1,375 lb. 2,750 lb.
** Assumes a large party of humans; small groups double this rate
12 121 lb. 300 lb. 1,500 lb. 3,000 lb.
^ Draught weight includes the weight of the vehicle being pulled.
13 131 lb. 325 lb. 1,635 lb. 3,250 lb.
Especially difficult terrain, such as thick, overgrown 14 141 lb. 350 lb. 1,750 lb. 3,500 lb.
woodlands and highlands and mountains that require a 15 151 lb. 375 lb. 1,875 lb. 3,750 lb.
circuitous route and inconvenient passes to traverse reduce 16 161 lb. 400 lb. 2,000 lb. 4,000 lb.
these movement rates by at least half.
17 171 lb. 425 lb. 2,125 lb. 4,250 lb.
Vehicle movement is somewhat easier to calculate, though 18 181 lb. 450 lb. 2,250 lb. 4,500 lb.
difficult terrain might still be a factor if there are not good 19 191 lb. 475 lb. 2,375 lb. 4,750 lb.
paved roads (or tracks) for land vehicles, choppy seas, ill
20 201 lb. 500 lb. 2,500 lb. 5,000 lb.
winds and strong currents for water vehicles, and bad weather
for air vehicles. The table below gives an estimated price per 21 211 lb. 525 lb. 2,625 lb. 5,250 lb.
mile for using different forms of travel. 22 221 lb. 550 lb. 2,750 lb. 5,500 lb.
23 231 lb. 575 lb. 2,875 lb. 5,750 lb.
Vessel Price/Mile
24 241 lb. 600 lb. 3,000 lb. 6,000 lb.
Airliner $0.05
25 251 lb. 625 lb. 3,125 lb. 6,250 lb.
Bus $0.02
Passenger Liner $1.25
Train $0.03
Saving Throws
A saving throw is a dice roll made to escape a catastrophe.
Characters and creatures have three different types of saving
throws: Fortitude (or Fort), Reflex (or Ref) and Will.
Poison Effect
If the person falling fails the Reflex save, they have a chance of
I. Sleep Sleep for 1d6 turns
being crippled (see Conditions) by the fall. A 10 foot fall, for
example, inflicts 1d6 points of damage and carries with it a 1 II. Paralysis Paralyzed for 1d6 turns
in 10 chance (i.e. roll of 1 on 1d10) of a fracture of some kind III. Mild 1d6 points of hit point damage
that cripples the character (see Conditions below). A 100-ft. IV. Lethal 1d6 points of Con damage per round
fall, on the other hand, inflicts 10d6 points of damage and has
a 5 in 6 chance (i.e. roll 1 to 5 on 1d6) of crippling the victim.
Intoxicants
Damage can be modified based on the kind of surface the
person falls onto. Falling into a pile of hay could decrease the Strong men often crave strong drink to dull the pain of living,
damage dice to d4 instead of d6. Falling onto spikes or jagged or to celebrate a hard-fought victory. Alcohol isn’t the only
rocks could increase the damage dice to d8 or d10 instead of intoxicant a man might use, of course. Intoxicants are treated
d6 as the Venture Master sees fit. as poisons, and thus require a Fortitude saving throw to resist.
They come in three broad varieties: Depressants, stimulants
Disease and hallucinogenics.
The chance of succumbing to disease is a very real concern on Intoxicants are given two levels of efficacy – mild and strong. A
adventures, especially if one is picking a fight in the back alleys strong substance not only has a greater effect than a mild one,
of a third world metropolis or trudging through a fetid jungle. and it imposes a -6 penalty to save against it.
When a character is injured by a contaminated attack, touches The dosage of intoxicants varies widely, so use your best
an item smeared with diseased matter or consumes disease- judgment. Mild intoxicants have a duration of 1d6 turns, while
tainted food or drink, he must make an immediate Fortitude strong intoxicants have a duration of 1d6 hours.
save. If he succeeds, his immune system fights off the infection
and the disease has no effect. If he fails, he suffers from two or
Intoxicant Effect
Alcohol Mild or strong depressant
Amphetamine Strong stimulant
Caffeine Mild stimulant
Cannabis Mild depressant and Hallucinogenic
Cocaine Strong stimulant
Heroine Strong depressant
LSD (1938) Strong hallucinogenic
Mescaline Strong hallucinogenic
If a character already under the effects of a mild intoxicant Morphine Strong depressant
takes another dose and fails his saving throw, treat him as
Mushrooms Mild or strong hallucinogenic
though he has taken a strong intoxicant.
Nicotine Mild stimulant
Each time a character falls prey to the effects of a mild Nitrous Oxide Mild hallucinogenic
intoxicant, there is a 1% chance they will develop an addiction
Opium Strong depressant
to that intoxicant. Strong intoxicants have a 5% chance per use
of causing addiction.
Fire
Mild Drug Effect
Depressant -2 penalty to sensory task checks and balance and Contact with fire causes damage based upon how much of the
tumbling task checks, -2 penalty to AC and to all body is enveloped by the fire. For every 10% of a person’s
attack rolls, 10% chance per hour of falling asleep body covered by the fire, they suffer 1d6 points of fire damage.
Stimulant -2 penalty to all Wis-based task checks, Will saves Thus, if a person’s arm is engulfed in fire, they suffer 1d6
and saves vs. sleep effects, +2 bonus to all other points of fire damage. If a creature’s entire body is engulfed in
saving throws and to attack, -2 penalty to AC fire, they suffer 10d6 points of fire damage.
Hallucinogenic Confusion (see Conditions below)
Body Part Surface Area
Arm 10%
Head 10%
Leg 20%
Torso 30%
Fire is especially frightening to animals. When presented with Conditions are a useful short hand for dealing with the effects
fire, animals must pass a Will save or become frightened. of dangers in the game.
Human beings must pass such a saving throw to willingly The following conditions are used in GRIT & VIGOR:
enter fire unprotected, and thus suffer damage. Animals can be
lead through fire with a successful Handle Animals task check. Blinded: Blinded characters cannot see. In a fight, they suffer a
-10 penalty to hit their targets, and their opponent gains a
Radiation Sickness tactical advantage against them. Blinded creatures are
surprised on a roll of 1-3 on 1d6.
When characters are exposed to radiation, they may be
afflicted with radiation sickness. Radiation sickness functions Comatose: The subject falls into a catatonic coma. During this
like exposure to a disease. The effects of radiation sickness time, he cannot be awakened by any means.
vary with the dose of radiation to which a creature is exposed.
Confused: A confused character has no control over his actions
Radiation exposure has five degrees: Mild, Low, Moderate, from round to round. Use the following table to determine
High, and Severe. To determine the degree of exposure, start their actions each round:
with the amount of radiation (in RADS) to which they are
exposed, and then consult the table below to determine the d10 Action
degree of exposure based on the total time of exposure. 1-5 Stand in a daze
6-9 Act “crazy” – babbling, laughing, hallucinating, etc.
Degree of Radiation Poisoning
10 Attack nearest creature
Radiation Time of Exposure
Level (RADS) Round Minute Turn Hour Day Crippled: The crippled condition indicates some problem with
100-200 I I I I I a creature’s legs or feet. The creature’s movement is reduced
by one half and they suffer a -2 penalty on Reflex saving
201-600 I I II II II
throws.
601-800 II II III III III
801-3000 III III IV IV V Dazzled: A dazzled creature cannot see well due to over-
stimulation of the eyes. A dazzled creature suffers a -1 penalty
to attack rolls and task checks involving sight.
Fatigued: A fatigued character moves at half normal speed and A character skilled at the task, which is to say a character that
his opponents enjoy a tactical advantage in a fight. constantly practices at the task, needs to roll a target value
that depends on her character level, as follows:
Frightened: Frightened characters flee from the source of their
fright as quickly as they can. If a frightened creature is unable
Level Target Value
to flee and must fight, their opponent gains a tactical
advantage against them. 1-3 14
4-6 12
Incorporeal: Incorporeal creatures can only be harmed by
7-9 10
silver weapons and some psychic phenomena. They can pass
through solid objects. 10-12 8
13-15 6
Madness: Mad or insane characters act randomly each round
16-18 4
(during combat) or turn (outside of combat), per the confusion
condition (q.v.). 19+ 3
Paralyzed: A paralyzed creature cannot move or act, but can The ability scores associated with tasks are as follows:
perform purely mental functions.
Task Ability Notes
Petrified: A petrified creature has been turned to stone and is
considered unconscious. Damage sustained by a petrified Acrobatics Dex Tumbling, balancing, juggling,
swinging from ropes
creature (i.e. loss of a limb or head) is carried over to the
creature when it is un-petrified. Appraise Value Int Gets within 10% of true value
Athletics Str All manner of sports
Prone: A prone character has been knocked to the ground.
Bend Bars Str -
Opponents wielding melee weapons enjoy a tactical advantage
against him, while he enjoys a tactical advantage against foes Bomb Target Int From an aircraft
with ranged weapons. Break Down Str -
Doors
Sickened: Sickened creatures are nauseated, and suffer a -2
Cant Cha Communicating with criminals
penalty to attack and to their saving throws.
Chemistry Int Identifying chemicals and mixing
Stunned: A stunned character cannot move or attack, drops chemical formula
any items he holds, and gives opponents a tactical advantage. Climb Sheer Dex -
Surfaces
Tasks Communicate Cha Communicating with people who do
not share your language
To perform tasks outside of combat, one need only tell the
Venture Master what they wish to accomplish. If the Venture Crack Code Int Codes, unknown languages
Master thinks the task can be accomplished without much Demolitions Int Setting and disarming explosives
difficulty, he merely tells the player they were successful. Display Int All manners of learning
Knowledge
If, however, success is in doubt, either because of the degree of
Don Disguise Cha -
difficulty of the task, or conditions that would make success
unlikely, the VM can require a task check. Drive Car Dex Includes trucks
At the beginning of combat, 1d6 is rolled for each combatant The order in which one takes their turn in combat is
or group of combatants. On a roll of “1”, that combatant is determined by rolling initiative. Each combatant (or in the
surprised and can do nothing (other than defend themselves) case of creatures, group of combatants) rolls 1d10 and adds
during the first round of combat. In a case where surprise does their dexterity bonus to the roll, with the order of combat
not make sense, for example one side being aware of the other going from the highest to the lowest.
and lying in ambush for them, only roll surprise chances for
Combat Actions
those that might be surprised.
During a round of combat, a character or creature can do one
Combat the following:
Combat occurs when one side wants to kill or disable another. • Make a half move and attack (or attack and then make a half
Combat is handled using the following steps: move) or some other quick action, like picking up a weapon
2) Each combatant takes a turn to move and attack • Make a full move with no attack
3) Morale is checked (i.e. does somebody run away?) • Cast a magic spell or use a psionic power (see Appendix A)
4) If there are combatants left on both sides, go to step 1 Technically, a character can make a half walking speed move
and attack, but doing so gives all of his opponents a tactical
advantage (see below) against him.
To make a ranged attack, a combatant rolls 1d20 and adds If multiple bullets are fired at a single target, the shooter can
their character’s attack bonus, dexterity modifier and any choose to apply a +1 bonus to attack per bullet (up to a
modifiers for tactical advantage (see below) or range. If the maximum of +20), or they can boost damage by +1d6 points
result of that roll is equal to or higher than their opponent’s AC for every five bullets fired.
then they inflict damage (see below). In the example above, in which a character is firing at ten
Ranged weapons are given an effective range in yards. Firing different targets, if they are using a firearm that can fire 200
within the weapon’s effective range carries with it no penalty. bullets per round, and that the firearm has a belt of 200
Firing at a target beyond the weapon’s effective range, but no bullets, by dividing these bullets equally among the targets,
more than twice the weapon’s effective range, carries with it a the shooter could fire 20 bullets at each target, and either take
-4 penalty to hit. Attacks beyond double the weapon’s range a +20 bonus to hit each target, add 4d6 to damage against each
are impossible.
Firarms Attacks
Many firearms are capable of firing more than one bullet per
round. This is given as the weapon’s Rate of Fire (ROF). Note
that a weapon’s rate of fire may be greater than the number of
bullets stored in its chamber, magazine, clip or belt, in which
case a weapon is limited to firing no more bullets than it is
loaded with, regardless of its potential rate of fire. Belts of
ammunition can be linked together while a gun is firing, so it
can be reloaded and attack at the same time, assuming there is
somebody there who can link the belts.
Ranged Disarm and Sunder: These maneuvers are the same as 3) When you charge on a mount, both mount and rider suffer
the normal disarm and sunder maneuvers, but are performed the resulting penalty to Armor Class and the bonus to damage.
with a ranged weapon. 4) A side effect of mounted combat is the possibility of being
Sunder: A sunder attack is made against an object with the knocked off their mount or bike. When a mounted combatant
intent of breaking that object. Sundering attacks are usually suffers damage from a forceful blow, they must pass a task
made against a weapon or shield. The object is only as strong check or be knocked off. A rider that has been stunned in
as its weakest component (i.e. the wooden haft of an axe). The combat must make a Reflex save each round or fall. A rider
attacker must be attacking with a material that is as strong or that is knocked unconscious or paralyzed always falls.
stronger than the material to be sundered. If the attack roll is 5) When a mount is reduced to 0 hit points, it falls and inflicts
successful, the item makes an item saving throw (see Item 1d6 points of damage to its rider unless the rider make a task
Saving Throws) to resist the attack. check to tumble clear of the falling mount.
Throw: A successful throw attack tosses an opponent 3 feet Underwater Combat
plus 1 foot per attacker’s point of Strength bonus in whatever
direction the attacker chooses and knocks him prone. Thrown weapons are ineffective underwater, even when
launched from land. Only arrow-like missiles (arrows, bolts,
Trip: A successful trip attack knocks an opponent prone. darts, javelins, spears) can be launched underwater, and their
Fighting with Two Weapons effective range is reduced to 10 feet.
Some characters may wish to use a second weapon to make an Zero-Gravity Combat
extra attack, or to attack using a weapon and a shield bash. Characters fighting in zero-gravity conditions suffer a -4
When attacking with two weapons, one attack roll is diced for penalty to attack unless they are native to that environment or
each weapon. A -4 penalty is applied to both attack rolls to have taken the Zero-G Training feat. Bull Rush attacks push a
simulate the difficulty of attacking with two weapons. A target back 1 yard for every point it fails its Fortitude saving
character with the Two-Weapon Fighting feat suffers only a -2 throw against a bull rush maneuver.
penalty on these attack rolls. A character with Two-Weapon
Mastery suffers a -1 penalty. Avoiding Encounters
Running Away Encounters are often avoidable in the wilderness. Any side
that achieves surprise can withdraw without ever having been
Player characters only run from combat when the player seen. If surprise is not achieved, one side can choose to flee
decides they are going to run from combat. NPC’s and before combat has begun. Their chance of success depends on
creatures might flee if half their number has been killed or the terrain. In open terrain, the chance is equal to 1 in 6. In
disabled or their leader has been killed or disabled. To check dense terrain, the chance is equal to 4 in 6. If the side fleeing is
morale, a creature or NPC must pass a Will saving throw. If faster than their pursuers, their chances are improved by 1. If
they fail, they flee. If your opponent flees from melee combat, the fleers are slower than the pursuers, their chances are
you get a free attack against them with a tactical advantage. rolled on 1d10 instead of 1d6.
Shallow water Movement halved, -2 to hit with ranged attacks It is common in books, movies and television for important
Slopes When hit in melee combat, Reflex save or fall characters, when it is time to die, to linger a bit rather than
down slope for 1d6 points of damage expire immediately. So it is in GRIT & VIGOR.
Tall grass, reeds Movement halved
When a character reaches 0 hit points, they fall unconscious
Underbrush Movement halved and are considered disabled and will soon die. The seriousness
Woods, Light -3 to hit with ranged attacks of their wounds is determined by their current hit point total,
Woods, Heavy -5 to hit with ranged attacks which will either be 0 or in negative numbers.
There are three types of “damage”, and all of them are a -1 to -3 Seriously wounded, dead in 1d6 turns
pathway to death. -4 to -6 Grievously wounded, dead in 1d6 minutes
-7 to -9 Critically wounded, dead in 1d6 rounds
Hit Point Damage
-10 or fewer Dead instantly
The most common type of damage is deducted from a
creature’s hit point total. Damage from weapons and falling, A character with -10 hit points has expired. He is dead. The
for example, inflict hit point damage. When a player character death is instantaneous. Roll up a new character.
or important non-player character’s hit points reach 0, that
person is disabled and is on the verge of death (see The Death A character that is critically wounded has 1d6 rounds to live.
Scene below). For others, 0 hit points means instant death. At the end of this period, he is irrevocably dead.
Hit points do not represent anything solid or concrete in and A character that is grievously wounded has 1d6 minutes to
of themselves. Rather, they are part of a complex calculation live. At the end of this period, he is irrevocably dead.
that boils down to this: “What are the chances that the next
A character that is seriously wounded has 1d6 turns to live. At
moment of mortal peril a creature experiences will be their
the end of this period, he is irrevocably dead.
last.” That mortal peril might be a sword thrust, a bullet, a
trap door, anything that might lead to death. Most often, hit Before a disabled character actually dies, it is possible that
point damage comes from combat. they can be stabilized at 0 hit points with the proper medical
treatment using a Treat Injury task check. If a patient is
It is important to remember that hit points are only part of the
critically wounded, this task check is done at a -4 penalty. If
combat calculation for how likely you are to die. The complete
the patient is grievously wounded, this task check is done at a
calculation is in two parts. The first part pits your opponent’s
Vehicle Initiative
ability score points from multiple abilities, the player must
When staging chases and vehicular combat you should roll
choose which ability score is healed that night. For example, a
initiative for each vehicle, using the vehicle’s maneuverability
character that has lost 2 points of strength and 1 point of
modifier. Everyone aboard the vehicle acts at the same time.
constitution could, after a night’s rest, regain 1 point of
strength or 1 point of constitution, but not 1 point of each. Vehicle Chases
Vehicles Vehicle chases are a matter of “follow the leader”. In short, the
lead vehicle makes its move, possibly attempts a stunt, and the
For simply traveling from point to point, the vehicle used is following vehicle tries to keep up.
largely a matter of personal style and finances. Task checks
Driving Stunts
when operating a vehicle are only required in extraordinary
circumstances, such as chases and combat. The table below lists several dangerous driving stunts. Each
stunt imposes a penalty on a Drive Car or Ride Bike check to
Any round in which a driver does something dangerous, such
avoid crashing. If multiple stunts are being attempted, the
as exceeding the posted speed limit in heavy traffic, make a
penalties they impose are cumulative.
turn at more than 30mph, or attempting some manner of stunt
driving, they must pass a Drive Car task check to maintain Stunt Penalty
control an avoid a crash.
Exceed speed limit in heavy traffic, weave through traffic, -1
Vehicle Speed avoid accident at high speed
Drive in reverse at more than “idle” speed, or drive on -2
Vehicle speed is expressed in five categories: Stationary, Low sidewalks
Speed, Medium Speed, High Speed and Maximum Speed. Each
Make “bootlegger” turn or jump over obstacle -3
of these speed categories represents a range of possible
movement rates and affects a vehicle’s ability to be maneuverd Make “moonshiner” turn -4
The character on board a vessel with the best Gunnery skill A vehicle is destroyed when it loses hit points equal to twice
makes the Gunnery task check to fire the weapons. Follow the its full normal total. A destroyed vehicle cannot be repaired.
normal rules for firing artillery (see Tools: Artilley).
When a vehicle suffers damage, there is a 1 in 6 chance that a
Each ship deducts damage from its hit points, and makes a roll random occupant or an important component is hit. Roll on
on the following table. If the ship has lost less than 25% of its the table below to see what happens:
hit points, roll 1d6. If it has lost 25-49% of its hit points, roll
1d8. If it has lost 50-74% of its hit points, roll 1d10. If it has d20 Effect of Damage
lost 75-99% of its hit points, roll 1d12. 1-7 Vehicle suffers a -1 penalty to maneuver
8-12 Vehicle’s top speed is reduced by 10 mph
Roll Special Effect
13-16 Vehicle’s top speed is reduced by 50%
1-2 No special effect
17-19 One random weapon on the vehicle is disabled
3 Rudder damaged; opponent gets +2 bonus to next
Seamanship task check to determine advantage in combat 20 Random occupant suffers half damage from the attack
4 All PC’s suffer 1d4 points of damage from flying debris (Reflex
saving throw for half damage) Hollywood Explosions
5 10% of cargo destroyed
To simulate the bizarre explosions to which gasoline vehicles
6 Fire! All PC’s in area suffer 1d6 damage per from flames and
suffer in movies and television, use the following rule:
smoke until fire is subdued (Reflex save for half damage)
7 Random weapon or turret is destroyed or disabled If the attack that disables a vehicle deals damage equal to half
8 Random PC must pass a Reflex save or be thrown overboard its full normal hit points or more, the vehicle explodes after
1d6 rounds. This explosion deals 10d6 points of fire damage to
9 Engine or sail damage; speed reduced by half
everyone within the vehicle (Reflex save for half damage), and
10 Hull breached, sinks in 1d6 turns half that much to everyone and everything within 30 feet of
11 Ship torn in two, sinks in 1d6 minutes the explosion (Reflex save for half damage).
12 Ship explodes, dealing 6d6 damage to all on board (Reflex
Repairing Damage
saving throw for half damage)
Repairing damage to a vehicle takes a full hour of work, a
If a ship’s hit points are reduced to 0, it sinks in 1d6 turns. mechanical tool kit, and a garage or some other suitable
People aboard the ship have to either make their way to a facility. Without the tool kit, a character takes a –2 penalty on
lifeboat or jump overboard and swim. Swimmers suffer 1d6 his task check. At the end of the hour, make a Mechanics task
points of cold damage per round in cold waters, or 1d6 points check. Success restores 2d6 hit points. If damage remains, the
of cold damage per minute in temperate water. character may continue to make repairs for as many hours as
it takes to restore all of the vehicle’s hit points.
Aircraft in the air can attack a ship each round, and in turn can
be targeted by the ship’s anti-aircraft weapons aboard. Use the
normal rules for attacking vehicles to resolve attacks against
aircraft, and attacks by aircraft.
Walls
Doors Corridors
Doors may be locked, trapped, reinforced, barred, sealed, or While most corridors just connect rooms to one another, they
stuck. All but the weakest characters can eventually knock can also be encounter areas in their own right because of the
down a door with a heavy tool such as a sledgehammer. presence of traps and/or guards.
Special doors might slide open, or have pivots instead of Because passageways can be narrow, offering few movement
hinges. Doors with pivots are usually stone and are often quite options, builders like to place traps in them. In a cramped
wide since they pivot in the middle. One can also place the passageway, there’s no way for intruders to move around
pivot on one side of the door and have the door be thicker at concealed pits, falling stones, poison dart traps, tilting floors,
that end and thinner toward the other end so that it opens and sliding or rolling rocks that fill up the passage.
more like a normal door.
Usually, passages connect chambers in the simplest and most
Doors that have been spiked or otherwise held open have a 2 straightforward manner. Some builders, however, design a
in 6 chance of the spike slipping and the door closing some maze to foil exploration. This sort of construction is difficult to
time after adventurers move on. navigate (or at least to navigate quickly) and, when filled with
guards and/or traps, forms an effective fortification.
Secret doors are disguised as a bare patch of wall, floor, or
ceiling, a bookcase, a fireplace, or a fountain. A secret door Other Features
leads to a secret passage or room. Someone examining the
area finds a secret door with a successful Search task check. Stairs: The usual way to connect different levels of a complex
is with stairs or elevators. Straight stairways, spiral staircases
Finding a secret door does not necessarily mean finding the or stairwells with multiple landings between flights of stairs
way to open ir. Many secret doors require a special method of are all common in complexes, as are ramps. Stairs are
opening, such as a hidden button or pressure plate. Secret important accessways and are sometimes guarded or trapped.
doors can open like normal doors, or they may pivot, slide, Traps on stairs often cause intruders to slide or fall down to
sink, rise, or even lower like a drawbridge to permit access. the bottom, where a pit, spikes, a pool of acid, or some other
Builders might put a secret door down low near the floor or danger awaits.
high up in a wall, making it difficult to find or reach.
Elevator: In place of, or in addition to stairs, an elevator (or
Portcullises consist of shafts that descend from a recess in the lift) can take people from one level to the next. The safety
ceiling. Sometimes a portcullis has crossbars that create a grid. elevator we know today was invented in 1853 by Elisha Otis.
Typically raised by means of a winch or a capstan, a portcullis Safe elevator doors were invented in 1874 by J. W. Meaker.
can be dropped quickly, and the shafts might end in spikes to
discourage anyone from standing underneath it or from An elevator might also take the form of an entire room. A
attempting to dive under it as it drops. Once it is dropped, a clever builder might design an elevator room that moves up or
portcullis locks, unless it is so large that no normal person down without the occupants’ knowledge to catch them in a
could lift it anyway. trap, or one that appears to have moved when it has actually
remained stationary.
Rooms
Bridge: Nothing focuses an adventurer’s attention like a
Rooms in complexes vary in shape and size. Although many bridge. Bridges are natural choke points and dangerous when
are simple in construction and appearance, more interesting trapped. They might stretch across a chasm, river, lava, acid,
rooms have multiple levels joined by stairs, ramps, or ladders, spiked stones or a pit. A bridge might be a single wooden
as well as statuary, altars, pits, chasms, bridges, and more. plank, while more elaborate bridges can be made of mortared
Underground chambers are prone to collapse, so many rooms, stone with iron supports and side rails. Rope bridges are
particularly large ones, have arched ceilings or pillars to constructed of wooden planks suspended from ropes, a rope
support the weight of the rock overhead. bridge is convenient because it’s portable and can be easily
removed. Some bridges have mechanisms that allow them to
be extended or retracted from the gap they cross.
surface. Chutes are usually traps that dump characters into a 4 Pit trap with spikes, monster or other added danger
lower area, often a place featuring some dangerous situation 5-6 Projectile trap (darts, bolts or spears)
with which they must contend. 7 Projectile trap with poison
Pillar: A common sight in any complex, pillars and columns 8-9 Fusillade trap (darts or bolts)
give support to ceilings. The larger the room, the more likely it 10 Fusillade trap with poison
has pillars. Pillars might have carvings, paintings, or 11-12 Blade trap (axe, scythe, spear, pendulum)
inscriptions upon them or be trapped to collapse.
13-14 Poison trap (needle or gas; sleep)
Stalagmite and Stalactite: These tapering natural rock 15-16 Poison trap (needle or gas; paralysis)
formations extend from the floor (stalagmite) or the ceiling 17 Poison trap (needle or gas; 1d6 damage per complex
(stalactite). They might fall on the unwary. level)
Statue/Suit of Armor: Experienced adventurers learn to avoid 18 Poison trap (needle or gas; lethal)
statues and suits of armor, for they are often trapped. Statues 19 Crushing trap (spiked portcullis, rolling boulder,
might be carved into columns, sometimes called caryatid masonry, collapsing column, crushing walls, crushing
columns, or walls, in which case they are referred to as bas- ceiling, net)
reliefs. Suits of armor sometimes cleave people with axes or 20 Other trap
hide the bodies of enemies or victims.
subsequently buried. Characters take 1d6 points of damage
Paintings, Curtains and Tapestries: Paintings can hide wall
per minute while buried and can be dug out by friends in
safes, or, if large enough, serve as secret doors. Passages and
about 1d6 turns with bare hands, or 1d6 minutes with tools.
other items of interest or danger can also be hidden behind
curtains and tapestries. Traps
Pools: Pools of water collect naturally in low spots in cave Traps can be as simple or complicated as a Venture Master
complexes and cellars, and man-made pools are features in likes. Simple traps are often present to harass players who
many hotels, mansions and even homes. Pools can also be forget to search for them or to hamper groups without the
wells, natural underground springs, basins, cisterns, and ability to remove them. Complex traps exist as puzzles for
fountains. In a natural setting they might harbor sightless fish players, rather than their characters, to solve.
or aquatic creatures. Pools provide water for cave denizens,
and thus are as important an area for a predator to control as a Foiling a trap is worth 10 XP per character level for simple
watering hole aboveground in the wild. traps and 250 XP per character level for complex traps.
