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Grit & Vigor

Grit & Vigor is a roleplaying game set in the modern era that allows players to experience lives of adventure and daring through their characters. The game is played with paper, pencils, character sheets, and dice rolls to determine the outcomes of actions. It uses standard 6-sided dice as well as other polyhedral dice with more sides to resolve tasks. The game aims to bring the virtues of rugged individualism to players' lives by providing an imaginative outlet for adventure.

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Jens Sierens
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
2K views202 pages

Grit & Vigor

Grit & Vigor is a roleplaying game set in the modern era that allows players to experience lives of adventure and daring through their characters. The game is played with paper, pencils, character sheets, and dice rolls to determine the outcomes of actions. It uses standard 6-sided dice as well as other polyhedral dice with more sides to resolve tasks. The game aims to bring the virtues of rugged individualism to players' lives by providing an imaginative outlet for adventure.

Uploaded by

Jens Sierens
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Grit & Bold Ventures for

Rugged Fellows

vigor
MODERN ADVENTURE RPG

By John M. Stater
GRIT & VIGOR
A Manly Adventure Game By John M Stater

Table of Contents

CHAPTER I. Getting Started 1 CHAPTER IV. Man Versus 59


The Dice 1 Time, Movement 59
CHAPTER II. Rugged Individuals 2 Encumbrance, Saving Throws 60
Ability Scores 3 Starvation and Thirst, Light 61
Character Backgrounds 4 Falling, Disease, Poison, Intoxicants 62
Character Classes 6 Fire 63
The Fighter Class 6 Radiation Sickness, Conditions 64
The Scholar Class 12 Tasks 65
The Rogue Class 15 Encounters 66
The Daredevil Class 18 Combat 67
Feats 26 Damage and Death 72
Character Detail 36 Vehicles 74
CHAPTER III. Tools 40 Buildings and Complexes 77
Money 40 Wilderness Dangers 80
Weapons 40 Downtime 82
Artillery 44 Example of Play 83
Explosives & Splash Weapons 45 CHAPTER V. Bold Ventures 85
Armor 47 Genres 85
General Equipment 50 Timeline of Adventure (1880-1939) 95
Vehicles 55 CHAPTER VI. Men and Monsters 127
Contacts and Henchmen 58 APPENDIX A. The Weird and Wondrous 178
APPENDIX B: Blood, Treasure, Grit and Vigor 192

Edited by John M Stater

Play testing by Aaron Siddall

Cover by George Bellows, back cover by Vincent Van Gogh

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

Copyright 2016 by John M. Stater

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

GETTING several people weaving a tale of adventure and exploration. In


order to keep the game from being a series of arguments over
whether the actions in the game are successful or not, dice are

STARTED
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”

6 sided dice are abbreviated as “d6”

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”.

GRIT & VIGOR 1


Chapter II Class: A character’s class is their occupation, a collection of
skills, special abilities and fighting skill.

RUGGED Experience Points: As character’s adventure, they gain


experience. This experience is measured in Experience Points,
or XP. A character’s total number of experience points

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.

GRIT & VIGOR 2


Ability Scores
Characters are defined by six ability scores. These scores
represent the character’s mental and physical faculties and
apply a bonus or penalty to the actions they attempt in the
course of play.

Typically, a player rolls three six-sided dice (3d6) for each of


his character’s ability scores. This procedure produces
characters that are average in most abilities, with maybe one
or two abilities that are above or below average.

Average characters are not acceptable to some players and


VMs, so they can alter the ability score procedure as they see
fit. Some Venture Masters allow players to roll 4d6 for each
ability score, dropping the lowest dice and then adding
together the other three dice. Others allow players to roll the
scores and then assign them to the ability scores rather than
strength modifier to melee attack rolls, damage rolls when
rolling the scores in order. Some use both options. Use the
using a melee weapon or a thrown weapon and the following
method your VM prefers.
tasks: Athletics, Bend Bars, Break Down Doors, Climb Sheer
Each ability score has a modifier ranging from -5 to +5. This Surfaces, Jump, Lift Gates and Swim.
modifier is the number you apply to dice rolls when your
Dexterity (Dex)
character tries to do something governed by that ability score.
A positive modifier is called a bonus, and a negative modifier is Dexterity measures hand-eye coordination, agility, reflexes
called a penalty. and balance. This ability is an important one for members of
the rogue and daredevil classes. A character applies his
Ability Score Ability Modifier dexterity modifier to ranged attack rolls, Armor Class (AC),
1 -5 Reflex saving throws (for avoiding explosions, traps, death
2 -4 rays and other attacks that can be escaped by moving quickly)
and the following tasks: Acrobatics, Drive Car, Escape Bonds,
3 -3
Hide in Shadows, Move Silently, Open Lock, Pilot Aircraft, Ride
4, 5 -2
Bike, Ride Mount, Shoot Billiards, Ski, Sky Dive, Sleight of
6, 7, 8 -1 Hand, Surf, and Woodworking.
9, 10, 11, 12 0
Constitution (Con)
13, 14, 15 +1
16, 17 +2 Constitution represents health and stamina. A constitution
bonus increases a character’s hit points, so it is important for
18 +3
all classes, but especially for members of the fighter and
19 +4
daredevil classes. A character applies his constitution modifier
20 +5 to each roll of a Hit Die (although a penalty cannot drop a
result below 1), Fortitude saving throws (for resisting poison,
Ability scores for non-player characters can be lower than 3 or fighting off disease, resisting intoxicants and narcotics and
higher than 18. Ability scores for player characters cannot be similar threats) and the following tasks: Endure.
lower than 3 or higher than 18.
Intelligence (Int)
Strength (Str) Intelligence determines how well your character learns and
Strength measures muscle power. This ability is especially reasons. This ability is important for members of the scholar
important for members of the fighter class because it helps class. Animals have an intelligence score of 1 or 2. Sentient
them prevail in combat. Strength also limits the amount of creatures have an intelligence score of at least 3. You apply the
weight your character can carry. A character applies his intelligence modifier to the number of languages your

GRIT & VIGOR 3


character knows at the start of the game (see below), and the d% Youthful Experience
following tasks: Appraise Value, Bomb Target, Chemistry,
01 Collected trading cards (Appraise Value knack)
Crack Code, Demolitions, Display Knowledge, Electronics,
02 Won big game at school (Athletics knack)
Forge Document, Gunnery, Mechanics, Practice Vocation,
Survive Outdoors, and Treat Injury. 03 Escaped from jail (Bend Bars knack)
04 Worked as a volunteer fireman (Break Down Doors knack)
Languages: Characters begin the game knowing how to speak,
05 Ran with a gang of toughs (Cant knack)
read, and write a number of languages equal to 1 + their
intelligence modifier. Even if they have a negative intelligence 06 Received a chemistry set for birthday (Chemistry knack)
modifier, they always speak at least one language, although 07 Climbed the tallest tree in your neighborhood (Climb Sheer
they may be illiterate. Surfaces knack)
08 Grew up in a city with many immigrants (Communicate knack)
Wisdom (Wis)
09 Invented a cipher for you and your pals (Crack Code knack)
The wisdom score represents common sense, willpower, 10 Played with firecrackers (Demolitions knack)
perception and intuition. While the intelligence score
11 Burned the midnight oil studying (Display Knowledge knack)
represents one’s ability to analyze and remember information,
wisdom represents awareness of one’s surroundings. You 12 Participated in the amateur theatrics (Don Disguise knack)
apply a wisdom modifier to Will saving throws (for negating 13 Got first place in the soapbox derby (Drive Car knack)
the effect of supernatural powers and avoiding surprise) and 14 Built your own crystal radio set (Electronics knack)
the following tasks: Gamble, Listen at Door, Seamanship, 15 Rowed crew in school (Endure knack)
Search, Spelunk, and Track.
16 Escaped from kidnappers (Escape Bonds knack)
Charisma (Cha) 17 Received a fine home training (Etiquette knack)

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)

GRIT & VIGOR 4


38 Spent your afternoons in pool halls (Shoot Billiards knack) 77 Studied advanced mathematics (+1 to Intelligence)
39 Wintered in the mountains (Ski knack) 78 Spent time hunting in the wilderness (+1 to Wisdom)
40 Jumped off a roof using a blanket for a parachute … and 79 Was excellent with a slingshot (+1 to Dexterity)
survived (Sky Dive knack) 80 Always ate your vegetables and drank your milk (+1 to
41 Worked the crowds as a pick pocket (Sleight of Hand knack) Constitution)
42 Explored an abandoned mine (Spelunk knack) 81 Had to talk yourself out of many scrapes (+1 to Charisma)
43 Summered in California or Hawaii (Surf knack) 82 Raised a stray pup (gain a dog as a free sidekick)
44 Spent a week on a deserted island (Survive Outdoors knack) 83 Lived with a gypsy family (+5% chance of psychic powers; See
Appendix A)
45 Raised by the water (Swim knack)
46 Got ventriloquist dummy for birthday (Ventriloquism knack) 84 Went abroad for the summer (learn one foreign language)
85 Worked hard, lived simply (double normal starting money)
47 Learned to hunt from an old scout (Track knack)
86 Escaped from a burning house (+2 save vs. fire)
48 Took care of little cousins and siblings (Treat Injury knack)
49 Helped an older relation in the shop (Woodworking knack) 87 Never sick a day in your life (+2 save vs. disease)
88 Kept yourself morally straight (+2 save vs. temptation)
50 Caught frogs in the black of night (Blindfight feat)
51 Looked out for the little kids (Bodyguard feat) 89 Wrestled with the big kids (no penalty when grappling with
creatures up to one size larger)
52 Never said “uncle” (Diehard feat)
90 Spent the night in a real haunted house (+2 save vs. fear)
53 Interested in everything, never took a rest (Dilettante feat)
91 Stood lookout for friends (only surprised on 1 on 1d8)
54 Shot at while trespassing (Dodge feat)
92 Worked as cowpuncher (+2 save vs. being trappled)
55 Learned the sweet science (Expertise feat)
93 Dove for pearls (hold breath for twice as long as normal)
56 Worked as a prize fighter (Exploit Weakness feat)
94 Well versed in the classics (+1 reaction with scholars)
57 Took up archery (Far Shot feat)
95 No stranger to the saloon (+2 save vs. alcohol)
58 Stole home base or racked up the runs (Fast feat)
96 Inherited money (bonus $100 to start game)
59 Lived off the land for weeks (Great Fortitude feat)
97 Studied meditation from a master (+2 save vs. psychic powers
60 Raised in poverty (Improvise feat) and magic spells)
61 Learned to trust your instincts (Intuition feat) 98 Trained to run a marathon (+2 save vs. fatigue)
62 Stood up to the class bully (Iron Will feat) 99 Born under a lucky star (re-roll one failed roll per adventure)
63 Formed a gang as a kid (Leadership feat) 100 Roll again, and take bonus roll
64 Narrowly escaped death (Lightning Reflexes feat)
65 Kept your head on swivel (Look Smart feat)
66 Studied physics (Modern Archimedes feat)
67 Played lots of football (Nip-Up feat)
68 Hunted rabbits as a kid (Point Blank Shot feat)
69 Felled a bully with one blow (Power Attack feat)
70 Had to learn to fight dirty because you were small for your age
(Rough & Tumble feat)
71 Made many daring escapes after stealing apples (Run feat)
72 Always had a big mouth (Taunt feat)
73 Scrapped with the fellas (Toughness feat)
74 Took fencing lessons from an old master (Two-Weapon
Fighting feat)
75 Worked on the docks (Workhorse feat)
76 Lots of hard labor (+1 to Strength)

GRIT & VIGOR 5


Character Classes Advancing in Level

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.

The Fighter Class


Fighters are trained to fight, whether up close and personal or
at long range. They are rugged characters, used to danger and
hardship. Fighters may be motivated by money, a craving for
adventure or a desire to best any and every man alive. They
are trained to kill, and as they advance in level they become
increasingly deadly, especially in melee combat.

Requirements

Fighters must have a Strength score of 9 or higher.

Weapon Proficiency

Fighters begin the game proficient with nine weapons,


including military and specialist firearms. A fighter suffers a -1
penalty hit with a weapon with which he is not proficient.

Fighter Abilities

Fighters are skilled at the following tasks: Bend Bars, Break


Down Doors, Endure, Jump and Lift Gates.

Fighters enjoy an extra attack against opponents with fewer


hit dice than they. A 6th level fighter attacks twice per round
in melee combat against opponents of any number of hit dice.
A 12th level fighter attacks twice per round against opponents
of any number of hit dice, and three times per round against
opponents with fewer than half the fighter’s hit dice.

At 2nd level, a fighter can take advanced training and become


skilled in one of the following tasks: Demolitions, Gunnery,
Ride Mount, or Treat Injury. In place of this skill, the fighter
can instead choose a bonus combat-oriented feat.

GRIT & VIGOR 6


Level XP Hit Dice Attack Fort Ref Will Boxers are skilled at the following tasks: Acrobatics, Bend
Bars, Break Down Doors, Endure, Hide in Shadows, Jump, Lift
1 0 1d10 +1 13 14 15
Gates, Listen at Doors and Move Silently. They do not gain an
2 2,000 2d10 +2 12 14 15
additional skill at 2nd level.
3 4,000 3d10 +3 12 13 14
As a boxer advances in level, he increases the damage dice he
4 8,000 4d10 +4 11 13 14
rolls when he succeeds at an unarmed attack, his natural (i.e.
5 16,000 5d10 +5 11 12 13
unarmored) Armor Class and his movement rate.
6 32,000 6d10 +5 10 12 13
7 64,000 7d10 +6 10 12 13 Level Unarmed Damage Armor Class Movement

8 120,000 8d10 +7 9 11 12 1 1d4 10 55’

9 170,000 9d10 +8 9 11 12 2 1d6 11 55’

10 220,000 10d10 +9 8 11 12 3 1d6 12 60’

11 270,000 11d10 +10 8 10 11 4 1d6+1 12 65’

12 320,000 12d10 +10 7 10 11 5 2d4 13 65’


6 1d6+2 14 70’

Fighter Sub-Classes 7 2d6 14 75’


8 3d4 15 75’
While the above information applies to most fighters, some
9 2d6+1 16 80’
characters can qualify for one of the fighter sub-classes.
10 3d4+1 16 85’
Sub-Class Str Int Wis Dex Con Cha 11 4d4 17 85’
Boxer 13 - 13 13 11 - 12 5d4 18 90’
Commando 9 - - 13 - 11
Dragoon 11 - - 13 - 9 Boxers have the ability to employ a stunning attack once per
Dreadnought 13 - - - 13 - fight per level. A boxer must declare that he is making a
Duelist 9 11 - 13 - - stunning attack before he rolls his attack dice. If he hits, his
opponent must pass a Fortitude saving throw or be stunned
Gunfighter 9 - 11 13 - -
for 1d3 rounds. This does not work on plants, constructs, the
Man-At-Arms 9 - - - - - undead or other creatures without a normal anatomy.
Ranger 11 - 13 9 9 -
A 2nd level boxer learns to deflect arrows and other small
Samurai 9 11 13 11 - -
missiles other than bullets with his hands. The boxer can
Sapper 9 13 11 - - - attempt, once per round, to deflect a missile that would
otherwise hit him by succeeding at a Reflex save.
The Boxer A 15th level boxer (if you permit characters of such a high
level in your games) can set up vibrations within the body of
The boxer class is based on the famous Shaolin boxers of China
another creature that can thereafter be fatal if the boxer so
and other practitioners of the martial arts. Boxers are usually
desires. He can use this “quivering palm” technique no more
members of monasteries, fighting schools, brotherhoods, or
than once per week, and he must announce his intent to do so
gymnasiums. They must learn to obey their master, though
before making his attack roll. Constructs, oozes, plants, undead
wandering boxers might be wandering because they balked at
and incorporeal creatures cannot be affected. If the boxer
their master’s control.
attacks successfully and the target takes damage from the
Boxers have all the abilities of fighters, with the following blow, the quivering palm attack succeeds. Thereafter the boxer
alterations and additions: can try to slay the victim at any later time, as long as the
attempt is made within a number of days equal to his boxer
Minimum Ability Scores: Con 11, Str 13, Dex 13, Wis 13 level. To make such an attempt, the boxer merely wills the
target to die. Unless the target passes a Fortitude saving
Boxers may not become proficient with firearms, nor may they
wear armor.

GRIT & VIGOR 7


Wong Kei-ying (1815-1886) The Dragoon

One of the legendary Ten Tigers of Canton, Wong Kei-ying was a


Dragoons were mounted infantry that fought during the 18th
Chinese martial artist and physician. A student of Luk Ah-choi, he century. In the context of GRIT & VIGOR, though, a dragoon is
became a master of Hung Ga style shaolin kung-fu. In the 1860’s any fighter that specializes in mounted warfare. As fast-
he joined the Black Flag Army, a bandit group of ex-soldiers who moving infantry, dragoons were used to man outposts, hold
operated in the area between China and Tonkin, and were known strategic points, and to support traditional cavalry and
for fighting the invading French. infantry. In the early days, dragoons carried axes, sabers and
matchlock muskets. By the Napoleonic Wars, dragoons had
CN Boxer, LVL 10, HP 77, AC 16, MV 50, ATK +9, SV F5 R7 W10,
Str 15 Int 12 Wis 13 Dex 16 Con 15 Cha 12 taken on the role of medium cavalry. They persisted in this
role into the First World War, but were eventually fased out of
Special: Two attacks, stunning attack, deflect arrows military service with the move to fully mechanized warfare.

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

GRIT & VIGOR 8


Dreadnoughts are skilled at the following tasks: Bend Bars, deflect missiles as a boxer does (q.v.). While steadfast, the
Break Down Doors, Endure and Lift Gates. They do not receive dreadnought cannot move, but must stand his ground.
a fighter’s bonus skill or feat at 2nd level.
The Duelist
Because of their size and strength, dreadnoughts can use large
weapons and heavy firearms with one hand rather than two. Duelists are warriors that fight using fancy swordplay and
their cat-like reflexes. Duelists may be swashbuckling rogues
The dreadnaught’s most effective weapon may be their or serious and studious masters of the art of fence.
intimidating size and bad attitude. When presented with
humans (and humanoids if you are using supernatural or Duelists have all the abilities of fighters, with the following
science-fiction elements in your game) with Hit Dice equal to alterations and additions:
half the dreadnought’s level or less, the dreadnought can force
Minimum Ability Scores: Dex 13, Int 11, Str 9
all within sight to pass a Will saving throw against fear or be
stunned for 3 rounds + one round per point of the Duelists are skilled at the following tasks: Acrobatics, Bend
dreadnought’s Strength bonus. For every five targets of this Bars, Break Down Doors, Endure, Jump and Lift Gates. They do
intimidation, all targets receive a +1 bonus to their saving not get a fighter’s bonus skill or feat at 2nd level.
throw (i.e. courage in numbers). If the targets are led by a
person with more Hit Dice than they, they add that person’s Duelists specialize in one particular melee weapon. When
Hit Dice to their saving throw as well. fighting with their chosen weapon, a duelist scores +1d6
damage on a successful hit. When fighting against a non-
A dreadnought can choose to be steadfast in combat. While duelist opponent using the same weapon, duelists are treated
steadfast, the dreadnought enjoys a +2 bonus on all saving as though they have a tactical advantage against them.
throws, a +2 bonus to AC, and he is immune to being knocked
over or moved in combat. In addition, the dreadnought can A 6th level duelist gains the ability to riposte in combat. The
riposte is an attack that can only be attempted in a round after
the duelist's opponent has missed the duelist with one of their
own melee attacks, and it only works against living creatures
with discernible anatomies. A riposte is handled just like a
normal attack, with the duelist scoring +1d6 damage on a
successful riposte attack.

The Gunfighter

Gunfighters are those quiet strangers with a steely gaze,


standing in the corner of the bar, sipping whiskey or rolling a
cigarette, or those loud mouth braggarts who try to goad fools
into drawing against them in the street. Whether in the Old
West or Film Noir, the gunfighter is a dangerous man with a
gun. He may work as a lawman, an outlaw, a professional
duelist or a hired mercenary. They are most often portrayed as
lonely wanderers with a personal code of justice.

Gunfighters have all the abilities of fighters, with the following


alterations and additions:

Minimum Ability Scores: Dex 13, Wis 11, Str 9

Gunfighters are skilled at the following tasks: Bend Bars, Break


Down Doors, Endure, Gamble, Lift Gates and Sleight of Hand.
They do not gain a fighter’s bonus skill or feat at 2nd level.

GRIT & VIGOR 9


Gunfighters specialize in one of the following firearms: Pistol, Mary “Calamity Jane” Canary (1852-1903)
revolver, rifle or sniper rifle. When attacking with their chosen
weapon, a gunfighter scores double damage on a successful Calamity Jane was a professional frontier scout and Indian fighter.
hit. When being shot at by a non-gunfighter opponent using An acquaintance of Wild Bill Hickok, she later appeared in Buffalo
the same type of firearm, they are treated as though they have Bill’s Wild West Show, alongside Sitting Bull. The truth of her
a tactical advantage against them. stories is widely challenged, and eventually her career on the
stage was ended due to her addiction to alcohol. Calamity Jane
A gunfighter adds his intelligence bonus (if any) as well as his ended her life cooking and doing laundry in a brothel. For out
dexterity bonus to his Armor Class while wielding a firearm. purposes, we’ll assume there was some truth to her stories about
When fighting defensively, a gunfighter enjoys a +4 bonus to being a frontierswoman.
Armor Class instead of the normal +2 bonus.
N Ranger, LVL 6, HP 33, AC 11, MV 40, ATK +5, SV F7 R9 W10, Str
12 Int 10 Wis 15 Dex 13 Con 15 Cha 9
A gunfighter is quick on the draw, gaining a +2 bonus on all
initiative rolls when using a firearm. Special: Two attacks per round, surprised on 1d8
At 9th level, the gunfighter strikes very true with a shooting
Knack: Ride Mount*, Survive Outdoors*
iron. Any target he successfully attacks with a firearm must
pass a Reflex save or be crippled, stunned or disarmed. Skills: Bend Bars, Break Down Doors, Hide in Shadows, Lift Gates,
Move Silently, Ride Mount, Survive Outdoors, Track
The Man-at-Arms
Feats: Great Fortitude, Iron Will, Lightning Bolt, Mounted Combat,
The man-at-arms is a warrior from a culture that does not Point Blank Shot
have access to modern firearms.
Weapons: Marlin Model Golden 39A (1d4), Hopkins & Allen Ranger
Men-at-arms have all the abilities of fighters, with the Revolver (1d6), Bowie Knife (1d4+1)
following alterations and additions:

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’

GRIT & VIGOR 10


The Samurai a daisho, and only samurai are permitted to wear them.

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.

GRIT & VIGOR 11


Samurai are trained to be fearless, and thus gain a +2 bonus on fight in complete darkness, and no penalty in twilight
all Will saving throws vs. fear and other anxieties. They also conditions. In cramped quarters (tunnels, small rooms), they
enjoy a +2 bonus on saves vs. temptations when those fight as though they were fighters of two levels higher.
temptations might jeopardize the completion of a mission.
The Scholar Class
Iaido is the Japanese martial art of drawing a sword from its
scabbard, striking an opponent, removing blood from the Scholars are thinkers, not men-of-action, but if you need
blade and returning it to the scabbard with a flowing, graceful ancient writings translated or a chemical formula produced,
movement. When a samurai holds a sword, he enjoys a +2 you’ll go looking for the nearest scholar.
bonus to initiative in melee combat.
Scholars are motivated by discovery and learning. They
Samurai possess amazing willpower and ferocity in combat. explore to learn, and share their knowledge as authors and
Once per day, a samurai can perform a ki strike with a sword. professors. They are also handy with tools and they are good
By unleashing his ki, the samurai focuses all of his power into at solving puzzles and riddles.
a single, telling blow. If the attack succeeds, the samurai deals
double damage (or, if 10th level or higher, triple damage). Requirements
Thereafter, the samurai is considered to be fatigued. Scholars must have an Intelligence score of 9 or higher.
The Sapper Weapon Proficiency

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

GRIT & VIGOR 12


If the scholar does not find the answer in a week, they must Improvement Penalty Chance to Repair
gain access to the rare tomes in a specialty library. After one
+2 to task checks -4 50%
week of research without an answer, the scholar has no other
+3 to task checks -6 75%
choice but to give up and admit defeat.
Vehicles
Scholars are also masters of improvisation. They can use their
+1 on initiative checks -4 25%
knowledge and whatever things are at hand to quickly create
+1 to maneuver -6 50%
devices, objects and chemical formula in a dramatic situation,
but these objects have a limited duration. +2 to maneuver -8 75%
+10% to speed -6 50%
By combining common objects and making a task check that
corresponds to the function desired, scholars can build a tool
The modifications can be done in one hour. If the task check
or device to deal with any situation. The task check suffers a
succeeds, the effect of the improvement lasts for a number of
penalty based on the purchase price of the object the scholar is
minutes equal to the scholar’s level, beginning when the object
attempting to jury-rig.
is first put into use. After the duration of the effect ends, the
Item Price Penalty Time to Jury-Rig machine reverts to its previous state and a repair chance roll is
made on percentile dice (see table above). The result of this
$1-5 -0 1 minute
roll indicates whether the machine requires repairs before it
$6-25 -1 3 minutes can be used again.
$26-100 -2 5 minutes
Level XP Hit Dice Attack Fort Ref Will
$101-250 -3 10 minutes
1 0 1d4 +0 15 14 13
$251-500 -4 30 minutes
2 1,500 2d4 +0 15 14 12
$501-1000 -5 1 hour
3 3,000 3d4 +1 14 13 12
$1000-5000 -6 3 hours
4 6,000 4d4 +1 14 13 11
$5001+ -8 8 hours
5 12,000 5d4 +1 13 12 11

Electronic devices, special tools, weapons and mechanical 6 24,000 6d4 +2 13 12 10


devices can be built with jury-rigging. It takes a full minute or 7 48,000 7d4 +2 13 12 10
more (see above) to jury-rig an object. When the object is put 8 90,000 8d4 +3 12 11 9
into use, it lasts for a number of hours equal to the scholar’s
9 130,000 9d4 +3 12 11 9
level before it breaks down. The object cannot be repaired.
10 170,000 10d4 +3 12 11 8
Scholars can also get maximum performance out of a device. 11 210,000 11d4 +4 11 10 8
By succeeding at an Electronics or Mechanics task check
12 250,000 12d4 +4 11 10 7
(whichever is appropriate), they can improve a device’s
performance at the risk of causing the machine to need repairs
later. The task check carries a penalty based on the type of Scholar Sub-Classes
improvement being made, as shown on the table below.
While the above information applies to most scholars, some
Improvement Penalty Chance to Repair extraordinary characters are capable of qualifying for a sub-
class of scholar.
Ranged Weapons - -
+1 to damage -2 25% The scholar class has the following sub-classes:
+2 to damage -4 50%
Sub-Class Str Int Wis Dex Con Cha
+3 to damage -6 75%
Detective - 13 13 - - -
+10% to range -2 25%
Inventor - 15 - - - -
+50% to range -6 50%
Electronic Devices
+1 to task checks -2 25%

GRIT & VIGOR 13


Detective

The detective is a man of leisure, usually living off of a trust


fund or his father’s fortune, who spends his spare time delving
into the science of crime solving. Criminology is usually his art
or his hobby, but rarely his profession. They differ from
private eyes (q.v.) in being more mental than physical solvers
of crime. A detective will rarely tangle with a femme fatale or
get clunked on the head from behind while peering through a
keyhole, although such things are possible.

The detective has all the abilities of the scholar, with the
following alterations and additions:

Minimum Ability Scores: Int 13, Wis 13

Detectives are skilled at the following tasks: Cant, Chemistry,


Crack Code, Display Knowledge, Don Disguise, Forge
Document, Gather Intelligence, Influence People, Listen at
Doors, Search and Track.

Detectives do not have the scholar’s ability to jury-rig devices


and improve the performance of machines and electronics.
Sherlock Holmes (1854-1927)
Detectives can use their skill at Chemistry to identify the
composition and origin of items they pick up as clues. They Created by Sir Arthur Conan Doyle, 1887
need a chemistry set or laboratory to do so.
Sherlock Holmes is a member of the landed gentry who eventually
Detectives have a sixth sense around clues and when becomes the world’s first “consulting detective”, taking up
interviewing suspects. When they approach within 30 feet of a lodgings in London at 221B Baker Street, where he becomes the
clue, there is a 2 in 6 chance they will take note of the clue boon companion of one John H. Watson, a combat medic recently
returned from Afghanistan. Holmes works for private parties and
without specifically searching for it. When a suspect lies to
Her Majesty’s government, and counts as his greatest rival one
them, they have a 4 in 6 chance of noting the deception. Professor Moriarty, a mathematician and genius of crime. Holmes’
only vices are cocaine, which he injects, and a bit of morphine.
Detectives are skilled at deduction. When they are stuck while
solving a mystery during play, the detective can fall deep into NG Detective, LVL 7, HP 21, AC 10, MV 40, ATK +2, SV F13 R12
thought. This thinking session requires complete peace and W8, Str 13 Int 16 Wis 18 Dex 12 Con 11 Cha 14
quiet for 10 minutes. The detective’s player attempts a Will
saving throw modified by Intelligence. If successful, the Special: Specialist (law), research, sixth sense (notice clues, discern
Venture Master gives the detective a hint towards their next lies), deduction

step in solving the case. Each additional attempt at gaining a


Knacks: Perform
hint is done at a cumulative -1 penalty. The first time the
detective fails a Will saving throw to get a hint, they must Skills: Chemistry (+3), Crack Code, Display Knowledge, Don
admit that they are baffled and they are barred from getting Disguise (+3), Forge Document, Gather Information, Listen at
additional hints during the same mystery. Doors, Search, Track

Inventor Feats: Expertise, Iron Will, Pugilist

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

GRIT & VIGOR 14


Inventors are skilled at the following tasks: Chemistry, The Rogue Class
Demolitions, Display Knowledge, Electronics, Mechanics and
Use Computer (if applicable). Rogues are ne’re-do-wells who specialize in dirty tricks and
underhanded tactics. Although hard to trust, they are often
Invention requires task checks in the Chemistry, Electronics or handy to have around, especially when one needs to stray
Mechanics fields, depending on the nature of the thing to be from the letter of the law. Rogues are motivated by money
invented. A new medicine, for example, would require more than anything else, though some put a value on liberty,
Chemistry. A jet pack would involve Mechanics. The television revenge or thrills.
set would require Electronics.
Requirements
When the player of an inventor has declared what their
character is trying to invent, the Venture Master must Rogues must have a Dexterity score of 9 or higher. Rogues
determine whether the invention should be regarded as must be sneaky and quick.
Possible, Plausible or Fantastic.
Weapon Proficiency
The Possible: The possible covers things that were actually
invented in the time period in which the current game is set. A Rogues begin the game proficient with five weapons, not
possible item requires one breakthrough (see below). The cost including military and specialist firearms. A rogue suffers a -2
of each task check to invent a possible invention is $500. penalty hit with a weapon with which he is not proficient.

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.

GRIT & VIGOR 15


The Assassin

Assassins are skilled in killing people swiftly, silently and with


as little direct confrontation as possible. Considered cowardly
and unhonorable, they nonetheless find plenty of employment
by both private and public parties. An assassin character might
be a hitman working for organized crime or a government
agent or spy hired to discover enemy secrets and eliminate
enemy agents or government officials.

The assassin has all the abilities of the rogue, with the
following alterations and additions:

Minimum Ability Scores: Dex 13, Int 11, Wis 9

Assassins do not get to choose their skills from a list. All


assassins are skilled at the following tasks: Climb Sheer
Surfaces, Crack Code, Demolitions, Don Disguise, Escape
Bonds, Forge Document, Gather Intelligence, Hide in Shadows,
Influence People, Jump, Listen at Doors, Move Silently, Open
Lock, Search and Sleight of Hand.
Level XP Hit Dice Attack Fort Ref Will
1 0 1d6 +0 15 13 14 Assassins are used to working with poisons. They have no risk
2 1,500 2d6 +1 15 12 14 of accidentally poisoning themselves when using poison (to
poison food, coat a dart or load a poisoned needle into a lock),
3 3,000 3d6 +1 14 12 13
and enjoy a +2 bonus to Fortitude saving throws vs. poison.
4 6,000 4d6 +2 14 11 13
5 12,000 5d6 +3 13 11 12 When an assassin successfully backstabs a target, the target
must pass a Fortitude saving throw or be paralyzed for 1d6
6 24,000 6d6 +3 13 10 12
rounds +1 round per assassin level.
7 48,000 7d6 +4 13 10 12
8 90,000 8d6 +5 12 9 11 Finally, when an assassin drops an opponent to below 0 hit
points, that opponent always dies within 1d6 rounds
9 130,000 9d6 +6 12 9 11
regardless of how many “negative hit points” they possess (see
10 170,000 10d6 +6 12 8 11 Chapter 4: Man Versus for more information).
11 210,000 11d6 +7 11 8 10
The Gentleman
12 250,000 12d6 +8 11 7 10

Whether you call them aristocrats, toffs, upper-crusters or


Rogue Sub-Classes blue bloods, they’re the blokes that are loaded with dough. The
gentleman represents a wealthy fellow who has had a top
While the above information applies to most rogues, some
drawer upbringing – the fanciest schools, the Grand Tour of
extraordinary characters are capable of qualifying for a sub-
Europe, polo, etc. A gentleman may be a true gentleman,
class of rogue.
honorable, decent and dignified, with just enough of the
The rogue class has the following sub-classes: common touch to show he’s a “reg’lar fella” at heart, or he
might be a blackguard or snob – that’s up to the player. The
Sub-Class Str Int Wis Dex Con Cha gentleman adventures out of sheer boredom or from a love of
Assassin - 11 9 13 - - excitement, not because he must.
Gentleman - 11 - 9 - 13
Grifter - 9 - 11 - 13
Private Eye - 11 13 9 - -

GRIT & VIGOR 16


The gentleman has all the abilities of the rogue, with the Bertram Wilberforce “Bertie” Wooster (1894-1966)
following alterations and additions:
Created by P. G. Wodehouse, 1917
Minimum Ability Score: Cha 13, Int 11, Dex 9
Graduate of Eton and Magdalen College, Oxford, member of the
It’s an excellent idea for the player to choose an uppercrust
prestigious Drones Club, a key fixture of the London social scene –
school as his alma mater and to learn a bit about it, including
all of these things describe Mr. Wooster, and yet they fall short of
the motto, school song and school tie. painting the full picture. Mr. Wooster himself often falls short of
the full picture himself, which is why he thanks his lucky stars
Gentlemen do not get to choose their skills from a list. All
that a certain Jeeves came into his employ. With the help of his
gentlemen are skilled at the following tasks: Appraise Value, trusty gentleman’s gentleman, he treads gingerly through a sea of
Athletics, Communicate, Etiquette, Gamble, Influence People, fierce aunts and determined young maidens bent on marriage.
Ride Mount and Shoot Billiards.
CN Gentleman, LVL 5, HP 20, AC 10, MV 40, ATK +3, SV F13 R9
Gentlemen are loaded with money. It’s usually their father, W14, Str 9 Int 11 Wis 6 Dex 9 Con 11 Cha 13
mother or a rich aunt’s, but they have access to it as long as
they maintain a good reputation. This means the gentleman Special: Backstab x2, notice concealed items, wealthy, command
attention
must behave as though he is non-chaotic and non-evil (or, to
put it another way, he must be sneaky while being chaotic or Knacks: Move Silently, Perform
evil). Unfortunately, being raised wealthy and priveledged
does not tend to increase one’s virtue, at least not in those Skills: Appraise Value, Athletics, Communicate, Etiquette, Gamble,
gentlemen who grow up to be adventurers. All gentlemen Influence People, Ride Mount, Shoot Billiards
must be either chaotic or evil (or both, if the player so desires).
Feats: Lightning Reflexes, Run
Because they are wealthy, gentlemen begin the game with
twice the amount of money as normal characters. Moreover, at with their winning smiles, their aristocratic bearing and their
each level they receive a gift or credit line in dollars equal to copious displays of wealth. A gentleman can temporarily
their new level x 1d6 x $5. Again, this is only if they have beguile an intelligent target through the use of these weapons.
maintained a good reputation and shown proper obedience to To beguile a target, he must forgo attacking. His target can
the source of their money. attempt a Will saving throw. If the saving throw fails, the
gentleman becomes the target’s sole focus. The target pays no
Gentlemen are known for their ability to command attention
attention to anyone else for as long as the gentleman keeps
talking. This focusing of the
target’s attention allows other
characters to take actions of which
the captivated target is unaware.
The effect ends immediately if the
target is attacked or threatened or
until somebody does something
that would attract his attention.

The Grifter

A grifter is a con-man, a fraud, a


humbug and a swindler. The
grifter steals just as surely as a
thief, but he convinces his victim to
help him do it. If he isn’t selling the
Brooklyn Bridge to a hayseed on
his first visit to the big city, he’s
cheating a widow out of her farm
or running a crooked craps game.
As an adventurer, a grifter is a

GRIT & VIGOR 17


useful man to have when it comes time to procure some hard- other actions for as long as he continues to talk. Any obvious
to-get item or to bamboozle the authorities to gain access to an threat to the fascinated people breaks the effect.
important secret.
The Private Eye
The grifter has all the abilities of the rogue, with the following
alterations and additions: While the detective is a scholar at heart, erudite and clever,
and often upper crust, the private eye is a hard-boiled man of
Minimum Ability Scores: Cha 13, Dex 9, Int 11 the streets. He takes on the underworld on its own turf, and
while he’s as clever as the detective, he’s also more physical.
Grifters do not get to choose their skills. All grifters are skilled
at the following tasks: Cant, Communicate, Don Disguise, The private eye has all the abilities of the rogue, with the
Escape Bonds, Forge Documents, Gamble, Gather Intelligence, following alterations and additions:
Influence People, Sleight of Hand and Ventriloquism.
Minimum Ability Scores: Wis 13, Int 11, Dex 9
Fortune favors the grifter. Once per day, he may re-roll one
roll that he has just made before the success or failure of the Private eyes do not get to choose their skills. All private eyes
result is announced. The grifter must take the result of the are skilled at the following tasks: Cant, Crack Code, Gather
reroll, even if it’s worse than the original roll. Intelligence, Hide in Shadows, Listen at Doors, Move Silently,
Search, Sleight of Hand and Track (humans only).
A grifter’s double dealings and tricks make him unpopular in
certain circles, increasing the need for a ready number of Private eyes are keen and clever. When they come within 30
disguises. The grifter can don a convincing disguise in 1d4 feet of a clue, there is a 2 in 6 chance they will take note of the
minutes rather than 1d4 turns. clue without specifically searching for it. When a suspect lies
to them, they have a 4 in 6 chance of noting the deception.
The grifter is capable of holding an audience enthralled with
his snappy patter and silver tongue. He can fascinate one When a private eye is stuck while solving a mystery during
person per two points of Charisma. The targets receive a Will play, he can take a few minutes to mull things over, usually
saving throw to negate the effect. If this saving throw fails, the over a stiff drink and a smoke. This thinking session requires
target sits quietly and focuses on his performance, taking no peace and quiet for 10 minutes. The private eye’s player
attempts a Will saving throw modified by Intelligence. If
successful, the Venture Master gives a hint towards the
gumshoe’s next step in solving the case. Each additional
attempt at gaining a hint is done at a cumulative -1 penalty.
The first time the private eye fails a Will saving throw to get a
hint, they must admit that they are baffled and they are barred
from getting additional hints during the same mystery.

The Daredevil Class


Daredevils are great physical specimens and natural
adventurers. A daredevil will go anywhere and do anything.
They are fearless and always on the lookout for a new
challenge to overcome.

Requirements

Daredevils must have a


Wisdom score of 9 or higher.
They must have a high level
of situational awareness,
and a great deal of “luck”, to
survive at their profession.

GRIT & VIGOR 18


Weapon Proficiency Daredevil Sub-Classes

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

GRIT & VIGOR 19


specifically searching for it. When a person lies to them, they nicate, Crack Code, Display Knowledge (History), Jump, Listen
have a 4 in 6 chance of noting the deception. at Doors, Search, Spelunk and Swim.

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.