Most pools contain water, but pools can hold any liquid, Blade Traps: Blade traps consist of spring-loaded blades
including acid, blood, poison, oil, or magma. And even if a pool triggered by trip wires or pressure plates. A successful Reflex
holds water, it can tainted with disease. save can avoid a blade trap. The blades might be poisoned.
Shifting Walls: These features can cut off access to a passage or Crushing Traps: Crushing traps come in several forms. They
room, trapping adventurers in a dead end or preventing can be bricks or blocks falling from a ceiling, a collapsing wall,
escape out of the complex. Shifting walls can force explorers to dropping portcullises, rolling boulders, walls that move
go down a dangerous path or prevent them from entering a inward to crush all within a room, or ceilings that descend to
special area. Not all shifting walls need be traps. Stones do the same. Crushing traps can be avoided with a Reflex
controlled by pressure plates, counter-weights, or a secret saving throw, but crushing walls and ceilings are inescapable
lever can shift out of a wall to become a staircase leading to a and can only be stopped by bracing the walls or ceiling with
hidden upper room or secret ledge. something or pushing on them with all one’s strength (Lift
Gates task check).
Cave-Ins
Fusillade Traps: Fusillade traps are projectile traps that fill an
Characters in the area of a cave-in take 5d6 points of damage, area with many small projectiles, usually fired from holes in
or half that amount if they make a Reflex save, and they are the floor, wall or ceiling. All creatures within the area must
High-Tech Traps: High tech traps are rigged to deliver fire, Gear: 100-ft. rope, iron spikes, hammer or pick
electricity, acid, cold or sonic damage. The trap can affect a Penalties: One Reflex save per day or fall 1d10 x 10 feet
single target or a group of targets. Determine the area of effect
as you like. The trap can either have a trigger, or it can be Cold
permanently activated, such as an electrified floor or a curtain
of flame. Damage usually ranges from 3d6 to 6d6. Characters need to consume double food rations in cold
weather. Characters must find shelter at night and start a
Pit Traps: There is nothing complicated about a pit. The basic camp fire. Shelter can be found in a cave, or it can be built from
design is a simple hole in the ground to block travel or catch available materials. Building a shelter requires such items as
people unawares in the dark. Pits can also be covered with pickaxes (for an igloo), hammers, rope and axes.
trapdoors that spring open when one or more people step on
them. The pit can be made more dangerous by adding spikes, Gear: Bedroll, flint and steel, tinder box, lighter, matches,
pools of acid or water or various creatures being the most winter clothing, winter blanket
practical. Pits can be avoided with successful Reflex saving Penalties: Fortitude saving throw or fatigued the next day
throws. Most are 10 to 60 feet deep.
Dry Heat
Projectile Traps: Arrow traps consist of spring-loaded darts or
firearms that shoot when a trip wire is broken. A successful Characters should only travel at night and must consume an
Reflex saving throw allows the victim to step out of the way in extra water ration each day to avoid dehydration. If traveling
time. People behind the initial target may have to save as well during the day, one must keep the sun off their skin by
to avoid the projectile. They can be poisoned. dressing in robes, cloaks, caftans, wide-brimmed hats or
carrying an umbrella. Characters should avoid heavier than
Poison Traps: Poison traps can use any type of poison and can medium armor. It is also important to rest often by cutting
deliver them in many different ways. Poison needle traps are daily travel distance in half.
often hidden in locks or other places where they can be sprung
by the touch of a finger. Poison gas or vapor traps are Gear: Hat, cloak or robes, extra water ration per day
triggered by pressure plates and fill an entire room. Poison can
Penalties: Fortitude saving throw or fatigued the next day
also be added to spikes in pits or to arrows or darts.
Humid Heat
Other Traps: Some traps defy categorization, like razor sharp
wire strung across a hall or threshold that scores 1d6 points of Heat mixed with humidity is draining. One should avoid
damage and might cripple adventurers (or chop off a foot or wearing much clothing, including armor. Characters must rest
two), boxes of endothermic mold or green slime, spiked chains more often by cutting in half their daily travel distance.
that spring up to deal damage and tear out throats and rooms
that flood with water, poison gas or acid. Gear: Lack of clothing, extra water ration per day, armor
lighter than chainmail
Wilderness Dangers
Penalties: Fortitude saving throw or fatigued the next day
Many dangers must be planned for and dealt with while
Ice
traveling through the wilderness. Each danger listed below is
provided with the ways it can be avoided, and the penalties if Moving safely across ice involves moving slowly and carefully.
those precautions are not taken. Moving slowly helps keep you from slipping, and moving
carefully means avoiding falling through ice into freezing
water or a crevasse.
failure of which means a fall for 1d6 points of damage. Combat 02-39 01-04 01 Cold snap
on ice imposes a -2 penalty to hit and damage, and missed - 05-14 02 Downpour
attacks force a Reflex save (as above). 40-49 15-16 03 Fog
If ice is less than 3 inches thick, it cannot reliably hold the 50-56 - - Hailstorm
weight of a human being. Walking on such ice causes it to - 17-20 04-49 Heatwave
break within 1d6 paces. A character exposed to freezing water - - - Hurricane or Tsunami
suffers 1d3 points of Constitution damage each round, besides
57-66 21-30 50-54 Rainstorm
the normal chances for drowning.
67-76 - - Snowstorm
Starvation and Thirst 77-83 31-50 55-59 Storm
Bring food or bring somebody who can hunt, because nothing - 51-60 60 Thunderstorm
puts a damper on an adventure like starvation. Horses need - 61 - Tornado
about 10 gallons of water per day and about 20 lb. of food per 84-93 62-85 61-85 Windy
day. Camels can drink 30 gallons of water at a time and then
94-00 86-00 86-00 Windstorm
go 1 week without drinking more. Camels eat about 10 lb. of
food per day.
Hurricane: In addition to very high winds and heavy rain,
Gear: Trail rations, animal traps, fishing gear, waterskins hurricanes are accompanied by floods. Most adventuring
activity is impossible under such conditions. Hurricane-force
Penalties: See above for the effects of Starvation and Thirst
winds extinguish all flames and make ranged attacks and task
Storms checks involving hearing impossible. They last for 1d6 days.
When the weather is pleasant, enjoy the hike. When the Rainstorm: A rainstorm lasts for 1d8 hours.
weather turns ugly, you had better watch out. You can use the
Snowstorm: In addition to the wind and precipitation common
following table to determine dangerous weather conditions.
to other storms, snowstorms leave 1d6 inches of snow on the
Blizzard: The combination of high winds, 1d3 feet of heavy ground afterward. Snowstorms last for 1d6 hours.
snow, and bitter cold make blizzards deadly for all who are
Storm: Visibility is cut in half, so wilderness encounters occur
unprepared for them. High winds extinguish unprotected
at a range 900 yards. Storms put out protected and
flames automatically. Blizzards last for 1d3 days.
unprotected flames 50% of the time, and impose a -4 penalty
Cold Snap: The temperature suddenly plunges, bringing on on ranged attacks. Storms last for 1d8 hours.
cold conditions (see above). In an already cold environment,
Thunderstorm: In addition to wind and precipitation (usually
Fortitude saving throws against the cold are made at -2.
rain, but sometimes also hail), thunderstorms are accom-
Downpour: A downpour conceals as well as fog, and can create panied by lightning that can pose a hazard to characters
floods. A downpour lasts for 2d4 hours. without proper shelter. As a rule of thumb, assume a 1%
chance per hour of a character being struck by lightning for
Fog: Fog obscures vision (-10 to vision-related task checks). 6d6 points of electricity damage. 10% of thunderstorms is
Fog lasts for 1d4 days. accompanied by a tornado. Thunderstorms last for 1d6 hours.
Hailstorm: Hailstorms last for 1d20 minutes and are
accompanied by 1d4 hours of rain. People caught unprotected
in a hailstorm suffer 1d3 damage per minute.
Tornado: Tornados extinguish all flames, and make ranged Penalties: Lose one day of rations, Fortitude saving throw or
attacks impossible. Characters who fail a Fortitude saving catch a disease like yellow fever or malaria.
throw are sucked into the tornado for 1d10 rounds, taking 6d6
points of damage per round. When expelled, they suffer an Wear and Tear
additional 3d6 points of damage. Tornadoes last for 1d6 turns. Each night, firearms, weapons and ancient armor must be
Windstorm: Windstorms are powerful enough to bring down oiled and stowed away. Bows should be unstrung (a spare bow
branches and small trees. They extinguish unprotected flames could be unstrung during the day and kept strung at night).
and have a 75% chance of blowing out protected flames. Metal weaponry should be oiled and sharpened.
Windstorms impose a -4 penalty on ranged attacks. They last Gear: Armor and weapon oil, whetstone, brushes, rags
for 1d6 hours.
Penalties: -1 penalty to AC bonus from armor, -1 penalty to hit
In deserts, wind storms turn into duststorms. They blow fine with weapons
grains of sand into the air that obscures vision (like fog),
smother unprotected flames, and can even choke protected Downtime
flames (50% chance). They deal 1d3 points of damage each
round to anyone caught out in the open without shelter and In between adventures, characters usually need to spend some
also pose a choking hazard. Duststorms leave 2d4 feet of fine time recuperating, relaxing and preparing for their next
sand in their wake. adventure. We call this downtime.
Wind: These winds can extinguish small, unprotected flames Downtime is taken in one month increments. Each player
and impose a -2 penalty on ranged attacks. chooses how their character spends his downtime, devoting it
to leisure, training, working, sinning or experimentation.
Vermin
Experimentation
Depending on the terrain, vermin are almost impossible to
deal with. Food can be kept in sacks and hung from trees to Experimentation is time spent in the laboratory or workshop.
make it safer from vermin. Adventurers can sleep in tents and Experimentation costs $50 per month for living plus the cost
burn sticks of incense to ward away mosquitoes and other of invention. The experimenter is allowed one task check of
disease carriers. Boots should be shaken vigorously before the appropriate type – Chemistry, Electronics, or Mechanics. If
being put on in the morning. successful, he has a breakthrough.
Some characters are bad boys, and bad boys just have to get Fame and Vigor
into trouble. The player rolls 1d12 to discover what happens
Earning fame means the character automatically succeeds on
when they break the rules:
his next Influence People task check.
Sinning
Earning vigor means the character automatically succeeds on
Some characters are bad boys, and bad boys just have to get his next Reflex or Fortitude saving throw.
into trouble. The player rolls 1d12 to discover what happens
when they break the rules: Example of Play
d20 Wages of Sin The following example of play might be useful to new VM and
1 Earns 1d6 x $100 players, as it shows a snippet of a typical session of GRIT &
VIGOR. In this sample of play, four players are on a mission to
2 Lose 1d6 x $50
recover stolen diamonds from the townhouse of a mob boss.
3 Gain a femme fatale (NPC)
4 Gain an underworld contact (NPC) The players are playing first level characters: Emerson
McLeod, the private eye with a heart of gold, Alvin “Doc”
5 Gain an underworld enemy (NPC of equal level to the PC)
Bailey, a scholar with a penchant for explosives, John Harrow,
6 Gain enemy among authorities (NPC of equal level to the PC) a sinister duelist and Sally Rae Stewart, a freedom-loving
7 Earn hard-won experience and a hell of a story (+10% XP) grease monkey. Play begins with the VM explaining to the
8 Earn a friend for life (NPC of half the PC’s level) players what they see as they approach a warehouse where
they believe a kidnapped heiress is being held.
9 Learn a secret about a random PC or NPC
10 Spend 1d6 months in prison VM: The warehouse is made of brick, and is about 20 feet tall,
11 Suffer 1d6 points of constitution damage 40 feet wide and 100 feet long. It is flanked by alleys, about 10
feet wide, with another alley along the back. The warehouse
12 Suffer 1d6 points of charisma damage
has normal doors on the east side, facing the alley where you
parked your sedan, and the north side, in the rear of the
Training
warehouse, and two roll-up doors facing the street. The
Training gives a character a chance to earn extra experience warehouse has skylights and some small windows near the
points. Training costs $50 (cost of living) plus $10 per level as roofline. You don’t see anyone in the alley.
a base cost. For every dollar spent beyond that, the character
McLeod: I’ll check the door – is it locked?
earns one experience point. The character’s training cannot
earn more experience points than it would take to increase VM: The door is locked.
their level – i.e. they can earn just enough to bring them to
within 1 XP of earning their next level. Harrow: Well, we’re fresh out of lockpicks, and I’ve always
liked the element of surprise, so I’ll draw my pistol and dagger
and try to kick in the door.
BOLD
might be set in the 1940’s, during the “film noir” and “pulp
fiction” periods of hardboiled detective and gangster stories,
during the mob days of the Roaring ‘20s, or on the gas-lit foggy
streets of Victorian London.
In the 1920’s, Chicago became famous for its mobs, who made
G
their money smuggling alcohol during Prohibition, as well as
RIT & VIGOR is about adventure! The setting in which for the numbers racket, selling protection, prostitution and
adventures take place is called a “campaign”. gambling. Al Capone typifies the Chicago mob boss, but the
Depression-era also saw the likes of Bonny & Clyde, Pretty Boy
A campaign can be set in any era, and in any place in the
Floyd, Baby Face Nelson and John Dillinger. The police of the
world, real or imagined. This rulebook provides guidance for
era may be typified by Eliot Ness of the F.B.I. and his team of
setting campaigns between 1880 and 1959, but future
“Untouchables”.
expansions will cover other time periods. An adventure can
involve solving a mystery, exploring the unknown, going to Some classic tropes of crime fiction include double-crosses,
war, pulling off a heist or any other activity wracked with complicated plots, anti-heroes and femme fatales, shadowy
conflict and danger. bars, nightclubs, juke joints, speak-easies and gambling halls.
Characters in crime dramas are often cynical, and even the
This chapter covers the elements that might be included in a
heroes are pessimistic and morally ambiguous.
campaign, the different eras, genres, beasts, exotic settings,
etc. This chapter should give a VM enough to get started. If characters are investigators, make sure to provide clues that
make almost every NPC a suspect. Treat the investigation as
Genres though it were a quest, with each clue and interrogation
leading to another clue (some of them false) before the
When designing a game, the Venture Master’s first step is to
characters finally discover the guilty party.
choose a genre. This sets the pace and tone of the game, gives
the VM a checklist of items that he or she must design to run It is often a good idea to include a “race against time” element
the game, and guides the players in designing characters that as well, to heighten the drama, danger and difficulty.
will work well in the game. You shouldn’t bring a knife to a
gunfight, and you shouldn’t bring Sherlock Holmes to explore If the investigators are members of law enforcement, they
the Amazon (although …). have resources that private detectives do not, but they also
have restraints put on their actions. To keep it simple, dock
Crime them a cumulative 5% or 10% of their earned XP each time
they venture outside the bounds of the law.
A crime campaign pits cops vs. robbers. The players in a crime
game might be either the bad guys or the good guys. Experience Points
If the players are the criminals, they are the primary actors in Experience points in a crime caper are handed out for
the game. They plan their crime and then attempt to pull it off successful task checks, as normal (100 XP plus 100 XP times
and make a clean getaway. If the players are the authorities, the total penalty to the roll) and for combat as normal. In
they must react to the crime or to suspicions of a future crime, addition, the following XP rewards can be doled out:
collecting clues that allow them to either capture the criminals
during or after they have committed their crime, or to prevent For each dollar stolen (cash or equal value) or ransom gained
the crime from ever being committed in the first place. by robbers or recovered by cops … 25 XP
Lose all XP for causing an international incident Animals of the deep include squid and octopus (which are
usually harmless to humans), orcas, sharks, leopard seals and
Expeditions into the Unknown angry walruses.
An expedition into the unknown involves trekking through the Arctic / Antarctic
wilderness in search of something. The something in question
can be known to the explorers (i.e. the Lost City of Irem), The frozen north has long held a fascination for adventurers.
something they expect to find (the Northwest Passage) or they The ancient Greeks, for example, had their tales of
could be exploring in the hope of discovering something. Hyperborea, the northern lands beyond civilization where the
god of the north wind lived. The ancients didn’t just dream
The exact character of an expedition into the unknown is about the frozen north, though, they actually explored it. The
determined by the environment being explored. The following ancient Greek sailor Pytheas apparently reached a frozen sea
sections cover a variety of possible environments. in his northern explorations. The Vikings settled Greenland
and Renaissance explorers headed north in search of the
Aquatic
fabled Northwest Passage that would serve as a faster way to
By the 1870’s, most of the world’s oceans and seas had already travel from the Atlantic Ocean to the Pacific Ocean.
been discovered. Many river systems, on the other hand, still
Modern exploration of the Arctic began in the 19th century. In
needed some exploring, and journeys up these rivers make for
the 1900’s the quest for the North Pole began in earnest.
excellent campaign fodder. From 1872-1876, H.M.S. Challenger
Robert Peary reached (or claimed to reach) the North Pole in
traveled around the world on a scientific expedition that,
1909 – perhaps your band of adventurers can get there first.
provided it was spiced up a bit with forgotten islands, pirate
attacks and terrible storms, could serve as a model for Antarctica, or Terra Australis, was equally fascinating. It was
campaigns of ocean exploration. first sighted by William Smith of England in 1819. Exploration
of the Antarctic began in 1821. The “Heroic Age of Antarctic
Key to any aquatic adventure is transportation, i.e. boats.
Exploration” began in 1917 with Earnest Shackleton’s Imperial
Boats range in size from small rowboats to massive aircraft
Trans-Antarctic Exploration. Numerous explorations were
carriers. Propulsion is provided by wind or steam, and that
There are numerous modern myths about the poles. Being so Perhaps the best modern myth concerning grasslands is the
hard to explore, and thus retaining their mystery well into the one mentioned above, concerning the transportation of
modern age, they were a natural place to imagine all manner Dorothy and Toto to Oz via tornado.
of strangeness, such as the idea of a passage at the North Pole Highlands
into the “hollow earth”, notions of a supernatural people
controlling a powerful energy called vril, hidden bases where Highlands include both hills (not the rolling, gentle kind –
Nazi scientists build flying saucers and, in Antarctica, a hidden those are more properly classified as grasslands or woodlands,
alien city in Lovecraft’s “Mountains of Madness”. depending on the flora) and mountains. Humans have been
climbing mountains (or at least cliffs) probably from the
Grasslands beginning, given our evolution in the Olduvai Gorge in East
At first blush, the grasslands of the world seem boring. They’re Africa. In modern times, the quest to conquer Mount Everest,
just a flat expanse of grass with a few trees and shrubs. This the tallest mountain on Earth, garnered the attention of the
impression couldn’t be further from the truth. Africa’s world. The first confirmed ascent of Everest was made by
savannas, replete with amazing wildlife, are grasslands, as are Tenzing Norgay and Edmund Hillary in 1953.
the lands that birthed the Mongols and Huns. The American All of the tallest mountains in the world are located in the
prairie, witness to the buffalo hunts of the Native Americans, Himalayas. Other impressive peaks include Kibo in Tanzania,
pioneer wagon trains and the clash between those civilizations Mount McKinley in Alaska, Mont Blanc in Europe and
are grasslands, and an orderly grassland, fields recently Aconcagua in South America.
harvested of their corn, was the backdrop for one of the most
memorable scenes in film history, pitting Cary Grant against a Dangers in highlands include cliffs, cold and ice, dry or humid
crop duster in Alfred Hitchcock’s North by Northwest. heat, starvation and thirst, storms, vermin and wear and tear.
The power of the grassland is much the same as the power of a Perhaps the most dangerous animals associated with
desert or ocean, a wide expanse, as far as the eye can see, with highlands are mountain lions and bears of various types.
no place to hide. Grasslands pit man against nature as well as Mountain sheep and goats can also be dangerous.
any environment, with storms racing across the prairie,
tornadoes whisking farmgirls off to Oz and the ever-present For supernatural adventures in the mountains, you can’t beat
danger of nomadic bands appearing from just over the horizon variations on Shangri-La and the Yeti.
and descending on travelers. Jungle
Besides the aforementioned grasslands, there is also the llanos The term jungle is quite a misnomer. The word is adapted
and pampas of South America and the grasslands of Australia. from a Hindi word meaning wilderness. In English, the word
As vast as they are, grasslands are often civilized. They offer gradually turned into a term for rain forests.
prime real estate for grazing animals, and, with water pumped Jungles have been a source of adventure from the earliest
from an aquifer or diverted from a river, can support crops days. They are dark and crowded, and that makes them
with minimal efforts towards reshaping the land. mysterious and unknown, and thus prime territory for
The dangers in a grassland environment include cold in the explorers. Tropical and sub-tropical jungles exist in Central
winter months, dry or humid heat in the summer months, Africa, India, Southeast Asia, Pacific islands, Australia, South
starvation and thirst, storms, vermin and wear and tear. America’s Amazon Basin, and America’s Pacific Northwest.
Wetlands Woodlands
Wetlands can be categorized as swamps, which are wooded, Woodlands in this game include everything other than non-
and marshes, which are not. Wetlands present a serious tropical rain forests. They might be broadleaf or coniferous,
obstacle to travelers. They are difficult to move through, are and are notable for the same reason as jungles. Woodlands are
rife with disease and vermin, and are particularly easy to get wild. Even small copses in a suburban development can feel
lost in. The key to wetlands is surprise. The tall grasses, reeds wild when one loses sight of the houses.
and thick trees obscure vision, and make it all the easier for The dangers in woodlands include cold and ice in the winter,
animals and people to jump out and attack adventurers. The starvation and thirst, storms, vermin and wear and tear.
people who live in swamps in the real world are normal,
though perhaps provincial, folk who make a living fishing, Woodland predators (or just dangerous beasts) include wild
hunting and gathering, or guiding tourists. In movies and boars, predatory cats, bears and snakes.
stories, swamps and marshes are home to the insane and the
inbred. It’s an unfair stereotype (Hollywood specializes in
those, after all), but adventure games often make use of such
a piece of paper. The key is having a group that is really into 31-40 Character flees in panic
the idea – players who want to frightened. The use of props Character shows physical hysterics or emotional outburst
41-50
and atomosphere during game play might also help create the (laughing, crying, and so on)
proper mood. Character babbles in incoherent rapid speech or in
51-55
logorrhea (a torrent of coherent speech)
Experience Points
Character gripped by intense phobia, perhaps rooting him to
56-60
Experience points should be handed out normally for task the spot
checks and combat. XP should also be doled out for surviving Character becomes homicidal, dealing harm to nearest
61-65
encounters with the supernatural or monstrous. Getting away person as efficiently as possible
from the monster should be worth as much as defeating the Character has hallucinations or delusions (details at the
66-70
monster in combat. You should also grant a character 100 XP discretion of the VM)
per point of Wisdom he retains, if you use the madness rules Character gripped with echopraxia or echolalia (saying or
detailed below. 71-75
doing whatever those nearby say or do)
Experience Points
1880
Knack: Ride Mount*, Survive Outdoors
The 1880’s were part of the “Gilded
Age”, and saw a continuation of the Skills: Bend Bars, Bluff, Break Down Doors, Escape Bonds, Gamble,
Lift Gates, Ride Mount*, and Sleight of Hand
wars of the European empires. The
Germans began to colonize Africa, Feats: Iron Will, Point Blank Shot, Precise Shot, Rough & Tumble,
the French Indo-china, and the British established a Two-Gun Fighting
protectorate in Egypt. The decade also saw the rise of anarchy
and assassination, with such political leaders as Tsar Weapons: Winchester Model 1873 Carbine (1d8), Colt Army Model
Alexander II of Russia, President James A. Garfield of the 1860 Revolver (1d6)
United States and Lord Frederick Cavendish, Chief Secretary
for Ireland, falling to the bullets of assassins.
Adventures
Seeing all of these man-made disasters, Mother Nature
decided to show humanity what she could do. In 1883, A stagecoach trip across the western wastelands of the United
Krakatoa erupted cataclysmically. Between the eruption and States, and one passenger may be a murderer! Or, if a
the resulting tsunami, 36,000 people were killed. stagecoach is too small a setting, consider a murder on the
newly minted Orient Express.
The march of technological advancement continued unabated.
Electricity was beginning to transform the world, lighting If you are interested in the “Wild West”, you could spend some
cities and electrifying vehicles, and the age of the submarine time tracking down a bandit or doing a little banditry yourself.
was just dawning. The first skyscraper was built in Chicago, There are revolutions in South America, imperial affairs to
and Coca-Cola was invented. meddle in, and plenty of undiscovered country to explore.
Corsets and bustles were the order of the day in womens’ 1880 Stagecoach (set in 1880, filmed 1939), Black Donnelly
fashion, while the fellows were wearing top hats, frock coats, Massacre, first electrically lit city (Wabash, Ind.), Basuto Gun
waistcoats (or sack coats if informal) and trousers. Tuxedos War (S. Africa), P.M. Gladstone (U.K.), electric railway tested,
arrived mid-decade. Collars were pressed into wings, and ties Barnum & Bailey Circus, Second Anglo-Afghan War ends,
were of the four-in-hand or Ascot variety. For casual dress, top Blizzard of 1880 (U.S.A.), Pres. James Garfield (U.S.A.), cash
hats gave way to felt hats and bowlers, or straw boaters for register patented, Ned Kelly hanged (Australia), First Boer
nautical pasttimes. War and Transvaal Republic founded
Gold in this decade was valued at approx. $19 an ounce. Silver 6 Bore BP Shotgun (UK): CAL 92, DMG 2d8, ROF ½, SHOTS 1, RNG 30 ft,
WT 10 lb
was valued at approx. $1.16 per ounce.