GRIT & VIGOR 20


The Beast Lord Beast lords can banish or control animals with his eyes and the
sounds that he makes. When a banishing attempt is made, the
The beast lord archetype was invented in 1893 when Rudyard beast lord chooses one type of animal he wishes to banish. A
Kipling published his first story of Mowgli, a human boy raised d20 is rolled and the table below consulted for the result, cross
by wolves in the jungles of India. The legend was further referencing the beast lord’s level and the animal’s Hit Dice.
bolstered in 1912, when Edgar Rice Burroughs published his
first story of Tarzan, the English boy raised by apes in the If the number on the dice is equal to or greater than the
jungles of Africa. Several similar characters followed. number shown on the table, all animals of the targeted type
are banished and flee for 3d6 rounds, or they cower helplessly
The beast lord has all the abilities of the daredevil, with the if they cannot flee. Alternatively, the beast lord can give the
following alterations and additions: animals a single command, which they must follow, though the
beast lord can only command a total number of Hit Dice of
Minimum Ability Scores: Con 13, Dex 13, Wis 13
animals equal to twice his level + Charisma bonus.
Beast lords do not get to choose their own skills. All beast
Beast Lord Level
lords are skilled at the following tasks: Climb Sheer Surfaces,
Endure, Handle Animal, Hide in Shadows, Jump, Listen at Door, HD 1 2 3 4 5 6 7 8 9+
Move Silently, Swim, Track and Treat Injury. 1 10 7 4 3 2 0 0 0 0
2 13 10 7 4 3 2 0 0 0
Beast lords can only begin the game proficient with simple
archaic weapons they could manufacture themselves. 3 16 13 10 7 4 3 2 0 0
4 19 16 13 10 7 4 3 2 0
Beast lords are raised by animals, and the kind of animal that
5 20 19 16 13 10 7 4 3 2
raises them embues them with certain special abilities.
6 - 20 19 16 13 10 7 4 3
Animal Bonus Beast Lord Ability 7 - - 20 19 16 13 10 7 4
Ape Ape lords gain a climb speed equal to half his normal 8 - - - 20 19 16 13 10 7
movement rate. By 5th level, his climb speed equals his
normal movement rate. 9 - - - - 20 19 16 13 10

Bear Bear lords gain Toughness as a feat at 1st level, and 10 - - - - - 20 19 16 13


Improved Grapple at 5th level. 11 - - - - - - 20 19 16
Horse Horse lords gains Run as a feat at 1st level, and Great 12 - - - - - - - 20 19
Fortitude at 5th level.
13+ - - - - - - - - 20
Lion Lion lords gain Run as a feat at 1st level, and at 5th level a
+2 bonus to damage when he charges.
A 1st level beast lord can choose to have one animal with no
Wolf The wolf lord gains Trip as a feat at 1st level, and gains a
more than 1 HD be his loyal companion. The animal friend
+2 bonus to Track at 5th level.
only remains with the beast lord if it is treated like a friend
and ally, not a pet or cannon fodder. More powerful animal
Beast lords cannot speak anything but the language of animals
friends can be acquired at higher levels. An animal of 2 to 5 Hit
at 1st level. When communicating with animals, they can make
Dice can be chosen at 6th level and an animal of 6 to 10 Hit
themselves understood and understand the animals. Beast
Dice can be chosen at 12th level.
lords can pick up a few words of one other language by 2nd
level and they can speak that language competently, though
haltingly, by 3rd level.

Beast lords surprise opponents on a roll of 1-2 on 1d6 when


acting alone or with other creatures of the wild. His own
senses, allow him to make a Will saving throw to avoid being
surprised himself.

Since they are used to fighting without the benefit of armor,


beast lords develop a fluid, mobile fighting style that grants
them a natural bonus to Armor Class, per the Boxer subclass.

GRIT & VIGOR 21


The Big-Game Hunter The Cowboy

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:

Minimum Ability Scores: Dex 13, Wis 9

GRIT & VIGOR 22


Grease monkeys do not get to choose their own skills. All warships, but on whatever sort of vessel they work, they stare
grease monkeys are skilled at the following tasks: Appraise down death every day of their lives.
Value (motor vehicles and other machines only), Drive Car,
Endure, Mechanics, Ride Bike and Search. The mariner has all the abilities of the daredevil, with the
following alterations and additions:
A grease monkey is born with a monkey wrench in his hand.
They can use wrenches as though they were maces in combat, Minimum Ability Scores: Dex 13, Str 11, Con 11, Wis 9
rather than as improvised weapons. Mariners do not get to choose their own skills. All mariners are
Grease monkeys can get the maximum performance from a skilled at the following tasks: Appraise Value (water vehicles
motor vehicle (cars, trucks, motorcycles) per the rules for only), Climb Sheer Surfaces, Communicate, Endure, Gamble,
scholars, using a Mechanics task check. Jump, Seamanship and Swim.

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

GRIT & VIGOR 23


The Medic

A medic is a doctor or medical technician that operates under


hazardous conditions. They are cool under pressure, are good
at improvising, and can perform surgery under hazardous
conditions. Medics work in emergency rescue or combat.

The medic has all the abilities of the daredevil, with the
following alterations and additions:

Minimum Ability Scores: Con 9, Int 11, Wis 13

Medics must choose Treat Injury as one of their skills.

The medic can boost ability scores with an adrenaline boost


like other daredevis, but adds Intelligence to the list of ability
scores that he can boost.

Medics have experience in hauling bodies (alive or dead)


around, and can add their intelligence bonus to strength task
Knowledge, Electronics, Endure, Jump, Mechanics, Pilot
checks made to lift or carry people.
Aircraft and Treat Injury.
Medics are not bothered by distractions while using the Treat
Spacemen can operate in zero-gravity conditions without any
Injury skill, and they suffer only a -1 penalty when performing
penalty, including combat, saving throws and all task checks.
other tasks under pressure. They suffer no penalty when
treating injuries or performing surgery without the proper Spacemen are considered to be proficient with the weapons on
tools, although they must have some tools, such as a knife to their spacecraft or aircraft, if any.
make incisions and scraps of cloth to use as bandages.
Spacemen can coax more speed from aircraft and spacecraft
The Spaceman than the average pilot. When a spaceman is piloting an aircraft
or spacecraft, increase that vehicle’s top speed by 10%.
While the world’s first human astronauts and cosmonauts did
not appear until the 1960s, spacemen were the stuff of science Spacecraft can apply any combat feats that they have, such as
fiction at a much earlier date, and therefore might exist in a Power Attack, Dodge and Expertise, to their aircraft and
more fantastic GRIT & VIGOR campaign. spacecraft when using them in dogfights.

A spaceman is a man who has trained to work in the The Vigilante


hazardous environment of outer space. They are always pilots,
usually well educated, with training in mathematics and the When crime runs rampant and criminals no longer fear the
hard sciences, and they must be exceptionally tough to endure law, it is sometimes necessary for a man to take the law into
the rigors and dangers of space flight. his own hands and fight crime as a private citizen. Naturally,
this is a dangerous task, and thus requires a daredevil.
Depending on the time period, a spaceman might look very
much like an actual astronaut in terms of their equipment, or The vigilante has all the abilities of the daredevil, with the
they may look like something out of a bad sci-fi movie. At a following alterations and additions:
minimum, they probably wear gear not unlike that of deep sea
Minimum Ability Scores: Str 13, Dex 13, Wis 13
diving equipment.
Vigilantes do not get to choose their skills. All vigilantes are
The spaceman has all the abilities of the daredevil, with the
skilled at the following tasks: Acrobatics, Break Down Doors,
following alterations and additions:
Cant, Climb Sheer Surfaces, Endure, Escape Bonds, Gather
Minimum Abilities: Con 13, Dex 10, Str 10, Wis 10, Int 11 Intelligence, Hide in Shadows, Jump, Listen at Doors, Move
Silently, Open Lock and Track.
Spacemen do not get to choose their skills. All spacemen are
skilled at the following tasks: Acrobatics, Chemistry, Display

GRIT & VIGOR 24


Vigilantes must hide their true identity, lest their value as a Changing Class
crime fighter is negatively impacted (and they are arrested).
This requires a disguise or mask of some kind. While wearing A character might decide to switch their class (though not in
their disguise, the vigilante enjoys a +2 bonus to save vs. fear the middle of an adventure, of course). Such a character is
and other mind affects, including mind control. In addition, called “dual-classed”. When a character would normally gain a
they can attempt to intimidate people with no more than half new level in his original class, he can choose instead to become
the vigilante’s Hit Dice. The target gets a Will saving throw to 1st level in a new class. When this decision is made, the
resist; if unsuccessful, the target flees the scene. character stops accumulating XP in his old class and begins
applying XP to his new class.
A vigilante has the same skill at backstabbing as rogues, but
any time they would normally kill their target and are 1) A character can only change classes after achieving at least
employing a bludgeoning weapon, they can instead choose to 3rd level in his original class.
knock them unconscious for 1d6 turns. The victim can attempt 2) A dual-classed character does not earn new Hit Dice until he
a Fortitude saving throw to cut this time in half, but make sure attains more levels in his new class than his old class. For
the vigilante is unaware of whether this saving throw is example, a character who had attained 4th level as a scholar
successful or unsuccessful. could not earn new Hit Dice as a fighter until he advanced to
At 6th level, a vigilante can choose an arch-nemesis. The 5th level as a fighter.
vigilante enjoys a +2 bonus to attack and damage their arch- 3) A dual-class character uses the least restrictive weapon list
nemesis, a +2 bonus on task checks made to find them or in of his classes.
the course of defeating them, and a +2 bonus to save against
their special abilities (if any). Once this unique arch-nemesis is 4) A dual-class character keeps the special abilities he already
defeated, the vigilante may choose a new arch-nemesis. gained from his old class at the level he had attained, and gains
the special abilities of his new class as he advances in level.
Multi-Classing and Dual-Classing
5) A dual-class character retains the attack bonus and saving
A multi-classed character pursues two classes at the same throw values of his original class at the level he attained in
time. The multi-class character combines the required that class, substituting the attack bonus and saving throws of
experience points per level of both of their classes, and must his new class when they surpass the old values.
earn this many experience points to advance to the next level.
A fighting man/scholar, for example, needs 3,500 XP (2,000 XP
for fightr, and 1,500 XP for scholar) for second level.

A multi-classed character has the following benefits and


limitations:

1) A character can only multi-class in the basic classes (fighter,


scholar, rogue and daredevil), not the sub-classes.

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.

4) They use the better of the two weapon proficiencies and


non-weapon proficiency penalties of their two classes.

5) A multi-class character gets all of the special abilities and


skills of their two classes.

GRIT & VIGOR 25


Feats Feign Death Wis 15+, Iron Will
Feint Int 13+, Expertise
Feats are special abilities that help define what a character Flurry of Blows Pugilist, attack bonus +6 or higher
knows and what they are particularly good at doing beyond
Flying Kick Pugilist, attack bonus +2 or higher
the abilities provided by their class or their background.
Characters learn a feat at 1st level, 3rd level, 6th level, 9th Grappler Dex 13+, Pugilist
level, 12th level, and so on. Great Cleave Str 13+, Power Attack, Cleave, attack bonus +5
or higher
Feat Prerequisites Great Fortitude -
Ace Shot Dex 16+, Point Blank Shot, Precise Shot Ground Fighter Dex 13+, Pugilist, Grappler
Aikido Master Int 13+, Pugilist (or Boxer Class), Dodge, Haymaker Pugilist, Brawler, Knockout Punch, attack
Expertise bonus +5 or higher
Armor Proficiency - Heave-Ho Dodge, Throw, attack bonus +2 or higher
Baguazhang Master Con 13+, Pugilist (or Boxer), Great Fortitude, Improvise -
Iron Will
Intuition Wis 13+
Iron Stomach Con 13+, Great Fortitude
Bartitsu Master 13+, Pugilist (or Boxer Class), Dodge, Look
Smart Iron Will -

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

GRIT & VIGOR 26


Rough & Tumble - Whirlwind Attack Dex 13+, Int 13+, Dodge, Expertise, Spring
Run - Attack, attack bonus +3 or higher
Wing Chun Master Dex 13+, Pugilist (or Boxer), Dodge, Great
Savate Master Str 13+, Pugilist (or Boxer Class), Brawler,
Fortitude
Power Attack
Workhorse Str 13+
Second Wind Con 13+, Diehard
Shot on the Run Dex 13+, Point Blank Shot, Dodge Xing Yi Quan Str 13+, Pugilist (or Boxer), Look Smart, Power
Master Attack
Sidekick Leadership, level 4 or higher
Sleeper Hold Dex 13+, Pugilist, Grappler
Feat Descriptions
Slow Fall Dex 13+, Lightning Reflexes
Sockdolager Dex 13+, Wis 13+, Pugilist, Knockout Punch, Ace Shot
attack bonus +6 or higher
Prerequisites: Dexterity 16+, Point Blank Shot, Precise Shot
Spirited Charge Dex 13+, Mounted Combat, Ride-By Attack
Spring Attack Dex 13+, Dodge, attack bonus +3 or higher When you shoot or throw ranged weapons at grappling
Stamina Con 13+, Diehard, Second Wind combatants, you have no chance of accidentally hitting the
wrong person. Otherwise, there is a 50% chance that your
Stuntman Drive Car, Ride Bike or Pilot Aircraft skill
attack is aimed against the wrong person.
Sunder Str 13+, Power Attack
Sweet Science Int 13+, Pugilist Aikido Master
Taekwondo Master Attack bonus +2 or higher, Pugilist (or Boxer Prerequisites: Int 13+, Pugilist (or Boxer), Dodge, Expertise
Class), Flying Kick
Taiji Quan Dex 13+, Pugilist (or Boxer Class), Dodge, Iron An aikido master can sacrifice his own attacks against a
Will grappled opponent to lock them into combat. Each round, the
Task Focus Knack with a task
aikido master makes an attack roll, noting the total. To break
the lock, the aikido master’s opponent must make an attack
Task Mastery Skill with a task, level 9 or higher
roll with a result higher than the aikido master’s Armor Class
Taunt Cha 13+ and higher than the aikido master’s attack roll. If he fails, he
Throw Dex 13+, Dodge may not move or attack anyone else. If he succeeds, he may
Toughness - either count the attack towards the aikido master and deal
damage as normal, or instead move or attack another.
Trample Mounted Combat
Trick Int 13+, Exploit Weakness Armor Proficiency
Trip Int 13+, Expertise
You gain proficiency with one type of armor.
Two-Gun Fighting Dex 15+, Point Blank Shot
Two-Weapon Dex 15+, Two-Weapon Fighting
Baguazhang Master
Defense
Prerequisites: Con 13+, Pugilist (or Boxer Class), Great
Two-Weapon Dex 15+ Fortitude, Iron Will
Fighting
Two-Weapon Dex 15+, Two-Weapon Fighting The baguazhang master adds his Constitution bonus to his
Mastery Armor Class and to Reflex saving throws. This is in addition to
Unbalance Dodge, attack bonus +5 or higher
his Dexterity modifier, not in place of it.

Uncanny Dodge Dex 13+, Lightning Reflexes, Evasion Bartitsu Master


Weapon Finesse Attack bonus +1 or higher
Prerequisites: 13+, Pugilist (or Boxer), Dodge, Look Smart
Weapon Focus Weapon proficiency
Weapon Mastery Weapon Focus, attack bonus +6 or higher When the bartitsu master gets his opponent into a grapple, the
opponent must pass an Endure task check each round the
Weapon -
Proficiency
grapple is maintained or succumb to pain and fall unconscious
for 1d4 rounds.
Weapon Specialist Weapon Focus, attack bonus +4 or higher

GRIT & VIGOR 27


Berserk Clinch Fighter

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+

GRIT & VIGOR 28


Choose one ability score. You enjoy a +1 bonus to all task Wonder Dogs
checks related to that ability score.
In 1921, Hollywood introduced us to Strongheart, the first
Disarm
“wonder dog”. This was an animal that was so smart, it was
Prerequisites: Intelligence 13+, Expertise practically human. For some characters, especially the outdoorsy-
types, a wonder dog makes a great sidekick (see the feat on this
When making disarm attacks, you roll two d20’s and use the page). If you would like a wonder dog, use the basic monster
higher of the two rolls for your attack roll. statistics for the type of dog you want, and modify them as the
main character advances in level:
Dodge
Level HD AC Tricks Special
Prerequisites: Dexterity 13+
1-2 +0 +0 1 Communicate
You improve your Armor Class by 1. 3-5 +2 +1 2 Evasion
6-8 +4 +2 3 Devotion
Elusive Target
9-11 +6 +3 4 -
Prerequisites: Dexterity 13+, Dodge 12 +8 +4 5 -
When fighting an opponent or multiple opponents in melee,
other opponents attempting to target you with ranged attacks Communicate: The wonder dog can communicate with its master
suffer a –4 penalty to their attack roll. as though it was skilled at the Communicate task. (“What’s that
girl? Billy’s fallen in the well!)
Eureka!
Evasion: As the feat of the same name.
Prerequisites: Intelligence 13+, Inventor Level 3+
Devotion: The wonder dog enjoys a +2 bonus to save vs.
In your off hours, you make a discovery that broadens human conditions that would cause it to separate from your side, such as
knowledge. Roll 1d20. You may add this value to your next fear or being bribed by a juicy steak.
chemistry, electronics, or mechanics task check involving
invention. This bonus is only applied once. Fancy Driving

Expertise Prerequisites: Dexterity 13+, Drive Car skill

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

Evasion Prerequisites: Wisdom 13+, Iron Will

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.

GRIT & VIGOR 29


Feign Death

Prerequisites: Wis 15+, Iron Will

You can slow down your breathing and heartbeat to


make yourself appear to be dead for up to 1 hour. This is a
form of self-hypnosis. You can do this once per day.

Feint Great Cleave works


as the Cleave feat, except
Prerequisites: Intelligence 13+, Expertise that there is no limit to the number of times it can used per
When making feint attacks, you roll two d20’s roll and use the round.
higher of the two rolls for your attack. Great Fortitude
Flurry of Blows You gain a +2 bonus to Fortitude saving throws.
Prerequisites: Pugilist, attack bonus +6 or higher Ground Fighter
You can strike with a flurry of blows at the expense of Prerequisites: Prerequisites: Dexterity 13+, Pugilist, Grappler
accuracy. You must be unarmored and using unarmed strikes.
With a flurry of blows, you may make one extra attack per Opponents gain no tactical advantage against you when you
round. This second attack and any other attack you make are fighting from a prone position.
during the round are made at a –2 penalty.
Haymaker
Flying Kick
Prerequisites: Pugilist, Brawler, Knockout Punch, attack bonus
Prerequisites: Pugilist, attack bonus +2 or higher +5 or better

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

GRIT & VIGOR 30


Intuition Lead Foot

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.

Iron Stomach Lightning Reflexes

Prerequisites: Constitution 13+, Great Fortitude You gain a +2 bonus to Reflex saving throws.

You gain a +2 bonus to Fortitude saving throws against Lightning Shot


ingested poisons and nausea. Combined with the Great Prerequisites: Point Blank Shot, attack bonus +4 or higher
Fortitude feat, this adds up to a total +4 bonus to save.
You can make a flurry of attacks with a light firearm at the
Iron Will expense of accuracy. With a lightning shot, you may make one
You gain a +2 bonus to Will saving throws. extra ranged attack with a light firearm. This attack and any
other attacks made in the round suffer a–2 penalty to hit.
Jujutsu Master
Look Smart
Prerequisites: Int 13+, Pugilist (or Boxer), Expertise, Trip
You gain a +1 bonus to initiative rolls.
When using the throw or trip combat maneuvers, a jujutsu
master adds his opponent’s strength bonus to his own Modern Archimedes
strength bonus when rolling his attack roll. Prerequisites: Intelligence 13+
Karate Master When faced with a Strength task check, you can make a Will
Prerequisites: Str 13+, Pugilist (or Boxer Class), Cleave, Power save modified by your Intelligence instead of a Fortitude save
Attack modified by your Strength. There is one catch – you have to
explain what method you use to perform the task, and you
Karate masters deal triple damage with critical hits when must have the materials/tools required for your method.
making an unarmed attack. Items rolling a saving throw to
avoid being destroyed by a karate master do so at a -2 penalty. Mounted Combat

Knack Prerequisites: Ride Mount skill

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.

Knockout Punch Nemesis

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

You can stand from a prone position without spending a move


action to do so.

GRIT & VIGOR 31


Overrun

Prerequisites: Strength 13+, Power Attack

When you attempt to overrun an opponent, they cannot


choose to sidestep you. You also roll two d20’s roll and use the
higher of the two rolls for your attack.

Plucky

Prerequisites: Iron Will

You have a surplus of pluck. Once per day, you can substitute a
Will saving throw for a Fortitude saving throw.

Point Blank Shot

You gain a +1 bonus to hit and damage on attacks with ranged


weapons against opponents no more than 30 feet away.

Power Attack

Prerequisites: Strength 13+

You can accept a penalty of 1 to 3 to your melee attack rolls


A. J. Raffles (1866-1909) and gain an equivalent bonus to melee damage rolls.

Created by E. W. Hornung, 1898


Precise Shot

Prerequisites: Point Blank Shot


Raffles is a cricketer and a gentleman thief who practices the art
of burglary out of a desire for excitement, for he has lost all
When attacking with ranged weapons and firearms, you can
interest in cricket. Although a thief, he does keep to a certain code,
attack characters engaged in melee combat without penalty.
and he seems to shy from violence. With him on most of his
adventures is his comrade, Harry “Bunny” Manders.
Psychic
NE Rogue, LVL 6, HP 23, AC 12, MV 40, ATK +3, SV F12 R8 W9,
Prerequisite: Psychic ability (see Appendix A)
Str 14 Int 12 Wis 14 Dex 16 Con 13 Cha 13
You learn to use one minor psychic power. You can take this
Special: Backstab x3, notice concealed items
feat multiple times, gaining a new psychic power each time.
Knacks: Athletics, Crack Codes, Move Silently*
Pugilist
Skills: Appraise Value, Cant, Climb Sheer Surfaces, Don Disguise,
Prerequisites: Attack bonus +1 or higher
Hide in Shadows, Listen at Doors, Move Silently, Open Lock, Search,
Sleight of Hand With an unarmed strike, the character deals 1d3 points of
damage instead of 1d2 points of damage.
Feats: Iron Will, Lightning Reflexes, Sidekick
Quick Draw
Weapons: Sap (1+1)
Prerequisites: Attack bonus of +1 or higher
Old Warhorse
You gain a +1 bonus to initiative when drawing and shooting a
Prerequisites: Leadership ranged weapon or firearm.