HMS Polyphemus Torpedo Boat (UK): Tremendous Construct, HD 100 (350 1885 First appendectomy, Mahdist War (Sudan), roller
hp), AC 2 (Iron 3), SPD 21 mph, MVR -2, ATK 6 x 1” guns, 5 x 14” torpedo coaster patented, Westminster Hall and Tower of London
tubes and 1 x iron ram, CP 80/0, WT 2,600 tons damaged by Irish terrorists, North-West Rebellion (Canada),
Panjdeh Incident, Frog Lake Massacre, water-cooled engine
1882 Have Gun, Will Travel set in these years, Standard Oil
patented, Sino-French War ends, Statue of Liberty arrives in
Trust secretly created, Jumbo the elephant acquired by
New York, P.M. Gascoyne-Cecil (U.K.), rabies vaccine tested,
Barnum, assassination attempt of Queen Victoria, British
motorcycle patented, Rock Springs Massacre, Serbo-Bulgarian
gunboats enter Monrovia, Jesse James killed by Robert Ford,
War, first modern bicycle, Third Anglo-Burmese War
Phoenix Park Murders (Ireland), Chinese Exclusion Act
(U.S.A.), Urabi Revolt (Egypt), Anglo-Egyptian War, first Daimler Einspur Motorcycle (Germany): Medium Construct, HD 1 (4 hp),
commercial electricity plant (Manhattan), The Society for AC 15, SPD 8 mph, ACC 2 mph, MVR -1, CP 1/0, WT 198 lb
Psychical Research founded (London)
1886 She by H. Rider Haggard, Robur the Conqueror by Jules
Springfield M1882 Carbine Rifle (USA): CAL 45, DMG 2d4, ROF 2, SHOTS 1, Verne, Strange Case of Dr Jekyll and Mr Hyde I by Robert Louis
RNG 1500 ft, WT 9 lb Stevenson, The Secret Agent by Joseph Conrad (set in 1886,
written 1907), gasoline automobile patented, Carrollton
Massacre, Haymarket Riot, Coca-Cola invented, King Ludwig II
USS Albatross Steamship (USA): Super-Colossal Construct, HD 98 (343 hp), dies under mysterious circumstances (Bavaria), Great
AC 2 (Iron 0.25), SPD 12 mph, MVR -4, ATK 2 x 4” guns, 1 x 53mm gun and Vancouver Fire, P.M Robert Cecil (U.K.), Geronimo surrenders,
2 x 37mm guns, CP 110/0, WT 640 tons, COST $180,000 induction coil patented, Statue of Liberty dedicated,
electromagnetic waves verified
1883 The Adventures of Pinocchio by Carlo Collodi, oxygen
liquified, Brooklyn Bridge completed, first rodeo (Pecos, TX), Épée-Baïonnette Modèle 1886 (FRA): DMG 1d6+1, LNG 25 in., WT 2 lb
Hotchkiss QF-3 Pdr Autocannon (France): CAL 185, DMG 9d6, ROF 5, Flocken Elektrowagen (Germany): Large Construct, HD 6 (21 hp), AC 12,
SHOTS 1, RNG 6000 ft, WT 800 lb SPD 9 mph, ACC 2 mph, MVR -4, CP 1/1, WT 990 lb
Lebel M1886 Rifle (France): CAL 31, DMG 2d4, ROF 2, SHOTS 8
(Magazine), RNG 1320 ft, WT 10 lb | Standard French rifle of WW1
Abdül Hamid Submarine (Turkey): Colossal Construct, HD 82 (287 hp), AC
Winchester M1886 Repeating Rifle: CAL 47, DMG 1d10, ROF 2, SHOTS 9 7 (Iron 1), SPD 7 mph, MVR -3, ATK 2 x heavy machine guns and 2 x 14”
(Magazine), RNG 1200 ft, WT 9 lb torpedo tubes, CP 7/0, WT 100 tons
Adventures
1891 Chilean Civil War, Queen Liliuokalani (Hawaii), escalator Skills: Climb Sheer Surfaces, Don Disguise, Endure*, Gather
patented, kinetoscope displayed, ‘Java Man’ (Homo Erectus) Intelligence, Influence People, Listen at Doors, Move Silently, Search
discovered, Tesla coil invented, removeable pneumatic bicycle
Feats: Fearless, Great Fortitude, Iron Will
tire patented, Sherlock Holmes apparently dies at the
Reichenbach Falls (Switzerland)
Martini Cadet Single-Shot Rifle (UK): CAL 31, DMG 1d6, ROF 2, SHOTS 1, MAS Modele D'ordonnance 1892 Revolver (France): CAL 31, DMG 1d6,
RNG 900 ft, WT 8 lb ROF 1, SHOTS 6 (Cylinder), RNG 150 ft, WT 2 lb | 350,000 produced
Mosin-Nagant M1891 Bolt-Action Rifle (Russia): CAL 30, DMG 1d10, ROF Savage Model 99 Lever-Action Rifle (USA): CAL 30, DMG 2d4, ROF 3,
2, SHOTS 5 (Magazine), RNG 1650 ft, WT 9 lb SHOTS 5 (Magazine), RNG 900 ft, WT 7 lb
Springfield M1892 Rifle (USA): CAL 30, DMG 1d8, ROF 5, SHOTS 5
(Magazine), RNG 1500 ft, WT 8 lb
Maria Rickmers Steamship (Germany): Gigantic Construct, HD 110 (385
hp), AC 2, SPD 17 mph, MVR -3, CP unknown/0, WT 7,600 tons Winchester M1892 Lever-Action Rifle (USA): CAL 32, DMG 1d6, ROF 5,
SHOTS 15 (Magazine), RNG 300 ft, WT 9 lb | Over 1 million produced
1892 Ellis Island opens, basketball rules published, Diesel
engine patented, first fingerprinting bureau (Buenos Aires), 1893 The People of the Mist by H. Rider Haggard, Dracula by
Johnson County War (Wyo.), General Electric founded, Maxim Bram Stoker (set in 1893, written in 1897), Sexton Blake first
gun first used in battle, Sierra Club founded, Abercrombie & appears, U.S. Marines overthrow monarchy in Hawaii, first
Fitch established, Lizzie Borden murders, two-way telegraph motion picture studio (New Jersey), World’s Columbian
patented, Dalton Gang killed by townspeople in Kansas, Pres. Exposition (Chicago), Panic of 1893, gold struck in Western
Grover Cleveland again (U.S.A.), anarchist bomb in Paris, Australia, Nicaraguan revolution, method to grow cultured
Carnegie Steel Company combined to form monopoly pearls developed, IMRO founded, First Matabele War
Gothic-hilted infantry sword (UK): DMG 1d6+1, LNG 32 inches, WT 2 lb Salvatore-Dormus M1893 HMG (Austria-Hungary): CAL 31, DMG 2d4, ROF
40, SHOTS 20 or 30 (Magazine), RNG 7000 ft, WT 44 lb
Type 26 Revolver (Japan): CAL 35, DMG 1d6, ROF 1, SHOTS 6 (Cylinder),
Mannlicher-Caracano Rifle (Italy): CAL 26, DMG 2d4, ROF 2, SHOTS 6 RNG 66 ft, WT 2 lb
(Magazine), RNG 1965 ft, WT 8 lb
Hildebrand & Wolfmuller Motorcycle (Germany): Medium Construct, HD Hotchkiss M1897 Machine Gun (France): CAL 32, DMG 1d10, ROF 100,
1 (4 hp), AC 15, SPD 28 mph, ACC 8 mph, MVR +1, CP 1/0, WT 110 lb SHOTS 24 or 30 (Strip), RNG 1200 ft, WT 52 lb
1895 The Time Machine by H. G. Wells, Sandokan in The Winchester M1897 Pump-Action Shotgun (USA): CAL 72, DMG 1d12, ROF
Mystery of the Black Jungle by Emilio Salgari, Alfred Dreyfus 2, SHOTS 5 (Magazine), RNG 66 ft, WT 9 lb
sent to Devil’s Island, Pres. Felix Faure (France), volleyball
invented, Bridget Cleary killed for being a fairy changeling in
Ireland, short-lived Republic of Formosa, Barony of Arizona De Dion-Bouton Tricycle (France): Medium Construct, HD 1 (4 hp), AC 15,
fraud, John Wesley Hardin killed in El Paso, Japanese agents SPD 10 mph, ACC 2 mph, MVR +0, CP 1/0, WT 110 lb
kill Empress Myeongseong (Korea), x-rays discovered, Fourth
Anglo-Ashanti War, space elevator proposed, U.S. Treasury Präsident Runabout (Austria-Hungary): Large Construct, HD 9 (32 hp), AC
gold reserved saved by loan of $65 million in gold 14, SPD 19 mph, ACC 5 mph, MVR -5, CP 1/3, WT 1.2 tons
Lee-Enfield “Emily” Rifle (UK): CAL 30, DMG 2d4, ROF 3, SHOTS 10
(Magazine), RNG 1650 ft, WT 9 lb
USS Holland Submarine: Colossal Construct, HD 66 (231 hp), AC 10 (Steel
Nagant M1895 Revolver (Russia): CAL 30, DMG 1d6, ROF 4, SHOTS 7 0.5), SPD 9 mph, MVR -4, DEPTH 75 ft, ATK 1 x 18” torpedo tube and 1 x
(Cylinder), RNG 75 ft, WT 2 lb 8.4” gun, CP 6/0, WT 64 tons
Winchester M1895 Lee Navy Bolt-Action Rifle (USA): CAL 24, DMG 1d8,
ROF 5 SHOTS 5 (Magazine), RNG 2400 ft, WT 8 lb
Colt New Service Revolver (USA): CAL 45, DMG 1d8, ROF 1, SHOTS 6 The mercenary adventurers, some of whom may be English,
(Cylinder), RNG 300 ft, WT 3 lb others hailing from other nations, have been hired to beat the
Germans to the mines, which are believed to be in German East
Express Rifle (UK): CAL 58, DMG 1d12+1, ROF 1, SHOTS 1, RNG 500 ft, WT Africa. Naturally, the King’s government cannot be implicated in
12 lb | Standard rifle for ivory hunters such a violation of German territory, which is why they’ve hired
mercenaries to do their bidding. The mission is to find the mines
Mauser Gewehr 98 Bolt-Action Rifle (Germany): CAL 31, DMG 1d10, ROF and destroy them, confiscating whatever wealth you can. The
2, SHOTS 5 (Magazine), RNG 1650 ft, WT 9 lb team will need weapons, survival supplies and plenty of TNT!
A band of adventurers sets out in the South Pacific to find the 1901 First Men in the Moon by H.G. Wells, Commonwealth of
wonderful Land of Oz, first visited by a Kansas girl by the Australia established, Nigeria becomes British protectorate,
name of Dorothy Gale. first great Texas gusher, Queen Victoria dies (U.K.), U.S.A.
The adventurers join Peary’s expedition to the North Pole, or controls Panama Canal, U.S. Steel incorporated as first billion-
seek lost cities in the Amazon or Africa. dollar company, U.S. stock market crashes, Discovery
Expedition to Antarctica, electric vacuum cleaner patented,
The adventurers follow in the footsteps of Lt. Gullivar Jones Pres. McKinley assassinated (U.S.A.) and succeeded by Pres.
and travel to Mars in (yes, in) a magic carpet, or with Messrs. Theodore Roosevelt, Boxer Rebellion ends, Brownie cameras
Bedford and Cavor to the Moon. (only $1), Scotland Yard creates fingerprint archive, okapi
observed in C. Africa, Edison invents nickel-alkaline battery,
The adventurers try to capture or out-do gentleman thieves London jewel merchant Adolph Weil obtains Hope Diamond
Lupin or Raffles. They must beware the world’s first consulting
detective, Sherlock Holmes. Hotchkiss M1909 Benet-Mercie LMG (France): CAL 30, DMG 2d4, ROF 60,
SHOTS 30 (Magazine), RNG 600 ft, WT 26 lb
The adventurers become mercenaries in the Boxer Rebellion
in China, the Boer War in South Africa, or the Turkish uprising Perino M1908 LMG (Italy): CAL 26, DMG 2d4, ROF 75, SHOTS 25 (Strip),
in the Ottoman Empire. RNG 450 ft, WT 60 lb
1900 Open Door Policy in China (U.S.A.), Boxer Rebellion New Wener Motorcycle (France): Medium Construct, HD 1 (4 hp), AC 16,
(China), Sir Arthur Evans unearths palace of Knossos (was the SPD 30 mph, ACC 10 mph, MVR +1, CP 1/0, WT 100 lb
minotaur waiting for him?), Wonderful Wizard of Oz by Frank
L. Baum, Russia invades Manchuria, Carrie Nation begins Oldsmobile Curved Dash Runabout (USA): Large Construct, HD 5 (18 hp),
destroying saloons, first zeppelin flight, King Umberto I AC 15, SPD 20 mph, ACC 5 mph, MVR -4, CP 1/1, WT 850 lb
assassinated (Italy), Butch Cassidy’s largest bank robbery
($33,000), Gran Prix of ballooning, USS Holland commissioned,
Pres. William McKinley re-elected (U.S.A.), caterpillar tractor Formidable-class Battleship (UK): Gigantic Construct, HD 120 (420 hp), AC
patented, Anglo-Ashanti war ends, Nikola Tesla claims to have 7 (Steel 5), SPD 21 mph, MVR -6, ATK 4 x 12” guns, 12 x 6” guns, 16 x 12-
received intelligent communication from Mars, quantum pdr guns, 6 x 3-pdr guns, 2 x medium machine guns, and 4 x 18” torpedo
tubes, CP 780/0, WT 15,500 tons
mechanics conceived, three men disappear mysteriously from
light house in Scotland, first hamburger sandwich 1902 The Hound of the Baskervilles by Sir Arthur Conan Doyle,
first Rose Bowl (Michigan defeats Stanford 49-0), Second Boer
Browning M1900 Pistol (USA): CAL 38, DMG 1d6, ROF 1, SHOTS 7
War, new car speed record of 74 mph set, King Alfonso XIII
(Magazine), RNG 120 ft, WT 1 lb | First success for Browning
(Spain), Cuban independence from U.S.A., King Edward VII
Colt M1900 Pistol (USA): CAL 38, DMG 1d6, ROF 2, SHOTS 7 (Magazine), (U.K.), first Aswan Dam on Nile completed, mobile phone
RNG 75 ft, WT 2 lb demonstrated, practical air conditioning invented
Fusil Mondragón Rifle (Mexico): CAL 28, DMG 2d4, ROF 160, SHOTS 10 or Colt M1902 Semi-Automatic Pistol (USA): CAL 38, DMG 1d6, ROF 3, SHOTS
20 or 30 (Magazine), RNG 1800 ft, WT 9 lb 8 (Magazine), RNG 75 ft, WT 2 lb
Luger P08 Pistol (Germany): CAL 45, DMG 1d4, ROF 160, SHOTS 8 or 32 M1902 3-inch Field Gun (USA): CAL 300, DMG 2d6 x 100, ROF 3, SHOTS 1,
(Magazine), RNG 165 ft, WT 2 lb | The classic automatic pistol RNG 12,000 ft, WT 835 lb | Used by Pershing in Mexican campaign
F.R. Simms Motor War Car (UK): Huge Construct, HD 18 (63 hp), AC 15 1904 The Sea-Wolf by Joseph Conrad, The Land Ironclads and
(Steel 3), SPD 9 mph, ACC 3 mph, MVR -5, CP 4/12, WT 5 tons, ATK 1 The Food of the Gods and How It Came to Earth by H.G. Wells,
heavy machine gun new automobile speed record of 91 mph set by Henry Ford,
Herero Rebellion (German SW Africa), Russo-Japanese War,
U.S.A. gains control of Panama Canal Zone for $10 million,
Preußen Sailing Ship (Germany): Gigantic Construct, HD 120 (420 hp), AC British expedition to Tibet, St. Louis World’s Fair, ground
2, SPD 24 mph, MVR -6, CARGO 8 tons, CP 49/0, WT 11,200 tons, COST broken on Panama Canal, New York subway opens, President
$340,000 Theodore Roosevelt re-elected (U.S.A.), Trans-Siberian
Railway finished
1903 Call of the Wild by Jack London, Great Train Robbery,
Guantanamo Bay leased to U.S.A., King Alexander Obrenovic Madsen LMG (Denmark): CAL 30, DMG 2d4, ROF 75, SHOTS 20, 25, 30 or
and Queen Draga assassinated (Serbia), British conquer Fulani 40 (Magazine), RNG 1890 ft, WT 20 lb
Empire, first stock car event (Milwaukee), Panama declares
independence from Columbia, first documented powered Ordnance QF 13-Pounder Gun: CAL 300, DMG 3d10x10, ROF 1, SHOTS 1,
flight (North Carolina), Stanley Steamer racecar sets speed RNG 7500 ft, WT 685 lb
record (128 mph) at Daytona, Autochrome Lumière patented,
Tom Horn executed in Wyoming for murder
Fiat 60 HP Full-Size (Italy): Large Construct, HD 11 (39 hp), AC 15, SPD 50
Browning M1903 Pistol (USA): CAL 35, DMG 1d6, ROF 70, SHOTS 7 mph, ACC 18 mph, MVR -2, CP 1/5, WT 1.9 tons, COST $19,200
(Magazine), RNG 75 ft, WT 2 lb
Ford Model B Full-Size (USA): Large Construct, HD 8 (28 hp), AC 15, SPD
Colt M1903 Pocket Hammerless Semi-Automatic Pistol (USA): CAL 32, 40, ACC 15 mph, MVR -2, CP 1/5, WT 1700 lb, COST $2,200
DMG 1d6, ROF 100, SHOTS 8 (Magazine), RNG 75 ft, WT 2 lb | Favored by
Al Capone and US general officers Maxwell Model A Junior Roadster (USA): Large Construct, HD 6 (21 hp),
AC 15, SPD 35, ACC 15 mph, MVR +0, CP 1/1, WT 1100 lb
Smith & Wesson Model 30 Revolver: CAL 32, DMG 1d6, ROF 1, SHOTS 6
(Cylinder), RNG 150 ft, WT 2 lb
Springfield M1903 Bolt-Action Rifle: CAL 30, DMG 2d4, ROF 3, SHOTS 25 USS New Jersey Battleship (USA): Gigantic Construct, HD 120 (420 hp), AC
(Magazine), RNG 1950 ft, WT 9 lb 14 (Steel 8), SPD 22 mph, MVR -8, ATK 4 x 12” guns, 8 x 8” guns, 12 x 6”
guns, 4 x 18” torpedo tubes, CP 812/0, WT 14,900 tons
Smith & Wesson M1905 Revolver: CAL 38, DMG 1d6, ROF 1, SHOTS 6
(Cylinder), RNG 450 ft, WT 2 lb Pamir Sailing Ship (Germany): Gigantic Construct, HD 110 (385 hp), AC 2,
SPD 18 mph, MVR -6, CP unknown, WT 4,500 tons
Winchester M1905 Rifle: CAL 32, DMG 1d8, ROF 1, SHOTS 5 or 10
(Magazine), RNG 600 ft, WT 7 lb Potemkin Battleship (Russia): Gigantic Construct, HD 120 (420 hp), AC 15
(Steel 9), SPD 18 mph, MVR -6, ATK 2 x twin 12” guns, 16 x 6” guns, 14 x
3” guns, 6 x 1.5” guns, and 5 x 15” torpedo tubes, CP 731/0, WT 12,480
tons | First shots of the Russian Revolution fired on this ship
Cadillac Model D Full-Size (USA): Large Construct, HD 9 (32 hp), AC 15,
SPD 50 mph, ACC 20 mph, MVR -2, CP 1/5, WT 1.3 tons, COST $3100 1906 The Scarlet Empire by David MacLean Parry, White Fang
by Jack London, HMS Dreadnaught launched, San Francisco
Ford Model F Full-Size (USA): Large Construct, HD 7 (25 hp), AC 15, SPD 45
earthquake, first German submarine launched, U.S. intervenes
mph, ACC 15 mph, MVR -2, CP 1/5, WT 1400 lb, COST $2200
in Cuba, imposter Wilhelm Voigt takes over city of Köpenick
Indian V-Twin Motorcycle (USA): Medium Construct, HD 1 (4 hp), AC 16, for a short time, first radio broadcast, first feature film
SPD 56 mph, ACC 20 mph, MVR +0, CP 1/0, WT 150 lb
Type 14 Nambu Semi-Auto Pistol: CAL 31, DMG 1d6, ROF 50, SHOTS 8
Peugeot 69 Bebe Roadster (France): Large Construct, HD 5 (18 hp), AC 15, (Magazine), RNG 96 ft, WT 2 lb
SPD 25 mph, ACC 5 mp, MVR +0, CP 1/1, WT 770 lb
Ford Model K Full-Size (UK): Large Construct, HD 9 (32 hp), AC 15, SPD 70
mph, ACC 25 mph, MVR -2, CP 1/3, WT 1.2 tons
RMS Lusitania Passenger Liner (UK): Titanic Construct, HD 140 (490 hp),
AC 2 (Steel 0.5), SPD 29 mph, MVR -6, CP 850/2198, WT 44,000 tons
Colt Police Positive: CAL 32, DMG 1d6, ROF 1, SHOTS 6 (Cylinder), RNG 75
ft, WT 2 lb | Wielded by Charles Bronson in Death Wish
Dreyse M1907 Semi-Auto Pistol: CAL 32, DMG 1d6, ROF 70, SHOTS 7
(Magazine), RNG 80 ft, WT 2 lb
Lee-Enfield SMLE Mk III Rifle: CAL 30, DMG 2d4, ROF 5, SHOTS 10
(Magazine), RNG 1650 ft, WT 8 lb, COST $15.50
St. Etienne Mle 1907 MMG: CAL 30, DMG 1d10, ROF 100, SHOTS 25 (Strip)
or 300 (Belt), RNG 6000 ft, WT 58 lb
Colt Runabout (USA): Large Construct, HD 8 (28 hp), AC 15, SPD 60 mph, British Army Aeroplane No 1 (UK): Large Construct, HD 9 (32 hp), AC 7,
ACC 20 mph, MVR -3, CP 1/1, WT 1800 lb, COST $1550 SPD 65 mph, MVR -2, CP 1/0, CEILING 10k ft, CLIMB 100 fpr, WT 1.3 tons
RMS Mauritania Passenger Liner (UK): Titanic Construct, HD 140 (490 hp),
AC 2 (Steel 0.5), SPD 28 mph, MVR -6, CP 802/2165, WT 65,000 tons
1908 The War in the Air by H.G. Wells, The Man Who Was
Thursday by G. K. Chesterton, The House on the Borderland by
William Hope Hodgson, Nimrod Expedition, King Carlos I and
Infante Luis Filipe assassinated (Portugal), New York to Paris
car race, first passenger flight, Cook claims to reach North
Pole, oil discovered in Persia, Tunguska event (Siberia), Young
Turk Revolution, first fully animated film, Sultan Abd al-Hafid
deposes brother (Morocco), first Model-T produced by Ford, 1909 Shakleton’s expedition to South Pole, Peary comes
Tsar Ferdinand I (Bulgaria), Bosnian crisis, Butch Cassidy and within a few miles of the North Pole, Tel Aviv founded, Adana
Sundance Kid supposedly killed in Bolivia, Emperor Pu Yi Massacre, Anglo-Persian Oil Company incorporated, Sultan
(China), Pres. William Howard Taft (U.S.A.), Geiger counter Mehmed V (Ottoman Empire), Ahmad Shah Qajar (Persia),
invented, Sultan Abdul Hamid of Turkey obtains the Hope Rosicrucian Fellowship founded (Seattle), P.M. Itō Hirobumi
Diamond assassinated (Japan), King Albert I (Belgium), Bakelite
invented, first Grey Cup championship
Cavalry Sword (UK): DMG 1d8, LNG 35 in., WT 2.5 lb
Hotchkiss M1909 LMG: CAL 30, DMG 1d10, ROF 60, SHOTS 30 (Magazine),
RNG 200 ft, WT 27 lb
Farquhar-Hill Automatic Rifle: CAL 30, DMG 2d4, ROF 110, SHOTS 20 or 65 Roth-Steyr M1907 Pistol: CAL 31, DMG 1d6, ROF 5, SHOTS 10 (Magazine),
(Magazine), RNG 2700 ft, WT 8 lb RNG 250 ft, WT 2 lb, COST $320
Fusil-Mitrailleur M1915 “Chauchat” LMG: CAL 31, DMG 2d4, ROF 40,
SHOTS 20 (Magazine), RNG 200 ft, WT 20 lb | Most produced automatic
weapon of World War I Blitzen Benz Racecar (Germany): Large Construct, HD 10 (35 hp), AC 15,
SPD 142 mph, ACC 30 mph, MVR +2, CP 1/0, WT 1.6 tons
Marble Game Getter Double Barrel Pistol: CAL 22 and 44, DMG 1d6 and
1d8, ROF 1, SHOTS 1, RNG 300 ft and 150 ft, WT 2 lb, COST $27 Ford Model T Full-Size (USA): Large Construct, HD 6 (21 hp), AC 15, SPD 45
mph, ACC 15 mph, MVR -2, CP 1/5, WT 1200 lb, COST $886
Maxim MG08 HMG: CAL 31, DMG 1d10, ROF 75, SHOTS 250 (Belt), RNG
6600 ft, WT 152 lb Opel 4/8 PS Doktorwagen Runabout (Germany): Large Construct, HD 6 (21
hp), AC 15, SPD 17 mph, ACC 5 mph, MVR -4, CP 1/1, WT 1150 lb
Smith & Wesson Triple Lock Revolver: CAL 44, DMG 1d6, ROF 1, SHOTS 6
(Cylinder), RNG 75 ft, WT 3 lb; COST $22 Pierce Four Motorcycle (USA): Medium Construct, HD 2 (7 hp), AC 16, SPD
60 mph, ACC 25 mph, MVR +1, CP 1/0, WT 275 lb
Skills: Bend Bars, Break Down Doors, Endure, Lift Gates, Ride
Mount, Jump Harley Davidson 7D Motorcycle (USA): Medium Construct, HD 2 (7 hp), AC
16, SPD 60 mph, ACC 30 mph, MVR +1, CP 1/0, WT 295 lb, COST $300
Feats: Dodge, Mounted Combat, Point Blank Shot
Lancia Epsilon Full-Size (Italy): Large Construct, HD 9 (32 hp), AC 15, SPD
Weapons: Colt Single-Action Army (1d6), Winchester M1894
72 mph, ACC 25 mph, MVR -1, CP 1/5, WT 1 ton
repeating rifle (2d4), Bowie knife (1d4+1)
LGOC B-Type Bus (UK): Huge Construct, HD 16 (56 hp), AC 14, SPD 16
mph, ACC 5 mph, MVR -4, CP 1/34, WT 4.3 tons
Mercedes 37/95 Full-Size (Germany): Large Construct, HD 11 (39 hp), AC
15, SPD 71 mph, ACC 25 mph, MVR -1, CP 1/5, WT 2.1 tons Vauxhall Prince Henry Roadster (UK): Large Construct, HD 9 (32 hp), AC
15, SPD 100 mph, ACC 35 mph, MVR +1, CP 1/1, WT 1.4 tons
ALFA 40/60 HP Roadster (Italy): Large Construct, HD 9 (32 hp), AC 15, SPD
Bugatti Type 18 Roadster (France): Large Construct, HD 9 (32 hp), AC 15,
78 mph, ACC 25 mph, MVR +1, CP 1/1, WT 1.4 tons
SPD 105 mph, ACC 35 mph, MVR +1, CP 1/1, WT 1.4 tons
Chevrolet Classic Six Full-Size (USA): Large Construct, HD 10 (35 hp), AC
Cyclone Motorcycle (USA): Medium Construct, HD 2 (7 hp), AC 16, SPD
15, SPD 65 mph, ACC 20 mph, MVR -2, CP 1/5, WT 1.8 tons
115 mph, ACC 50 mph, MVR +5, CP 1/0, WT 250 lb
Peugeot 500 M Motorcycle (France): Medium Construct, HD 2 (7 hp), AC
Fiat Tipo 28 Compact (Italy): Large Construct, HD 8 (28 hp), AC 15, SPD 43
16, SPD 76 mph, ACC 25 mph, MVR +2, CP 1/0, WT 250 lb
mph, ACC 15 mph, MVR -2, CP 1/3, WT 1680 lb
Vauxhall 30/98 Full-Size (UK): Large Construct, HD 10 (35 hp), AC 15, SPD
Williamson Flat Twin Motorcycle (UK): Medium Construct, HD 3 (11 hp),
100 mph, ACC 50 mph, MVR +0, CP 1/5, WT 1.5 tons
AC 16, SPD 55 mph, ACC 28 mph, MVR +0, CP 1/0, WT 399 lb
Avro 504 Bomber (UK): Large Construct, HD 6 (21 hp), AC 7, SPD 90 mph,
Curtiss Model F Seaplane (USA): Large Construct, HD 8 (28 hp), AC 9, SPD
MVR -2, ATK 1 x light machine gun, and bombs (180 lb), CP 2/0, CEILING
69 mph, MVR +0, CP 2/0, CEILING 4,500 ft, CLIMB 40 fpr, WT 1.2 tons
16,000 ft, CLIMB 120 fpr, WT 0.6 tons| Used by Col. Roscoe Turner in
Royal Aircraft Factory B.E.2 Bomber (UK): Large Construct, HD 7 (25 hp), aerial circus shows
AC 9, SPD 72 mph, MVR +0, ATK 1 x light machine gun, and bombs (280
Morane-Saulnier H (France): Medium Construct, HD 4 (14 hp), AC 12, SPD
lb), CP 2/0, CEILING 10,000 ft, CLIMB 90 fpr, WT 0.7 tons
75 mph, MVR +2, ATK 1 x light machine gun, and bombs (180 lb), CEILING
3,300 ft, CLIMB 150 fpr, CP 1/0, WT 0.2 tons
African Queen Riverboat (USA): Huge Construct, HD 24 (84 hp), AC 11, Sikorsky Ilya Muromets Bomber (Russia): Huge Construct, HD 14 (49 hp),
SPD 15 mph, MVR -2, CP 1/8, WT 8 tons AC 6, SPD 68 mph, MVR -2, ATK 2 x light machine guns, and bombs (1100
lb), CEILING 9,800 ft, CLIMB 80 fpr, CP 6/0, WT 6 tons
Orion-class Battleships (UK): Titanic Construct, HD 130 (455 hp), AC 17
(Steel 10), SPD 24 mph, MVR -6, ATK 10 x twin 13.5” guns, 16 x 4” guns, 1
x 4” AA gun, 1 x 3” AA gun, 4 x 3-pdr guns, and 2 x 21” torpedo tubes, CP
Kongō-class Cruiser (Japan): Titanic Construct, HD 130 (455 hp), AC 8
752/0, WT 22,200 tons
(Steel 5), SPD 32 mph, MVR -3, ATK 4 x dual 356mm guns, 16 x 150mm
RMS Titanic Passenger Liner (UK): Titanic Construct, HD 140 (490 hp), AC guns, 4 x 76mm AA guns, and 8 x 21” torpedo tubes, CP 1193/0, WT
2, SPD 24 mph, MVR -6, CP 892/2435, WT 52,300 tons 52,300 tons
Vickers QF 2-pdr Mark II Autocannon (UK): CAL 160, DMG 9d6, ROF 20,