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

GRIT & VIGOR 32


You can reload a weapon with a magazine and still attack and
move during the round. Reloading other firearms can be done
in place of making a move.

Ride-By Attack

Prerequisites: Mounted Combat

When charging on a mount, you may move both before and


after the attack, provided that the total distance moved is not
greater than your mount’s speed.

Rough & Tumble

When making eye gouging attacks, you roll two d20’s roll and
use the higher of the two rolls for your attack.

Run

When running, you increase your run speed multiple by 1.

Savate Master

Prerequisites: Str 13+, Pugilist (or Boxer Class), Brawler,


Power Attack

When a savate master makes a successful unarmed attack


against an opponent and rolls a critical hit, the opponent is
stunned for one round or knocked prone (player’s choice) in
addition to suffering damage.

Second Wind

Prerequisites: Constitution 13+, Diehard

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.

Shot on the Run

Prerequisites: Dexterity 13+, Point Blank Shot, Dodge

When attacking with a ranged weapon, you can move both


before and after the attack, provided that the total distance
moved is not greater than your running rate allows.

Sidekick

Prerequisites: Leadership, level 4 or higher

You gain one sidekick. Your sidekick should be generated like


a normal 1st level character. They receive 25% of your earned
experience points. If your sidekick dies, you must take this feat
again to gain another sidekick. You can only have one sidekick
at a time.

GRIT & VIGOR 33


Sleeper Hold Stuntman

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

Slow Fall Prerequisites: Strength 13+, Power Attack

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

Sockdolager Prerequisites: Intelligence 13+, Pugilist

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

GRIT & VIGOR 34


saving throw. If the save fails, the target immediately attacks Two-Weapon Fighting
the taunter, but suffers a -1 penalty to attack and to their AC
for the remainder of the combat, as they attack recklessly. Prerequisites: Dexterity 15+

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

Prerequisites: Mounted Combat Prerequisites: Dodge, attack bonus +5 or higher

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.

Two-Weapon Defense Weapon Mastery

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.

GRIT & VIGOR 35


Weapon Proficiency Alignment

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

For the game to truly grip the imagination, a character must be


If one likes, they can determine player character or non-player
more than a collection of ability scores and special abilities.
character alignment by roll 1d10 for each of these categories.
Players are encouraged to breathe life into their characters,
On a roll of 1-3, the person has a lack of this virtue. On a roll of
devoting some time and imagination to their life history and
9-10, an excess. On a roll of 4-8, they have just enough.
their personality, and allowing these factors to influence the
character’s actions and reactions during play. For example, Buck Parsons, a mountain man, might have the
following characteristics: Courage, profligacy, generosity,
vulgarity, pride, ambition, irascibility, surliness and charm.

GRIT & VIGOR 36


Five of these are virtues, the other four vices. The VM might d10 Flaw
rule that this character is Neutral, in terms of Good vs. Evil. As
1 Danger
a mountain man, he might decide he values freedom above all
2 Fighting
else, and is therefore Chaotic Neutral.
3 Gambling
Alignment in a Nutshell
4 Money
Lawful Good (LG) 5 Religion
6 Strong Drink
“Duty and Humanity.” – The Three Stooges
7 Superstition
Neutral Good (NG) 8 Tobacco

“Faith, Hope and Charity.” – Apostle Paul 9 Vanity


10 Women
Chaotic Good (CG)

“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.

Neutral Evil (NE) Religion: The character is a zealous adherent to a religion.


They must adhere to the religion’s practices and rules. When
“The ends justify the means.” – Machiavelli their beliefs are challenged, especially by professions of belief
in other faiths, they must pass a Will saving throw to avoid
Chaotic Evil (CE)
reacting in an unfriendly or aggressive manner.
“I don't feel guilty for anything. I feel sorry for people who
Strong Drink: The character is addicted to alcohol. When
feel guilt.” – Ted Bundy
confronted with an alcoholic drink, the character must pass a
Drives and Hungers Will saving throw or drink it. Whenever a drink is taken, the
drinker must pass a Fortitude saving throw with a penalty
Even a man of Good alignment is not perfect. Each character equal to the number of drinks already imbibed or become
should roll on the table below to determine the hunger that drunk (see Chapter 4: Man Versus: Conditions). If denied
bedevils them. You might rule that Good characters roll once, alcohol for more than 24 hours, the character must pass a Will
Neutral characters twice, and Evil characters roll thrice. saving throw or become shaken.

Superstition: The character believes in all manner of super-


stitions. Choose three common superstitions, such as black
cats, the number 13, the evil eye, etc. When a superstitious
character is confronted with one of these superstitions, the

GRIT & VIGOR 37


player must roll a Will saving throw. If the saving throw particular weakness for a certain type of woman; against these
fails, the character is shaken (Chapter 4: Man Versus). women they suffer a -2 penalty on their Will saving throw.

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.

GRIT & VIGOR 38


Old: Old characters modify their physical ability scores down
by four points apiece, and increase their Intelligence, Wisdom
or Charisma by two points.

Patrons

A group of characters is often defined by their patron or


employer. Expeditions into the unknown or missions into
enemy territory are expensive, and unless the characters are
of advanced levels and have been wise with their money, they
may not be able to pay for them.

For this reason, many adventures begin with a patron hiring


the characters. The characters might all be strangers (at least
on their first adventure) summoned to a backroom or a
mansion, or they might all be employed by a government,
corporation or other organization. The patron will make
available to each character an additional starting fund of $50
per level that they may spend on additional equipment or
services. Money left over after their shopping spree cannot be
pocketed by the character. Items purchased must be returned
at the end of the adventure.

In return for their financial assistance, patrons may place


restrictions on character actions as the VM deems appropriate.
They may require that any wealth recovered on an adventure
reverts back to the patron, for example, or disallow deadly
force while undertaking the adventure.

Some sample patrons for the characters include:

An old miner who struck it rich, and is now looking to expand


his financial empire through any means necessary

A government agency, perhaps one with secrets of its own,


looking to fight enemy agents both foreign and domestic

A frustrated local politician who needs a band of vigilantes to


fight criminals who seem to be beyond the law

A colonial office that needs land explored and threats to its


colonies from bandits, rebels and competitors dealt with

A reclusive millionaire who wants to send the adventurers out


in search of rare artifacts and treasures

GRIT & VIGOR 39


Chapter III Weapon Cost Damage Length Wt.
Axe ** $20 1d8 35” 2.0 lb

TOOLS Axe, battle


Bayonet, knife † (1880s)
Bayonet, sword †
$50
$5
$60
1d10
1d4+1
1d6+1
36”
10”
16”
6.0 lb
1.0 lb
1.8 lb
Bō staff * $7 1d4 71” 1.4 lb
Boarding pike * † $10 1d12 109” 6.0 lb
Gear for the Adventurous Man
Brass knuckles (1860s) $3 1d4 1” 0.8 lb
Cat-o’-nine-tails $5 1d4 30” 0.8 lb

Money Chain whip $1 1d4 41” 0.5 lb


Club $3 1d4 30” 2.5 lb
For simplicity’s sake, all prices in the game are recorded in
Cutlass $150 1d8 29” 2.1 lb
dollars ($). Each character begins the game with a starting
Dagger $4 1d4 17” 1.0 lb
fund of $5 x their Charisma score to equip their character,
though they need not spend all of that money right away. Dagger, parrying ^ $10 1d6 22” 1.3 lb
Flail $10 1d4 40” 2.0 lb
Equipment
Garrote ** $1 1d6 — 0.1 lb

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

GRIT & VIGOR 40


Weapon Cost Damage Length Wt. than him using two hands. An improvised thrown weapon has
an effective range of 10 yards. Increase the range increment
Sword – Foil $75 1d4+1 39” 0.8 lb
for creatures of Large size or larger as follows: Large 25 yards,
Sword – Katana ** $250 1d6+1 45” 2.6 lb
Huge 50 yards, Gargantuan 100 yards and Colossal 200 yards.
Sword – Miao dao ** $250 1d10 47” 4.4 lb
Unlike real weapons, improvised weapons are not designed to
Sword – Rapier $100 1d8 44” 2.6 lb
absorb damage. They shatter, bend, crumple, or fall apart after
Sword – Saber $200 1d8 39” 2.5 lb
a three successful attacks.
Sword –Wakizashi $125 1d4+1 25” 1.1 lb
Ranged Weapons
Swordstick $125 1d4+1 26” 0.7 lb
Three-Section Staff * $15 1d4 82” 3.0 lb When using a ranged weapon, the wielder applies his or her
Tiger Claws ^ $4 1d2 1.5” 0.1 lb Dexterity modifier to the attack roll, and no ability score
modifier to damage.
Tomahawk $5 1d6 21” 1.3 lb
Tonfa $2 1d3 23” 1.1 lb Ranged weapons are described by a number of statistics.
Warhammer $10 1d4 23” 2.3 lb
A ranged weapon can be shot or thrown once per round.

* 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

Improvised Weapons Compound bow $18 1d6 240 ft 2.8 lb


Crossbow $20 1d6 600 ft 3.0 lb
Any portable object can be used as a weapon in a pinch. In
Harpoon $8 2d6 10 ft 16.0 lb
most cases, an object can be wielded either as a melee weapon
or a ranged weapon. A character takes a -3 penalty on his or Javelin $5 1d6 450 ft 2.0 lb
her attack roll when wielding or throwing an improvised Longbow $15 1d8 660 ft 3.5 lb
weapon. Characters may not become proficient with an Mace (1965) $3 * 15 ft 0.1 lb
improvised weapon.
Pepper spray (1980s) $3 * 15 ft 0.1 lb

Size Examples Damage Shuriken $1 1d2 45 ft 0.1 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

GRIT & VIGOR 41


target. The target must make a Fortitude saving throw or be shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6
blinded for 1d4 rounds. points of fire damage to all creatures and objects in its path.
No attack roll is necessary, and thus no feat is needed to
Firearms operate the weapon effectively. Any creature caught in the line
Firearms are ranged weapons, but they are distinct from of flame can make a Reflex save to take half damage.
traditional ranged weapons and therefore need a few extra A flamethrower’s backpack has 5 hit points. When worn, the
rules to govern them. backpack has AC 14. A backpack reduced to 0 hit points
ROF (Rate of Fire): The number of bullets the weapon can fire ruptures and explodes, dealing 6d6 points of fire damage to
each round (limited by its internal storage – see Shots below). the wearer (no save) and 3d6 points of damage to creatures
See the section on Combat for more information. and objects within 5 feet (Reflex save for half damage).

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

GRIT & VIGOR 42


Pistol Whip: Using a pistol as a melee weapon deals more In 1882, Major Eduard Rubin invented the copper-jacketed
damage than am unarmed strike. No weight or cost is given for bullet, an elongated bullet with a lead core and a copper jacket,
this weapon, since both vary depending on the pistol used. allowing greater muzzle velocities. Further advances made the
bullet pointed with a streamlined tail by 1901.
Rifle Butt: The butt of a rifle can be used as a club.
Special Bullets
Reloading Firearms
Armor Piercing: Armor piercing rounds contain tungsten and
Reloading a firearm with a box magazine can be done in place are used for penetrating steel armor. Armor-piercing shells
of moving during a round of combat. Reloading a revolver or were invented in the 1860s by Major Sir W. Palliser to counter
any weapon with an internal magazine, takes a full round. ironclad ship armor, which was largely immune to cast iron
Loading a belt of linked ammunition takes a full round. Linking balls and explosive shells.
two belts together can be done in place of a move. Exploding: These bullets explode on contact for +1d4 damage
Ammunition to soft targets. The St Petersburg Declaration of 1868
prohibited the use of explosive bullets weighing less than 14
Ammunition in GRIT & VIGOR is kept abstract and simple for ounces (which covers most of the firearms in this game).
ease of play. Bullets are categorized by the caliber of the
firearm they are meant for. A normal bullet in G&V is Frangible: Frangible bullets are designed to disintegrate on
considered to be a lead ball for muskets and other old- contact, limiting the bullet’s penetration. Frangible bullets deal
fashioned firearms, and brass or copper jacketed bullets for half normal damage.
more modern firearms. Special bullets – armor piercing, Hollow Point: Developed in 1898, hollow point bullets have a
exploding, hollow point, etc. – can also be purchased. +1 bonus to hit. In addition, the attacker should roll damage
The weights listed below are for 10 bullets. twice and use the average of both rolls.

Incendiary: Developed in 1915, these bullets are designed to


Caliber Cost Weight
ignite on contact, causing one point of fire damage and
Small (32 or lower) $0.05 per bullet ¼ lb possibly setting off fuel or explosives.
Medium (34 to 45) $0.08 per bullet ½ lb
Non-Lethal: Non-lethal bullets are made of rubber or plastic, or
Large (46 to 99) $0.10 per bullet ¾ lb
in the case of shotgun shells, bean bags. These bullets inflict
Huge (100 or higher) $0.15 per bullet 1 lb 1d2 points of damage, and force an Endure task check to avoid
running away due to the pain.
Special Bullet Cost Multiplier
Silver: Silver-tipped ammunition is useful for dealing with
Armor Piercing x3 supernatural creatures. They are never mass-produced and
Exploding x3 must be made by hand, as reflected by its high cost.
Frangible /2
Tracer: Developed in 1915, a tracer is a bullet with a flare
Hollow Point x2
material in the back that lights up. These bullets are used in
Incendiary x2 machine guns to help the user aim the weapon. They are
Non-Lethal /3 loaded one tracer per four rounds. They give a +1 bonus to hit
Silver x5 when used in an automatic weapon.

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.

GRIT & VIGOR 43


Artillery Shells Artillery (1600’s, 1700’s)

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.

GRIT & VIGOR 44


Artillery (1900-1959) Missiles and Rockets

Caliber Damage ROF Range Weight Weapon Damage Range Weight


2-3” (50-75mm) 2d4* 2 6,000 yd 2 tons Rocket (1-4”) 2d8* 7,000 yd 30 lb
3-4” (to 99mm) 3d6* 2 7,000 yd 3 tons Rocket (5-8”) 5d6* 4,000 yd 80 lb
4-5” (to 124mm) 4d6* 1 8,000 yd 4 tons Anti-aircraft missile 12d6* 2,400 yd 500 lb
5-6” (to 154mm) 8d6* 1 10,000 yd 10 tons Anti-tank missile 2d4* 2,400 yd 1,000 lb
6-7” (to 179mm) 9d6* ½ 12,000 yd 21 tons
* Multiply damage by 10
7-8” ( to 199mm) 10d6* ½ 14,000 yd 25 tons
** Multiply damage by 100
8-9” (to 224mm) 1d8** ½ 15,000 yd 30 tons
9-10” (to 249mm) 2d4** ½ 15,000 yd 45 tons
Rockets and missiles are similar weapons, save that rockets
10-11” (to 274mm) 1d10** ½ 15,000 yd 60 tons are unguided and missiles are guided in some manner. Guided
11-12” (to 304mm) 1d12** ½ 15,000 yd 75 tons missiles attack with a +5 bonus to hit .
12-13” (to330mm) 2d6** ½ 15,000 yd 80 tons
Explosives and Splash Weapons
13-14” (to 355mm) 2d8** ½ 15,000 yd 85 tons
14-15” (to 381mm) 3d6** ½ 30,000 yd 140 tons These weapons explode or burst, dealing damage to creatures
15-16” (to407mm) 4d6** ½ 30,000 yd 150 tons
or objects within an area.

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

GRIT & VIGOR 45


blast radius of an explosive may attempt a Reflex saving effective when exploding underground or underwater. It is
throw. If successful, they cut sustained damage in half. sensitive to hard shocks.

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

GRIT & VIGOR 46


effects of the gas. A wet cloth held over the eyes, nose, and TNT: Trinitrotoluene was first prepared in 1863 by German
mouth provides a +2 bonus on the Fortitude save. chemist Julius Wilbrand, and was originally used as a yellow
dye. It was adopted by the Germans for armor piercing shells
Grenade, Thermite: Thermite does not technically explode. because it would explode after the shell penetrated a ship’s
Instead, it creates intense heat meant to burn or melt through armor, whereas picric acid shells would explode on contact.
an object upon which the grenade is set. Military forces use
thermite grenades to quickly destroy key pieces of equipment. Torpex: Short for ‘torpedo explosive’, torpex was used in the
Second World War. It was used in torpedoes, of course, but
Grenade, White Phosphorus: White phosphorus grenades use also such famous bombs as the Upkeep bouncing bomb (6,600
an explosive charge to distribute burning phosphorus across lb torpex), the Tallboy (5,200 lb torpex) and Grand Slam
the burst radius. Any target that takes damage from a white (9,136 lb torpex) earthquake bombs, and in the Operation
phosphorus grenade is dealt an additional 1d6 points of fire Aphrodite drones.
damage in the following round and risks catching on fire. In
addition, a white phosphorus grenade creates a cloud of Armor
smoke. Treat a white phosphorus grenade as a smoke grenade
(see above), except that it only fills a 5 ft. radius area. Armor comes in a variety of shapes and sizes, providing
varying degrees of coverage and varying heaviness of
Guncotton: In 1846, German-Swiss chemist Christian Friedrich materials. It is described by a number of statistics:
Schönbein mixed one part fine cotton wool to 15 parts of an
equal blend of sulfuric and nitric acid, creating guncotton. YEAR: The year this form of armor was introduced. If no year
Guncotton was used by Jules Verne to propel a projectile into is given, the armor has been in use for a very long time.
space in his From Earth to the Moon.
AC: The protective value of the armor. Add this bonus to 10 to
Hexanite: Hexanite is a castable explosive developed by the determine the wearer’s Armor Class.
German Navy for underwater weapons like torpedoes and
underwater mines. Minol is a similar explosive. WT: Weight; in pounds.

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

Molotov Cocktail: A Molotov cocktail is a bottle containing a Light Gear

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.

GRIT & VIGOR 47


Ancient Armor Light Armor

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.

GRIT & VIGOR 48


Germany used Infanterie-Panzer (infantry armor) in World Plate Armor: Plate armor is made of iron or steel plates fitted
War I, while the Soviet Union deployed Sn-42 body armor in to covers the wearer from head to toe in metal. It was
World War II. In the United States, the chrome-nickel Brewster developed during late Middle Ages. Gothic plate armor was
body shield was invented by Dr. Guy Otis Brewster in 1917. worn on the battlefields of the Burgundian and Italian wars.
Some versions were overly heavy, and were used for
Laminar Armor: Sometimes incorrectly called banded mail, ceremonial wear, not for fighting.
laminar is made from overlapping horizontal rows or bands of
solid armor plate. Roman lorica segmentata and some samurai Plate and Mail: This was a suit of mail with a cuirass and other
armor were of the laminar variety. Laminar was eventually metal accessories. The plate portion covered less of the body
superseded by plated mail in most cultures. than plate armor.

Mail Armor: This armor is a long shirt made of interlocking Shields


metal rings, with a layer of padding underneath. It’s heavy,
making it uncomfortable to wear for long periods of time. In Buckler: This small metal shield, 1 foot in diameter, is strapped
Japan, it is called kusari gusoku. to the forearm. You can use a single-handed weapon without
penalty while using a buckler. You can also use an off-hand
Mirror Armor: Chahar-Ainé, also called disc armor, was used in weapon, but you but suffer a -1 penalty on attack rolls because
Asia and Europe up to the 17th century. It consists of four of the extra weight on your arm.
polished metal plates (i.e. mirrors) joined together to protect
the torso and worn over mail. The mirrors were believed to Shield: A full-sized shield is 2 to 3 feet in diameter and made of
protect a warrior from the “evil eye”. wood bound in metal and often covered with leather. A shield
is gripped with the hand, and allows a person to wield a single-
Plated Mail: This is mail armor with embedded plates. There handed weapon with the other hand without penalty. An off-
were three versions, one with small horizontal strips, one with hand weapon cannot be used while using a shield. The modern
long horizontal strips and one with square metal plates. equivalent is the ballistic shield.
Japanese karuta tatami dou is one example.
Tower Shield: A tower shield is protects almost the entire body
Scale Waistcoat: This waistcoat of metal scales on a backing of of its wielder. Like a shield, it is made of wood bound in metal
leather was introduced by the U.S. Army during the First and often covered with leather. A tower shield is gripped with
World War to replace the Brewster Body Shield. the hand. A person can wield a single-handed weapon with the
other hand at a -1 penalty to hit. The modern equivalent is the
Splint Armor: Splint mail consisted of strips of metal, or splints, riot shield.
attached to a fabric or leather backing. The splints were
arranged longitudinally. Splint armor was usually used for General Equipment
greaves (protecting the lower legs), vambraces (the lower
arms), cuisses (thighs) and rerebraces (upper arms), with mail This section covers the wide variety of general gear available
covering the rest of the body. to adventurers of all sorts. Any device on this list that uses
batteries comes with them. If battery life is important in the
Heavy Armor game, roll 1d20 every time a battery-operated item is used. On
Heavy armor imposes a -3 penalty on Reflex saving throws. a result of 1, the batteries are dead and the object is useless.
New batteries cost of $1.
Atmospheric Diving Suit: The ADS is a diving suit composed of
a suit of armor with pressure joints to allow articulation while Containers Year Wt. Cost
maintaining an internal pressure of one atmosphere. They can Briefcase, leather (5 lb capacity) - 2 lb. $8.00
be used for dives of up to 2,300 feet. Imposes -4 penalty to hit. Day pack (8 lb capacity) - 2 lb. $1.75

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.