Alfa Romeo 20/30 HP Full-Size (Italy): Large Construct, HD 9 (32 hp), AC SHOTS 14 (Belt), RNG 13,300 ft, WT 850 lb
15, SPD 81 mph, ACC 26 mph, MVR -1, CP 1/5, WT 1.3 tons
Chevrolet Light Six Full-Size (USA): Large Construct, HD 9 (32 hp), AC 15,
SPD 68 mph, ACC 23 mph, MVR +0, CP 1/5, WT 1.3 tons Autoped Scooter (USA): Small Construct, HD ½ (2 hp), AC 17, SPD 20 mph,
ACC 5 mph, MVR +1, CP 1/0, WT 50 lb
Pope Model L Motorcycle (USA): Medium Construct, HD 2 (7 hp), AC 15,
SPD 70 mph, ACC 35 mph, MVR +2, CP 1/0, WT 250 lb Harley-Davidson 11F Motorcycle (USA): Medium Construct, HD 2 (7 hp),
AC 16, SPD 65 mph, ACC 33 mph, MVR +2, CP 1/0, WT 325 lb, COST $250
Airco DH.2 Fighter (UK): Large Construct, HD 6 (21 hp), AC 12, SPD 93
Arethusa-class Cruiser (UK): Tremendous Construct, HD 100 (350 hp), AC mph, MVR +3, ATK 1 x light machine gun, CEILING 14k ft, CLIMB 90 fpr, CP
5 (Steel 3), SPD 33 mph, MVR -2, ATK 2 x 6” guns, 7 x 4” guns, and 4 x 21” 1/0, WT 0.5 tons
torpedo tubes, AIR 1 x Sopwith Camel, CP 318/0, WT 3,500 tons
C Star-class Airship (UK): Large Construct, HD 9 (32 hp), AC 9, SPD 58 mph,
Nevada-class Dreadnought (USA): Titanic Construct, HD 130 (455 hp), AC MVR +0, CEILING 9.5k ft, CLIMB 80 fpr, CP 5/0, WT 1 ton
19 (Steel 10), SPD 24 mph, MVR -6, ATK 10 x 14” guns, 21 x 5” guns, 2 x
3”/50 cal AA guns and 4 x 21” torpedo tubes, AIR 3 x floatplanes, CP Curtiss JN-4 Jenny (USA): Large Construct, HD 7 (25 hp), AC 9, SPD 75
864/0, WT 27,900 tons mph, MVR +0, CEILING 6.5k ft, CLIMB 60 fpr, CP 1/1, WT 0.8 t, COST $5.4k
Dayfield Body Armor (UK): AC +1 (Silk), WT 18 lb HM Coastal Patrol Boat (UK): Huge Construct, HD 18 (63 hp), AC 15, SPD
29 mph, MVR +1, ATK 4 x heavy machine gun, 1 x 18” torpedo tubes, CP
Infanterie-Panzer “Lobster Armor” (Germany): AC +3 (Steel), WT 35 lb 3/0, WT 5 tons
Junkers J.2 Fighter (Germany): Large Construct, HD 9 (32 hp), AC 11, SPD Mark I trench Knife (USA): DMG 1d4+1, LNG 7 in., WT 1 lb
124 mph, MVR +2, ATK 1 x light machine gun, CEILING 14.8k ft, CLIMB 120
US M1917 Bolo Dagger (USA): DMG 1d6, LNG 15 in., WT 1.5 lb
fpr, CP 1/0, WT 1.3 tons
Zande Knife (Sudan): DMG 1d6, LNG 18 in., WT 1 lb
Nieuport 11 “Bebe” Fighter (France): Large Construct, HD 5 (18 hp), AC
12, SPD 97 mph, MVR +3, ATK 1 x light machine gun, CEILING 15k ft,
CLIMB 110 fpr, CP 1/0, WT 0.4 tons
Browning M1917 MMG (USA): CAL 30, DMG 1d10, ROF 100, SHOTS 250
Sopwith Pup Fighter (UK): Large Construct, HD 5 (18 hp), AC 11, SPD 111 (Belts), RNG 16500 ft, WT 103 lb | Used in all major 20th century conflicts
mph, MVR +2, ATK 1 x medium machine gun, CEILING 17.5k ft, CLIMB 120
fpr, CP 1/0, WT 0.4 tons Colt M1917 Service Revolver (USA): CAL 45, DMG 1d6, ROF 2, SHOTS 6
(Cylinder), RNG 150 ft, WT 3 lb | Over 3 million produced
Sopwith Shipstrutter Bomber (UK): Large Construct, HD 8 (28 hp), AC 7,
SPD 100 mph, MVR -2, ATK 1 x medium machine gun, 1 x light machine Enfield M1917 Bolt-Action Rifle (UK): CAL 30, DMG 2d4, ROF 5, SHOTS 6
gun, and bombs (130 lb), CEILING 15.5k ft, CLIMB 120 fpr, CP 2/0, WT .9 t (Magazine), RNG 1650 ft, WT 9 lb | Over 2.2 million produced
Mitsubishi Model A Full-Size (Japan): Large Construct, HD 10 (35 hp), AC Breguet 14 Bomber (France): Large Construct, HD 9 (32 hp), AC 9, SPD 109
15, SPD 20 mph, ACC 8 mph, MVR -2, CP 1/5, WT 2 tons mph, MVR +0, ATK 1 medium machine gun, 2 x light machine guns, and
bombs (660 lb), CEILING 19.7k ft, CLIMB 160 fpr, CP 2/0, WT 1.1 tons |
Peugeot Type 1525 Truck (France): Large Construct, HD 11 (39 hp), AC 15, Flown by Col. Roscoe Turner in his flying circus
SPD 19 mph, ACC 5 mph, MVR -4, CP 1/1, CARGO 8800 lb, WT 2 tons
Fokker Dr.I Dreidecker Fighter (Germany): Large Construct, HD 6 (21 hp),
Fiat 2000 Tank (Italy): Gargantuan Construct, HD 55 (193 hp), AC 13 (Steel AC 13, SPD 115 mph, MVR +4, ATK 2 x light machine guns, CEILING 20k ft,
0.75), SPD 4 mph, ACC 1 mph, MVR -5, ATK 1 x 65mm cannon and 6 x CLIMB 190 fpr, CP 1/0, WT 0.4 tpms | Flown by the Red Baron
medium machine guns, CP 10/0, WT 40 tons
Junkers J.1 ‘Tin Donkey’ Fighter (Germany): Large Construct, HD 9 (32 hp),
Großkampfwagen "K-Wagen" Tank (Germany): Colossal Construct, HD 92 AC 17, SPD 97 mph, MVR +2, ATK 1 x light machine gun, CEILING 13k ft,
(322 hp), AC 11 (Steel 1), SPD 5 mph, ACC 1 mph, MVR -5, ATK 4 x 77mm CLIMB 120 fpr, CP 2/0, WT 1 ton
cannon and 7 x medium machine guns, CP 27/0, WT 120 tons
Sopwith Camel Fighter (UK): Large Construct, HD 6 (21 hp), AC 13, SPD
M1917 Tank (USA): Huge Construct, HD 22 (77 hp), AC 16 (Steel 0.5), SPD 115 mph, MVR +4, ATK 2 x medium machine guns, CEILING 21k ft, CLIMB
V and W-class Destroyers (UK): Tremendous Construct, HD 99 (347 hp), Handley Page V/1500 Bomber (UK): Huge Construct, HD 25 (88 hp), AC 6,
AC 3 (Steel 1), SPD 39 mph, MVR -2, ATK 4 x 4” guns, 2 x 40mm SPD 99 mph, MVR -2, ATK 3 x light machine guns, and bombs (7500 lb),
autocannons, and 4 x 21” torpedo tubes, CP 115/0, WT 1,320 t CEILING 11k ft, CLIMB 40 fpr, CP 9/0, WT 9 tons
1918 The Land That Time Forgot by Edgar Rice Burroughs, Short Type 184 Torpedo Bomber (UK): Large Construct, HD 10 (35 hp), AC
Battle of Bear Valley, HMS Hermes aircraft carrier laid down, 7, SPD 89 mph, MVR -2, ATK 1 x medium machine gun, and 1 x torpedo or
Spanish flu pandemic starts in Kansas, first pilotless drone bombs (520 lb), CEILING 13k ft, CLIMB 190 fpr, CP 2/0, WT 2 tons
flown, ‘Paris Gun’ shells Paris, Royal Air Force founded, ‘Red
Baron’ dies, Mickey Finn poisonings, Sultan Mehmed VI
(Ottoman Empire), Great Train Wreck in Nashville, Czar HMS Argus Aircraft Carrier (UK): Gigantic Construct, HD 120 (420 hp), AC
Nicholas II and family killed, Sgt. Alvin York captures 132 2 (Steel 1), SPD 23 mph, MVR -6, ATK 4 x 4” AA guns, 2 x 4” guns, AIR 8 x
German soldiers and kills 28 more, First World War ends Sopwith Ship Strutter, 4 x Sopwith Camel, 2 x AIRCO DH.9a, 2 x Fairey
Campania, CP 495/0, WT 14,450 tons
Best Body Shield (UK): AC +3 (Steel), WT 8 lb
1919 The Secret Adversary by Agatha Christie (set in 1919,
Brewster Armor Shield (UK): AC +3 (Nickel Alloy), WT 40 lb written 1922), Statement of Randolph Carter by H.P. Lovecraft,
predecessor of Nazi Party founded, anarchist uprising in
Argentina, Boston Molasses Disaster, Emperor Gojong dies
Bergman MP18 Submachine Gun (Germany): CAL 35, DMG 1d6, ROF 80, (Korea), Soviet Union founded, Fascist Party founded (Italy),
SHOTS 20 or 30 or 50 (Magazine), RNG 600 ft, WT 9 lb | First true SMG Zapata killed (Mexico), United States anarchist bombings,
Browning M1918 BAR LMG (USA): CAL 30, DMG 1d10, ROF 80, SHOTS 20
Third Anglo-Afghan War, Turkish War of Independence,
(Magazine), RNG 1050 ft, WT 16 lb Treaty of Versailles signed, Chicago Race Riot
Mauser 1918 T-Gewehr Anti-Tank Rifle (Germany): CAL 53, DMG 3d6, ROF Browning M1919 MMG (USA): CAL 30, DMG 1d10, ROF 60, SHOTS 250
1, SHOTS 1, RNG 1650 ft, WT 35 lb (Belt), RNG 4500 ft, WT 31 lb
OVP Submachine Gun (Italy): CAL 35, DMG 1d6, ROF 150, SHOTS 25
(Magazine), RNG 600 ft, WT 8 lb
Austin 20 Full-Size (UK): Large Construct, HD 11 (39 hp), AC 15, SPD 60
mph, ACC 20 mph, MVR -2, CP 1/5, WT 2 tons, COST $320
A7V Tank (Germany): Gargantuan Construct, HD 53 (186 hp), AC 13 (Steel Fiat 501 Compact (Italy): Large Construct, HD 8 (28 hp), AC 15, SPD 44
0.75), SPD 9 mph, ACC 2 mph, MVR -5, ATK 1 x 57mm gun and 6 x light mph, ACC 15 mph, MVR -2, CP 1/3, WT 1 ton
machine guns, CP 18/0, WT 36 tons
Ford Model TT Truck (USA): Large Construct, HD 6 (21 hp), AC 15, SPD 22
LK II Tank (Germany): Huge Construct, HD 25 (88 hp), AC 15 (Steel 0.5), mph, ACC 4 mph, MVR -4, CP 1/1, CARGO 2000 lb, WT 1200 lb, COST $200
SPD 11 mph, ACC 2 mph, MVR -5, ATK 1 x 57mm gun, CP 3/0, WT 8.8 tons
Harley Davidson W Motorcycle (USA): Medium Construct, HD 2 (7 hp), AC
Mark VIII Tank (UK): Gargantuan Construct, HD 54 (189 hp), AC 12 (Steel 16, SPD 50 mph, ACC 25 mph, MVR +1, CP 1/0, WT 265 lb
0.5), SPD 5 mph, ACC 1 mph, MVR -5, ATK 2 x 2.2” guns and 4 x light
Sturmpanzerwagen Oberschlesien (Germany): Gargantuan Construct, HD
machine guns, CP 12/0, WT 38 tons
39 (137 hp), AC 14 (Steel 0.5), SPD 10 mph, ACC 2 mph, MVR -4, ATK 2 x
Medium Mark A Whippet Tank (UK): Huge Construct, HD 33 (116 hp), AC 57mm guns and 2 x light machine guns, CP 3/0, WT 8.8 tons
15 (Steel 0.5), SPD 8 mph, ACC 2 mph, MVR -5, ATK 4 x light machine
guns, CP 3/0, WT 14 tons
Farman F.60 Goliath Airliner (France): Large Construct, HD 13 (46 hp), AC
7, SPD 87 mph, MVR -2, CEILING 13k ft, CLIMB 100 fpr, CP 2/14, WT 3 t
Curtiss CR Racer (USA): Large Construct, HD 9 (32 hp), AC 12, SPD 194
Bristol Bullet Racer (UK): Large Construct, HD 8 (28 hp), AC 15, SPD 155 mph, MVR +3, CEILING 22k ft, CLIMB 200 fpr, CP 1/0, WT 1.1 tons
mph, MVR +6, CEILING 12k ft, CLIMB 90 fpr, CP 1/0, WT 0.9 tons
R36 Airship (UK): Gargantuan Construct, HD 54 (189 hp), AC 2, SPD 65
Curtiss Cox Racer (USA): Large Construct, HD 9 (32 hp), AC 12, SPD 196 mph, MVR -4, CEILING 6,000 ft, CLIMB 55 fpr, CP 28/50, WT 38 tons
mph, MVR +3, CEILING 12k ft, CLIMB 110 fpr, CP 1/0, WT 1 ton
Browning M1922 Semi-Automatic Pistol (USA): CAL 38, DMG 1d6, ROF 2,
SHOTS 9 (Magazine), RNG 500 ft, WT 2 lb
Nyarlathotep: Medium Outsider, HD 15 (90 hp), AC 20 [Silver], ATK 2
strikes (4d6), MV 40, F3 R3 W3, AL Chaotic Evil, XP 3750, Special— FN Browning Trombone Pump-Action Rifle (USA): CAL 38, DMG 1d6, ROF
Resistance to supernatural attacks (30%), backstab for triple damage, 1, SHOTS 11 (Magazine), RNG 495 ft, WT 4 lb
possesses all psychic powers, resistance to acid, electricity and fire
Type 11 LMG (Japan): CAL 26, DMG 2d4, ROF 80, SHOTS 30 (Belt), RNG
1921 Lovecraft’s “Nameless City” explored, Dorothy Sayer’s 4500 ft, WT 23 lb | Frontline service in World War II
Lord Peter Wimsey, Red Army invades Georgia, Kronstadt
Rebellion, White Army captures Mongolia, Polish-Soviet War
ends, Emir Abdullah I (Transjordan), major geomagnetic Austin 7 “Baby Austin” Subcompact (UK): Large Construct, HD 5 (18 hp),
storm, Hitler becomes Führer of the National Socialist Party, AC 15, SPD 50 mph, ACC 20 mph, MVR -2, CP 1/3, WT 794 lb
King Faisal I (Iraq), martial law in Germany, Einstein awarded
Citroën Méhari Utility (France): Large Construct, HD 7 (25 hp), AC 10, SPD
Nobel Prize, hyperinflation in Germany (263 marks to the U.S. 63 mph, ACC 22 mph, MVR -2, CP 1/3, WT 1260 lb
dollar), Irish Free State founded, Fatty Arcbuckle scandal, lie
detector invented, 5 million die in Russian famine, Thompson Indian Chief Motorcycle (USA): Medium Construct, HD 4 (14 hp), AC 16,
sub-machine gun ($90) SPD 90 mph, ACC 45 mph, MVR +5, CP 1/0, WT 430 lb
Vauxhall 23-60 Full-Size (UK): Large Construct, HD 10 (35 hp), AC 15, SPD
Browning M2 “Ma Deuce” HMG: CAL 50, DMG 3d6, ROF 80, SHOTS 110
60 mph, ACC 20 mph, MVR -2, CP 1/5, WT 1.8 tons
(Belt), RNG 6,600 ft, WT 84 lb
Thompson “Tommy Gun” SMG: CAL 45, DMG 1d6, ROF 110, SHOTS 20 or
30 or 50 (Magazine), RNG 150 ft, WT 11 lb Aeromarine PG-1 Fighter (USA): Large Construct, HD 10 (35 hp), AC 15,
SPD 130 mph, MVR +0, ATK 1 x 37mm autocannon, 1 x heavy machine
gun, CEILING 19k ft, CLIMB 115 fpr, CP 1/0, WT 1.5 tons
ZB vz.26 LMG (Czechoslovaki): CAL 31, DMG 1d10, ROF 80, SHOTS 20
(Magazine), RNG 3300 ft, WT 23 lb
Hosho Aircraft Carrier (Japan): Gigantic Construct, HD 110 (385 hp), AC 2
(Steel 1), SPD 29 mph, MVR -5, ATK 4 x 140mm guns, and 2 x 80mm guns,
AIR 15 aircraft, CP 512/0, WT 7,500 tons
Alfa Romeo P2 Racecar (Italy): Large Construct, HD 7 (25 hp), AC 15, SPD
1923 Dashiell Hammett’s The Continental Op, Aelita: Queen of 121 mph, ACC 60 mph, MVR +5, CP 1/0, WT 1354 lb
Mars released, Rosewood Massacre, autogyro invented, Irish
Brough Superior SS100 Motorcycle (UK): Medium Construct, HD 4 (14 hp),
Civil War ends, Pancho Villa assassinated (Mexico), even more AC 16, SPD 100 mph, ACC 50 mph, MVR +4, CP 1/0, WT 450 lb
hyperinflation in Germany (4.2 trillion marks to the U.S.
dollar), Pres. Calvin Coolidge (U.S.A.), Kemal Atatürk (Turkey), MG 14/28 Compact (UK): Large Construct, HD 8 (28 hp), AC 15, SPD 65
British Mandate for Palestine, Beer Hall Putsch, television mph, ACC 35 mph, MVR -2, CP 1/3, WT 1874 lb
patented, talking movies invented
Tatra 13 Truck (Czech.): Large Construct, HD 8 (28 hp), AC 15, SPD 75
mph, ACC 20 mph, MVR -4, CP 1/1, CARGO 2200 lb, WT 1800 lb
Bereta M1923 Pistol (Italy): CAL 35, DMG 1d6, ROF 180, SHOTS 7
(Magazine), RNG 165 ft, WT 2 lb Vickers A1E1 Independent Tank (UK): Gargantuan Construct, HD 52 (182
hp), AC 13 (Steel 1), SPD 20 mph, ACC 4 mph, MVR -4, ATK 1 x 2-inch gun
and 4 x light machine guns, CP 8/0, WT 34 tons
Chevrolet Superior Full-Size (USA): Large Construct, HD 9 (32 hp), AC 15,
SPD 65 mph, ACC 25 mph, MVR -2, CP 1/5, WT 1 ton
Avro Andover Transport (UK): Large Construct, HD 14 (49 hp), AC 7, SPD
Fiat Mefistofele Racecar (Italy): Large Construct, HD 11 (39 hp), AC 15,
110 mph, MVR -2, CEILING 13k ft, CLIMB 80 fpr, CP 2/12, WT 3.5 tons
SPD 146 mph, ACC 65 mph, MVR +3, CP 1/0, WT 2 tons
Bernard SIMB V.2 Airplane (France): Large Construct, HD 9 (32 hp), AC 18,
Triumph 10/20 Compact (UK): Large Construct, HD 8 (28 hp), AC 15, SPD
SPD 280 mph, MVR +3, CEILING 16k ft, CLIMB 150 fpr, CP 1/0, WT 1.1 tons
52 mph, ACC 20 mph, MVR -2, CP 1/3, WT 1 ton
Bleriot-SPAD S.51 Fighter (France): Large Construct, HD 9 (32 hp), AC 14,
SPD 143 mph, MVR +5, ATK 2 x light machine guns, CEILING 29k ft, CLIMB
Curtiss R2C Racer (USA): Large Construct, HD 8 (28 hp), AC 13, MVR +4, 240 fpr, CP 1/0, WT 1.1 tons
SPD 267 mph, CEILING 32k ft, CLIMB 400 fpr, CP 1/0, WT 0.8 tons
Cierva C.6 Autogyro (UK): Large Construct, HD 8 (28 hp), AC 11, SPD 62
Curtiss P-1 Hawk Fighter (USA): Large Construct, HD 9 (32 hp), AC 14, MVR mph, MVR +2, CEILING 60 ft, CLIMB 20 fpr, CP 1/1, WT 1 ton
+5, SPD 155 mph, ATK 2 x light machine guns, CEILING 21k ft, CLIMB 240
D Class Blimp (USA): Large Construct, HD 8 (28 hp), AC 7, SPD 58 mph,
fpr, CP 1/0, WT 1.1 tons
MVR +1, CEILING 15k ft, CLIMB 50 fpr, CP 4/0, WT 0.9 tons
Fairey Flycatcher Fighter (UK): Large Construct, HD 9 (32 hp), AC 14, MVR
Driggs-Johnson DJ-1 Bumblebee Aerobatic Plane (USA): Medium Con-
+5, SPD 133 mph, ATK 2 x light machine guns, and 4 bombs (20 lb),
struct, HD 2 (7 hp), AC 12, SPD 85 mph, MVR +2, CEILING 13k ft, CLIMB
CEILING 20k ft, CLIMB 130 fpr, CP 1/0, WT 1 ton | Carrier-borne fighter
300 fpr, CP 1/0, WT 0.2 tons
that could take off with only 50 yards of runway
Farman F.140 Super Goliath Bomber (France): Huge Construct, HD 24 (84
Mitsubishi 1MF Fighter (Japan): Large Construct, HD 9 (32 hp), AC 14,
hp), AC 7, SPD 113 mph, MVR -1, ATK Bombs (6610 lb), CEILING 21k ft,
MVR +5, SPD 132 mph, ATK 2 x light machine guns, CEILING 24k ft, CLIMB
CLIMB 80 fpr, CP 6/0, WT 8.5 tons
160 fpr, CP 1/0, WT 1 ton
Fiat CR.1 Fighter (Italy): Large Construct, HD 8 (28 hp), AC 14, SPD 168
Vickers Vanguard Airliner (UK): Huge Construct, HD 20 (70 hp), AC 7, MVR
mph, MVR +5, ATK 2 x light machine guns, CEILING 26k ft, CLIMB 260 fpr,
-1, SPD 112 mph, CEILING 16.4k ft, CLIMB 80 fpr, CP 2/22, WT 6 tons
CP 1/0, WT 0.9 tons
1924 Lenin dies (U.S.S.R.), P.M. Ramsay MacDonald (U.K.), first
execution with poison gas (Nevada), CTR renamed IBM, British
HMS Hermes Aircraft Carrier (UK): Gigantic Construct, HD 120 (420 hp), Wright XF3W Apache Airplane (USA): Large Construct, HD 7 (25 hp), AC
AC 3 (Steel 3), SPD 29 mph, MVR -5, ATK 6 x 5.5” guns, and 4 x 4” AA guns, 19, SPD 162 mph, MVR +4, CEILING 38k ft, CLIMB 500 fpr, CP 1/0, WT .7 t
AIR 20 aircraft, CP 566/0, WT 10,850 tons
Ryan M-1 “Spirit of St. Louis” (USA): Large Construct, HD 12 (42 hp), AC 8, Boeing F2B Fighter (USA): Large Construct, HD 8 (28 hp), AC 14, SPD 158
SPD 133 mph, MVR +0, CEILING 16,000 ft, CLIMB 150, WT 2.6 tons mph, MVR +5, ATK 2 x light machine guns, and 5 x bombs (25 lb), CEILING
21k ft, CLIMB 315 fpr, CP 1/0, WT 1 ton
Vought FU Fighter (USA): Large Construct, HD 9 (32 hp), AC 18, SPD 122
mph, MVR +3, ATK 2 x light machine guns, CEILING 26k ft, CLIMB 160 fpr, Boeing Model 95 Transport (USA): Large Construct, HD 10 (35 hp), AC 15,
CP 1/0, WT 1 ton SPD 142 mph, MVR +0, CEILING 16k ft, CLIMB 150 fpr, CP 1/0, CARGO 0.5
tons, WT 1.6 tons
Colt Detective Special (USA): CAL 38, DMG 1d6, ROF 2, SHOTS 6 (Cylinder), Delta Queen Paddle Steamer (USA): Tremendous Construct, HD 99 (347
RNG 75 ft, WT 3 lb hp), AC 2 (Wood 1), SPD 20 mph, MVR -6, CP 30/176, WT 1,650 tons
Nambu Type 14 Semi-Auto Pistol (Japan): CAL 30, DMG 1d6, ROF 60, Lexington-class Aircraft Carrier (USA): Titanic Construct, HD 140 (490 hp),
SHOTS 8 (Magazine), RNG 165 ft, WT 2 lb AC 9 (Steel 6), SPD 38 mph, MVR -5, ATK 4 x twin 8” guns, 12 x 5” AA guns,
AIR 78 aircraft, CP 2791/0, WT 36,000 tons
Tokarev M1927 SMG (Russia): CAL 30, DMG 1d6, ROF 200, SHOTS 21
(Magazine), RNG 660 ft, WT 7 lb 1928 Lovecraft’s Cthulhu gets his first call, Dannay and
Lepofsky’s Ellery Queen, Leslie Charteris’ Simon Templar, DNA
discovered, “Pineapple Primary” (Chicago), first regular
television programming, first appearance of Mickey Mouse,
BMW 3/15 Wartburg Subcompact (Germany): Large Construct, HD 6 (21
hp), AC 15, SPD 50 mph, ACC 20 mph, MVR -1, CP 1/3, WT 882 lb airship Italia crashes at North Pole, Amelia Earhart flies across
Atlantic, bubblegum and sliced bread invented, Pres. Alvaro
Bugatti Royale Type 41 (Italy): Large Construct, HD 14 (49 hp), AC 15, SPD Obregon assassinated (Mexico), King Zog (Albania), war is
100 mph, ACC 35 mph, MVR +0, CP 1/5, WT 3.5 tons, COST $16,800 outlawed (it doesn’t stick), Penicillin rediscovered, King Haile
Selassie (Ethiopia), iron lung first used, Pres. Herbert Hoover
Ford Model A Rumbleseat Coupe (USA): Large Construct, HD 9 (32 hp), AC
15, SPD 75 mph, ACC 25 mph, MVR -2, CP 1/5, WT 1.1 tons, COST $420 (U.S.A.), Eliot Ness in Chicago, lost Canaanite city of Ugarit
discovered, bathysphere invented
Ford Model AA Truck (USA): Large Construct, HD 9 (32 hp), AC 15, SPD 31
mph, ACC 10 mph, MVR -4, CP 1/1, CARGO 3300 lb, WT 1.1 tons Degtyaryov DP28 LMG (Russia): CAL 30, DMG 1d10, ROF 91, SHOTS 30
(Magazine) or 47 (Belt), RNG 2625 ft, WT 20 lb
Mercedes-Benz SSK Racecar (Germany): Large Construct, HD 11 (39 hp), Bentley Blower No. 1 Racecar (UK): Large Construct, HD 10 (35 hp), AC 16,
AC 15, SPD 120 mph, ACC 55 mph, MVR +3, CP 1/1, WT 1.9 tons SPD 138 mph, ACC 35 mph, MVR +0, CP 1/0, WT 2 tons
T-18 Tank (USSR): Huge Construct, HD 21 (74 hp), AC 16 (Steel 0.5), SPD Lanchester Armored Car (UK): Huge Construct, HD 23 (81 hp), AC 15, SPD
10 mph, ACC 2 mph, MVR -5, ATK 1 x 37mm gun and 1 x medium machine 45 mph, ACC 5 mph, MVR -4, CP 4/0, WT 8 tons
gun, CP 2/0, WT 6.5 tons
Peugeot 201 Compact (France): Large Construct, HD 8 (28 hp), AC 15, SPD
Type 89 I-Go Tank (Japan): Huge Construct, HD 33 (116 hp), AC 15 (Steel 50 mph, ACC 25 mph, MVR -2, CP 1/3, WT 1 ton
0.5), SPD 16 mph, ACC 3 mph, MVR -4, ATK 1 x 57mm gun and 2 x light
machine gun, CP 4/0, WT 14.1 tons
Bristol Bulldog Fighter (UK): Large Construct, HD 9 (32 hp), AC 14, SPD 178
mph, MVR +5, ATK 2 x light machine guns, and 4 x bombs (20 lb), CEILING
Boeing F3B Fighter (USA): Large Construct, HD 9 (32 hp), AC 14, SPD 157 29k ft, CLIMB 200 fpr, CP 1/0, WT 1.1 tons
mph, MVR +5, ATK 2 x light machine guns, and bombs (125 lb), CEILING
22k ft, CLIMB 330 fpr, CP 1/0, WT 1.1 tons Cessna DC-6 Chief Airliner (USA): Large Construct, HD 8 (28 hp), AC 9, SPD
155 mph, MVR +0, CEILING 16k ft, CLIMB 100 fpr, CP 1/5, WT 0.9 tons
Heinkel HD37 Fighter (Germany): Large Construct, HD 10 (35 hp), AC 14,
SPD 182 mph, MVR +5, ATK 2 x light machine guns, CEILING 24k ft, CLIMB Curtiss B-2 Condor Bomber (USA): Huge Construct, HD 17 (60 hp), AC 7,
320 fpr, CP 1/0, WT 1.6 tons SPD 132 mph, MVR -1, ATK 6 x light machine guns, and bombs (2500 lb),
CEILING 17k ft, CLIMB 140 fpr, CP 5/0, WT 4.7 tons, COST $44,000
Travel Air 6000 Airliner (USA): Large Construct, HD 9 (32 hp), AC 8, SPD
130 mph, MVR -1, CEILING 16k ft, CLIMB 130 fpr, CP 1/5, WT 1.3 tons, Curtiss P-6 Hawk Fighter (USA): Large Construct, HD 9 (32 hp), AC 21, SPD
COST $7,000 204 mph, MVR +6, ATK 2 x light machine guns, CEILING 24k ft, CLIMB 410
fpr, CP 1/0, WT 1.3 tons, COST $7,500
Junkers K47 Fighter (Germany): Large Construct, HD 9 (32 hp), AC 14, SPD
County-class Cruiser (UK): Gigantic Construct, HD 120 (420 hp), AC 6 190 mph, MVR +5, ATK 2 x light machine guns, and bombs (220 lb),
(Steel 4), SPD 36 mph, MVR -3, ATK 4 x twin 8” guns, 4 x 4” guns, 4 x twin CEILING 14k ft, CLIMB 300 fpr, CP 1/0, WT 1.2 tons
2-pdr guns, 8 x heavy machine guns, and 8 x 21” torpedo tubes, CP 685/0,
WT 10,400 tons Kalinin K-5 Airliner (USSR): Large Construct, HD 10 (35 hp), AC 10, SPD 128
mph, MVR +1, CEILING 16k ft, CLIMB 30 fpr, CP 2/8, WT 1.7 tons
Kaga Aircraft Carrier (UK): Titanic Construct, HD 140 (490 hp), AC 9 (Steel
6), SPD 32 mph, MVR -5, ATK 10 x 8” guns, 8 x twin 5” guns, and 11 x twin Messerschmitt M24 Airliner (Ger.): Large Construct, HD 10 (35 hp), AC 15,
25mm AA guns, AIR 18 x Mitsubishi A6M Zeros, 27 x Aichi D3A, and 27 x SPD 140 mph, MVR +0, CEILING 18k ft, CLIMB 50 fpr, CP 2/8, WT 1.6 tons
Nakajima B5N, CP 1708/0, WT 38,800 tons
Travel Air Type R Mystery Ship (USA): Large Construct, HD 7 (25 hp), AC
15, SPD 235 mph, MVR +6, CEILING 15k ft, CLIMB 150 fpr, CP 1/0, WT 0.7 t
1929 A Farewell to Arms by Ernest Hemingway, Margery
Allingham’s Albert Campion, Segar’s Popeye the Sailor, Herge’s
Tintin and Sax Rohmer’s Fu Manchu all appear, “The Hounds of
Tindalos” by Frank Belknap Long, aerial refueling first used, SS Bremen Passenger Liner (Germany): Titanic Construct, HD 140 (490
hp), AC 2, SPD 32 mph, MVR -6, CP unknown/966, WT 51,700 tons
Vatican City sovereignty, “Saint Valentine’s Day Massacre”
(Chicago), Mother Theresa arrives in Calcutta, inaugural Monaco
Grand Prix, Battle of Blood Alley (Sydney, Aus.), Gulag system
established (U.S.S.R.), Geneva Convention, Graf Zeppelin
circumnavigates the Northern Hemisphere, Hebron and Safred
massacres, coup in Lithuania, first rocket-powered aircraft Opel
RAK.1, Wall Street Crash, color television patented, Byrd flies
over the South Pole, car radio invented, National Crime Syndicate
1929. The 1930’s was a return to Opel Blitz Truck (Germany): Huge Construct, HD 20 (70 hp), AC 14, SPD 53
the grim and gritty, with the Great mph, ACC 12 mph, MVR -4, CARGO 2200 lb, CP 1/1, WT 6.4 tons
Depression in the newspapers and a new breed of tough guy in
Packard Eight Full-Size (USA): Large Construct, HD 11 (39 hp), AC 15, SPD
the pulp magazines. In fact, the 1930’s might be the golden age 100 mph, ACC 30 mph, MVR -1, CP 1/5, WT 2 tons
of private eyes. By the end of the decade, though, the world
will be embroiled in another world war, and the first of a new
breed of super powered adventurer arrives.