GRIT & VIGOR 49


Clothing Year Wt. Cost Professional Equipment Year Wt. Cost
Business - 3 lb. $20.00 Bolt cutter — ½ lb. $1.75
Casual - 2 lb. $4.00 Caltrops (25) — 2 lb. $0.50
Formal - 3 lb. $30.00 Chemistry set — 15 lb. $11.00
Fatigues - 3 lb. $5.00 Demolitions kit — 5 lb. $20.00
Ghillie suit - 5 lb. $2.50 Disguise kit — 5 lb. $18.75
Long underwear (Union suit) - 1 lb. $1.00 Duct tape 1940s 1 lb. $0.25
Outerwear Electrical tool kit — 12 lb. $16.50
Coat - 2 lb. $4.25 Evidence kit — 6 lb. $4.25
Fatigue jacket - 2 lb. $2.00 Fake ID (false papers) — — $20.00
Overcoat - 3 lb. $5.00 Fishing gear (poles, tackle) — 5 lb. $10.00
Parka - 3 lb. $2.00 Forgery kit — 3 lb. $5.00
Windbreaker - 1 lb. $2.50 Gas mask 1910s 2 lb. $1.25
Tool belt - 2 lb. $1.50 Geiger counter
Uniform - 2 lb. $6.50 Early 1920s 40 lb. $8.00
Modern 1940s 10 lb. $2.00
Electronics Year Wt. Cost Generator, portable — 125 lb. $20.00
Audio recorder 1950s 2 lb. $1.25 Glasscutter, circular — 5 lb. $1.00
Camera 1910s 2 lb. $6.00 Handcuffs — 1 lb. $1.25
Camera, movie 1900s 10 lb. $40.00 Headset, microphone 1910s ½ lb. $0.50
Camera film 1910s — $0.50 Holy water (flask) — 1 lb. $0.50
Computer, mainframe 1950s 100 lb. $1 mil. Hydraulic compressor — 50 lb. $30.00
Computer, personal 1980s 10 lb. $15.00 Lock picks
Photocopier 1950s 50 lb. $50.00 Car opening kit — 1 lb. $4.50
Printer 1950s 3 lb. $5.00 Lock pick set — 1 lb. $1.25
Radio 1900s 5 lb. $6.00 Marbles, bag of — ½ lb. $0.10
Radio, citizen’s band 1940s 5 lb. $3.00 Mechanical tool kit — 22 lb. $10.00
Radio, transistor 1950s ½ lb. $1.50 Medical aid kit — 18 lb. $20.00
Scanner, image 1920s 3 lb. $3.00 Multipurpose tool — ½ lb. $1.50
Telephone 1890s 2 lb. $1.25 Pharmacist kit — 6 lb. $15.00
Telephone, mobile 1970s * $4.25 Ram, portable — 35 lb. $2.00
Walkie-talkie 1940s 1 lb. $3.25 Road flares (3) — 1.5 lb. $0.50
Search-and-rescue kit — 7 lb. $10.00
Surveillance Gear Year Wt. Cost Skates, ice — 9.5 lb. $2.00
Lineman’s handset 1890s 1 lb. $7.00 Skates, roller 1860s 5 lb. $1.00
Metal detector 1940s 2 lb. $2.50 Skis — 3 lb. $12.50
Microphone Snowshoes — 5 lb. $3.00
Pick-up 1910s ½ lb. $0.50 Surgery kit — 5 lb. $5.00
Shotgun 1950s 4 lb. $1.00 Winch, portable — 15 lb. $14.00
Tap detector 1890s 1 lb. $10.00
Telephone tap 1890s ½ lb. $3.25

GRIT & VIGOR 50


Survival Gear Year Wt. Cost Box Magazine: For weapons that use box magazines, a
character can purchase extras. Loading these extra magazines
Backpack — 3 lb. $2.00
ahead of time and keeping them in a handy place makes it easy
Binoculars 1870s 2 lb. $3.50
to reload a weapon in combat.
Climbing gear — 10 lb. $5.00
Caltrops: Four-pronged iron spikes designed so that one prong
Compass — ½ lb. $0.50
is pointing up when the caltrop rests on a surface. A character
Fire extinguisher 1810s 3 lb. $0.60
scatters caltrops on the ground to injure or slow opponents.
Flashlight One bag of 25 caltrops covers 5 square feet. When a creature
Penlight 1920s ½ lb. $0.80 moves through caltrops at any rate greater than half speed, or
Standard 1900s 1 lb. $1.00 when a creature fights in such an area, the creature must pass
a Reflex save or suffer 1 point of damage.
Battery flood 1920s 2 lb. $1.50
Map Chemistry Set: A portable lab for use with Chemistry tasks.
Road atlas — 1 lb. $0.50
Climbing Gear: Includes ropes, pulleys, helmet, pads, gloves,
Tactical map — ½ lb. $2.00 spikes, chocks, ascenders, pitons, handax and harness.
Portable stove 1850s 1 lb. $0.80
Computer, Personal: Computer technology changes at a rapid
Rope (50 ft.) — 12 lb. $4.50
pace. For our purposes, a personal computer is a desktop
Sleeping bag — 4 lb. $1.75 computer or laptop computer appropriate to the time period
Tent in which it is purchased. If built in the 1990s, it is internet
2-person — 4 lb. $2.00 ready. If built in the 2010s it is wi-fi ready.
4-person — 7 lb. $4.00 Demolitions Kit: This kit contains everything needed to use the
8-person — 10 lb. $12.00 Demolitions skill.
Trail rations (12 days) — 1 lb. $1.50
Detonator: A detonator causes an explosive to explode. There
are several varieties. Installing any detonator requires a
Weapon Accessories Year Wt. Cost Demolitions task check.
Box magazine 1910s ½ lb. $1.50
Blasting Cap—This is a detonator without a built-in controller.
Detonator It can be wired into any electrical device, such as a light switch
Blasting cap 1870s ½ lb. $1.50 or a car’s ignition switch.
Timed — ½ lb. $3.00
Radio Control—This device consists of two parts, the
Wired — 1 lb. $2.00 detonator itself and the activation device. The activation
Holster device is an electronic item about the size of a deck of cards,
Hip — 1 lb. $1.00 with an antenna, a safety, and an activation switch. When the
switch is toggled, the activation device sends a signal to the
Concealed carry — ½ lb. $1.50
detonator by radio, setting it off. It has a range of 500 feet.
Scope — ½ lb. $15.00
Silencer Timed—This is an electronic timer connected to the
detonator. Like an alarm clock, it can be set to go off at a
Pistol 1900s 1 lb. $2.50
particular time.
Rifle 1900s 4 lb. $4.00
Wired—This is the simplest form of detonator. The blasting
cap connects by a wire to an activation device, usually a small
Equipment Notes pistol-grip device that the user squeezes. The detonator comes
with 100 feet of wire, but longer lengths can be spliced into it.
Backpack: A backpack can carry up to 60 pounds of gear.
Disguise Kit: This kit contains everything needed to use the
Black Box: This tiny device convinces a phone system to make Disguise skill, except clothing.
a long-distance connection free of charge. They also make the
call harder to trace.

GRIT & VIGOR 51


Duct Tape: The usefulness of duct tape is limited only by a Handcuffs: Steel handcuffs have an AC of 20 and 10 hp. Zip-ties
character’s imagination. Duct tape can support up to 200 are single-use handcuffs with an AC of 10 and 4 hp. They can
pounds indefinitely or up to 300 pounds for 1d6 rounds. A roll only be removed by cutting them off.
provides 70 feet of tape that is 2 inches wide.
Holy Water: Holy water damages undead and evil outsiders as
Electrical Tool Kit: This collection of hand tools and small parts if it were acid. Typically, a flask of holy water deals 2d4 points
typically includes a variety of pliers, drivers, cutting devices, of damage to an undead creature or an evil outsider on a direct
fasteners, power tools, and leads and wires. It is necessary for hit, or 1 point of damage if it splashes such a creature. A flask
Electrical task checks. of holy water can be thrown as a splash weapon. A flask breaks
if thrown against the body of a corporeal creature, but against
Evidence Kit: Assists in the proper gathering and storing of an incorporeal creature, the flask must be opened and the holy
evidence for use by such a lab. water poured or sprayed on it.
Fake ID: When a character purchases a fake ID, Hydraulic Compressor: A hydraulic compressor is
the Venture Master rolls 1d4 x 10%. This is the used to provide power to tools like the jaws-of-
percentage chance that a person inspecting the ID life and jackhammers.
can tell that it is fake. The purchaser of the fake ID
does not know how good it is. Jaws-of-Life: This device grants a +10 bonus on
Bend Bars and Break Down Doors checks.
Fire Extinguisher: The typical fire extinguisher
can put out a fire in a 10-foot-by-10-foot area. Lock Release Gun: This small, pistollike device
It is good for two uses. disables cheap and average mechanical locks
operated by standard keys with no task
Ghillie Suit: The ultimate in camouflage, a check necessary.
ghillie suit allows one to hide very
successfully in the proper terrain. Its Medical Aid Kit: A medical aid kit is good
bulk imposes a -3 penalty on Reflex for five uses. A Treat Injury task check
saves and melee attack rolls. made without it incurs a –2 penalty.

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.

GRIT & VIGOR 52


Ram, Portable: This ram is the perfect tool for battering down Trail Rations: Trail rations provide the necessary energy and
doors. Not only does it give you a +4 bonus to Break Down nutrition for survival. Come in cases of 12 meals.
Doors, it allows a second person to help, adding an additional
+2 bonus to the task check. Walkie-Talkie: Devices have a range 15 miles.

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).

GRIT & VIGOR 53


Material Base Armor Class Armor piercing rounds usually include some amount of
tungsten. Against steel armor, such as that used on tanks and
Kevlar 20
most armored vehicles, that armor’s DR is reduced from 10
Titanium Alloy 19
per inch to 5 per inch.
Depleted Uranium 18
Aircraft also modify their Armor Class by their maneuvering
Steel (Armor) 17
modifier.
Steel (Soft) 16
Aluminum Alloy 16 SPEED (SPD)/ACCELERATION (ACC): Vehicles are given a top
speed in miles per hour. While most creatures have a walking
Mangalloy 15
speed, jogging speed and running speed, vehicles simply have
Iron (Cast) 14
a maximum speed and a rate of acceleration. The vehicle’s
Wood (Hard) 13 operator decides at what speed they wish to travel, and the
Glass (Bulletproof) 12 time it takes to reach that speed depends on the acceleration
Wood (Soft) 11 rate and the chosen acceleration of the operator.
Concrete 11 MANEUVERING (MVR): This is the modifier that the vehicle’s
Bricks 11 operator adds to his task check when making a Drive Car, Ride
Stone 11 Bike or Fly Plane task check.
Flesh 10 ATTACK (ATK): This is a list of the vehicle’s weaponry. The
attack roll uses the vehicle operator’ or weapon operator’s
For every inch of its thickness, a material has a Damage attack bonus and modifiers.
Reduction value. The DR is deducted from the total damage
inflicted on the vehicle by a single attack, or from each dice of CEILING/CLIMB: For aircraft, this is maximum height to which
damage from weapons firing multiple bullets or shells. the aircraft can operate, and the number of feet that it can
climb per round.
Materials are rated on the chart above for their general
hardness and resistance to damage. When a harder material CREW & PASSENGERS (C/P): This is the number of crew (C)
strikes a softer one, the softer material’s DR is reduced. When and passengers (P) that can be carried by the vehicle. “Crew” is
a softer material strikes a harder material, the harder the standard number of crew needed to operate the vehicle. In
material’s DR is increased. most cases, only one person is needed to drive the vehicle;
other crew members serve as gunners or copilots.
For materials of the same class, DR is 10 per inch. If an
attacking material is one class harder than the defending Passengers is the number of people in addition to the crew
material, reduce the defending material’s DR by 5 per inch for that the vehicle is designed to carry. Vehicles that carry
every class of difference, to a minimum of 0. If an attacking passengers can use that space to carry additional cargo when
material is softer than the defending material, increase the passengers aren’t present. Each unused passenger slot allows
defending material’s DR by 5 per inch for every class of the vehicle to carry an additional 150 pounds of cargo.
differene.
WEIGHT (WT.): This is the vehicle’s normal weight in tons.
Class Materials
A Kevlar
B Depleted Uranium, Tungsten
C Steel (Armor), Titanium Alloy
D Aluminum Alloy, Brass, Steel (Soft), Brass
E Bamboo, Copper, Iron (Cast, Wrought)
F Aluminum, Fiberglass, Glass (Bulletproof), Titanium, Wood
(Hard)
G Fabric, Flesh, Lead, Wood (Soft)
H Bricks, Cement, Concrete, Stone

GRIT & VIGOR 54


Vehicle Notes For each decade past the 1920s, fighter aircraft increase
maximum speed by 150 mph, ceiling by 5,000’, and climb rate
All vehicles are given stats representative of the period from by 100’. Maneuver bonus increases by +1 from the 1940s to
the 1880s to the 1920s. Supplements to this game will cover 1960s, and by +2 from the 1970s forward. You can adjust the
later and earlier periods. In a pinch, though, you can adjust a fighter aircraft’s armaments as follows:
vehicle’s specifications as follows:
ARMS BOMBS
For each decade past the 1920s, automobiles and
motorcycles increase max. speed by 10 mph, acceleration rate 1930s 3 light machine guns, 1 heavy machine guns x2
by 5 mph and maneuver bonus by +1. 1940s 4 light machine guns, 2 heavy machine guns x10
1950s 1 20mm autocannon, 4 air-to-air missiles x20
For each decade past the 1920s, armored cars increase hit
dice by +2/decade, max. speed by +3 mph/decade, and 1960s 2 20mm autocannon, 4 air-to-air missiles x40
maneuver bonus by +1. Armor thickness on armored cars 1970s 2 30mm autocannon, 2 air-to-air missiles x40
increases to 0.5 inches. Armament is as follows: 1980s 1 30mm autocannon, 4 air-to-air missiles x50
1990s 1 30mm autocannon, 4 air-to-air missiles x60
Armament
2000s 1 30mm autocannon, 6 air-to-air missiles x100
1930s 1 heavy machine gun, 1 light machine gun
2010s 1 30mm autocannon, 6 air-to-air missiles x100
1940s 1 heavy machine gun, 1 light machine gun
1950s 1 heavy machine gun, 2 light machine guns
Bomber aircraft are a bit different, as they first grew much
1960s 1 heavy machine gun, 2 light machine guns
larger, and then slimmed down. For each decade past the
1970s 1 heavy machine gun, 2 light machine guns
1920s and up to the 1960s, bombers increase maximum speed
1980s 1 heavy machine gun, 2 light machine guns by 200 mph, ceiling by 10,000’, and climb rate by 100’.
1990s 1 30mm autocannon, 1 light machine gun Maneuver bonus increases by +2 from the 1950s forward.
2000s 1 30mm autocannon, 1 light machine gun Bombers do not make further spec adjustments after the
1960s. You can adjust the bomber’s armaments as follows:
2010s 1 30mm autocannon, 1 light machine gun
Bomber stats can be adjusted per decade as follows:

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

Statistics for particular vehicles in history can be found in


Chapter 5: Bold Ventures.

GRIT & VIGOR 55


Land Vehicles – Civilian (1880s-1920s)

Vehicle SZ HD AC SPD ACC MVR CP WT (t) Cost Notes


Carriages
Buggy L 7 13 8 2 -4 1/1 0.3 $50 1 horse
Chaise (Gig) L 6 13 10 3 -4 1/1 0.5 $200 1 horse
Coach L 9 13 8 3 -3 2/4 1.3 $1,000 4 horses
Freight Wagon L 11 13 3 1 -4 1/1 2.0 $600 4 horses; Cargo 6 tons
Hansom Cab L 6 13 15 5 -4 ½ 0.5 $100 1 horse
Mail Coach L 9 13 8 3 -2 2/0 1.0 $1,000 4 horses
Omnibus L 11 13 8 3 -4 1/27 2.0 $1,200 4 horses
Phaeton L 5 13 12 4 -2 1/1 0.3 $250 2 horses
Post-Chaise L 5 13 15 5 -1 1/3 0.4 $400 2 horses
Stage Coach L 13 13 5 2 -1 2/4 1.3 $900 4-6 horses
Surrey L 9 13 8 2 -4 1/3 1.0 $600 2 horses
Automobiles
Compact L 9 16 55 20 -1 1/3 1.2 $900 Small family cars
Full-size L 10 16 65 25 -2 1/5 1.5 $1,100 Sedans, saloons
Roadster L 8 16 55 25 +1 1/1 0.9 $1,250 Coupes, sports cars
Runabout L 3 16 10 5 -4 1/1 0.2 $500 Earliest cars
Station Wagon L 10 16 60 20 -2 1/7 1.7 $1,200 Also minivans
Subcompact L 5 16 45 15 -2 1/3 0.4 $600 Seats 2 comfortably
Utility L 10 16 60 20 +0 1/3 1.6 $1,000 Cargo 500 lb., no penalty for off-road
Bikes
Motorcycle M 2 16 65 30 +2 1/0 0.1 $750 -
Scooter M 1 16 35 15 +1 1/0 0.1 $200 -
Trucks
Heavy truck L 14 16 20 10 -3 1/2 3.3 $4,000 Cargo 8,000 lb.
Light truck L 8 16 45 20 -3 1/2 0.9 $1,100 Cargo 2,500 lb., includes vans

Land Vehicles – Military (1880s-1920s)

Vehicle SZ HD AC SPD ACC MVR CP WT (t) Cost Notes


Armored Car H 18 17 35 10 -4 3/10 5.0 - 1 x medium mg and 1 x light mg
Tanks
Light L 11 17 25 10 -2 2/0 2.5 - 5 x light mg
Medium H 25 17 12 5 -2 3/0 9.0 - 1 x 37mm cannon, 3 x light mg
Steel armor 0.5 inches thick
Heavy G 45 17 10 3 -3 6/0 25 - 1 x 57mm cannon, 4 x light mg
Steel armor 1 inch thick
Super Heavy G 64 17 8 2 -3 12/0 60 - 1 x 75mm cannon, 5 x light mg
Steel armor 2 inches thick

GRIT & VIGOR 56


Air Vehicles – Civilian (1880s-1920s)

Vehicle SZ HD AC SPD Climb Ceiling MVR CP WT (t) Notes


Airliner L 15 9 120 100 15,000 -1 2/10 3.6 -
Airship C 75 4 70 150 5,000 -2 35/100 85 When hit, save or punctured
Airplane L 9 10 100 130 14,000 +1 1/1 1.2 -
Cargo H 19 9 130 140 16,000 -1 2/10 5.9 Cargo 1 ton
Helicopter L 9 11 50 100 1,000 +2 1/1 1.3 -
Seaplane L 10 11 160 70 10,000 +1 1/1 1.7 -

Air Vehicles – Military (1880s-1920s)

Vehicle SZ HD AC SPD Climb Ceiling MVR CP WT (t) Notes


Bomber
Light L 12 9 120 150 17,000 -1 2/0 2.6 2 x light mg, 1 x medium mg
3 x 200 lb bombs
Heavy H 23 7 110 90 14,000 -1 4/0 7.9 4 x light mg, 1 x medium mg
5 x 500 lb bombs
Fighter L 9 15 140 200 21,000 +5 1/0 1.4 2 x light mg

Sea Vehicles – Civilian (1880s-1920s)

Vehicle SZ HD AC SPD MVR CP WT (t) Notes


Cargo Ship G 120 17 18 -5 70/0 10,500 Steel hull ½-inch thick
Paddle Steamer Tr 99 13 20 -6 20/180 1,650 Wood hull 1 inch thick
Passenger Liner T 130 17 22 -6 500/1800 24,000 Steel hull ½-inch thick
River Steamer T 24 14 13 -4 2/20 8 -
Runabout Tr 7 13 20 +0 1/5 1,600 Wood hull ½-inch thick
Sailing Ship Tr 99 13 18 -4 170/0 1,650 Wood hull 2 inches thick
Tugboat C 96 13 15 -3 6/0 250 Wood hull 1 inch thick
Yacht SC 98 17 14 -4 16/48 750 Steel hull ½-inch thick

Sea Vehicles – Military (1880s-1920s)

Vehicle SZ HD AC SPD MVR CP WT (t) Notes


Aircraft Carrier G 110 17 20 -6 340/0 6,000 8 x 4” guns, 4 x 2” guns, 2 x 21” torpedo; Steel 1”; 4 fighters
Battleship T 130 17 25 -6 1000/0 28,000 3 x triple 16” guns, 6 x twin 6” guns, 6 x 5” AA guns, 64 x
heavy mg, 2 x 25” torpedo; Steel 11”
Cruiser T 130 17 37 -3 840/0 20,000 2 x twin 15” guns, 6 x triple 4” guns, 2 x 3” AA guns, 2 x 21”
torpedo; Steel 3”
Destroyer Tr 99 17 38 +0 120/0 1,200 4 x 4” guns, 1 x 3” AA gun, 12 x 21” torpedo; Stee; 1”
Monitor G 110 14 14 -6 200/0 12,000 4 x 12” guns, 6 x 4” guns, 2 x 6-pdr guns; Iron 7”
Patrol Boat H 18 17 30 +1 3/0 5 4 x heavy mg, 1 x 18” torpedo
Submarine SC 98 17 16 -3 40/0 650 1 x 3” gun, 2 x medium mg, 7 x 21” torpedo; Steel ½”
Torpedo Boat SC 98 17 23 -1 75/0 820 2 x 5” guns, 4 x 6-pdr guns, 1 x heavy mg, 5 x 18” torpedo;
Steel ½”

GRIT & VIGOR 57


Contacts and Henchmen Mercenaries: Mercenaries are 1 HD warriors equipped with
rifles, hand guns, grenades (2) and other common equipment.
Characters begin the game with a number of contacts based on They charge $20 a day to fight.
their Charisma score. A contact is a person with specific skills,
Elites: Elites are 2 HD warriors armed with rifle, handgun,
knowledge or other resources that is, for the most part,
knife, bayonet, grenades (3), first aid kit and other equipment
friendly with the character and willing to give them help in
deemed appropriate for the era. Modern era elites also wear
exchange for a favor.
light armor. They charge $60 a day to fight.
Henchmen are people employed by the character. Henchmen
Professionals
must be paid a weekly salary and remain fairly loyal as long as
they are paid and not put in more danger than should Professionals include engineers, architects, lawyers, doctors,
reasonably be expected. priests, etc. They charge $10 a day for their services.