Ballanca C-27 Airbus (USA): Huge Construct, HD 13 (46 hp), AC 14, SPD
Politically speaking, the world experienced the rise of fascism 165 mph, MVR +0, CEILING 22k ft, CLIMB 150 fpr, CP 1/16, CARGO 1.5
in Italy and Spain, Nazism in Germany and militarism in Japan tons, WT 3 tons
– all three movements often being termed “totalitarianism”. Consolidated Commodore Seaplane (USA): Huge Construct, HD 18 (63
Eventually, this new (or old, if you consider it little more than hp), AC 8, SPD 128 mph, MVR +0, CEILING 10k ft, CLIMB 100 fpr, CP 3/22,
a new face for the old idea of tyranny) idea would lead the WT 5.3 tons
world into war.
Lockheed Altair (UK): Large Construct, HD 10 (35 hp), AC 15, SPD 207
In the United States, the 1930’s was the the public enemy era, mph, MVR +3, CEILING 23k ft, CLIMB 120 fpr, CP 1/0, WT 1.6 tons
pitting organized crime and Midwestern bank robbers against
Vickers Type 143 Fighter (UK): Large Construct, HD 9 (32 hp), AC 20, SPD
the police and the F.B.I. Operatives might be on either side of
150 mph, MVR +5, ATK 2 x light machine guns, CEILING 20k ft, CLIMB 220
the war on crime, smuggling alcohol, robbing banks or
fpr, CP 1/0, WT 1.1 tons
tracking down the heinous villains who threatened America’s
peace and prosperity. 1931 The Public Enemy released, Dick Tracy appears in comics,
Universal releases Dracula and Frankenstein, cyclotron
Gold in this decade is valued at approx. $12 per ounce.
invented, Nevada legalizes gambling, Second Spanish Republic
Silver in this decade is valued at approx. $.15 per ounce. proclaimed, Castellemmarese War ends, Empire State Building
completed, Pres. Kemal Atatürk re-elected (Turkey), iron lung
1930 Gladiator by Philip Wylie, Maltese Falcon by Dashiell perfected, Mukden Incident, Al Capone imprisoned, Chinese
Hammett introduces Sam Spade, The Shadow appears on radio, Soviet Republic proclaimed
The Strange Case of Peter the Left by Georges Simenon
introduces Jules Maigret, field-effect transistor patented, first Reibel LMG (France): CAL 30, DMG 2d4, ROF 125, SHOTS 35 or 150
cow to fly in a fixed-wing airplane, first frozen foods, (Magazine), RNG 6000 ft, WT 26 lb
Turkestan-Siberia Railway completed, Buruea of Narcotics
established (U.S.A.), building of Boulder Dam begins (Nev.),
Pluto discovered, Brazilian Revolution, Emperor Haile Selassie Austin 12/6 Compact (UK): Large Construct, HD 9 (32 hp), AC 15, SPD 65
crowned (Ethiopia) mph, ACC 20 mph, MVR -2, CP 1/3, WT 1.1 tons
Breda 30 LMG (Italy): CAL 26, DMG 2d4, ROF 80, SHOTS 20 (Clip), RNG Lincoln Model K 202A Full-Size (USA): Large Construct, HD 12 (42 hp), AC
2625 ft, WT 23 lb 15, SPD 95 mph, ACC 30 mph, MVR -1, CP 1/5, WT 2.6 tons
Erma EMP-35 SMG (Germany): CAL 35, DMG 1d6, ROF 90, SHOTS 32 MG C-Type Roadster (UK): Large Construct, HD 7 (25 hp), AC 15, SPD 100
(Magazine), RNG 490 ft, WT 9 lb mph, ACC 35 mph, MVR +1, CP 1/1, WT 1499 lb
FN M1930 LMG (France): CAL 30, DMG 2d4, ROF 90, SHOTS 20 Volvo LV66-70 Truck (Sweden): Huge Construct, HD 21 (74 hp), AC 14, SPD
(Magazine), RNG 2680 ft, WT 20 lb 50 mph, ACC 15 mph, MVR -4, CP 1/1, WT 6.6 tons
Alfa Romeo P3 Racecar (UK): Large Construct, HD 7 (25 hp), AC 15, SPD
140 mph, ACC 60 mph, MVR +5, CP 1/0, WT 1545 lb
Curtiss F9C Sparrowhawk Fighter (USA): Large Construct, HD 9 (32 hp), AC
20, SPD 176 mph, MVR +5, ATK 2 x light machine guns, CEILING 19k ft, Ariel Red Hunter Motorcycle (UK): Medium Construct, HD 4 (14 hp), AC
CLIMB 280 fpr, CP 1/0, WT 1 ton | Deployed from airships 16, SPD 87 mph, ACC 40 mph, MVR +2, CP 1/0, WT 420 lb
Hawker Fury Fighter (UK): Large Construct, HD 9 (32 hp), AC 20, SPD 223 Aston Martin Le Mans Roadster (UK): Large Construct, HD 9 (32 hp), AC
mph, MVR +5, ATK 2 x light machine guns, CEILING 29k ft, CLIMB 430 fpr, 15, SPD 85 mph, ACC 30 mph, MVR +1, CP 1/1, WT 1.1 tons
CP 1/0, WT 1.4 tons
Renault Primastella Compact (France): Large Construct, HD 9 (32 hp), AC
Martin BM Torpedo Bomber (USA): Large Construct, HD 10 (35 hp), AC 16, 15, SPD 85 mph, ACC 30 mph, MVR -1, CP 1/3, WT 1.3 tons
SPD 146 mph, MVR +1, ATK 2 x light machine guns, and bombs (1,000 lb),
Rolls-Royce Phantom II Full-Size (UK): Large Construct, HD 11 (39 hp), AC
CEILING 16k ft, CLIMB 100 fpr, CP 2/0, WT 1.8 tons
15, SPD 50 mph, ACC 18 mph, MVR -1, CP 1/5, WT 2 tons
Pitcairn PCA-2 Helicopter (USA): Large Construct, HD 9 (32 hp), AC 14, SPD
120 mph, MVR +5, CEILING 15k ft, CLIMB 500 fpr, CP 1/2, WT 1.1 tons
AMR 33 Tank (France): Large Construct, HD 20 (70 hp), AC 16 (Steel 0.5),
Polikarpov I-5 Fighter (USSR): Large Construct, HD 9 (32 hp), AC 20, SPD
SPD 34 mph, ACC 7 mph, MVR -4, ATK 1 x light machine gun, CP 2/0, WT
173 mph, MVR +5, ATK 2 x light machine guns, and bombs (40 lb), CEILING
6.1 tons
24k ft, CLIMB 250 fpr, CP 1/0, WT 1 ton
T-42 Experimental Tank (USSR): Colossal Construct, HD 88 (308 hp), AC 15
USS Akron Airship (USA): Gargantuan Construct, HD 65 (228 hp), AC 2,
(Steel 3), SPD 12 mph, ACC 1 mph, MVR -4, ATK 1 x 107mm guns, 1 x
SPD 58 mph, MVR -3, ATK 7 x light machine guns, CEILING 19k ft, CLIMB
45mm gun and 5 x light machine guns, CP 15/0, WT 112 tons
200 fpr, CP 89/0, CARGO 91 tons, WT 63 tons
Type 92 Heavy Armored Car (Japan): Large Construct, HD 15 (53 hp), AC
17 (Steel 0.5), SPD 25 mph, ACC 7 mph, MVR -4, ATK 2 x light machine
Borinquen Passenger Liner (USA): Gigantic Construct, HD 120 (420 hp), AC guns, CP 3/0, WT 3.9 tons
2, SPD 25 mph, MVR -6, CP unknown/1289, WT 14,200 tons
Nakajima A2N Fighter (Japan): Large Construct, HD 9 (32 hp), AC 8, SPD Type 95 Ha-Go Tank (Japan): Huge Construct, HD 22 (77 hp), AC 16 (Steel
182 mph, MVR +5, ATK 2 x light machine guns, CEILING 29k ft, CLIMB 285 0.5), SPD 28 mph, ACC 6 mph, MVR -4, ATK 1 x 37mm gun, and 2 x light
fpr, CP 1/0, WT 1.2 tons machine guns, CP 3/0, WT 7.4 tons
HDMY Dannegrog Yacht (Denmark): Tremendous Construct, HD 99 (347 Curtiss A-12 Shrike Bomber (USA): Large Construct, HD 11 (39 hp), AC 16,
hp), AC 2, SPD 16 mph, MVR -3, CP 20/32, WT 1,200 tons SPD 177 mph, MVR +1, ATK 5 x light machine guns, and 4 x bombs (120
lb), CEILING 12k ft, CLIMB 200 fpr, CP 2/0, WT 1.9 tons
Mercator Sailing Ship (Belgium): Tremendous Construct, HD 99 (347 hp),
AC 2, SPD 15 mph, MVR -6, CP 150/0, WT 1,500 tons deHavilland Dragon Airliner (UK): Large Construct, HD 9 (32 hp), AC 7, SPD
128 mph, MVR -2, CEILING 12k ft, CLIMB 100 fpr, CP 1/10, WT 1.2 tons
1933 Shangri-La described in Lost Horizon by James Hilton,
King Kong premieres, Erle Stanley Gardner’s Perry Mason Hawker Nimrod Fighter (UK): Large Construct, HD 10 (35 hp), AC 14, SPD
appears, Ralston and Nanovic’s Doc Savage appears, The 194 mph, MVR +5, ATK 2 x light machine guns, and 4 x bombs (20 lb),
Unknown Danger by Gustav Sandgren, Chancelor Adolph Hitler CEILING 28k ft, CLIMB 200 fpr, CP 1/0, WT 1.6 tons
(Germany), Reichstag burns, fascism in Austria, Dachau
completed, Japan leaves League of Nations, rebellion in Siam,
gold ownership made illegal by private citizens (U.S.A.), Deutschland-class Cruiser (Germany): Gigantic Construct, HD 120 (420
Gestapo established (Germany), first sighting of Loch Ness hp), AC 3 (Steel 3), SPD 32 mph, MVR -3, ATK 6 x triple 11” guns, 8 x 5.9”
Monster, birth of radio astronomy, Pretty Boy Floyd’s Union guns, and 8 x 21” torpedo tubes, CP 619/0, WT 10,600 tons
Station massacre, Wiley Post flies solo around the world in 8½ USS Enterprise Aircraft Carrier (USA): Titanic Construct, HD 130 (455 hp),
days, “Machine Gun Kelly” and Albert Bates kidnap Charles AC 5 (Steel 4), SPD 37 mph, MVR -5, ATK 8 x 5” guns, 4 x quad 1.1” guns,
Urschel and demand $200,000 ransom ($150,000), bomb and 24 x heavy machine guns, AIR 90 aircraft, CP 2217/0, WT 25,500 tons
destroys United Airlines flight, Einstein settles in United
States, Dust Bowl in South Dakota, Prohibition ends in U.S.A., 1934 Hercule Poirot in Agatha Christie’s Murder on the Orient
cannabis outlawed (U.S.A.), FM radio patented, famine in Express, The Devil Rides Out by Dennis Wheatley, Alex
Ukraine, Mexican Indian Wars end Raymond’s Flash Gordon appears, Rex Stout’s Nero Wolfe,
Dashiell Hammet’s Nick and Nora Charles appear in The Thin
Maxim M/32-33 LMG (Finland): CAL 31, DMG 1d10, ROF 140, SHOTS 200 Man, attempted coup d’etat against French Third Republic,
(Belt), RNG 6600 ft, WT 5 lb Japan conquers Manchuria, coup d’etats in Bulgaria and
Estonia, dictatorship in Latvia, “Night of the Long Knives”
(Germany), Adolf Hitler becomes Führer of Germany, King
Austin Ten-Four Roadster (UK): Large Construct, HD 8 (28 hp), AC 15, SPD Alexander assassinated (Yugoslavia), Abyssinian Crisis,
65 mph, ACC 25 mph, MVR +0, CP 1/1, WT 1736 lb Australian Frontier Wars end, Bonnie and Clyde killed by
police, the Dust Bowl in Oklaholma, the Great Terror begins in
Chevrolet Eagle Compact (USA): Large Construct, HD 9 (32 hp), AC 15, SPD
Stalin’s U.S.S.R.
70 mph, ACC 25 mph, MVR -1, CP 1/3, WT 1.3 tons
Harley-Davidson Motorcycle (USA): Medium Construct, HD 4 (14 hp), AC Beretta M1934 Pistol (Italy): CAL 38, DMG 1d6, ROF 80, SHOTS 8
16, SPD 90 mph, ACC 45 mph, MVR +2, CP 1/0, WT 475 lb (Magazine), RNG 150 ft, WT 2 lb
REO Speedwagon Station Wagon (USA): Medium Construct, HD 10 (35 Bofors 40mm Autocannon (Sweden): CAL 157, DMG 9d6, ROF 20, SHOTS
hp), AC 15, SPD 83 mph, ACC 30 mph, MVR -2, CP 1/6, WT 1.5 tons 24 (Magazine), RNG 20,500 ft, WT 4370 lb | Anti-aircraft gun
L3/33 Tankette (Italy): Large Construct, HD 13 (46 hp), AC 17 (Steel 0.5), M19 Maschinengranatwerfer Mortar (Germany): CAL 197, DMG 2d6+1,
SPD 26 mph, ACC 5 mph, MVR -4, ATK 1 x light mg, CP 2/0, WT 3 tons ROF 20, SHOTS 6 (magazine), RNG 1230 ft, WT 485 lbs
Cruiser Mk II (UK): Huge Construct, HD 35 (123 hp), AC 16 (Steel 1), SPD Beretta Model 38 SMG (Italy): CAL 35, DMG 1d8, ROF 100, SHOTS 10 to 40
16 mph, ACC 3 mph, MVR -4, ATK 1 x 1.6-inch gun, and 2 x light machine (Magazine), RNG 820 ft, WT 9 lb
guns, CP 5/0, WT 15.8 tons
Bren LMG (UK): CAL 30, DMG 2d4, ROF 80, SHOTS 100 (Magazine), RNG
Panzer II (Germany): Huge Construct, HD 26 (91 hp), AC 15 (Steel 0.5), 1650 ft, WT 23 lb
SPD 25 mph, ACC 5 mph, MVR -4, ATK 1 x 20mm gun, and 1 x light
machine gun, CP 3/0, WT 9.8 tons Browning P-35 Hi-Power Semi-Automatic Pistol (USA): CAL 40, DMG 1d6,
ROF 5, SHOTS 13 (Magazine), RNG 130 ft, WT 2 lb
Chiang Kai-shek Bolt-Action Rifle (China): CAL 31, DMG 2d4, ROF 3, SHOTS
Aichi D1A Bomber (Japan): Large Construct, HD 10 (35 hp), AC 10, SPD 192 5 (Magazine), RNG 1640 ft, WT 9 lb
mph, MVR +1, ATK 3 x light machine guns, and 3 x bombs (230 lb),
CEILING 23k ft, CLIMB 210 fpr, CP 2/0, WT 1.7 tons Mauser Kar 98k Bolt-Action Rifle (Germany): CAL 31, DMG 1d10, ROF 5,
SHOTS 5 (Magazine), RNG 1970 ft, WT 8 lb
deHavilland DH.88 Comet (UK): Large Construct, HD 10 (35 hp), AC 17,
SPD 237 mph, MVR +2, CEILING 19k ft, CLIMB 150 fpr, CP 2/0, WT 1.5 tons MG 34 GPMG (Germany): CAL 31, DMG 2d4, ROF 150, SHOTS 50
(Magazine) or 250 (Belt), RNG 11400 ft, WT 27 lb
Douglas DC-2 Airliner (USA): Huge Construct, HD 20 (740 hp), AC 13, SPD
210 mph, MVR -1, CEILING 22k ft, CLIMB 170 fpr, CP 3/14, WT 6.2 tons MG 35 SMG (Germany): CAL 35, DMG 1d6, ROF 90, SHOTS 32 (Magazine),
RNG 660 ft, WT 9 lb
Handley Page Heyford Bomber (UK): Huge Construct, HD 17 (60 hp), AC 6,
SPD 142 mph, MVR -2, ATK 3 x light machine guns, and bombs (2500 lb), PPD-40 SMG (Russia): CAL 30, DMG 1d6, ROF 160, SHOTS 70 (Magazine),
CEILING 21k ft, CLIMB 110 fpr, CP 4/0, WT 4.6 tons RNG 660 ft, WT 7 lb
Polikarpov I-16 Ishak Fighter (USSR): Large Construct, HD 10 (35 hp), AC Walther PPK Semi-Automatic Pistol (Germany): CAL 31, DMG 1d6, ROF 2,
21, SPD 326 mph, MVR +6, ATK 2 x 20mm autocannons, 2 x medium SHOTS 8 (Magazine), RNG 75 ft, WT 1 lb
machine guns and bombs (1,100 lb), CEILING 32k ft, CLIMB 480 fpr, CP
1/0, WT 1.6 t
Auburn 851 Speedster Roadster (USA): Large Construct, HD 11 (39 hp), AC
Tupolev ANT-20 Transport (USSR): Gargantuan Construct, HD 51 (179 hp),
15, SPD 104 mph, ACC 45 mph, MVR +2, CP 1/1, WT 1.9 tons
AC 7, SPD 137 mph, MVR -1, CEILING 14k ft, CLIMB 200 fpr, CP 8/72,
CARGO 15 tons, WT 31.4 tons BMW R-12 Wehrmacht Gespann Motorcycle (Germany): Medium
Construct, HD 4 (14 hp), AC 16, SPD 68 mph, ACC 35 mph, MVR +2, CP
1/1, WT 414 lb | Military motorcycle with sidecar
AVS-36 Automatic Rifle (Russia): CAL 22, DMG 2d4, ROF 130, SHOTS 15
Leichter Panzerspähwagen (Germany): Huge Construct, HD 16 (56 hp), AC (Magazine), RNG 2610 ft, WT 10 lb
16 (Steel 0.5), SPD 50 mph, ACC 10 mph, MVR -4, ATK 1 x 20mm gun, and
1 x light machine gun, CP 4/0, WT 4.4 tons MAS-36 Bolt-Action Rifle (France): CAL 30, DMG 2d4, ROF 3, SHOTS 5
(Magazine), RNG 1125 ft, WT 8 lb
M-2 Light Tank (USA): Huge Construct, HD 31 (109 hp), AC 16 (Steel 1),
SPD 36 mph, ACC 7 mph, MVR -4, ATK 1 x 37mm gun, and 5 x light ShVAK Autocannon (Russia): CAL 79, DMG 4d6, ROF 130, SHOTS 120 or
machine guns, CP 4/0, WT 12.8 tons 180 (Magazine), RNG 6600 ft, WT 88 lb
T-35 Tank (USSR): Gargantuan Construct, HD 59 (207 hp), AC 13 (Steel 1), Springfield M1 Garand Rifle (USA): CAL 30, DMG 1d10, ROF 8, SHOTS 8
SPD 19 mph, ACC 5 mph, MVR -4, ATK 1 x 76mm gun, 2 x 45mm guns, and (Magazine), RNG 1500 ft, WT 10 lb
6 x light machine guns, CP 11/0, WT 49.6 tons
Type 96 LMG (Japan): CAL 26, DMG 1d8, ROF 90, SHOTS 30 (Magazine),
RNG 1800 ft, WT 8 lb
Gloster Gladiator Fighter (UK): Large Construct, HD 10 (35 hp), AC 20, SPD Winchester Model 70 Safari Express Rifle (USA): CAL 46, DMG 1d12, ROF
253 mph, MVR +5, ATK 2 x medium machine guns and 2 x light machine 1, SHOTS 3 (Magazine), RNG 1200 ft, WT 8 lb
guns, CEILING 33k ft, CLIMB 380 fpr, CP 1/0, WT 1.6 tons
Mitsubishi G3M Rikko Bomber (Japan): Huge Construct, HD 18 (63 hp), AC Toyota AA Compact (Japan): Large Construct, HD 10 (35 hp), AC 15, SPD
15, SPD 233 mph, MVR +1, ATK 4 x light machine guns, 1 x medium 62 mph, ACC 20 mph, MVR -2, CP 1/3, WT 1.7 tons
machine gun, and bombs (1800 lb) or torpedo, CEILING 30k ft, CLIMB 200
fpr, CP 7/0, WT 5.5 tons Vincent Rapide Motorcycle (UK): Medium Construct, HD 4 (14 hp), AC 16,
SPD 110 mph, ACC 55 mph, MVR +4, CP 1/0, WT 458 lb
Taylor J-2 Cub Airplane (USA): Large Construct, HD 5 (18 hp), AC 9, SPD 87
mph, MVR +0, CEILING 12k ft, CLIMB 100 fpr, CP 1/1, WT 0.3 tons
1936 Raiders of the Lost Ark set in this year, At the Mountains Douglas DC-3 Airliner (USA): Huge Construct, HD 24 (84 hp), AC 14, SPD
of Madness, Shadows over Innsmouth and Out of Time by H.P. 230 mph, MVR +0, CEILING 23k ft, CLIMB 190 fpr, CP 2/32, WT 8.4 tons
Ilyushin DB-3 Bomber (USSR): Huge Construct, HD 19 (67 hp), AC 14, SPD
273 mph, MVR +0, ATK 3 x medium machine guns, 1 x 20mm autocannon, Cadillac Sixty Special Full-Size (USA): Large Construct, HD 11 (39 hp), AC
and bombs (5500 lb), CEILING 31k ft, CLIMB 230 fpr, CP 3/0, WT 5.5 tons 15, SPD 90 mph, ACC 30 mph, MVR -1, CP 1/5, WT 2.1 tons
Junkers Ju 87 Stuka Bomber (Germany): Large Construct, HD 14 (49 hp), Ford Coupe (USA): Large Construct, HD 9 (32 hp), AC 15, SPD 86 mph, ACC
AC 13, SPD 373 mph, MVR +1, ATK 3 x light machine guns, and 4 x bombs 30 mph, MVR +0, CP 1/3, WT 1.1 tons
(110 lb), CEILING 27k ft, CLIMB 130 fpr, CP 2/0, WT 3.5 tons
Lincoln Zephyr Roadster (USA): Large Construct, HD 10 (35 hp), AC 15,
LZ 129 Hindenberg Airship (Germany): Colossal Construct, HD 78 (273 hp), SPD 90 mph, ACC 40 mph, MVR +2, CP 1/1, WT 1.6 tons
AC 2, SPD 85 mph, MVR -4, CEILING 10k ft, CLIMB 100 fpr, CP 40/72,
CARGO 113 tons, WT 90 tons
M1 Combat Car (USA): Huge Construct, HD 26 (91 hp), AC 15 (Steel 0.5),
Mitsubishi A5M Fighter (Japan): Large Construct, HD 9 (32 hp), AC 21, SPD
SPD 45 mph, ACC 9 mph, MVR -4, ATK 1 x heavy machine gun, and 1 x
273 mph, MVR +6, ATK 2 x light machine guns, CEILING 32k ft, CLIMB 450
light machine gun, CP 4/0, WT 9.4 tons
fpr, CP 1/0, WT 1.3 tons
M3 Scout Car (USA): Huge Construct, HD 16 (56 hp), AC 16 (Steel 0.5), SPD
Short Empire Seaplane (UK): Gargantuan Construct, HD 29 (102 hp), AC
55 mph, ACC 11 mph, MVR -4, ATK 1 x heavy machine gun, and 1 x light
14, SPD 200 mph, MVR +2, CEILING 20k ft, CLIMB 120 fpr, CP 5/17, CARGO
machine gun, CP 1/7, WT 4.5 tons
2.2 tons, WT 11.8 tons
Berezin UB MMG (Russia): CAL 51, DMG 2d4, ROF 170, SHOTS 250 (Belt), Handley Page H.P. 54 Harrow Seaplane (UK): Huge Construct, HD 21 (74
RNG 18000 ft, WT 47 lb hp), AC 11, SPD 200 mph, MVR +2, ATK 4 x light machine guns, and bombs
(3000 lb), CEILING 23k ft, CLIMB 120 fpr, CP 5/20, WT 6.8 tons
Boyes Stanchion Anti-Tank Rifle (UK): CAL 55, DMG 1d20, ROF 2, SHOTS 5
(Magazine), RNG 300 ft, WT 33 lb Hawker Hurricane Fighter (UK): Large Construct, HD 13 (46 hp), AC 20,
SPD 340 mph, MVR +5, ATK 4 x 20mm autocannons, and 2 x bombs (500
Breda M37 HMG (Italy): CAL 31, DMG 2d6, ROF 70, SHOTS 50 (Belt), RNG lb), CEILING 36k ft, CLIMB 460 fpr, CP 1/0, WT 2.9 tons
3300 ft, WT 39 lb
Lockheed Model 14 Super Electra Airliner (USA): Huge Construct, HD 18
Fiat-Revelli M1935 HMG (Italy): CAL 31, DMG 2d4+1, ROF 100, SHOTS 100 (63 hp), AC 11, SPD 250 mph, MVR +1, CEILING 24k ft, CLIMB 250 fpr, CP
(Belt), RNG 3300 ft, WT 37 lb 2/14, WT 5.4 tons
Ithaca Model 37 Stakeout Shotgun (USA): CAL 72, DMG 3d4, ROF 2, Messerschmitt Bf 109 Fighter (Germany): Large Construct, HD 13 (46 hp),
SHOTS 4 (Magazine), RNG 60 ft, WT 7 lb | Military and police versions AC 21, SPD 398 mph, MVR +6, ATK 2 x heavy mg, 1 x 20mm autocannon, 1
x bomb (550 lb), CEILING 39k ft, CLIMB 560 fpr, CP 1/0, WT 2.9 tons
Ordnance SBML 2-inch Mortar (UK): CAL 200, DMG 2d8, ROF 1, SHOTS 1,
RNG 1500 ft, WT 11 lb
Hotchkiss 25mm AAG (France): CAL 98, DMG 7d6, ROF 18, SHOTS 15 Douglas DC-4E Airliner (USA): Garg. Construct, HD 41 (144 hp), AC 11, SPD
(Magazine), RNG 22,300 ft, WT 2,500 lb 245 mph, MVR +0, CEILING 23k ft, CLIMB 200 fpr, CP 3/42, WT 21.3 tons
Panzerbuchse 38 Anti-Tank Rifle (Germany): CAL 31, DMG 1d12, ROF 2, Piper J-3 Cub Airplane (USA): Large Construct, HD 5 (18 hp), AC 15, SPD 87
SHOTS 1, RNG 1641 ft, WT 28 lb mph, MVR +0, CEILING 11k ft, CLIMB 75 fpr, CP 1/1, WT 0.4 tons
Tokarev SVT-38 Semi-Automatic Rifle (Russia): CAL 22, DMG 2d4, ROF 4, Supermarine Spitfire Fighter (UK): Large Construct, HD 12 (42 hp), AC 21,
SHOTS 10 (Magazine), RNG 1650 ft, WT 9 lb SPD 595 mph, MVR +6, ATK 2 x 20mm autocannons, and 4 x light machine
guns, CEILING 36k ft, CLIMB 430 fpr, CP 1/0, WT 2.5 tons
Walther P-38 Semi-Automatic Pistol (Germany): CAL 35, DMG 1d6, ROF 6,
SHOTS 8 (Magazine), RNG 80 ft, WT 2 lb
Bugatti Type 57 Roadster (France): Large Construct, HD 9 (32 hp), AC 15, 1939 The Big Sleep by Raymond Chandler introduces Philip
SPD 115 mph, ACC 45 mph, MVR +2, CP 1/1, WT 1.1 tons Marlowe, Hewlett-Packard founded, Francisco Franco comes
Ford E83W Truck (USA): Large Construct, HD 8 (28 hp), AC 15, SPD 40 to power in Spain, King Faisal II (Iraq), Slovak-Hungarian War
mph, ACC 15 mph, MVR -4, CP 1/1, CARGO 1000 lb, WT 1 ton ends, Italy invades Albania, New York World’s Fair opens,
Batman makes first appearance in comic books, Pan-Am
Rolls-Royce Wraith Full-Size (UK): Large Construct, HD 11 (39 hp), AC 15, begins transatlantic flights, Tientsin incident, last public
SPD 85 mph, ACC 30 mph, MVR -1, CP 1/5, WT 1.9 tons guillotining (France), Siam changes name to Thailand,
Volkswagen Beetle Type 1 Compact (Germany): Large Construct, HD 8 (28
Molotov-Ribbentrop pact signed, first turbojet-powered jet
hp), AC 15, SPD 72 mph, ACC 30 mph, MVR -2, CP 1/3, WT 1970 lb Heinkel He 178 takes maiden flight, Germany invades Poland,
World War II begins, u-boots sink SS Athenia, HMS Courageous
BSA Welrod “Assassin’s Pistol” Silenced Pistol (UK): CAL 35, DMG 1d6, Boeing 314 Clipper Seaplane (USA): Gargantuan Construct, HD 44 (154
ROF 1, SHOTS 9 (Magazine), RNG 40 ft, WT 3 lb hp), AC 13, SPD 210 mph, MVR +1, CEILING 19k ft, CLIMB 250 fpr, CP
11/74, WT 24.2 tons
DS-39 MMG (Russia): CAL 30, DMG 1d10, ROF 200, SHOTS 250 (Belt), RNG