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

Craftsmen are men and women


that are capable of building and
repairing things without the
use of an assembly line. This
includes auto mechanics,
blacksmiths (until they’re
replaced by the horseless
carriage), carpenters, masons,
bakers, etc. Craftsmen are
skilled in whatever tasks they
need to do their jobs. They
charge $8 per day for special
jobs.

Mercenaries and Thugs

These men and women are


willing to fight for pay. They
come in one of four varieties:

Cheap Thugs: Cheap thugs are


1 HD warriors armed with
knives, clubs and other simple
melee weapons. They charge
$5 a day to bust heads and
intimidate people.

GRIT & VIGOR 58


Chapter IV Exploration speed is at 10 feet per round, and assumes a
person is walking slowly and is paying close attention to his

Man
surroundings as to avoid traps, pitfalls and surprise attacks.

Running speed differs between creatures in terms of rate, but


at whatever speed can be maintained for one turn. To run for

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.

GRIT & VIGOR 59


To compare a creature’s movement rate in feet per round to a Encumbrance
vehicle’s in miles per hour, multiply the “feet per round” by 15
to get speed in miles per hour. Encumbrance measures how much weight your character is
carrying, and whether or not it is enough to slow them down.
Movement overland involves more than simply extracting how
many miles one can travel in a day from a creature’s walking A character can carry up to 10 pounds of weight per point of
movement rate. The following movement rates are derived strength without any penalty to their movement rate. Carrying
from Col. Sir Garnet J. Wolseley’s excellent The Soldier’s Pocket- more than this leaves a creature encumbered and reduces
Book for Field Service, and are based upon his military service their walking speed by one half and limits their running speed
during the 19th century. to twice their walking speed. A character’s maximum load is
25 times their strength score in pounds. Dragging something
Creature MPD* Encumbered Max Load Draught^
on the ground multiplies this figure by five. Pulling on wheels
Ass/Donkey 16 90 lb. 180 lb. 900 lb. multiplies this figure by ten.
Camel 20 300 lb. 600 lb. 1,000 lb.
Maximum Load
Dog 10 20 lb. 40 lb. 100 lb.
Strength Encumbered Carry Drag Pull
Elephant 18 600 lb. 1,200 lb. 8,000 lb.
3 31 lb. 75 lb. 325 lb. 750 lb.
Horse 16 200 lb. 400 lb. 800 lb.
4 41 lb. 100 lb. 500 lb. 1,000 lb.
Human** 6 Varies varies Varies
5 51 lb. 125 lb. 625 lb. 1,250 lb.
Llama 15 65 lb. 130 lb. 325 lb.
6 61 lb. 150 lb. 750 lb. 1,500 lb.
Mule 16 150 lb. 300 lb. 750 lb.
7 71 lb. 175 lb. 875 lb. 1,750 lb.
Ox 5 100 lb. 200 lb. 500 lb.
8 81 lb. 200 lb. 1,000 lb. 2,000 lb.
Reindeer 75 60 lb. 120 lb. 300 lb.
9 91 lb. 225 lb. 1,125 lb. 2,250 lb.

* 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.

GRIT & VIGOR 60


FORTITUDE (FORT) represents physical toughness. Fortitude
saving throws helps you survive poison, paralyzation, disease
and blunt trauma.

REFLEX (REF) represents quickness and balance. A Reflex save


helps you survive a fall, bomb blast or death ray.

WILL (WILL) represents mental strength and helps you


survive supernatural phenomena, fear and temptation.

A saving throw is given as a number that ranges between 3


and 20. To make a saving throw for a character, a player rolls
1d20 and attempts to equal or exceed that value. To this roll,
they add their Constitution modifier for Fortitude saving
throws, their Dexterity modifier for Reflex saving throws and
their Wisdom modifier for Will saving throws. For creatures,
VM’s roll 1d20, adding no modifiers, and try to equal or exceed
the listed saving throw value for that creature.

Item Saving Throws

Sometimes, an object is required to pass a saving throw. An


object has a single saving throw value based upon the material
of which it is made. Characters should drink at least one gallon of water per day.
Drinking less than this leaves a character fatigued. Failure to
Material Saving Throw drink any liquid at all inflicts 1d6 points of strength, dexterity
Clay 15 and constitution damage per day.
Glass 18
Light
Paper 20
Cloth 17 When one is descending underground or entering spooky
Leather 16
mansions, light is a must. For light sources that project a cone,
the length of the cone is given, and the base is half the length.
Wood 14
Stone 10 Light Source Radius Cone Duration
Precious stone 12 Battery floodlight - 30 yd. 10 hours
Gold and silver 8 Candle 2 yd. - 1 hour
Copper and platinum 7 Flashlight - 10 yd. 20 hours
Bronze 6 Lantern, bullseye - 20 yd. 6 hours
Iron 5 Lantern, hooded 10 yd. - 6 hours
Steel and titanium 4 Oil Lamp, common 5 yd. - 6 hours
Penlight - 3 yd. 40 hours

Starvation and Thirst Torch 6 yd. - 1 hour

Characters should eat at least twice per day to maintain their


Lighting something with flint and tinder (which must be dry)
health. A character that eats less than this is fatigued (see
takes 1d4 rounds. Lighting one object from another, or from a
Conditions below). A character that eats no food suffers 1
match or lighter, takes only one round. A lamp or lantern
point of strength, dexterity and constitution damage each day
burns for six hours per pint of oil.
until they resume eating.

GRIT & VIGOR 61


Falling more conditions (see Conditions below) and begins to suffer
daily ability score damage after an incubation period. Once per
When a creature falls, it suffers damage based on the height of day thereafter, he must make a successful Fortitude save to
the fall, and has a chance of being crippled (see Conditions). avoid repeated damage. Two successful saving throws in a row
indicate that he has fought off the disease and no longer takes
For every 10 feet a creature falls, they suffer 1d6 points of damage, though damage already sustained must be healed
damage. If they make a successful Reflex save, the amount of naturally at the rate of 1 point of ability score per day.
damage is halved and they have no chance of being crippled by
the fall. The maximum amount of damage from a fall is 10d6. Disease Incubation Conditions Damage
I. Mild 1d6 days Fatigued 1 Con
Falling Distance Damage Chance of Crippled
Sickened *
10 ft. 1d6 1 in 10
II. Severe 1d6 hours Fatigued 2 Con, 1 Dex, 1 Str
20 ft. 2d6 1 in 6
Sickened
30 ft. 3d6 1 in 6
III. Lethal 1d6 rounds Fatigued 3 Con, 3 Dex, 3 Str
40 ft. 4d6 2 in 6 Sickened
50 ft. 5d6 2 in 6 Comatose *
60 ft. 6d6 3 in 6
70 ft. 7d6 3 in 6 Poison
80 ft. 8d6 4 in 6
90 ft. 9d6 4 in 6 To keep things simple, poison in the game comes in four types.
In all cases, a character that consumes or is injected with
100 ft. 10d6 5 in 6
poison must succeed at a Fortitude saving throw or suffer the
110 ft. 10d6 5 in 6 ill effects. Poison damage is suffered immediately after a
120 ft. + 10d6 6 in 6 person fails their saving throw.

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

GRIT & VIGOR 62


Strong Drug Effect
Depressant -4 penalty to sensory task checks and balance and
tumbling task checks, -4 penalty to AC and to all
attack rolls, 10% chance per turn of exhaustion of
falling asleep
Stimulant -4 penalty to all Wis-based task checks, Will saves
and saves vs. sleep effects, +4 bonus to all other
saving throws and to attack, -4 penalty to AC,
suffers 1d6 points of damage to body per hour of
duration, after duration the character is left
fatigued for equal duration
Hallucinogenic Confusion (see Conditions below), with a 10%
chance that the condition is permanent

Some common intoxicants include the following:

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%

GRIT & VIGOR 63


Flammable items that are subjected to fire must pass an item Radiation Sickness
saving throw or be burned beyond use in a number of rounds
based on their size: 1 round for tiny objects, 1 minute for small Degree of Exposure Conditions Damage
objects, 1 turn for medium objects, 1 hour for large objects and I. Mild Sickened 1d3-1 Con
3 hours for huge objects. Obviously, you use your best II. Low Fatigued, sickened 1d4-1 Con
judgment as a VM when adjudicating these things. Feel free to
III. Moderate Fatigued, sickened 1d4 Con
alter these times as you think appropriate.
IV. High Exhausted, sickened 1d6 Con
Flammable materials have a 25% chance per round that they V. Severe Exhausted, sickened 2d6 Con
are explosed to fire of catching fire. If a person’s clothes catch
fire, the creature suffers fire damage each round (as above),
and there is 25% chance that the fire spreads to an adjacent A dose of more than 3,000 rads is fatal, no saving throw.
body part, assuming it is also clad in a flammable material.
In fantastic post-apocalyptic settings, exposure to radiation
Characters that catch fire suffer fire damage each round until might also cause mutations. We will save that possibility for a
the fire is extinguished. You can extinguish a fire with water, future expansion of the game.
dust, a fire extinguisher, or by spending a full round rolling on
Conditions
the ground or being patted out by others.

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.

Deafened: Deafened characters are surprised on a roll of 1‐3


on 1d6. Deafened occultists fail to cast their spells on a roll of
1‐2 on 1d6 (see Appendix A).

GRIT & VIGOR 64


Dizzy: Dizzy characters must pass a Reflex saving throw each The target number needed to make a successful task check is
round to avoid falling down. In addition, they suffer a -2 determined by the amount of training, or skill, the character
penalty to Armor Class, attacks and task checks. Dizziness possesses at a given task.
usually lasts for 1d4 rounds.
A character unskilled at the task needs to roll an 18 or higher
Entangled: Entangled creatures walk at one quarter of their to succeed.
normal speed and they cannot run. This gives their opponents
a tactical advantage in combat. Entangled occultists fail to cast A character with a knack (i.e. a natural ability or a small
their spells on a roll of 1‐2 on 1d6 (see Appendix A). amount of training) needs to roll a 15 or higher to succeed.

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

GRIT & VIGOR 65


Electronics Int Repairing and operating electronics Swim Str -
Endure Con Pain, fatigue, alcohol Track Wis -
Escape Bonds Dex - Treat Injury Int Restores 1d6 hit points (or inflicts
1d6 damage if failed), doubles normal
Etiquette Cha Fitting in with high society
healing rate, adds +2 to save vs.
Forge Documents Int Player will not know if they are disease or poison
successful until they try to use them
Use Computer Int Programming, hacking
Gamble Wis Covers games that involve skill
Ventriloquism Cha -
Gather Cha Learning things through the grape
Intelligence vine
Gunnery Int Involves firing artillery Several tasks rely on using tools, such as opening locks (lock
picks), or often rely on tools, such as performances that use a
Handle Animals Cha Calming and training them
musical instrument. Trying to perform these tasks without the
Hide in Shadows Dex - proper equipment should be done at a -2 penalty.
Hypnotize Cha Placing people in trances, implanting
post-hypnotic suggestions The key thing to remember about these tasks is if it seems
Influence People Cha Changing opinions without bribery reasonable that a character can do it, there is no need to roll
dice! Save the rolling of dice for high drama or difficult tasks.
Jump Str You can jump 0.5 feet per point of Str
from a standing position, or double
for running Encounters
Lift Gates Str -
When two groups or individuals meet, what happens next is
Listen at Doors Wis -
usually up to the actions and reactions of the players and VM.
Mechanics Int Repairing and operating mechanical The initial reaction of the creatures or NPCs, though, can be
devices determined by rolling 3d6:
Move Silently Dex -
3d6 Reaction
Open Locks Dex -
0-3 Completely hostile, attack immediately
Perform Cha Dancing, singing, musical instruments
4-8 Hostile, not willing to parlay, may attack
Sleight of Hand Dex Palming objects, picking pockets, etc.
9-16 Neutral, willing to parlay and trade
Pilot Aircraft Dex Includes airplanes, helicopters and
spacecraft 17-21 Friendly, willing to render assistance
Practice Vocation Int Smithing, weaving, carpentry, law, etc.
Remove Traps Dex Failure sets off the trap If the party has a spokesman, they should add their charisma
Ride Bike Dex Includes bicycles, motorcycles and modifier to this roll. For thoroughly wicked and evil creatures,
scooters roll 2d6 for reaction checks.
Ride Mount Dex Keeping one’s saddle while fighting or Players may negotiate their way out of a hostile situation,
jumping
especially by means of bribery. Such negotiations can be acted
Seamanship Int Knowledge of how to handle a ship out (the preferred method) or the VM can use an Influence
Search Wis Finding hard-to-find objects, including Person task check to determine success or failure. The chances
secret doors and traps of success are improved with bribery.
Shoot Billiards Dex -
On a successful Influence People task check, the attitude of the
Ski Dex - creatures is improved by one step, for example moving from
Sky Dive Dex - hostile to neutral.
Spelunking Wis Includes noting unusual stone work
and the slope of passages Encounter Distance
Surf Dex - When in close quarters, such as crowded cities or thick forests,
Survive Outdoors Wis Hunting, finding water, making fires, creatures are first sighted 50 feet away. In more open spaces,
building shelter they are first sighted at 3 miles away.

GRIT & VIGOR 66


Surprise Initiative

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

1) Roll initiative • Charge at running speed and attack

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.

GRIT & VIGOR 67


Melee Attacks targets must fit within a 45-degree arc extending from the
front of the shooter.
Melee combat is hand-to-hand combat. To make a melee
attack, a combatant rolls 1d20 and adds their character’s Firing at multiple targets requires multiple attack rolls, one for
attack bonus, strength modifier and any modifiers for tactical each target. For each target beyond the first, all attack rolls
advantage (see below). If the result of that roll is equal to or during the round suffer a cumulative -2 penalty to hit. Thus,
higher than their opponent’s Armor Class then they inflict shooting at a single target requires a single attack roll.
damage (see below). Shooting at two targets requires two attack rolls, one for each
target, and both of these rolls suffer a -2 penalty to attack for
Ranged Attacks the single additional target. Firing at ten targets requires ten
Ranged attacks are made with weapons like crossbows, bows, attack rolls, one for each target, and all of these rolls would
slings, throwing axes, javelins and firearms. suffer a -18 penalty to attack.

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.

One can fire at a person engaged in melee and simply take


their chances on hitting that foe (i.e. the VM determines the
target randomly and then the player makes the attack roll, not
knowing who the actual target is) or the player can accept a -4
attack penalty and attack their preferred target.

Firarms Attacks

While ammunition in the real world is referred to using the


term “rounds”, as in “rounds of ammunition”, GRIT & VIGOR’s
use of the term “round” as a measurement of time makes this
confusing. Therefore, the term “bullet” will be used in the
game to refer to a “round of ammunition”.

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.

In combat, a character wielding a weapon with a rate of fire


higher than one bullet per round can fire those additional
bullets at a single target, or at multiple targets. Multiple

GRIT & VIGOR 68


target, or do some combination of the two, such as +10 to hit Tactical Advantage
and +2d6 to damage each target.
Some conditions give an attacker or defender a tactical
Semi-Automatic vs. Fully Automatic Weapons: While semi- advantage. Each tactical advantage an attacker has grants
automatic weapons permit the shooter to decide how many them a +2 bonus to hit. Each tactical advantage a defender has
bullets they will fire during a round, full automatic weapons grants them a +2 bonus to Armor Class.
can only be fired in a minimum of one second bursts of bullets.
Since there are ten seconds in a round, figuring out how many The following conditions usually grant a tactical advantage:
bullets are fired in a one second burst is as simple as dividing • Faster than opponent
the weapon’s rate of fire by ten and rounding down to the
nearest whole number. • Higher ground than opponent, or a flyer fighting a flightless
opponent
Fully automatic weapons can also lay down suppressing fire.
When this is done, the weapon fires constantly over the course • Aquatic creature attacking a land creature in the water
of the round at no particular target. Any creature moving
through its 45-degree arc of fire must pass a Reflex saving • Attacker is unseen by target
throw or be struck for normal damage. For every five bullets • Target is cowering, frightened, entangled, grappled, prone or
the weapon can fire per round, impose a -1 penalty to the stunned
potential target’s Reflex saving throw.
• Opponent is distracted or flanked
Inflicting Damage
Other conditions may apply, as determined by the VM.
When an attack is successful, the target sustains damage. The
attacker rolls a damage dice determined by the weapon used. Combat Maneuvers
You can find this information on the equipment tables. Long
The assumption in the rules above is that a character is
swords, for example, inflict 1d8 points of damage. Unarmed
attacking with the intention to kill his opponent. A canny
attacks inflict 1d2 points of damage. If the attack is a melee
combatant, however, may want to accomplish something
attack, the attacker adds his strength modifier to damage.
different with his attack, such as moving an opponent out of
Damage is deducated from the target’s hit point total (see
the way, knocking them down, throwing sand in their face, or
Damage and Death below).
grappling and pinning them. These are combat maneuvers.
Critical Hits
A player must declare he is using a combat maneuver before
A critical hit is scored when one rolls a natural ‘20’ on their he rolls the attack. A combatant using a combat maneuver rolls
attack roll. When a critical hit is indicated, the attack deals an attack as normal, but instead of succeeding by rolling a
double the normal damage (i.e. the attacker rolls damage twice number equal to or higher than his target’s Armor Class, he
and adds the results together). succeeds by rolling a number equal to or higher than the
maneuver’s Difficulty Class (DC). If the attacker is successful,
Charging the defender may roll a saving throw (see the chart below) to
avoid the special attack’s effects.
A combatant can charge into combat by running at least 10
yards before striking a target. Charging can only be done with Combat Maneuver Difficulty Class Saving Throw
melee or thrown weapons. The charging combatant adds +2 to
Airplane Spin 20 Fortitude
damage he inflicts, but suffers a -2 penalty to his Armor Class
until his next turn. Weapons that are set against a charge Bum Rush 12 Fortitude
attack before the charger and deal double damage. Dazzle 12 Reflex
Disarm 14 Reflex
Fighting Defensively
Feint 14 Will
A character can choose to fight defensively, sacrificing any Gouge Eyes 16 Fortitude
ability to attack to concentrate solely on avoiding damage.
Grapple 14 Fortitude
Fighting defensively grants a combatant a +2 bonus to AC.
Fighting defensively cannot be used to avoid suppressing fire. Overrun 14 Fortitude
Ranged Disarm 20 Reflex

GRIT & VIGOR 69


Combat Maneuver Difficulty Class Saving Throw into their eyes. A dazzle attack results in the defender being
dazzled for 1 round.
Ranged Sunder 18 Item Save
Sunder 16 Item Save Disarm: A disarm attack knocks the target’s weapon or shield
Throw 16 Reflex out of his hand, sending it 1d3 yards away. A disarm attack can
also be used to grab an item.
Trip 14 Reflex
Feint: A successful feint draws the opponent off-balance. They
Airplane Spin: The classic move of professional wrestlers and may attack this round, but at a tactical disadvantage. In the
movie fights, and thus a difficult move to perform against an next round, you enjoy a tactical advantage.
opponent who isn’t in on the joke. The airplane spin can only
be performed on an opponent the attacker can lift. It involves Gouge Eyes: A successful eye gouge attack blinds the victim for
the attacker hoisting the opponent on his shoulders and 1d4 rounds.
spinning him around to make him dizzy (see conditions), and
Grapple: A grapple attack locks the victim into a hold and
then dropping the character prone on the ground.
inflicts normal unarmed damage each round that the hold is
Bum Rush: A successful bum rush attack deals normal maintained. The victim can only break out of the hold by
unarmed damage and knocks the victim back a number of feet making a grapple attack of his own against his grappler.
equal to 1d6 + the attacker’s strength modifier. If the defender Grappled creatures cannot make attacks against their
is one size category larger than the attacker, they are pushed grapplers other than their own grapple attacks to break free.
back 1 foot + 1 foot per point of the attacker’s strength
A smaller creature can attempt to grapple a creature one size
modifier. If the defender is two sizes larger than the attacker,
larger, but if successful can only entangle them (see Conditions
the attack fails.
above). If a creature one size smaller is helped by another
Dazzle: A dazzle attack can be made by reflecting light into an creature no more than one size smaller, a proper hold can be
opponent’s eyes, or by throwing sand or a similar substance established.