3280 ft, WT 32 lb Brewster F2A Buffalo (USA): Large Construct, HD 12 (42 hp), AC 20, SPD
321 mph, MVR +5, CEILING 33k ft, CLIMB 410 fpr, CP 1/0, WT 2.4 tons
MP 40 SMG (Germany): CAL 35, DMG 1d6, ROF 80, SHOTS 32 (Magazine),
RNG 330 ft, WT 9 lb Junkers Ju 88 Bomber (Germany): Huge Construct, HD 18 (63 hp), AC 15,
SPD 317 mph, MVR +1, ATK 5 x light machine guns, and bombs (3,100 lb),
Oerlikon 20mm Autocannon (Switzerland): CAL 79, DMG 5d6, ROF 75, CEILING 30k ft, CLIMB 130 fpr, CP 4/0, WT 5 tons
SHOTS 100 (Belt), RNG 3000 ft, WT 150 lb | Anti-aircraft
Lisunov Li-2 Bomber (USSR): Huge Construct, HD 25 (88 hp), AC 14, SPD
Pistolet Mitrailleur MAS Modele 38 SMG (France): CAL 22, DMG 1d6, ROF 186 mph, MVR +0, ATK 3 x light machine guns, 1 x heavy machine gun,
100, SHOTS 32 (Magazine), RNG 300 ft, WT 6 lb and bombs (4,400 lb), CEILING 25k ft, CLIMB 200 fpr, CP 6/24, WT 8.7 tons
Type 97 20mm Anti-Tank Rifle (Japan): CAL 79, DMG 3d8, ROF 1, SHOTS 7
(Magazine), RNG 900 ft, WT 114 lb
Admiral Hipper-class Cruiser (Germany): Gigantic Construct, HD 120 (420
hp), AC 3 (Steel 3), SPD 37 mph, MVR -2, ATK 8 x 8” guns, 12 x 4.1” guns,
12 x 1.5” guns, 8 x medium machine guns, and 6 x 21” torpedo tubes, AIR
Bedford OB Bus (UK): Huge Construct, HD 22 (77 hp), AC 14 , SPD 40 mph, 3 x Arado Ar 196A-3, CP 1372/0, WT 15,900 tons
ACC 10 mph, MVR -5, CP 1/29, WT 7.2 tons
MS St. Louis Passenger Liner (Germany): Titanic Construct, HD 130 (455
Bentley Mark V Compact (UK): Large Construct, HD 9 (32 hp), AC 15, SPD hp), AC 2, SPD 18 mph, MVR -6, CP unknown/973, WT 16,700 tons |
97 mph, ACC 35 mph, MVR +0, CP 1/3, WT 1.2 tons Undertook the unsuccessful “Voyage of the Damned” to deliver people
from persecution by the Nazis
Chevrolet 1/2 Ton Streamliner “Woody” (USA): Large Construct, HD 10
(35 hp), AC 15, SPD 85 mph, ACC 30 mph, MVR +1, CP 1/7, WT 1.5 tons Scharnhorst-class Battleship (Germany): Titanic Construct, HD 130 (455
hp), AC 25 (Steel 14), SPD 35 mph, MVR -5, ATK 9 x 280mm guns, 12 x
Ford DeLuxe Coupe Roadster (USA): Large Construct, HD 9 (32 hp), AC 15,
150mm guns, 14 x 4.1” guns, 16 x 37mm, 10 x 20mm, and 6 x 21” torpedo
SPD 87 mph, ACC 35 mph, MVR +1, CP 1/1, WT 1.4 tons
tubes, AIR 3 x Arado Ar 196A-3, CP 1669/0, WT 32,100 tons
Lincoln Continental Full-Size (USA): Large Construct, HD 11 (39 hp), AC 15,
SPD 115 mph, ACC 40 mph, MVR -1, CP 1/5, WT 2 tons
Fiat M11/39 Tank (Italy): Huge Construct, HD 30 (105 hp), AC 16 (Steel 1),
SPD 20 mph, ACC 4 mph, MVR -4, ATK 1 x 37mm gun, and 2 x light
machine guns, CP 3/0, WT 12.3 tons
MEN &
forms. Aberrations have darkvision to a range of 60 feet.
Animal: Animals are the normal beasts that walk the world
today or in the past, as well as giant versions of these
creatures. Most animals have darkvision to a range of 30 feet.
MONSTERS They never have more than animal intelligence, and are
always Neutral in alignment.
G
sleep or breathe. Constructs can be repaired using the
RIT & VIGOR is about conflict, and while that conflict Chemistry, Mechanics or Electronics tasks.
could be against nature or one’s own moral or ethical
values, it often pits a character against a creature. These Dragon: Dragons are reptilian horrors that walk on two or four
creatures might be human, animals or even monsters. legs and usually have wings and a host of supernatural
powers. They have darkvision to a range of 120 feet and are
Creatures are assigned a number of statistics to help Venture immune to magical sleep effects and paralysis effects.
Masters adjudicate encounters and combat. Creatures are
rated by their size, intellect, physical power and by the many Elemental: Elementals are bizarre entities formed from
things they can do, from supernatural powers like flight or inanimate materials or energy. They are immune to poison,
invisibility, to physical abilities like swallowing people whole. sleep effects, disease and paralysis. Elementals have dark-
vision to 60 feet and do not eat, sleep or breathe.
Creature Size
Fey: The fey are supernatural beings, usually humanoid (and
A creature’s size is defined as follows: usually either grotesque or incredibly beautiful) that are tied
to the natural world. Fey can usually use supernatural
Size Length or Height phenomena. The fey have darkvision to a range of 60 feet.
Tiny Up to 1 foot
Giant: Giants are humanoids grown to unnatural size. They
Small 2 to 4 feet have darkvision to a range of 60 feet.
Medium 5 to 9 feet
Humanoid: Humanoids include humans and human-like
Large 10 to 21 feet
creatures. Humanoids other than humans might have dark-
Huge 22 or more feet vision, rarely to a range beyond 60 feet.
Constrict: A creature that can constrict usually does so with a Rend: A creature with a rending attack must hit his opponent
tail or tentacle attack. When this attack is successful, the victim with both of its claw attacks to activate it. It then sinks those
must pass a Fortitude saving throw or be squeezed for claws into the victim’s body and draws them downward,
automatic damage from the source of the constriction each creating a gory wound. This allows the creature to roll claw
round it remains in the creature’s grasp. The victim can escape damage a second time.
with an Escape Bonds task check or a grapple attack. While a
creature uses an appendage to constrict it cannot make other Resistance: Resistance to an energy type or weapon type
attacks with that appendage. means that the creature suffers only half damage from it.
Darkvision: This is the ability to see in complete darkness. Scent: The creature can track by scent. Assume an 80% chance
for the creature to successfully follow a scent.
Disease: The creature can infect victims with a specific or
random disease with an attack. Swallow Whole: If a bite attack roll is a natural “20”, a creature
with this ability swallows the victim whole. While inside the
Energy Drain: The creature can drain the very life energy of its creature, the victim suffers the equivalent of bite damage plus
victims. Each point of energy drain reduces the victim’s level an equal amount of acid damage each round. A swallowed
or Hit Dice by one (or more). If the victim has experience creature can attack the interior of his foe with a small blade. A
levels, their XP total is reduced to the minimum amount for creature’s insides have AC 15.
their new level. This is permanent, and can only be reversed
by some supernatural powers. Trample: Some large creatures can trample their foes in place
of making an attack. The trampling creature must move over
Immune: A creature that is immune to an attack form is his opponents, scoring damage automatically. Victims can
completely unaffected by that attack form (i.e. suffers no ill make a Reflex saving throw to halve the damage or can stay in
effects from it, including damage) and need not save against it. the path and make an attack with a +2 bonus to hit.
Incorporeal: An incorporeal creature appears as a ghost to Vulnerable: A creature that is vulnerable to a specific attack or
people on the “Material Plane”. Incorporeal creatures can energy suffers double normal damage from it.
move through solid matter and can only be harmed by
creatures on the Material Plane when they use silver weapons Making Monsters
and some supernatural powers. Silver weapons only inflict
half normal damage against incorporeal creatures. Incorporeal While this chapter provides statistics for a wide variety of foes,
undead can also be harmed by holy water. it is by no means exhaustive. During the course of designing
games, a Venture Master is bound to discover creatures, real
Poison: The creature can inject its victims with poison. The or imagined, that are not included in this volume. In these
type of poison is listed in the creature description. cases, the Venture Master will need to create statistics for the
creature he wishes to inflict on his players.
Powers: The creature is capable of using the listed
supernatural powers or spells as innate abilities. Creating a New Creature
Power Resistance: Power resistance protects a creature from A brand new creature can be born of inspiration or necessity.
psychic powers and magic spells. This is a protection beyond A creature born of inspiration usually begins as something you
and in addition to saving throws. When a power is directed have seen in a film or read about in a book, or maybe just an
against such a creature, percentile dice (d%) are rolled. If the idea that pops into your head. A creature born of necessity
result is equal to or lower than the creature’s resistance usually comes from a need in your campaign for a creature
number, the power has no effect on the creature. If the power with specific abilities that doesn’t already exist.
does penetrate the creature’s resistance, the creature can still
attempt a saving throw. In either case, the process for creating this new creature is as
simple as taking each of the creature statistics described above
9 9 11
Polar bears dwell on the sea ice, spending most of their time in Wild boars are found throughout Asia and Europe, and have
the water hunting seals. been introduced into the Americas, where they are called
razorbacks, and Australia. While they are not carnivores, boars
Bear, Short-Faced
are ferocious and given to charging at potential foes.
Type: Animal
Boars are tenacious fighters. Once they are reduced to 0 hp,
Size: Large (8-10’ long, 2,000 lb.)
they continue to fight until they fail a Fortitude save,
Intelligence: Animal (1-2)
attempted each round.
Hit Dice: 9
Movement: 50/590 Cat
Armor Class: 15
Attacks: 2 claws (1d6) and bite (1d8) Type: Animal
Saving Throws: F8, R9, W14 Size: Tiny (18” long, 10 lb.)
Environment: Grasslands Intelligence: Animal (1-2)
No. Appearing: 1d2 Hit Dice: 0 (1 hp)
XP Value: 900 (CL 10) Movement: 30/440 (Climb 30)
Cougars are native to North America. They are also called Saltwater crocodiles are among the largest of crocodilians.
mountain lions and pumas. They dwell in mangrove swamps and in saltwater estuaries,
lagoons and deltas from Africa to Japan and Australia. They are
Coyote (Jackal) the most dangerous living crocodiles to humans. Saltwater
crocodiles can hold their breath for about 8 minutes.
Type: Animal
Size: Small (3’ long, 30 lb.)
The herd animal category can stand in for any grazing Horse, Riding
quadruped that lives in large herds, including cattle, buffaloes,
caribou, wildebeests and antelopes. Type: Animal
Size: Large (5’ tall at shoulder, 1,100 lb.)
A frightened herd flees as a group in a random direction, but Intelligence: Animal (1-2)
always away from the perceived source of danger. It runs over Hit Dice: 6
anything that gets in its way except huge creatures and Movement: 60/840
objects, dealing 1d12 points of damage for every five animals Armor Class: 13
in the herd. A successful Reflex save halves the damage. Attacks: 2 hooves (1d4)
Saving Throws: F9, R9, W15
Hippopotamus Environment: Any
Type: Animal No. Appearing: Domesticated
Size: Large (6-7’ tall, 3,300 lb.) XP Value: 300 (CL 6)
Intelligence: Animal (1-2)
Hit Dice: 10 Riding horses are smaller than draft horses, and include such
Movement: 45/280 (Swim 20) breeds as Arabians and Thoroughbreds. Some are trained for
Armor Class: 14 war, and do not shy from melee combat and gunfire. These
Attacks: Bite (1d8) stats can also be used for most wild horses, including zebras.
Saving Throws: F7, R8, W13 Hyena
Environment: Aquatic
No. Appearing: 1d30 Type: Animal
XP Value: 500 (CL 10) Size: Medium (5.5’ long, 140 lb.)
Intelligence: Animal (1-2)
The hippopotamus may not look like it, but it is among the Hit Dice: 2
most dangerous creatures in Africa. They dwell in rivers, Movement: 50/600
browsing on the underwater vegetation. Hippos are very Armor Class: 14
territorial, and are not shy about attacking creatures that Attacks: Bite (1d6)
enter their territory (don’t worry though, an old river guide Saving Throws: F12, R12, W18
once told me that they always wiggle their ears just before Environment: Grasslands
they attack). A hippopotamus can seal its nostrils by muscular No. Appearing: 1 (striped) or 4d20 (spotted)
action and hold its breath for 30 minutes. XP Value: 100 (CL 2)
Man-O’-War, Giant
Type: Vermin
Size: Large (12-22’ long, 5 lb.)
Intelligence: Non- (0)
Hit Dice: 5
Movement: Swim 20
Armor Class: 17
Attacks: 8 strands (1d4 + attach)
Saving Throws: F10, R14, W13
Environment: Aquatic
No. Appearing: 1
XP Value: 500 (CL 6)
Type: Animal
Size: Huge (20-26’ long, 12,000 lb.)
Intelligence: Animal (1-2)
Hit Dice: 20
Movement: Swim 40/440
Armor Class: 16
Attacks: Bite (2d6)
Saving Throws: F3, R3, W8
Environment: Aquatic
No. Appearing: 1d6 or 4d6
XP Value: 1,000 (CL 20)
Orcas are the largest of the dolphins, and the most dangerous.
They are encountered in cold seas, and might very well attack
human beings if they are available.
Great white sharks are among the most feared predators of the
sea, after giant squids and pirates. While humans are not their
The smilodon fatalis was a sabre-toothed cat that lived in Cobras are venomous snakes capable of spreading out their
North and South America during the Pleistocene epoch. More neck ribs to form a “hood”. They are related to the mambas,
robust than modern big cats, they were ambush predators. An sea snakes and coral snakes. The king cobra, although not a
apex predator, it probably hunted bisons, camels, ground true cobra, is the longest of the species, reaching lengths of up
sloths, horses and mastodons. to 19 feet. Cleopatra’s adder was an Egyptian cobra.
Snake, Constrictor Spitting cobras, rather than delivering their poison through
their bite, squirt it from their fangs up to 7 feet. If this hits, it
Type: Animal irritates the skin (1d4 damage). On a natural roll of ‘20’, it
Size: Medium (3-13’ tall, 60 lb.) strikes a victim’s eyes. Such poor unfortunates must pass a
Intelligence: Animal (1-2) Fortitude save; if successful, they are blinded for 1d6 rounds.
Hit Dice: 2 If they fail this save, they are blinded permanently.
Movement: 20/60 (Climb 20, Swim 40)
Armor Class: 15 Snake, Poisonous – Viper
Attacks: Bite (1d4 + constrict)
Saving Throws: F12, R12, W18 Type: Animal
Environment: Wetlands, Woodlands Size: Tiny (2-6’ tall, 6 lb.)
No. Appearing: 1 Intelligence: Animal (1-2)
XP Value: 200 (CL 3) Hit Dice: 0 (1-2 hp)
Movement: 30/150 (Climb 15, Swim 15)
Constrictor snakes include the anaconda of South America, the Armor Class: 15
boa constrictor of North, Central and South America (and a Attacks: Bite (1 + Poison III)
few Caribbean islands) and the python of Africa, Asia Saving Throws: F14, R14, W19
and Australia. They attack by biting their prey and Environment: Any
wrapping their bodies around them to squeeze and No. Appearing: 1d2
suffocate. Wrestling with a constrictor is super XP Value: 50 (CL 1)
manly, but, of course, quite dangerous.
Vipers are snakes with stocky builds, short tails, and triangular
heads. They have especially long fangs used to inject their
venom into victims. Their venom causes a drop in blood
pressure that often results in death. There are four sub-
families of viper, the flea vipers of Southeast Asia, China and
Tibet, the night adders of sub-Saharan Africa, the pit vipers
from Eurasia and the Americas and the true vipers from
Europe, Asia and Africa.
Rat Swarm
Type: Animal
Size: Tiny (13-18” long, 4-12 oz.)
Intelligence: Animal (1-2)
Hit Dice: 4
Movement: 20/350 (Climb 20)
Armor Class: 14
Attacks: Swarm (1d4 + disease)
Saving Throws: F14, R12, W17
Environment: Any
Killer Bee Swarm Range: All
Type: Vermin No. Appearing: 1d12
Size: Tiny (3/4” long) XP Value: 400 (CL 5)
Intelligence: Non- (0)
Hit Dice: 3 Rat swarms are encountered on sinking ships, and on those
Movement: Fly 70/210 occasions when adventurers tromp through sewers looking
Armor Class: 16 for enemy agents, crocodiles or mutant rat men.
Attacks: Swarm (1d4 + Poison III) Snapping Turtle Swarm
Saving Throws: F15, R13, W14
Environment: Any Type: Animal
No. Appearing: 1d6 Size: Small (10-20” long, 10-35 lb.)
XP Value: 300 (CL 4) Intelligence: Animal (1-2)
Hit Dice: 6
Killer bees, or Africanized honey bees, originate in Africa. They Movement: 5 (Swim 15/150)
were introduced to Brazil in the 1950’s and soon escaped from Armor Class: 15
quarantine and spread through the Americas. Attacks: Swarm (1d8 + constrict)
Saving Throws: F11, R11, W15
Piranha Swarm Environment: Wetlands
Type: Vermin No. Appearing: 1d4
Size: Tiny (5-10” long) XP Value: 600 (CL 7)
Intelligence: Non- (0)
Hit Dice: 5 Snapping turtles are only really dangerous to people when
Movement: Swim 30/300 someone is stupid enough to put a toe or finger within their
Armor Class: 14 reach. A famous cover of an old men’s magazine inspired the
Attacks: Swarm (2d4) idea of a swarm of the beasts attacking a bare-chested fellow
Saving Throws: F14, R13, W13 and a damsel in distress, so here they are!
Environment: Aquatic Spider Swarm
No. Appearing: 1d4
XP Value: 250 (CL 5) Type: Vermin
Size: Tiny (1” long)
Intelligence: Non- (0)
Type: Animal These herbivorous dinosaurs are known for their bony frill
Size: Large (21 feet, 2,300 lb.) and their three horns, two on their head, one on their nose.
Intelligence: Animal (1-2) Their horns are hollow, and are not used for fighting, but
Hit Dice: 12 rather for mating and territorial displays.
Movement: 20/70
Armor Class: 17 Tyrannosaurus Rex
Attacks: Thagomizer (1d10)
Saving Throws: F6, R7, W12 Type: Animal
Environment: Woodlands Size: Huge (40’ long, 15,000 lb.)
No. Appearing: 1d2 Intelligence: Animal (1-2)
XP Value: 600 (CL 12) Hit Dice: 23
Movement: 25/300
These large dinosaurs were known for the line of bony plates Armor Class: 14
that ran down their backs, and the spikes that tipped their Attacks: Bite (2d4 + swallow whole)
tails. They fed on bushes and shrubs, and were probably Saving Throws: F3, R3, W7
inoffensive creatures unless threatened. Environment: Grasslands, Wetlands
No. Appearing: 1d2
Tiger XP Value: 2,300 (CL 24)
Type: Animal Tyrannosaurus rex was the largest land predator that ever
Size: Large (11’ long, 850 lb.) lived on Earth and the ultimate encounter for adventurers in
Intelligence: Animal (1-2) Lost Worlds. While they were probably scavengers in real life,
Hit Dice: 6 they are much more interesting as terrifying hunters.
Movement: 50/590
Armor Class: 14 Weasel
Attacks: 2 claws (1d6 + rend) and bite (1d6)
Saving Throws: F9, R10, W15 Type: Animal
Environment: Grasslands Size: Tiny (7-8” long, 7 oz.)
No. Appearing: 1d2 Intelligence: Animal (1-2)
XP Value: 600 (CL 7) Hit Dice: 0 (1 hp)
Movement: 10/90 (Climb 10)
Tigers are the largest living species of cats. Apex predators, Armor Class: 14
they primarily prey on deer and cattle. Bengal tigers are the Attacks: Bite (1 + attach)
best known, but other subspecies include the Indochinese, Saving Throws: F16, R14, W19
Malayan, Siberian, South China and Sumatran tigers. The last Environment: Any
Bali tiger was killed in 1937, the Caspian tigers survived until No. Appearing: 1
the 1970’s and no more Javan tigers were sighted after 1979. XP Value: 25 (CL 0)
Type: Animal
Size: Huge (52-67’ long, 15-45 tons)
Intelligence: Low (3)
Hit Dice: 55
Movement: Swim 90/360
Armor Class: 18
Attacks: Bite (4d6 + swallow whole) and tail slap (1d8)
Related species include the Red Wolf of the southern United
Saving Throws: F3, R3, W4
States and Mexico, the Eastern Wolf of the Great Lakes area
Environment: Aquatic
and the Dingo of Australia. Dingoes are smaller than wolves (6
No. Appearing: 1d12
hit points). Dire wolves, which dwelled in North and South
XP Value: 5,500 (CL 56)
America until about 10,000 years ago, might still be found in
Lost Worlds. They are larger than gray wolves (8 hit points).
Any volume dedicated to manly adventure would be remiss in
leaving out the mighty sperm whale, the most famous being Gray wolves are skilled at tracking.
Mocha Dick, the inspiration for Herman Melville’s Moby Dick.
Wolverine
Sperm whales are usually inoffensive creatures (though the
aforementioned Mocha Dick apparently sent 28 whaling Type: Animal
vessels and 30 sailors to Davy Jones’ Locker), with human Size: Medium (3.5’ long, 70 lb.)
beings being their chief predators, imaginative tales have Intelligence: Animal (1-2)
made them dangerous creatures capable of swallowing people, Hit Dice: 2
animated marionettes and crickets whole. Movement: 35/440
Armor Class: 14
Wolf Attacks: Bite (1d3)
Saving Throws: F12, R12, W18
Type: Animal
Environment: Woodlands
Size: Medium (3.5-5’ long, 80 lb.)
No. Appearing: 1d2
Intelligence: Animal (1-2)
XP Value: 100 (CL 2)
Hit Dice: 2
Movement: 45/560
These stocky mustelids are also called gluttons, skunk bears,
Armor Class: 14
Attacks: Bite (1d4 + trip) quickhatch and cacajou. They live in the Northern Hemisphere.
Saving Throws: F12, R12, W18 Wolverines are tenacious combatants. In combat, they can
continue fighting after they reach 0 hp as long as they can pass
Environment: Grasslands, Woodlands
a Fortitude saving throw each round.
No. Appearing: 1d8 + 1d3 pups
XP Value: 200 (CL 3) Zebra
CE Rogue, Ranger, LVL 5,5, HP 23, AC 11, MV 40, ATK +5, SV F11
R10 W11, Str 14 Int 10 Wis 13 Dex 15 Con 12 Cha 8
Knacks: Prospect
Armor Class: 10 Skills: Bend Bars, Break Down Doors, Cant, Climb Sheer Surfaces,
Attacks: By weapon or fists (1d2+1) Endure, Escape Bonds, Gamble, Gather Intelligence, Hide in Shadows,
Jump, Lift Gates, Listen at Doors, Move Silently (+3), Open Lock,
Skills: Bend Bars, Break Down Doors, Lift Gates
Ride Mount, Search, Sleight of Hand, Survive Outdoors, Track
Saving Throws: F12, R15, W15
No. Appearing: 1d6 Feats: Intuition, Knack (Prospect)
XP Value: 200 (CL 3)
Berserkers are warriors that go into a frenzy when they fight. Bruisers are big, mean street fighters. They might be gang
Berserkers look like normal folks or any sort of warrior; one leaders, or the lieutenant of a gang leader. Bruisers aren’t
doesn’t know they’re fighting a berserker until it’s too late. known for their brains, and their fighting style is very direct
and very forceful.
Berserkers attack twice per round, and they are immune to all
mental effects while in a fight. After one minute of fighting, A target hit by bruiser’s bludgeoning melee attack must pass a
they tire themselves out and become fatigued. Fortitude saving throw or be knocked backwards a number of
feet equal to the damage inflicted. If the target is tiny or small,
Bruiser double this distance. If the target is large, halve it. If the target
Type: Warrior is huge, it cannot be knocked backwards.
Intelligence: Average (9-12) Bruisers are notoriously hard to shove around. They enjoy a
Hit Dice: 4d8 +2 bonus to save against attacks that would move them, hold
Movement: 45/220 them or redirect them.
Armor Class: 11 (Leather jacket)
Attacks: Club (1d4+2), switchblade Cat Burglar
(1d4) or fists (1d2+2)
Skills: Bend Bars, Break Down Doors, Type: Scoundrel
Lift Gates Intelligence: Average (9-12)
Saving Throws: F11, R14, W14 Hit Dice: 4d6
No. Appearing: 1 Movement: 45/220
XP Value: 400 (CL 5) Armor Class: 10
Attacks: Switchblade (1d4)
The “Golden Age of Piracy” may have been between 1650 and Patrolmen are the police officers on the street, either walking
1720, but pirates still ply the seas in modern times. “Roaring” a beat or patrolling in a car or on a motorcycle.
Dan Seavey was a pirate on the Great Lakes from 1900-1930,
and pirate junks sailed the South China Sea in large numbers Punk
until the 1870’s. Milton Caniff’s Terry and the Pirates told of Type: Scoundrel
the pirates under the command of the Dragon Lady. Intelligence: Average (9-12)
If more than 10 pirates are encountered, they are led by a first Hit Dice: 1d6
mate with 4 HD. If 20 pirates are encountered, they are led by Movement: 45/220
both a first mate and a captain with 6 HD. If pirates are Armor Class: 11 (leather jacket)
encountered on a ship, usually a tramp steamer or an armed Attacks: Switchblade (1d4) or revolver (1d6)
schooner, the number of pirates encountered equals the ship’s Skills: None
normal crew complement. Saving Throws: F13, R15, W15
No. Appearing: 1d20
Pirates fight for money above all else, and when they are XP Value: 100 (CL 2)
fighting for money they enjoy a +1 bonus to hit and a +1 bonus
on Will saving throws against fear. Punks can be thought of as junior gangsters. They represent
gangs of juvenile delinquents. Punks backstab for x2 damage.
Police Detective
Sailor
Type: Warrior
Intelligence: Average (9-12) Type: Scoundrel
Hit Dice: 3d8 Intelligence: Average (9-12)
Movement: 45/220 Hit Dice: 2d6
Armor Class: 10 Movement: 45/220
Attacks: Revolver (1d6) Armor Class: 13
Skills: Gather Intelligence, Attacks: Club (1d4), knife (1d3) or revolver (2d6)
Influence People, Listen at Skills: Endure, Gunnery, Seamanship, Swim
Doors, Search Saving Throws: F11, R14, W14
Saving Throws: F15, R15, W12 No. Appearing: 1d20
No. Appearing: 1d2 XP Value: 100 (CL 2)
XP Value: 150 (CL 3)
Sailors might be members of a navy, or they might be
Detectives or investigators are experienced police officers that members of the merchant marine. Either way, they’re tough as
had to rise through the ranks to reach their current position. nails and always ready for a scrap.
In mystery stories, they are sometimes the heroes, sometimes
the sidekicks and often the foils of private detectives. Sailors are known for their toughness, their balance and their
eagle eyes, and so enjoy better saving throws (see above).
Type: Warrior There have always been elite warriors serving in armies, often
Intelligence: Average (9-12) as the personal guard of a high-ranking officer or nobility. The
Hit Dice: 1d8 modern conception of “special forces” began with the British
Movement: 45/220 Indian Army’s Corps of Guards, formed in 1846, and the
Armor Class: 10 Gurkha Scouts, formed in the 1890’s. The British Commandos
Attacks: Fighting knife (1d4+1) or rifle (2d4) with bayonet were first deployed in the Second World War. The SAS, formed
Skills: Endure in 1941, are the model for modern Special Forces. The SWAT
Saving Throws: F13, R15, W15 (Special Weapons and Tactics) teams used by police forces
No. Appearing: 1d20 would also qualify as Special Forces.
XP Value: 50 (CL 1)
Tribesman
Infantrymen fight on foot, and form the bulwark of most
armies. From the 1860’s to the 1950’s they commonly carried Type: Warrior
rifles and combat knives. By the First World War, grenades Intelligence: Average (9-12)
were common equipment, and squads of infantry often Hit Dice: 1d8
included a medium or heavy machine gun. Movement: 45/220
Armor Class: 12 (shield)
Soldier – Sergeant Attacks: Spear (1d8) or club (1d4) or bow (1d6/240’) or
blowpipe (1 + Poison I)
Type: Warrior Saving Throws: F12, R15, W15
Intelligence: Average (9-12) Skills: Move Silently, Survive Outdoors, Track
Hit Dice: 3d8 Environment: Any
Movement: 45/220 No. Appearing: 1d20
Armor Class: 10 XP Value: 50 (CL 1)
Attacks: As the troops he leads
Skills: as troops he is commanding Tribesmen are the warriors of primitive tribes, such as may be
Saving Throws: F12, R15, W15 found to this day in Papua New Guinea or the Kalahari Desert.
No. Appearing: 1 + soldiers They are simply armed and armored, and are highly skilled at
XP Value: 150 (CL 3) outdoor survival and following tracks.
Android The assassin vine is a semi-mobile plant that collects its own
fertilizer by grabbing and crushing animals and depositing the
Type: Construct carcasses near its roots. A mature plant consists of a main
Size: Medium vine, about 20 feet long with smaller vines, up to 5 feet long,
Intelligence: Varies branching from it about every 6 inches. These small vines bear
Hit Dice: 1+1 clusters of leaves, and in late summer they produce bunches of
Movement: 60/300 small fruits that resemble wild grapes. The fruit is tough and
Armor Class: 16 has a hearty but bitter flavor that makes a narcotic wine.
Attacks: Fists (1d2+2)
Saving Throws: F15, R12, W15 A similar botanical monster is the man-eating tree. Such trees
Special: Immune to disease and were described in Madagascar by Edmund Spencer in 1874,
poison, resistance to and in Nubia by Phil Robinson in 1881. J. W. Buel, in Sea and
electricity Land (1887), described the man-eating tree called Ya-te-veo
Environment: Any (“I-see-you”) as native to Africa and Central America.
No. Appearing: 1d10 Atlantean
Alignment: Neutral
XP Value: 100 (CL 2) Type: Humanoid
Size: Medium
Androids are sentient constructs built in the image of humans. Intelligence: Average (9-12)
Most have metal skeletons and some manner of false flesh and Hit Dice: 1
hair to make them appear human, although they can also be Movement: 45/220 (Swim 60/90)
made to look robotic. Though androids are technically asexual, Armor Class: 15 (scale armor)
many of them have personalities that can be considered Attacks: Trident (1d8) or fists (1d3)
masculine or feminine. Saving Throws: F15, R13, W15
Environment: Aquatic
An android’s powerful sensors allow it to see up to 60 feet in No. Appearing: 1d20
the dark (infrared vision) and pick up sounds too quiet for Alignment: Neutral
human ears to register (+3 bonus to listen at doors). XP Value: 50 (CL 1)
The typical android has the following ability scores: Strength
16, Dexterity 14, Constitution 14, Intelligence 15, Wisdom 8, Atlanteans look like graceful human beings with smooth skin,
and Charisma 6. Androids are physically powerful, and their pointed ears, and large eyes. Depending on your game, they
electronic brains can make them very intelligent. Un- may either be armed with primitive weapons like tridents, or
fortunately, androids lack sense and sensibility, and therefore high tech weapons like ray guns.
lose points in Wisdom and Charisma. Atlanteans dwell under the sea and are amphibious, though
Assassin Vines they must submerge themselves in water once per day or
become fatigued. They have webbed hands and feet to aid in
Type: Plant swimming. Atlanteans are wonderfully observant, and enjoy a
Size: Large +2 bonus to all task checks involving sight. They can see up to
Intelligence: Non- 60 feet away in complete darkness.
Hit Dice: 4
A black pudding that moves over a creature engulfs it and A bogeyman is driven by a thirst for revenge, though not
deals 2d6 points of acid damage per round to it. A creature so necessarily on the people who wronged it. If this desire for
dissolved and digested by the black pudding adds 1 Hit Dice to revenge can somehow be satisfied, it might cease to exist.
the creature. Brain in a Vat
Slashing and piercing weapons deal no damage to a black Type: Aberration
pudding. Instead the attack severs a bit of the creature, which Size: Tiny
becomes an independent creature in its own right. Roll 1d4 Intelligence: High (13-18)
and consult the table below to find the statistics of the new Hit Dice: 4
pudding. However many hit dice the new pudding has, the Movement: 0
original creature loses. A pudding with 1 HD or less cannot be Armor Class: 10
further split and dies if reduced to 0 hp. Attacks: Psychic powers
For ease of reference, black puddings of other sizes have the Saving Throws: F17, R15,
following statistics: W10
Environment: Any
HD Size Damage Fort Ref Will No. Appearing: 1
Alignment: Chaotic Evil
1 Small 1d4 16 16 15
XP Value: 400 (CL 5)
2 Medium 1d6 15 16 15
4 Medium 1d8 14 15 14 A brain in a vat is a disembodied brain or head kept alive with
8 Large 2d6 10 12 11 weird chemical formulas and electricity. They are often placed
16 Large 2d6 6 8 7 upon a pedestal and protected with plastic or glass. They
might also be installed in an android or giant robot body.
24 Huge 3d6 4 4 3
A brain in a vat can communicate telepathically with sentient
Bogeyman creatures up to 100 miles away.
Type: Monstrous Humanoid A brain in a vat has the following supernatural powers: At
Size: Medium will—Clairsentience, cloud mind, dominate, ego whip, empathic
Intelligence: Average (9-12) projection, ESP, id insinuation, mental barrier, mind thrust,
Hit Dice: 9 telekinesis, thought shield; 1/day—Negation, psychic crush,
Movement: 50/250 tower of iron will.
Armor Class: 19
Attacks: Slam (1d8) or by weapon
Saving Throws: F11, R9, W9
Skills: Track
Type: Construct Once per day, a devil can attempt to summon another devil
Size: Huge with a 35% chance of success. Summoned devils return from
Intelligence: Average (9-12) whence they came after 1 hour. A summoned devil cannot use
Hit Dice: 15 its own summon ability to summon another devil.
Movement: 400/1600 A devil may teleport itself (plus 50 pounds of objects) to a
Armor Class: 20 [Silver] specific destination up to 1,000 miles away.
Attacks: Slam (2d6) or trample (3d6)
Saving Throws: F5, R5, W8 Devils have the following supernatural powers: At will—cloud
Environment: Any minds, dimension door, dominate, illusion, matter agitation,
No. Appearing: 1 sensitivity to psychic impressions, suggestion, telekinesis,
Alignment: Chaotic Evil transvection; 1/day—metamorphosis.
XP Value: 1,500 (CL 16)
Dôl
Demon cars are vehicles that have been possessed by demonic Type: Monstrous Beast
spirits, or possibly by the spirits of their dead, evil owners. As Size: Gargantuan (80’ long, 5’
frightening as demon cars are, the demonic bulldozers are diameter, 40,000 lb)
really something you don’t want to tangle with. Intelligence: Animal (1)
The demonic auto can trample smaller creatures by running Hit Dice: 40
over them. The demon car’s trample attack deals 3d6 points of Movement: 30/300 (Burrow
damage if traveling at alley speed and 5d6 points of damage at 30/150, Swim 10/100)
higher speeds. A successful Reflex save halves the damage. Armor Class: 19
Attacks: Bite (3d10 + swallow
Demon cars cannot heal damage on their own but can be whole), sting (3d6 +
repaired, as per a normal automobile. Poison II)
Saving Throws: F3, R3, W3
Environment: Underground
Type: Construct
Size: Large
Intelligence: Average (9-12)
Hit Dice: 9
Movement: 30/60
Armor Class: 18
Attacks: 2 slams (2d8)
Saving Throws: F10, R11, W11
Special: Immune to psychic powers
Ghoul
Environment: Any
No. Appearing: 1d2 Type: Undead
Alignment: Neutral Size: Medium
XP Value: 900 (CL 10) Intelligence: Average (9-12)
Hit Dice: 2
Frankenstein monsters are a form of artificial life created by Movement: 45/220
assembling bits and pieces of dead bodies and re-animating Armor Class: 14
them using a secret formulas and the power of electricity (in Attacks: 2 claws (1d3) and bite (1d6 + disease)
the movies, at least). The first and greatest of these monsters Saving Throws: F15, R15, W12
was created by Swiss inventor Victor Frankenstein in 1818, so Environment: Underground, graveyards
all others now bear his infamous name though none have risen No. Appearing: 1d8
to the level of perfection possessed by the first of their kind. Alignment: Chaotic Evil
XP Value: 200 (CL 3)
When a Frankenstein monster enters combat, there is a
cumulative 1% chance per round that it will go berserk. An
Ghouls are undead monstrosities that were once living human
uncontrolled monster goes on a rampage, attacking the
beings. They acquired a taste for human flesh while still alive,
nearest living creature or smashing some object smaller than
and on dying arose from the grave as ghouls, their abominable
itself if no creature is within reach, then moving on to spread
predilection for cannibalism intact.
more destruction. The monster’s creator, if within 60 feet, can
try to regain control by speaking firmly and persuasively to A ghoul’s bite infects the victim with streptococcal gangrene
the monster, which requires a successful Influence Person task (severe disease). If Constitution damage is sustained, a second
check. Following a successful task check, it takes 1 minute of saving throw is required; failure indicates that 1 point of the
rest to reset the monster’s chance of going berserk to 0%. Constitution damage becomes Constitution drain instead. This
disease, known as advanced necrotizing faciitis, first manifests
A Frankenstein monster is immune to all psychic powers and
as an area of redness on the skin near the wound. Over the
supernatural effects, except as follows: Attacks that deal fire or
course of a few days, the redness becomes severe inflamm-
cold damage makes it move at half speed and only attack every
ation. The skin gradually turns dark purple and forms bloody
other round for 2d6 rounds with no saving throw, allowing it
blisters as the disease devours more and more of the victim’s
either a move or attack each round, but not both actions.
flesh. The disease can be arrested completely by amputation of
Electricity damage dealt to the Frankenstein monster breaks
the affected limb, but most doctors prefer to combat it by
the slow effect and cures 1 point of damage for each 3 points
surgical removal of all the affected tissue as well as some
of damage it would otherwise deal.
nearby healthy tissue. A successful Treat Injury task check
halts the disease. The Venture Master should roll the check
secretly; if it fails, the disease returns again in 1d3 days.
Golem
Type: Construct
Giant Robot Size: Large (9’ tall, 600 lb.)
Intelligence: Non-
Type: Construct Hit Dice: 11
Size: Large (13-15’ tall, 3,000 lb) Movement: 40/200
Intelligence: Non- Armor Class: 20
Hit Dice: 15 Attacks: 2 slams (2d10 + cursed wound)
Movement: 40/200 Saving Throws: F9, R10, W0
Armor Class: 17 [Steel 1] Special Abilities: Power resistance 90%
Attacks: 2 heavy machine guns (2d6), grenade launcher (2d6) Environment: Any
or cone of intense heat (see below) No. Appearing: Solitary
Saving Throws: F7, R8, W8 Alignment: Neutral
Environment: Any XP Value: 2750 (CL 13)
No. Appearing: 1
Alignment: Neutral Golems are statues of clay animated by rabbis, though they
XP Value: 1500 (CL 16) might possibly be created by non-Jewish occultists. Golems are
animated through rituals, incantations, and inscribing a
Every mad scientist yearns deep in his heart to create a giant magical name on its forehead, or by hanging the name around
robot armed with a heat ray and machine guns. With the aid of its neck on a medallion. If the name is removed, the golem
“black science”, madness, and perseverance, some such evil becomes a statue once again.
geniuses succeed in this task against all odds.
Gill Monster
Golems are powerful combatants and laborers. The damage a Gremlins can disassemble any device they get their hands on
clay golem deals does not heal naturally unless holy water is in 1d4 rounds of work. They can also repair devices, but only
applied to the wounds. by jury-rigging them. Any such device will operate, but has a 1
in 6 chance of breaking every time it is used.
A golem’s body must be sculpted from a single block of clay
weighing at least 1,000 pounds and treated with rare oils and Grimlock
powders. Creating the body requires a master sculptor and
master potter to assist the occultist. An occultist must be at Type: Monstrous Humanoid
least 11th level to create a golem and must have been taught Size: Medium
the secret rituals and incantations by an elder rabbi. The total Intelligence: Low (3-8)
cost to create a clay golem is $25,000. Hit Dice: 2
Movement: 45/220
Green Slime Armor Class: 15
Attacks: Fists (1d6) or spear
This sticky, translucent green slime devours flesh and organic Saving Throws: F15, R12, W13
materials on contact. Wet and sticky, it clings to walls, ceilings, Special: Blindsight, track by
and floors in patches, growing and spreading as it consumes scent
organic matter. It drops from walls and ceilings when it senses Environment: Underground
movement (and possible food) below. No. Appearing: 1d20
A single 5-square foot patch of slime deals 1d6 points of Alignment: Neutral
Constitution damage per round while it devours flesh. On the XP Value: 100 (CL 2)
first round of contact, the slime can be scraped off (most likely
destroying the scraping device), but after that it must be Grimlocks are fierce humanoids that dwell underground. Often
frozen, burned, or cut away, dealing damage to the victim as in contact with other subterranean folk like the mole men and
well as the slime. Wood or metal that comes into contact with ophidians, grimlocks form primitive tribes. They often fall into
green slime must make an item saving throw or be destroyed. the trap of worshipping those who can use magic or psionics.
Dealing 10 or more points of cold or fire damage destroys a 5- Grimlocks are naturally blind, but are capable of sensing all
foot patch of green slime. movement around them for 30 feet.
Gremlins were first noted by human beings during the Second Hell hounds are canine-shaped outsiders from Hell (or
World War, when military pilots discovered they were behind whatever passes for it in your campaign). They usually appear
all manner of sabotages that occurred while an aircraft was in as wolves or mastiffs, but whatever their form they are
flight. Nobody is quite sure what they look like, but they are surrounded by a crimson aura or flickering flames. Hell
reputed to look like tiny men in a semblance of military hounds do not speak but understand human language.
Hell hounds can be summoned by occultists. This is the The Invisible Man was introduced to the reading public by H.G.
equivalent of a level 4 spell. If successful, a single hell hound Wells in 1897. The first invisible man was a scientist named
appears and will begrudgingly serve the occultist for a number Griffin, who finds a way to alter a body with a chemical
of turns equal to the occultist’s level. formula so that it does not reflect light, and thus becomes
Hound of Chronos naturally invisible. Unfortunately for Griffin, he finds it
impossible to reverse the process. While Griffin is eventually
Type: Outsider killed, his assistant Thomas Marvel keeps his notes, and thus
Size: Medium the formula for invisibility survives its creator’s death.
Intelligence: Average (9-12)
Hit Dice: 3 An invisible man that appears in your campaign probably has
Movement: 60/600 similar origins. Unable to reverse the process that makes them
Armor Class: 12 [Silver] invisible, they become monstrous and criminal.
Attacks: 2 claws (1d4) and bite (1d6) An invisible man’s natural invisibility gives them a higher than
Saving Throws: F12, R11, W12 normal Armor Class. If the invisible man is wearing clothing,
Environment: Anywhen this bonus to Armor Class is lost. While they are invisible, an
No. Appearing: 2d4 invisible man surprises on a roll of 1-5 on 1d6. They learn to
Alignment: Lawful Neutral attack people from ambush, and thus learn to backstab for
XP Value: 750 (CL 4) double damage when they attack surprised enemies.
Lemurian
Leprechauns have the following supernatural powers: At Creatures that meet the medusa’s gaze must pass a Fortitude
will—cloud minds, dimension door; 1/day—illusion. saving throw or turn into stone. The Venture Master might
want to make the petrification temporary, lasting 1d6 hours. If
Lizard Man this is done, reduce the monster’s XP value to 600 (CL 7).
Type: Monstrous Humanoid
Size: Medium
Intelligence: Average (9-12)
Hit Dice: 2
Movement: 45/220 (Swim 25/150)
Armor Class: 15 (Shield)
Attacks: 2 claws (1d4) or spear (1d8) or javelin (1d6/450’)
Saving Throws: F12, R12, W15
Environment: Jungles, wetlands
No. Appearing: 1d10
Alignment: Neutral
XP Value: 100 (CL 2)
Lizard men surprise their foes in their home territory on a roll Type: Humanoid
of 1-2 on 1d6. They are skilled jumping, swimming and Size: Medium
balancing. They can hold their breath for up to 2 minutes. Intelligence: Low (3-8)
Hit Dice: 2
Medusa Movement: 35/175
Armor Class: 12
Type: Monstrous Humanoid
Attacks: 2 claws (1d4) or by weapon
Size: Medium
Saving Throws: F12, R15, W16
Intelligence: Average (9-12)
Environment: Underground
Hit Dice: 6
No. Appearing: 1d20
Movement: 45/220
Alignment: Lawful Evil
Armor Class: 15
XP Value: 50 (CL 1)
Attacks: By weapon and snakes (1d4 + Poison III)
Saving Throws: F12, R10, W10
Oni (Skookum)
Type: Giant
Mummy Size: Large
Intelligence: High (13-18)
Type: Undead Hit Dice: 5 (15-20 hp)
Size: Medium Movement: 50 (Fly 50)
Intelligence: Low to High Armor Class: 18
Hit Dice: 6 Attacks: Slam (1d6) or by weapon
Movement: 35 Saving Throws: F10, R13, W12
Armor Class: 17 [Silver] Special: Regenerate, psychic power resistance 10%
Attacks: Slam (1d6 + mummy rot) Environment: Any
Saving Throws: F12, R12, W11 No. Appearing: Solitary
Special: Vulnerable to fire, resistance to physical blows Alignment: Lawful Evil
Environment: Tombs XP Value: 500 (CL 6)
No. Appearing: 1
Alignment: Chaotic Evil The oni is a supernatural ogre originating in Japanese folklore.
XP Value: 600 (CL 7) An oni looks like a giant, grotesque humanoid with sharp
claws, long, unkempt hair and long horns. They most
Mummies are preserved corpses animated through the commonly have red or blue skin. Oni favor loose, comfortable
auspices of ancient Egyptian, Chinese, Iranian, Siberian, Aztec clothing and lightweight Japanese-style armor, and they carry
or Incan science and sorcery. If you include the bog bodies, glaives or katana. The skookum is a similar creature from the
mummies can also be found in the British Isles, Scandinavia folklore of the Pacific Northwest.
and Germany and the Carpathians as well. Modern mummi-
fications include those of Jeremy Bentham in the 1830’s and Oni are capable of causing disease (Fortitude saving throw or
Vladimir Lenin in the 1920’s (and a game involving Lenin’s contract random disease) and bestow curse (as a 5th level
mummy running wild in 1930’s Moscow would be grand!) occultist) with their evil eye.
Mummies entered the popular consciousness with the Onis have the following supernatural powers: At will—cloud
discovery of King Tut’s tomb in 1922 by Howard Carter. minds; 1/day—dominate, etherealness, illusion, matter
Previous to that, the idea of a resurrected mummy was written agitation, metamorphosis.
about in 1827 in the novel The Mummy!: Or a Tale of the
Twenty-Second Century by Jane C. Loudon. Bram Stoker’s The
Phantom Monster
Rakshasa use psionic powers as 7th level psion. A rakshasa’s A Sasquatch, or “big foot”, is a hairy humanoid, probably a
typical powers are dominate, ego whip, illusion, sensitivity to primate, with long, tawny fur, large black eyes, a pronounced
psychic impressions, suggestion, telekinesis, transvection. They brow ridge and a large, low-set forehead. Its footprints
also have ESP as a continuous power. measure 2 feet in length and 8 inches in width. Sasquatches
Revenant are omnivorous and nocturnal.
Type: Undead Most sightings of the creature have been in the Pacific
Size: Medium Northwest of North America, but sightings have been claimed
Intelligence: Average (9-12) across the continent. Similar creatures have been sighted
Hit Dice: 3+1 elsewhere, such as the Hibagon of Japan, Yowie of Australia,
Movement: 55/220 Yeren of Mongolia and the Yeti of the Himalayas (q.v.) While
Armor Class: 18 most sightings have been misidentifications or hoaxes, some
Attacks: Strike (1d4) or by weapon people have suggested they are actually surviving populations
Saving Throws: F14, R13, W12 of Gigantopithecus or Paranthropus.