GRIT & VIGOR 70


A creature cannot grapple a creature that is two sizes larger Mounted Combat
than they (i.e. tiny cannot grapple medium, small cannot
grapple large and medium cannot grapple huge). Mounted combat follows the same basic rules as normal
combat, with a few addendums.
While you have an opponent in a grapple, you can use further
grapple attacks to move your opponent up to 2 yards per 1) Only mounts trained for combat can engage in combat.
round, or make trip attacks at a +2 bonus to hit. Other mounts are frightened by combat and must pass Will
saving throws or flee the combat.
Overrun: An overrun attack works like a combination of a bull
rush and charge. The attacker must charge his opponent and, if 2) During each round of combat, you must make a ride mount
successful, knocks him back (as in a bull rush) or prone (as in a or ride bike check in order to attack. Even if this check is
trip) and continues his move. unsuccessful, the mount can still attack.

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.

GRIT & VIGOR 71


Effect of Terrain on Combat fighting skill against your armor and quickness (i.e. his or her
attack roll vs. your Armor Class). The second part pits your
You can use the following as a guide to the effect of terrain on opponent’s strength and weapon type against your own
combat. It is up to the Venture Master to determine which fighting skill (i.e. his or her damage roll vs. your hit points).
features and conditions apply. While most of the numbers in these calculations are fairly
static, hit points move around quite a bit, decreasing due to
Feature Effect on Combat
peril and sometimes increasing due to healing or rest. The
Boulder fields -2 to hit with ranged attacks more danger you experience, the more likely your next
Cliffs When hit in combat, Reflex saving throw or dangerous act will be your last.
knocked off cliff and suffer falling damage
This is why a character can go from 100 hit points down to 1
High winds -5 to hit with ranged attacks
hit point without suffering any particular physical hardship.
Ice sheets Full move and melee combat forces a Reflex save
All of those lost hit points represent narrow misses, lucky
to avoid slipping and falling prone
breaks and scrapes and scratches. The last hit point lost
Rain and snow Visibility halved, -3 to hit with ranged attacks represents a dagger in the heart, a bullet in the scholar, a quaff
Rocky ground Full move forces Reflex save to avoid slipping of poisoned wine or a plunge off a cliff onto the rocks below.
and falling prone
Sand Movement halved
The Death Scene

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.

Hit Points State of Health


Damage and Death 0 Stable but unconscious for 1d4 hours

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

GRIT & VIGOR 72


-2 penalty. If the patient is seriously wounded, this task check is 11. A constitution score of 11 grants no bonus to hit points,
is done at no penalty. If the task check is successful, the patient so the 15 bonus hit points Lars had received when his
is stabilized and unconscious until their hit points have been constitution was 18 are now lost. This reduces his normal hit
restored to 1 or higher through natural healing. point total from 33 to 18, and his current hit point total from
20 to 5. If Lars had had less than 15 hit points left after his
When a character is driven into negative hit points and fight with the assassin, the reduction in constitution would
ultimately survive, they must pass a Fortitude saving throw or have driven him into negative hit points.
suffer a permanent injury. The player should roll 1d10,
subtract their negative hit point total from the roll (remember, If a character’s new ability score does not permit him to
subtracting a negative is like adding a positive) and consult the advance in his present class (i.e. a fighter’s strength score
table below. dropping below 9), they do not lose their current class
abilities, but cannot advance further in that class until their
d20 Wound Suffered ability score has been restored (see Healing).
1-10 Facial Scars: Lose 1 point of Charisma
Energy Damage and Drain
11-14 Tissue Damage: Character loses 1 point of Strength,
Dexterity or Constitution; roll 1d6 to determine which ability Some creatures, usually undead, drain away a character’s life
is affected: [1-2] Strength, [3-4] Dexterity, [5-6] Constitution energy in the form of their class levels or hit dice. In some
15 Blindness: As the condition cases, this loss is temporary (i.e. energy damage), but in most
16 Deafness: As the condition cases it is permanent. The character is reduced by one level or
Hit Dice and all benefits derived from that level/HD are lost,
17 Mangled Limb: Roll 1d4 to determine the limb (1 Left Arm, 2
Right Arm, 3 Left Leg, 4 Right leg). The character loses 1 including additional hit points (one can merely roll a Hit Dice
point of Strength and Dexterity, and characters with a worth of hit points, since it is unlikely that they remember
mangled leg are left crippled how many hit points they gained when they last advanced in
18 Chest Trauma: This might be a punctured lung, broken ribs level), spells or psychic phenomena learned (see Appendix A),
or other organ damage. The victim loses 1 point of special abilities, saving throw and attack roll bonuses, etc.
Constitution
The character’s experience point total is adjusted to be just
19 Severed Limb: Roll 1d4 to determine the limb (see above).
high enough to qualify for their new, lower, level. Temporary
Characters lose 1d3 points of Strength and Dexterity.
energy damage usually lasts for 1 day, the lost level returning
Characters who lose a leg are left crippled
after a night’s rest, so no adjustment to XP is necessary.
20 Head Injury: Victim loses 1d3 points of a mental ability score.
For each lost point, roll 1d6 to determine which ability is Healing
affected: [1-2] Intelligence, [3-4] Wisdom, [5-6] Charisma
There are three ways to heal damage in GRIT & VIGOR.
Ability Score Damage
If characters rest for 30 minutes after a battle, they can regain
Ability scores can be reduced by poison, disease, injuries (see half of the hit points they just lost in that particular battle, but
above) and other special attacks. When ability points are lost, not in earlier battles. While resting, they cannot be engaged in
they are deducted from the character’s current ability score. any physically or mentally taxing tasks (such as searching for
The character’s new ability score now determines their ability secret doors or barricading doors), and they must have water
modifier. In the case of a constitution score going down, any or some other liquid that they can drink.
bonus hit points gained from the old, higher bonus must be
This healing can be boosted by 1d6 hit points by quaffing a
deducted from their normal hit point total and their current
potent spirit, either a pint of beer, ale or stout, a glass of wine
hit point total. This sudden reduction of hit points can cause
or a shot of whiskey. Consuming an intoxicant has many
the character to die.
effects (see Intoxicants above), but also “heals” damage by
Example: Lars Jorgennsen, the 5th level Swedish daredevil, has calming the nerves.
an 18 constitution. This normally gives him a bonus of 3 hit
Characters also heal a number of hit points with each night’s
points per level. His normal total of hit points happens to be
rest equal to their level or Hit Dice.
33, but, having just fought off an assassin sent by a rival, his
current hit point total is 20. During the fight, Lars is poisoned, With each night of rest, a character also regains one ability
and loses 7 points of constitution. His new constitution score score point lost to ability damage. If the character has lost

GRIT & VIGOR 73


Category Speed Modifier
Stationary 0 mph —
Low Up to 33% of the vehicle’s top speed +2
Medium 34-66% of the vehicle’s top speed +0
High 67-99% of the vehicle’s top speed -2
Maximum Vehicle’s top speed -4

The amount of ground a vehicle covers in a round is equal to


(approximately) 75 feet per 5 mph of speed. If during a round
a vehicle operates at more than one speed, average the speeds
to find the distance it has traveled.

In combat, a vehicle’s speed imposes a penalty to hit it equal to


-1 per 10 mph difference in speed (rounding down) between it
and its target, assuming it is moving perpendicularly to its
target, or -1 per 20 mph difference in speed (rounding down)
if it is moving away from the target.

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

safely. These categories are based on the maximum speed of


the vehicle, as we assume the vehicle is designed to handle the Vehicle jumps suffer an additional -1 penalty to the task check
speeds that it is capable of achieving. for every 10 feet you are jumping the vehicle.

GRIT & VIGOR 74


Vehicle Crashes for each vehicle in the crash. Since both objects in the crash
are large, each rolls d8 for damage, thus 7d8.
When a driver loses control over his vehicle, it crashes. When
a vehicle crashes, you need to determine what it crashes into Vehicle Combat
and the resulting damage. Roll on the following table:
When attacking from a vehicle or with a vehicle, a character
d20 Crash Effect suffers a tactical disadvantage just as if they were attacking
from horseback or any other unstable, moving platform.
1-3 Crash into small stationary object
4-6 Crash into medium stationary object Dogfights
7-8 Crash into large stationary object
Aircraft dogfights work somewhat like vehicle chases. Each
9 Crash into huge or larger stationary object pilot rolls initiative at the beginning of the combat, with the
10-12 Crash into small moving object high roller becoming the attacker.
13-15 Crash into medium moving object
Each round, the defender attempts a maneuver by making a
16-17 Crash into large moving object Pilot Aircraft task check. If the maneuver fails, the attacker
18 Crash into huge moving object may attack the defender with his aircraft’s weapons.
19-20 Crash into a person or animal
If the maneuver is successful, the attacker must attempt the
same maneuver, or a more difficult maneuver. If the attacker’s
Small objects include bicycles, scooters and traffic signs. maneuver fails, the defender may decide to become the
attacker, or he may extend the distance between himself and
Medium objects include traffic barriers, light poles and traffic
the attacker by half his current speed.
poles, post office boxes, telephone booths and motorcycles.
If the attacker is successful at the same maneuver, he
Large objects include fruit stands, newspaper stands, cars and
maintains his role as attacker, but may not attack this round.
trees.
If the attacker is successful at a more difficult maneuver, he
Huge objects include buildings, trucks and trees.
maintains his role as attacker, and may attack this round.
Damage from the crash depends on the size of the object hit,
Maneuver Penalty
and the speeds of the objects in the crash. The size of the dice
rolled for damage is determined by the size of the object being Break, Split-S -2
crashed into: Small 1d4, Medium 1d6, Large 1d8, Huge+ 1d10. Pitchback, Wingover -3
Low Yo-yo, High Yo-yo, Lag Roll, Unloaded Extension -4
The number of dice rolled is equal to the combined speeds of
the two objects involved in the crash divided by 10 mph. If you Scissors, Jinking, High-G Barrell Roll, Defensive Spiral -5
do not know how fast a moving object was moving, assume
that it was moving at a “safe speed” for that object, perhaps Naval Combat
30% of its top speed.
Naval battles are best handled on either a ship vs. ship basis,
If a crash occurs in light traffic, there is a 1 in 6 chance that an or a fleet vs. fleet basis, to keep things simple. The rules are
additional vehicle will hit the vehicles that crashed. If the crash essentially the same as for dogfights. Each ship captain (or
occurs in heavy traffic, there is a 2 in 6 chance that an each fleet commander) makes a Seamanship task check. The
additional vehicle will hit the vehicle that has crashed. As faster ship enjoys a +2 bonus to this task check. The captain
additional vehicles crash, continue rolling for the possibility of that beats his target number by the most (or fails by the least)
even more vehicles crashing into the newly crashed vehicles. has the advantage, and can either close with his enemy or
increase the distance between them.
Example: A masked vigilante is roaring through light traffic
after a carload of gangsters. He attempts to make a hard right If one of the ships involved in the combat is sail driven while
turn at high speed (45 mph) and crashes. The VM rolls 1d20 the other is steam driven, the sail driven vessel suffer a -2
and determines that he crashes into a large moving object, in penalty to his Seamanship task check to simulate the vagaries
this case another car. This car is driving at 25 mph, so of the wind that he must tangle with. If both ships are sail-
combined speed is 70 mph, so seven dice of damage is rolled driven or both ships are steam-driven, there is no penalty.

GRIT & VIGOR 75


If the ship with the advantage beats his opponent’s task check Damaging Vehicles
by five or more, he may make a full attack while his opponent
may only make a partial attack. Otherwise, both vessels can All vehicles have hit points, which are roughly equivalent to a
make a full attack. character’s hit points. When a land or air vehicle is reduced to
0 hit points, it is disabled. Although it might be repairable, it
For our purposes, a full attack uses all the vessel’s ship-to-ship ceases functioning. A vehicle that is disabled while it is moving
weapons on turrets, and half of its non-turreted ship-to-ship decreases its speed by half each round until it effectively
weapons. A partial attack only permits the vessel to use its comes to a stop at less than 1 mph. The driver cannot attempt
forward or rear weapons. any dangerous maneuvers.

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.

GRIT & VIGOR 76


remember the location of important traps, treasures and
creatures, while others simply key their map, numbering
important locations, and then making notes on a separate
piece of paper as to what those locations contain.

When designing a complex, remember to keep it interesting


for the players. Use a variety of shapes for chambers, allow
some tunnels to weave under other tunnels, etc. Give them a
good reason to draw a map of their own.

If the purpose of an adventure is exploration, it is important to


provide multiple ways to access different areas of the complex.
Do not allow a complex to be completely linear, with one
chamber simply following the next. Multiple paths to reach the
same destination permits adventurers to use their brains to
get around hazards they could not overcome with combat or
task resolution rolls. It is also good to provide multiple ways to
access higher or lower levels, rather than a simple staircase
from one level to another. Perhaps there is also a dumbwaiter
that can take adventurers directly from one level to another.

Walls

Sometimes, masonry walls divide compexes into corridors and


chambers. Walls can also be hewn from solid rock, leaving
them with a rough, chiseled look, or they can be the smooth,
Buildings and Complexes unblemished stone of a naturally occurring cave. Walls are
difficult to break down or through, but they’re generally easy
A complex can either be man-made (i.e. a building, fortress, to climb. You can use the rules for materials and damage
etc.) or natural (i.e. a cave system). Complexes come in many resistance for times when adventurers attempt to break
different shapes and sizes, and might be the focus of an through walls using tools or explosives.
exploration, or merely a place that must be visited in the
Floors
course of a different kind of adventure, such as a hideout for
criminals or a military base that must be infiltrated. Floors may be composed of flagstones, hewn stone covered
with loose gravel, dust and other debris, or they might consist
Mapping the Complex of nothing but rubble. Floors may be smooth or uneven, and
when uneven present the possibility of tripping.
While it is possible to find the plan of a complex with a scale
that makes it usable as an adventure map, it is likely that you Floors that are covered by or consist of debris reduce normal
will have to draw the plans that you need. Complex maps are movement by half or more. Slippery floors, whether due to ice,
usually drawn on graph paper. The scale of each square on the grease or blood, not only slow movement, but might also force
grid is usually 10 ft. x 10 ft. or 5 ft. x 5 ft., though you can creatures to pass Reflex saving throws to avoid falling,
choose any scale you like. especially if they are fighting or running.
You want to draw each wall as a thick line, so it shows up well, Floors need not be confined to a single level. There might be
and shading around those lines might also help make the ledges or balconies that are connected by ladders, stairs,
complex clearer. A set of symbols can be devised to represent fireman’s poles, or nothing at all.
doors, stairs, trapdoors, pitfalls, statues, pools, etc.
Floors might contain trapdoors, pressure plates that activate
Constructed walls are usually nice and straight. Cavern walls high tech traps, or they might be traps in and of themselves.
are usually drawn in a zigzag fashion, to help you remember Some floors are designed to become suddenly dangerous. With
that adventurers are entering an area of natural caves. Some the application of just the right amount of weight, or the pull of
Venture Masters make notes directly on a map to help them a lever somewhere nearby, spikes protrude from the floor,

GRIT & VIGOR 77


gouts of steam or flame shoot up from hidden holes, or the Rooms might be used as guard posts, living quarters,
entire floor tilts. These strange floors are sometimes found in workrooms, shrines, temples, vaults, crypts, storage,
an arena, designed to make combats more exciting and deadly. laboratories, libraries, etc.

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.

GRIT & VIGOR 78


Chutes and Chimneys: Stairs are not the only way to move up
d20 Trap Encountered
and down in a complex. Sometimes a vertical shaft connects
levels of a complex or links a subterranean complex with the 1-3 Pit trap

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

GRIT & VIGOR 79


pass a Reflex saving throw or be struck by a variable number Cliffs
of projectiles. One usually notes the number of potential hits
(1d4 darts, 1d8 bullets, etc.) that strike a person who triggers Adventurers that are traveling through mountains and rugged
the trap, and the damage from each projectile that hits. hills need to link themselves with ropes and carry miner’s
Missiles can be coated with poison. picks. Most importantly, they need to avoid being encumbered.

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.

Gear: Ice cleats

GRIT & VIGOR 80


Penalties: Trying to walk on ice presents two problems. The
Cold Temp. Hot Stormy Weather
slippery nature of ice forces people to walk at no more than
half speed. Walking faster forces a Reflex saving throw, the 01 - - Blizzard

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.

Heatwave: The temperature suddenly rises, bringing on dry


heat or humid heat conditions as appropriate (see above). In
an already hot environment, Fortitude saves vs. the heat are
made at a -2 penalty.

GRIT & VIGOR 81


Activity Task Check Money Earned Special Bonus
Play the Market Gamble $25 per point Fame
(Lose $10 per point of failed check)
Lecture Tour Display Knowledge $10 per point Fame
Go Hollywood Perform $20 per point Fame
Write Book Communicate $15 per point Fame
Dock Work Lift Gates $3 per point Vigor
Consult on Case Crack Code $5 per point Fame
Wildcat or Prospect Spelunking $25 per point Vigor
Archaeology Search $5 per point Fame
Prize Fight Reflex save $10 per point Fame & Vigor
(lose half hit points on failed save)
Factory Work Endurance $5 per point Vigor
Athletics Athletics $10 per point Vigor
Go to Sea Seamanship $5 per point Vigor

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.

Gear: Sacks, tents, incense sticks

GRIT & VIGOR 82


The patent for “possible” invention can be sold for 1d6 x Working
$5,000. The patent for a “plausible” invention can be sold for
1d6 x $25,000. The patent for a “fantastic” invention can be Working gives those characters that are short on bread
sold for 1d6 x $100,000. (dough, moolah) a chance to earn a few bucks in between
adventures. The player should choose an endeavor for his
Leisure character (one that makes sense), and then make the
appropriate task check (see table on next page). If successful,
No drama here, just the opportunity to regain lost hit points he earns money based on the amount that he beats his task
and ability score points. After one month of leisure, the check. If not, no money is earned. Unfortunately, the character
adventurer regains all lost hit points and ability score points. still has costs amounting to $50 per month, which must be
Leisure costs $100 per month. paid. If the character rolls a natural ‘20’, they may get a special
Sinning bonus (once again, you’ll have to see the table).

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.