Special: Regenerate, special vulnerability A Sasquatch has an oppressive, bestial stink that frightens
Environment: Any domestic animals (Will save or frightened).
No. Appearing: 1d6
Alignment: Chaotic Evil Sea Serpent
XP Value: 200 (CL 3)
Type: Monstrous Beast
A revenant appears much as it did in life, but with a deathly Size: Huge (30-200’ long)
pallor. Its body typically shows subtle or obvious signs of its Intelligence: Animal (1-2)
manner of death. A revenant knows that it is dead and seeks to Hit Dice: 9
hide this fact. Those who knew the revenant in life can usually Movement: Swim 70/700
recognize it. The revenant retains its memories and habits, but Armor Class: 15
it seems more emotionally distant than it once was. Astute Attacks: Bite (2d8 + swallow whole) or tail slap (2d8 +
observers might also note that the revenant is nimbler than it constrict)
once was. Revenge is the revenant’s sole purpose of existence. Saving Throws: F6, R6, W14
Environment: Oceans, lochs
A revenant is terrified of any specific items directly associated No. Appearing: 1d2
with its cause of death (Will save or flee in panic). XP Value: 900 (CL 10)
Each revenant has a special vulnerability related to the way it While all sea serpents have snake-like bodies, other features of
died. Only damage that matches the revenant’s special the monsters vary widely. Some have slender fins like those of
vulnerability (see below) actually reduces its hit points. an eel, while others have completely smooth bodies. The head
of one may be shaped like a horse, another like a seal.
Skeleton
Type: Undead
Size: Medium
Intelligence: Average (9-12)
Hit Dice: 1
Movement: 45/220
Armor Class: 13
Attacks: 2 claws (1d4)
Saves: F15, R15, W13
Environment: Any
No. Appearing: 1d8
Alignment: Neutral
XP Value: 50 (CL 1)
Vampire
Type: Undead
Size: Medium
Intelligence: Average (9-12)
Hit Dice: 8
Movement: 50/300
A vampire can climb sheer surfaces as though it were a spider. A wendigo that suffers damage when fighting flies into a
berserk rage the following round, clawing and biting madly
A vampire has several weaknesses. A VM can give a vampire until either it or its opponent is dead. An enraged wendigo
fewer weaknesses, but each lost weakness should cost the gains one additional attack each round. A wendigo is such a
vampire one special ability. For example, a vampire that is tenacious combatant that it continues to fight after reaching 0
immune to the effects of garlic might also be unable to hit points by passing a Fortitude save each round. When the
summon children of the night. wendigo fails a Fortitude save, it finally dies.
DIRECT SUNLIGHT: The merest sliver of sunlight deals 2d6 A wendigo gains the benefit of invisibility by staying out of a
points of damage to a vampire. A vampire exposed to direct person’s direct vision. Any character looking in the general
sunlight for 1 full round must succeed on a Fortitude save or direction of the wendigo and making a successful Search task
be consumed by fire and destroyed utterly. check can see it.
GARLIC: A vampire cannot pass within 5 ft of garlic. A vampire Werewolf
takes a –2 penalty on hit against a target wearing garlic.
Type: Monstrous Humanoid
HOLY SYMBOL: A vampire takes a –2 penalty to hit against a Size: Medium
creature prominently wearing or brandishing a holy symbol. Intelligence: Average (9-12)
The symbol’s touch deals 1d4 points of damage to a vampire, Hit Dice: 7
and a vampire killed in this fashion is destroyed utterly. Movement: 50/300
INVIOLATE SANCTUARY: A vampire cannot enter a privately Armor Class: 15 [Silver]
owned residence unless it is invited in by the rightful owner. Attacks: Bite (1d6 + lycanthropy) or by weapon
Saving Throws: F12, R9, W10
A werewolf can assume wolf or hybrid form, but its gear is not
absorbed into the new form. The wolfman form has a short tail
and thick fur. The legs are like those of a wolf, and the head
combines humanoid and lupine features in degrees that vary
from one werewolf to the next. The animal form is that of a
fully-grown wolf without any trace of human features.
A werewolf can communicate with wolves. A friendly wolf the three days of the full moon. After receiving the spell, the
understands and heeds simple commands, such as “wait,” character must succeed on a Will save to break the curse (the
“chase,” “flee,” and “attack.” caster knows whether the spell works). Otherwise, the process
must be repeated. Characters undergoing this cure are often
When a character contracts lycanthropy through a werewolf’s kept bound or confined in cages until the cure takes effect.
attack, no symptoms appear until the first night of the next full
moon. Then, the afflicted character involuntarily assumes Only afflicted lycanthropes can be cured of lycanthropy.
animal form and becomes a ravenous beast, forgetting his or Natural lycanthropy cannot be cured.
her own identity. The character remains in animal form until
When returning to normal form after an involuntary change,
dawn and remembers nothing about the incident.
the character attempts a Will save to realize what has
Thereafter, the character is subject to involuntary trans- happened. If the save succeeds, the character becomes aware
formation under the full moon and whenever he is damaged in of the affliction and can now voluntarily attempt to change to
combat. He or she feels an overwhelming rage building up and animal or hybrid form. Any voluntary change to animal or
must succeed on a Will saving throw to resist changing into hybrid form immediately and permanently changes the
animal form. character’s alignment to Chaotic Evil.
White apes resemble gorillas but are far more aggressive. Will-o’-the-Wisp
Having adapted to a subterranean life, they have lost all Type: Aberration
pigment in their skin and hair, making them stark white, and Size: Tiny (1’ diameter, 3 lb)
giving them the ability to see in darkness up to 60’. Intelligence: Average (9-12)
White Wraith Hit Dice: 9
Movement: Fly 60/720
Type: Ooze Armor Class: 24
Size: Large (20’ diameter, 500 lb) Attacks: Shock (2d8 electricity/10’)
Intelligence: Non- (0) Saving Throws: F14, R10, W9
Hit Dice: 8 Special: Immune to psychic powers, natural invisibility
Movement: Fly 40/200 Environment: Wetlands
Armor Class: 11 No. Appearing: 1d4
Attacks: 2 slams (2d6 + 1d6 acid) Alignment: Chaotic Neutral
Saving Throws: F10, R11, W11 XP Value: 900 (CL 10)
Special: Immune to damage from bludgeoning weapons,
vulnerable to piercing damage Will-o’-the-wisps look like lights that can be yellow, white,
Environment: Any green, or blue. They are also called jack-o’-lantern, friar’s
No. Appearing: 1 lantern, hinkypunk, spook-lights and ghost candles.
Alignment: Neutral
XP Value: 800 (CL 9) Will-o’- the-wisps are easily mistaken for lanterns, especially
in the foggy marshes and swamps where they reside. A will-o’-
A white wraith appears as a gigantic “amoeba” floating the-wisp’s body is a globe of spongy material. It sheds as much
through the air. A white wraith was first sighted near light as a torch. They speak to creatures in their minds, and
Crawfordsville, Indiana in 1899. The creature was described thus in their native tongue. They have no vocal apparatus but
as, "about eighteen feet long and eight feet wide and moved can vibrate to create a voice with a ghostly sound.
rapidly through the air by means of several pairs of side fins. It A frightened will-o’-the-wisp can extinguish its glow,
was pure white and had no definite shape or form, resembling becoming invisible and gaining a +10 bonus to Armor Class.
somewhat a great white shroud fitted with propelling fins.
There was no tail or head visible but there was one great Yeti
flaming eye, and a sort of a wheezing plaintive sound was
emitted from a mouth which was invisible. It flapped like a flag Type: Monstrous Humanoid
in the winds as it came on and frequently gave a great squirm Size: Large (8’ tall, 300 lb)
as though suffering unutterable agony." Intelligence: Average (9-12)
Hit Dice: 4
Any creature that takes damage from a white wraith’s slam Movement: 45/220
attack also takes 1d6 points of acid damage from its digestive Armor Class: 14
enzymes. These enzymes continue to dissolve the victim even Attacks: 2 claws (1d6 + constrict)
after the attack, dealing 1d6 points of acid damage each round Saving Throws: F13, R11, W11
until the wound is washed with at least 1 pint of water. Environment: Himalayas
No. Appearing: 1d4
A white wraith can simply bowl over opponents up to size Alignment: Neutral
Large during a move action. This attack affects as many XP Value: 400 (CL 5)
opponents as the monster’s body can cover. Each target can
make either a free attack against the monster or a Reflex A yeti is a large, white-furred, human-shaped creature. Its long
saving throw to avoid being engulfed. A successful save fur is heaviest around the head and shoulders, and its hands
indicates that the target has been pushed back or aside and feet are wide and flat. Layers of fat insulate its body,
(target’s choice) as the monster moves forward. An engulfed allowing it to survive and even thrive in subzero conditions.
Leader
Type: Monstrous Humanoid
Size: Medium (6’ tall)
Intelligence: Super (19+)
Hit Dice: 3
Movement: 40/200
Armor Class: 12 [Silver]
Attacks: Ego whip, id insinuation or psychic crush or slam (1d2)
Saving Throws: F14, R12, W9
Environment: Any
No. Appearing: 1d4 + 15 workers each
Alignment: Neutral
XP Value: 300 (CL 4)
AND
96-99 5 1
100 + 6 2
WONDROUS
and an additional power at every odd level thereafter until
they have unlocked their maximum repertoire of powers.
When a character has unlocked all of his minor powers, he
begins unlocking his major powers. Each power should be
determined randomly, with duplicates being re-rolled.
G
01-02 Akashic Knowledge 1
RIT & VIGOR is primarily interested in simulating real
03-04 Biofeedback 3
life adventure (though sometimes larger-than-life).
But adventure stories have never been constrained 05-06 Body Adaptation 5
by reality, so why should games? For those who wish to 07-08 Body Adjustment 5
introduce a bit of fantasy into their games, this appendix 09-10 Clairsentience 5
provides guidelines for creating and running supernatural
11-12 Cloud Minds 4
characters.
13-21 Death-Warning 1
Psychic Phenomena 22-31 Dowsing 1
32-41 Empathic Projection 1
The following scheme is presented as an optional rule to allow
any character in the game with high mental ability scores a 42-43 Energy Medicine 5
chance to possess psychic powers. 44-48 ESP 3
49-53 Matter Agitation (Pyrokinesis) 3
Psychic Potential
54-55 Mesmerism 5
To determine the chance that a character has psychic powers, 56-65 Mindlink 1
add together their Intelligence, Wisdom and Charisma and
66-69 Mind Thrust 3
subtract 30. This equals the percentage chance that the
character has psychic powers. 70-74 Negation 5
75-81 Precognition 1
Example: John Delphi is a fighter with an Intelligence of 9,
82-91 Psychic Sensitivity 1
Wisdom of 12 and Charisma of 14. This totals 35. By
subtracting 30 from this total, we see that John has a 5% 92-93 Telekinesis 5
chance of having psychic powers. 94-98 Transvection 3
99-100 Ubiquitous Vision 5
Psychic Strength
Power Points
1-2 1 14 You suffer 1d6 points of damage per failed spell level from
spiritual feedback (Will save for half damage)
3-4 2
15 You and all within 10 feet of you suffer 1d6 points of damage
5-6 3 per failed spell level (Will save for half damage)
7-8 4
9-10 5 Occultist Spell List
11-12 6
First Level Spells
Casting a spell normally requires one minute of time. Black Magic White Magic
Spellcasting involves speaking magic words, making magic Akashic Knowledge Akashic Knowledge
gestures and using magic tools. For these reasons, a character Audible Glamer Bless
trying to cast a spell must be able to speak, and must have his
Charm Animal Comprehend Languages
hands free and his tools availabe. Magic tools can include
fetishes, voodoo dolls, idols, talismans, charms, wands, cups, Charm Person Control Light
bells, musical instruments, cards, and athames. Assume that a Command Cure Light Wounds
magician needs at least one such tools to cast a spell. Darkness Detect Evil
Detect Evil Light
When a character attempts to cast a spell and fails, there is a
10% chance per spell level of spiritual backlash. The Matter Agitation Multiply Food & Water
consequence of this backlash is rolled on the table below using Phantasmal Force Protection from Evil
1d6 and adding the level of the failed spell to the roll. The Protection from Evil Summon Animal I
consequences of the backlash remain in effect for 24 hours.
Psychic Sensitivity Turn Undead
White Magic and Black Magic
Spells are divided into two camps, black magic and white
magic. Any occultist can request a white or black magic spell,
but meddling with black magic is more dangerous. When
rolling the consequences of a failed spell casting attempt, if the
spell was black magic, add +1 to the result unless the character
is Evil. Evil creatures requesting White Magic spells suffer a -2
penalty to their spell casting task check.
Speak With Animals Speak With Animals Find the Path Exorcism
Rage Negation
Eighth Level
Reveal Secrets Remove Curse
Speak With Dead Summon Animal III Black Magic White Magic
Minimum Ability Scores: A psion’s Intelligence, Wisdom and This spell grants the target (who must be touched) a +1 bonus
Charisma scores must add up to 36 to become a psion. on attack rolls and saves against fear effects, plus 1d6
temporary hit points that disappear after one hour.
Psions are skilled at the following tasks: Communicate, Crack
Codes, Display Knowledge, Hypnotize and Search Akashic Knowledge
Psions lose the scholar’s normal abilities to improvise objects Power Points: 1
using mechanics and chemistry, though they retain the ability
Spell Level: 1
to tinker with electronics.
Accessing the akashic knowledgebase permits the user to be
Psions are capable of using psychic powers, as described
counted as “skilled” in one task chosen when the power is
above. Unlike normal human beings who happen to have
activated. Duration is one hour.
psychic powers, psions need not roll for psychic potential – it
is assumed. A psion has a number of power points equal to the Astral Projection
sum of his Intelligence, Wisdom and Charisma scores.
Power Points: 17
At each level, the psion opens two new powers. The psion can
choose any minor or major power, but can only open one Spell Level: 9
major power for every three minor powers he has opened.
The psion or occultist can enter a trance and project his astral
The Vampire Hunter spirit from his physical body. This astral spirit is incorporeal
and unable to interact with the physical world. Astral spirits
The vampire hunter is a scholar who specializes in the lore of can only communicate using the power of telepathy. An astral
monsters, especially the undead and in particular vampires. spirit can travel freely over the physical world, and can enter
The original vampire hunter is Dr. Abraham Van Helsing, M.D., the ethereal and astral planes at will. The astral spirit can
D.Ph., D.Litt, etc. Van Helsing is not only a scholar, but also a interact with objects and creatures on the ethereal and astral
fine physical specimen with an iron will. planes, and can communicate normally therein. If a person’s
astral spirit is killed, his physical body dies as well.
The vampire hunter has all the abilities of the scholar, with the
following alterations and additions: Audible Glamer
Minimum Ability Scores: Wis 13, Int 11, Con 9, Str 9 Spell Level: 1
The vampire hunter is skilled at the following tasks: This spell allows you to create a volume of sound that rises,
Chemistry, Crack Code, Display Knowledge, Gather Intell- recedes, approaches, or remains at a fixed place. You choose
igence, Hypnotize, Listen at Doors, Search, Treat Injury what type of sound the spell creates when casting it and
cannot thereafter change its basic character. You can produce
As specialists in the supernatural, vampire hunters must take as much noise as four normal humans per caster level. The
the Occult as their “Display Knowledge” specialty. They retain spell lasts for 10 minutes, and has a range of 30 feet.
the ability to research and improvise, but not the ability to
maximize the performance of machines. Augury
Their long experience with strange creatures has made them Spell Level: 2
immune to fear. In addition, they enjoy a +2 bonus to save vs.
An augury can tell you whether a particular action made in the
hypnotism and mind control.
next hour will bring good or bad results. The base chance for
Charm Animal This spell blesses a 20-ft. radius area within 30 feet of you.
Turn undead spells cast within the area gain a +2 bonus to the
Spell Level: 1 turn undead roll. Undead creatures that enter a consecrated
This spell functions like charm person (q.v.), except that it only area suffer a -1 penalty on attack rolls, damage rolls, and
affects animals (not including monstrous beasts). saving throws. Undead cannot be created within or summoned
into a consecrated area. If the consecrated area contains an
Charm Person altar, shrine, or other permanent fixture dedicated to a higher
power, the modifiers are doubled. The spell lasts 24 hours.
Spell Level: 1
Create Food & Water
This charm makes a humanoid creature within 30 feet of you
regard you as its trusted friend and ally. You cannot control Spell Level: 3
the person, but you can influence them as though you were a
lifelong friend. Any hostile act or suggestion breaks the spell. This spell creates a one-day supply of food and drinking water
The spell lasts until it is dispelled in some manner. for 24 men or 12 horses (or a combination of the two). At 9th
level, the amount of food and water created doubles.
Clairsentience
Cure Light Wounds
Power Points: 5
Spell Level: 1
With this power, you can see and hear what is happening in a
distant place. If you have never been in this place, or do not When laying your hand upon a living creature, you cure 1d6+1
know somebody present in the place, the task check to activate points of damage. This spell deals damage to undead instead of
this ability is made at a ‐5 penalty. curing their wounds.
With this ability, you can cloud people’s minds, making you As cure light wounds, but it heals 3d6+3 points of damage.
invisible to them. Just as with the occultist spell invisibility, Darkness
attacking ends the effect.
Spell Level: 1
Command
This spell causes complete darkness in a 15-foot radius. Even
Spell Level: 1 creatures that can normally see in darkness are unable to
With this spell, you may issue a one word command to a target pierce this darkness. The darkness lasts for one hour.
within 30 feet of you. The target obeys the command to the
best of its ability at its earliest opportunity. If you command a
creature to “die”, they simply play dead for 1 round.
This spell has the opposite effect of the consecrate spell. This is the ability to project powerful emotions into the mind
of a target. It is up to the VM to determine the effects these
Detect Evil emotions might have on a situation. A psychic who fails his
Spell Level: 1 saving throw to activate this power must make an additional
saving throw or be struck with the emotions himself.
The caster detects any evil enchantments, evil intentions, evil
thoughts, or evil auras within 60 feet of the spell’s caster. E. S. P.
Poison is not inherently evil, and cannot be detected by means Power Points: 3
of this spell. The spell lasts for one hour.
Spell Level: 2
Divination
With this ability, the user can read a subject’s mind. Only
Power Points: 7 surface thoughts are read with this power or spell.
Spell Level: 4 Exorcism
A divination provides you with a useful piece of advice in reply Spell Level: 6
to a question concerning a specific goal, event, or activity that
is to occur within one week. The base chance for a correct This spell forces an outsider from beyond the mortal realms
divination is 70% + 1% per caster level, to a maximum of 90%. back to its proper plane if it fails a Will saving throw. If the
If the dice roll fails, you know that the spell failed. spell is successful, the creature is instantly whisked away.
With this power, you can control the actions of any humanoid A familiar is a spirit in the form of an animal that is bound the
creature through a telepathic link that you establish. Once you soul of an occultist. This familiar spirit bestows several
give a dominated creature a command, it attempts to carry out benefits upon the occultist, as it acts as a loyal servant,
that command to the exclusion of all other activities except increases the occultist’s hit points and conveys certain abilities
those necessary for day-to-day survival. Subjects resist this on the occultist.
control with a Will saving throw, and any subject forced to
take actions against its nature receives a new saving throw d20 Familiar Ability Bestowed
with a +2 bonus. Obviously self-destructive orders are not 1-2 Bat Listen at doors skill
carried out. Once control is established, the range at which it 3-4 Cat Move silently skill
can be exercised is unlimited, as long as you and the subject
5 Hawk Find secret doors skill
are on the same plane. Dominating non-humanoids is done
with a -5 penalty to the psychic’s activation roll. 6-7 Lizard Climb sheer surfaces skill
8 Owl Darkvision (30 ft.)
Dowsing
9-10 Rat +2 to Fort saves
Power Points: 7 11 Raven +2 to Will saves
12 Snake Escape Bonds skill
Using a simple dowsing rod, the psychic can find the nearest
source of fresh water. He can also use this power to discover 13-14 Toad +3 hit points
the location of precious metals and gems, but suffers a ‐3 15 Weasel +2 to Reflex saves
penalty to his activation saving throw to do so. 16-20 No familiar available within spell range
Spell Level: 2
You preserve a corpse so that it does not decay for one week.
The spell also works on severed body parts and cuts of meat.
Illusion
Power Points: 7
Spell Level: 2
Intelligence
Spell Level: 2
Spell Level: 1 With a sharp thrust of your mental powers into the mind of
one sentient opponent, you inflict 1d6 points of damage plus
This is the ability to cause objects to burst into flames. The one point of damage for every point difference between your
ability can only be used on flammable objects, and inflicts 1d4 and your opponent’s intelligence scores. If an opponent’s
points of damage per level. Activating the psychic power intelligence score is unknown, assume that it is a 10. For
requires one round of concentration. creatures, use the following intelligence scores:
You forge a telepathic mind link with a chosen target. This Phantasmal Force
bond functions over any distance and lasts as long as you wish.
Spell Level: 1
Mind Switch
This spell creates a visual illusion of an object, creature, or
Power Points: 11 force, as visualized by you. The illusion does not create sound,
smell, texture, or temperature. You can move the image within
You can attempt to take control of a nearby living creature,
the limits of the size of the effect. The spell has a range of 500
forcing your mind and soul into its body, and its mind into
feet, and lasts as long as the occultist concentrates.
your body. You can target any creature whose Hit Dice are
equal to or less than your level. The activation roll for this
power is made at a -5 penalty. If the target fails a Will saving
Precognition allows you to glimpse fragments of potential This allows you to read the psychic vibrations given off by an
future events. What you see will probably happen if no one object or place, allowing you to learn elements of its history
takes action to change it, but your vision is incomplete and it like who last held the device, how it is used or traumatic
makes no real sense until the actual events you glimpsed begin events that happened in a place. The VM might impose
to unfold. In practice, activating this power grants you a penalties on the psychic’s task check to activate the power
“precognitive edge” for 1 turn per level. During this period, depending on the age and provenance of the object or the
you can apply a +1 bonus to any one attack roll, damage roll or place that is being read.
saving throw. You can elect to apply the bonus to the roll after
you determine that your unmodified roll is lower than desired. Putrefy
Spell Level: 1 This spell causes wounds to become infected. They can be cast
on any creature that has lost at least half of its hit points to
This spell creates a magical field of protection around the physical damage of some sort. The target of the spell must pass
caster, blocking out all elementals and outsiders. Evil monsters a Fortitude saving throw or begin losing 1 hit point per round
suffer a -1 penalty to hit the caster, and the caster gains +1 on until the wound is cleaned or is cauterized with fire (which
all saving throws against attacks and spells from such inflicts 1d6 points of fire damage to the victim).
creatures. The spell lasts for one hour.
Raise Tower
Psychic Sensitivity
Spell Level: 7
Power Points: 1
You conjure an extra-dimensional dwelling that has a single
Spell Level: 1 entrance. The entry point looks like a faint shimmering in the
air that is 4 feet wide and 8 feet high. Only those you designate
The psychic can perceive, in places, people, or things, the may enter the tower and the portal is shut and made invisible
presence of psychic powers or supernatural creatures within behind you when you enter. Once observers have passed
60 feet. The power lasts for one hour. beyond the entrance, they find themselves in a magnificent
Psychic Surgery foyer with numerous chambers beyond. The atmosphere
inside is clean, fresh, and warm.
Power Points: 17
You can create any floor plan you desire to the limit of the
Psychic surgery can be used to double a creature’s natural spell’s effect up to 30 cubic feet per level. The place is
healing rate or to grant a subject a +1 bonus to save against furnished and contains sufficient foodstuffs to serve a nine-
disease. It can also be used to heal or inflict 1d6 points of course banquet to a dozen people per caster level. A staff of
damage. This requires the psychic to touch the subject, and the invisible servants (two per caster level), which are liveried
psychic’s task check to activate the power is made at a ‐5 and obedient, wait upon all who enter.
penalty. At 5th level, the psychic can heal or inflict 2d6+2
points of damage, and at 10th level, 3d6+3 points of damage. Since the place can be entered only through its special portal,
outside conditions do not affect the mansion, nor do
Psychofeedback conditions inside it pass to the plane beyond.
You can readjust your body to boost one physical ability score Reveal Secret
at the expense of one or more other scores. Select one ability
score you would like to boost, and increase it by the same Spell Level: 3
amount that you decrease one or more other scores. This This spell plucks one secret from a target within 30 feet and
boost lasts for 1 minute, but the lowered ability scores only telepathically communicates it to all other creatures within 30
regenerate at the natural rate of healing; i.e. one point per day.
Spell Level: 2
Spell Level: 2
Strength
Spell Level: 2
The spell grants the subject a strength score of 18. The spell
lasts for one hour.
Summon Animal I
Aleister Crowley (1875-1947)
Spell Level: 1
Called “the Beast” by his mother, Crowley resisted the Christian
teachings of his childhood, and reveled in sin. His first mystic The caster summons an animal or animals who serve him until
experience occurred in 1896 in Stockholm. He joined the Golden slain or until the duration of the spell expires. The occultist can
Dawn in 1898 and developed his own practice, Thelema, in 1904, summon 1d2 Challenge Level (CL) 0 creatures, or one CL 1
writing The Book of the Law. In 1907 he founded his own order,
creature. The animal remains for 6 rounds.
A∴A∴, with their headquarters in London. During his life he was
also a poet, writer, propagandist and spy for the British during the Summon Animal II
First World War. He also had an interest in mountain climbing.
Crowley was addicted to heroin, cocaine and perhaps hashish. Spell Level: 2
CN Occultist, LVL 9, HP 20, AC 10, MV 40, ATK +3, SV F11 R9 W8, The caster summons an animal or animals who serve him until
Str 10 Int 16 Wis 13 Dex 11 Con 6 Cha 12 slain or until the duration of the spell expires. The occultist can
summon 1d4 Challenge Level (CL) 0, 1d2 CL 1 creatures, or
Special: Mix substances, cast magic spells
one CL 2 creature. The animal remains for 6 rounds.
Knacks: Climb Sheer Surfaces
feet. The target of the spell may resist it with a Will saving
throw. If the saving throw is successful, and the target has a
Wisdom score higher than the Wisdom score of the occultist
who cast the spell, there is a 5% chance per difference in
Wisdom that the spell is turned back on the caster.
The caster summons an animal or animals who serve him until With this power you can project your thoughts into the minds
slain or until the duration of the spell expires. The occultist can of other sentient creatures. Penalties may be applied to this
summon 1d6 Challenge Level (CL) 0, 1d4 CL 1 creatures, 1d2 ability based on the distance or number of the targets. If
CL 2 creatures or one CL 3 creature. The animal remains for 6 communicating with animals or other non-sentient creatures,
rounds. or the alien minds of aberrations, the psychic suffers a -5
penalty on his task check to activate the power.
Summon Animal IV
Transmute Liquid
Spell Level: 3
Spell Level: 7
The caster summons an animal or animals who serve him until
slain or until the duration of the spell expires. The occultist can This spell transmutes one liquid into another, e.g. water into
summon 1d8 Challenge Level (CL) 0, 1d6 CL 1 creatures, 1d4 wine, wine into blood, etc. The spell transmutes up to one pint
CL 2 creatures, 1d2 CL 3 creatures or one CL 4 creature. The of liquid per occultist level, and the transmutation lasts for one
animal remains for 6 rounds. hour per level of occultist.
BLOOD,
G&V, but do want to use supernatural creatures from B&T in a
game, you will want to allow them to be harmed by silver.
TREASURE, and the damage caused by weapons between the games, but
they are probably not large enough to worry about. In terms of
weapon proficiency lists, use your best judgment. If you think
GRIT AND B&T characters should have access to firearms, then so be it.
When in doubt, consult a similar class in G&V.
The differenced between the two games are few, but they are
worth noting: JMS
2) Feats are an optional system in B&T, but they are key part
of G&V characters.
……………………………………………………………………………………………………………………………………………………………………………………………………………..
CHARACTER ABILITIES
It just takes …
GRIT
AND VIGOR
Bold ventures for rugged fellows