GRIT & VIGOR 83


McLeod: Crap! I’ll draw my revolver. Sally Rae, you stay back fire both shots at Stewart, getting a +1 bonus. As a 1 HD thug,
in case we need to make a quick getaway. Doc – draw your gun his one hit dice gives him a +1 bonus to attack, for a total bonus
and get ready … and no explosives! of +2. The VM rolls 1d20+2 and gets a “9”. Stewart has an AC of
11, so the shots miss her. The thug coming from the north also
[The VM asks Harrow’s player to roll a Break Down Doors task ducks behind the crates and opens fire on McLeod. Firing two
check. Duelists are skilled at breaking down doors. As a 1st level shots at the private eye, he’ll also roll 1d20+2. He gets a “5” and
character, Harrow needs a “14” to succeed, and he does not have also misses his mark.]
a Strength bonus. Harrow’s player rolls 1d20 and gets a “16”, so
she succeeds!] McLeod: Element of surprise, huh? I’ll crouch down and fire
both shots at the guy to the north. [Rolls dice]. I got a “9”, plus
VM: The door flies open, making a terrible racket. The two for my Dex and the revolver’s two shots is “11”. That
warehouse is dimly lit. From the door, you can see a veritable should hit. I roll “4” for damage.
wall of wooden crates in front of you, about 18’ tall and 60’
long. To the left, near the end of the building, you can see an VM: The thug goes down.
elevated office space, with metal stairs leading up to it. There
is no light on in the office. Bailey: I’ll run over to the fallen thug and kick his gun away,
and then peek around the corner of the crates.
[The players discuss it, and decide Harrow, McLeod and Bailey
should go in and check things out. Stewart will stay near the VM: Okay. You think the thug is down, but not out. You don’t
door, watching the office and the alley for movement. The VM see anyone around the corner.
knows that there are four thugs in the warehouse. Three of them Harrow: Sorry chaps, guess I let my enthusiasm get the better
are investigating the noise – two approaching from the north, of me. I’ll crack off three shots from my pistol at the remaining
and one from the south. He rolls a surprise check on 1d6, and thug. [Rolls dice] I got a “9”, plus my attack bonus of +1 and my
finds that the player characters will not be surprised.] Dex bonus of +1 gives me an “11”. That should hit.
VM: As you proceed towards the office, Stewart alerts you to a VM: Not so fast. The thug has cover from the crates, so I’m
man rounding the corner of the wall of crates on the south end going to give him a +4 to AC. An “11” isn’t good enough.
of the wall. As she shouts, two others round the corner on the Stewart now hears another car outside – it’s pulling up in the
north end of the wall. They don’t look happy to see you, so alley behind the warehouse.
please roll initiative.
Stewart: Uh oh guys – looks like reinforcements are here. I’ll
[The VM makes a single initiative roll for the thugs, and gets an dash to the car and get it started.
“8” for the thugs. McLeod gets a “7”, Bailey a “3”, Harrow “2” and
Stewart “10”. This means the order of play will go Stewart, the VM: The remaining thug fires two shots at Harrow and
thugs, McLeod, Bailey and then Harrow.] manages to score two hits. He does 6 points of damage, leaving
Harrow with 2 hit points.
Stewart: I’ll take a shot at the guy coming from the south,
since nobody is in my way. McLeod: Let’s get out of here. I think we found the place, but
we’re going to get killed if we stay here.
[Stewart’s player has a revolver, which has a rate of fire of 2
shots per round. She’ll fire at both thugs. Since she’s attacking [The others agree, and they also run to the car and get in.]
multiple targets, she suffers a cumulative -2 penalty per target
after the first, or in this case a -2 penalty on each attacl roll. Stewart: I’m going to jam on the pedal and get moving. For
Since it is a ranged attack, she adds +1 for her Dexterity bonus. this round, I’m going to hit 25 mph and make a hard left onto
1st level daredevils have an attack bonus of +0 at 1st level, so the the street. You guys check to see if we’re being followed.
total modifier is +1 for Dex and -2 for multiple targets, so -1. The [At this point, a car chase might ensue, or perhaps the
rolls turn out to be a “17” and “13”, modified to a “16” and “13”. kidnappers will let them go and work on moving the prisoner.]
The thugs have an AC of 10, so both thugs suffer damage.
Revolvers deal 1d6 damage. Stewart’s player rolls a “2” and a
“5”. The thugs started with 4 hit points each, so one is reduced to
2 hit points, and the other to -1 hit point. He’ll die without
getting some medical attention. The other thug ducks behind the
crates and fires back at Stewart. He also has a revolver, and he’ll

GRIT & VIGOR 84


Chapter V A few common capers include jewel heists, bank robberies,
train robberies, kidnappings and con games. A crime campaign

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.

VENTURES While gangsters share many qualities, they come in different


styles in different places and eras. New York City in the mid-
1800’s played host to such gangs as the Bowery Boys, Dead
Rabbits, Boodle Gang, Baxter Street Dudes (who mixed crime
and theater) and Gas House Gang. These gangs were mostly
Designing Adventures and Campaigns known for brigandry – hijacking, street crime and thuggery.

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

GRIT & VIGOR 85


For criminals framing an innocent person … 1,000 XP Captain Nemo / Prince Dakkar
For criminals framing an enemy … 2,000 XP
Created by Jules Verne, 1870
Espionage
Prince Dakkar is the son of the Raja of Bundelkund, bent on
destroying imperialism, particularly the British Empire, with his
Espionage is a game that has been played by men and women
amazing creation, the submarine called Nautilus. In his submarine
for thousands of years. Modern espionage can be said to have
he collects bullion from shipwrecks and does his best to ignore
had its start in Elizabethan England with Francis Walsingham. the surface world, only occasionally striking out at imperialists
Spies, secret codes and clever gadgets entered the picture in such as the Ottoman Empire, the British Empire and the United
Elizabethan times. In literature, spies first show up in James States. Besides his native tongue, he speaks French, English, Latin
Fenimore Cooper’s The Spy in 1821 and The Bravo in 1831. In and German fluently.
the 20th century, Kim by Rudyard Kipling in 1901 and The
CG Inventor, LVL 8, HP 19, AC 11, MV 40, ATK +3, SV F12 R10
Secret Agent by Joseph Conrad in 1907 expanded the genre,
W9, Str 10 Int 18 Wis 12 Dex 13 Con 11 Chr 13
which probably reached its height in Ian Fleming’s James Bond
novels of the 1950’s and 1960’s. Special: Specialist (Electronics), Research, Improvisation, Maximize
Performance, Invention
Espionage games can put the adventurers in the active role,
with a specific objective they must achieve, or in the passive Knacks: Crack Codes, Display Knowledge*, Seamanship
role, with a specific objective they must protect and/or deliver.
Skills: Chemistry, Demolitions, Display Knowledge, Electronics,
In the active role, agents are asked to procure an item, such as Mechanics, Search
a secret formula or plans, procure a person, such as a
kidnapped scientist or diplomat, or eliminate a person, such as Feats: Eureka!, Expertise, Feint, Iron Will
an enemy spy or traitor.
Weapons: Underwater Pellet Gun (1d6 electricity), talwar (1d8),
bichawa (1d4+1)
In the passive role, the agents are asked to protect one of the
above items from enemy agents, usually while in the process
of delivering it somewhere, or during some major event. henchmen, assassins and thugs, and all the while do their best
Remember, the time factor is what makes an espionage game to figure out the enemy’s next move.
exciting and interesting.
Spy fiction is known for three tropes that you may wish to
In the process of achieving their goal, the agents must put include in your game: Masterminds, gadgets and death traps.
many of their skills to the test, make contact with exotic,
Masterminds are the men and women who lead the forces
interesting and often dangerous people, get into fights with
opposed to the agents. They are usually smarter than their
henchmen, and have as many or more resources at their
fingertips as the agents. If a mastermind is not personally
deadly, then their lieutenant is. While most spy fiction involves
a single special agent as the protagonist, and thus a single,
evenly matched lieutenant to oppose them, games of GRIT &
VIGOR will usually involve multiple agents. If this is the case,
make sure that the mastermind’s protector or protectors are
evenly matched with the agents.

Gadgets used in spying are numerous, and many that were


once thought to be mere inventions of fiction are now real.
Classic items include invisible ink, poisoned darts fired from
seemingly everyday items, hidden weapons, miniature
cameras and microphones, poisons and other substances
delivered through a variety of media, and disguise kits that
produce astoundingly realistic results. It is a common trope of
the genre that agents are provided with a series of special
gadgets by their agency to help them in the mission ahead. A

GRIT & VIGOR 86


Venture Master will find no time is ill spent devising secret steam can be generated by burning coal or oil or by atomic
gadgets for the players and for their enemies. fission. The exact style of ship depends on the era and the
resources of the adventurers.
Death traps are used by masterminds in campy spy thrillers to
eliminate their opponents. In more down-to-earth thrillers, Diving suits make adventures underwater possible, though
masterminds simply shoot or poison their enemies. Campy they still remain frought with danger and expense. Augustus
masterminds prefer to prolong the death, giving the agents Siebe developed the standard diving suit in the 1830’s, and by
time to escape if they can discover the death trap’s weakness. 1873, George Edwards had improved the design. Standard
Often, this escape is affected with a gadget received at the diving dress consists of a solid sheet of rubber between layers
beginning of an adventure which is used by the agent in a of tan twill and a helmet. In the 1940’s, diving suits made
novel or an ingenious way. entirely of rubber were used by frogmen (i.e. combat divers)
for the first time. Diving suits protect divers from the cold.
Experience Points
Air hoses or scuba (self-contained underwater breathing
Experience points in an espionage adventure are handed out apparatus) provide oxygen to the diver. The first scuba was
for successful task checks, as normal (100 XP plus 100 XP invented in 1878, with the devices being more commonly
times the total penalty to the roll) and for combat as normal. In employed by the early 1900’s.
addition, the following XP rewards can be doled out:
While there are plenty of natural wonders and treasure ships
For obtaining or protecting an object … 2,500 XP to discover under the waves, games that stray into
For obtaining or protecting a person … 5,000 XP supernatural territory can also involve dives searching for the
ruins of Atlantis and Lemuria, or the existence of sea monsters.
For eliminating a counter-spy … double normal XP
The dangers in an aquatic environment include cold, thirst,
-10% XP for each friendly NPC killed storms, wear and tear and the possibility of drowning.

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

GRIT & VIGOR 87


soon lauched by multiple nations. A race to the South Pole Grasslands are home to many grazing animals, including wild
between national teams would make a wonderful adventure. asses, horses, cattle, gazelles, sheep and antelopes. Large
herbivores like elephants and rhinoceros offer plentiful
The dangers in a cold environment include cold, ice, starvation danger to interlopers. Grassland predators include babboons,
and thirst, storms and wear and tear. wolves, coyotes, and lions. In fact, most of the animals that
Animals common to the Arctic Circle include foxes, wolves, showed up in Hollywood’s “jungle pictures” really belonged on
reindeer, sharks, narwhals, orcas, wolverines, walruses and the grasslands of Africa, not the central woodlands. If one dips
polar bears. Antarctic animals include penguins (not among their toes in a river cutting across grassland, they might run
the more dangerous of beasts), orcas and leopard seals. afoul of a crocodile or hippopotamus.

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.

GRIT & VIGOR 88


Many animals lurk in jungles, including poisonous and stereotypes.
constrictor snakes, monkeys and apes, including chimpanzees,
gorillas and orangutans, tigers, wolves and Indian elephants. The dangers in a wetlands environment include humid heat,
starvation and thirst, vermin and wear and tear.
The dangers in a jungle environment include humid heat,
starvation and thirst, vermin and wear and tear. The dangerous animals most associated with wetlands are
venomous snakes and aligators. Swarms of snapping turtles
The most persistent modern myth of jungles is the lost city, an and wild cats might also attack swamp travelers.
ancient outpost of a forgotten civilization. These civilizations
might be in ruins, or they might be vital and either hold-overs The swamps of Louisiana (and the islands of the Caribbean)
from primitive or ancient times, or else possessed of magic or are associated with voodoo, and swamp witches are a fine
futuristic technology. supernatural trope to use in your games.

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

GRIT & VIGOR 89


Modern myths associated with woodlands involve extra- Ghost Stories
ordinary things that are revealed to one person or a small
group, but which disappear before others can see them, thus Especially popular in Victorian times, ghost stories involve
resulting in the masses thinking that the explorers are crazy. spirits that are usually unable to harm people materially (with
These sightings include ghosts, cryptids and aliens. the poltergeist being a notable exception), but rather harm
them mentally or spiritually.
Expeditions
A twist on ghost stories is the hoax, in which the ghost is not
A major part of expeditions into the unknown is wrapped up supernatural at all, but just a trick. The protagonists must
in logistics – i.e. supplies and transportation. While it may uncover the plot and the perpetrator. If memory serves, there
seem like boring paperwork, the players must sit down with was a famous group of meddling kids and their goofy dog who
pencil and paper and decide what and how much of a variety did this bit to death.
of supplies they take, and the Venture Master must be equally
careful to record what they have used. A lack of supplies can Edgar Allen Poe
become a major obstacle, and thus a major source of The stories of author Edgar Allen Poe sometimes had a
adventure, to a successful expoloration. supernatural element, but often focused on man vs. man, who
VM’s might also want to consider introducing a rival explorer. were driven by, or led to insanity. Among his best stories are
This brings in the “race against time” aspect of an “The Cask of Amontillado” (1846), “The
adventure, and might turn into a chase through the Tell-Tale Heart” (1850), “The Black Cat”
wilderness to recover a stolen relic or artifact. (1845), and “The Fall of the House of
Usher” (1839). Many make use of the
Experience Points gradual build-up to a horrifying
realization (such as being bricked up
Experience points in an exploration and left to die) or losing one’s mind
adventure are handed out for (due to a guilty conscience, for
successful task checks at double the example). Mr. Poe also helped invent
normal rate (200 XP + 200 XP times the detective genre, and his works
the total penalty to the roll) and for inspired the works of our next
combat as normal. In addition, you example, H. P. Lovecraft.
can award the following:
H. P. Lovecraft
For each square mile of unexplored
land explored (not just seen from a Lovecraft took up where Poe left off. To
highe mountain or airplane) … 1 XP the basic premise of Poe, Lovecraft
added a dose of the Cosmic Unknown –
For a minor discovery (e.g. something giant forces, beyond the ken of mankind
suspected or expected, but not yet found) but interacting with us in a dangerous and destructive way,
… 2,500 XP often without ever noticing us. A Lovecraft campaign is about
For a major discovery (e.g. something completely unexpected) survival, sometimes physical, but more often mental, as the
… 5,000 XP realization of the supernatural forces involved challenges the
character’s concept of reality. The key to a good Lovecraft
Horror campaign is to make sure the players do not know they are
involved in a Lovecraft campaign, at least not right away.
In horror adventures, the name of the game is survival. The Whatever they are investigating, there must at first appear to
adventurers are faced with a threat, usually supernatural in be logical, non-supernatural explanations. Only gradually do
nature, and while they need not defeat the threat, they do need they discover the true nature of the dangers they face, and as
escape it. they do, their sanity is peeled away layer by layer until they
finally go stark, raving mad.
The horror genre can be divided into a few broad sub-genres,
all of which offer opportunities for excellent game play:

GRIT & VIGOR 90


Monsters The following table suggests the amount of Wisdom damage
that might result from different experiences:
The monster tale only differs from the ghost story in that it
involves a physical being, rather than an insubstantial spirit. Experience Damage
Monsters don’t just frighten people and drive them insane,
Finding a corpse or severed body part 1d3
they rip people apart. The greatest monster tales involve the
Finding a mangled corpse or witnessing a violent death 1d4
“big four” of Universal Pictures fame – the vampire (Dracula),
the werewolf, Frankenstein’s monster and the mummy. This Awakening in a sealed coffin or witnessing the violent 1d6
can be expanded to include fish-men, giant animals, and death of a friend or family member
mythical beasts like the chimera, Medusa and rakshasa. See an undead or mythical creature 1d8
Undergoing severe torture 1d10
Predator and Prey
Seeing something that defies the laws of physics or 1d12
Modern horror, especially in film, is concerned with the idea of otherwise CANNOT BE!
predators and prey. In some ways, this is like the monster sub-
genre, but those who have watched monster movies and If a character loses half their normal Wisdom points, they are
modern horror movies will know the difference. The predator struck with temporary madness. This may be short term,
and prey sub-genre is typified by the slasher and zombie lasting 1d10+4 rounds, or long term, lasting for 1d10 x 10
movies. Slasher movies involve a seemingly unstoppable hours. Roll on the short term insanity table below to discover
madman hunting a party of people, often teenagers, killing the effect of the madness. Note that a roll of 100 indicates that
them one by one. Zombie films involve a small party of people the madness is long term, and requires you to roll again on the
who are trapped by a horde of mindless zombies, and must long term temporary madness table.
somehow escape or survive long enough to be rescued.
d% Short Term Madness
Horror adventures are tricky to run. Horror works because of
01-20 Character faints and is shaken until duration expires
the feeling of danger. This is hard to achieve when, ultimately,
the only thing being threatened is a make-believe character on 21-30 Character has a screaming fit

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)

Madness Character gripped with strange or deviant eating desire


76-80
(dirt, slime, cannibalism, and so on)
Madness is the result of the mind being unable to cope with Character falls into a stupor (assumes fetal position,
the things that it confronts. These may simply be horrifying 81-90
oblivious to events around him)
acts or objects, or they may be things which force a person to Character becomes catatonic (can stand but has no will or
question everything they thought they knew about reality. 91-99 interest; may be led or forced to simple actions but takes no
independent action)
When so confronted, a character suffers Wisdom damage. This
100 Roll on Long-Term Temporary Insanity Effects below.
Wisdom damage heals the same way as normal ability damage,
except that for each point of Wisdom damage suffered due to
horror, the character must pass a Will saving throw to keep
that damage from being permanent.

GRIT & VIGOR 91


d% Long Term Insanity A character that has their Wisdom score reduced to 2 or lower
is struck permanently insane and is removed from play.
01-10 Character performs compulsive rituals
11-20 Character has hallucinations or delusions Kung-Fu
21-30 Character becomes paranoid
Kung-fu adventures are usually wrapped around the pursuit of
31-40 Character gripped with severe phobia (refuses to approach
perfection. Kung-fu really just denotes a person’s chosen
object of phobia except on successful Will save)
occupation. “Your kung-fu is no good” is just another way of
41-45 Character has aberrant desires (exhibitionism,
saying “You’re lousy at your job”.
nymphomania or satyriasis, etc.)
46-55 Character develops an attachment to a “lucky charm” The classic kung-fu adventure involves a quest for revenge or
(embraces object, type of object, or person as a safety justice, or a quest to improve one’s kung-fu by overcoming a
blanket) and cannot function without it specific challenge or seeking out a reclusive kung-fu master to
56-65 Character develops psychosomatic blindness, deafness, or receive training. During the course of the adventure, there are
the loss of the use of a limb or limbs duels and dangerous challenges.
66-75 Character has uncontrollable tics or tremors (-4 penalty on
The history of the version of kung-fu that figures into action
attack rolls, task checks, and saves, except those purely
mental in nature) and adventure literature and film comes from two main
historical sources. The first, and perhaps most important, is
76-85 Character has amnesia (memories of intimate friends and
the Shaolin Monastery in China. The first Shaolin Monastery
family are usually lost first)
was founded in 464 A.D. by Batuo, a dhyana master who
86-90 Character has bouts of reactive psychosis (incoherence,
traveled to China from India or Greco-Buddhist Central Asia to
delusions, aberrant behavior, and/or hallucinations)
teach Buddhism to the Chinese. From this real monastery
91-95 Character loses ability to communicate via speech or came the largely fictional Shaolin Sect of fighting monks of
writing
wuxia (“martial hero”) fiction.
96-100 Character becomes catatonic (can stand but has no will or
interest; may be led or forced into simple actions but takes This brings up the second inspiration for most kung-fu
no independent action) adventures, the Water Margin, or Outlaws of the Marsh. This
tells the stories of 108 outlaws who form an army and are
If a character loses 20% of his current Wisdom score in the eventually granted amnesty by the government, who then use
space of one hour, he develops a mental disorder. Mental them against their enemies, foreign and domestic.
disorders last for 1d6 months. Roll on the following table to A kung-fu film set in the modern era involves a band of
generate a mental disorder: adventurers who may or may not trust and respect one
another when the adventure begins. They undertake a journey
d% Mental Disorder Type
with clear goals in mind. These goals might involve revenge,
01–15 Anxiety (includes severe phobias) justice or advancement of their art, and individuals may also
16–20 Dissociative (amnesia, multiple personalities) have their own personal goals.
21–25 Eating (anorexia, bulimia)
On their journey, adventurers face challenges both physical
26–30 Impulse control (compulsions) and mental. They must face the ravages of nature, rival martial
31–35 Mood (manic/depressive) artists, cunning outlaws and assassins, and corrupt soldiers
36–45 Personality (various neuroses) and government officials. Traditionally, the adventurers must
46–50 Psychosexual (sadism, nymphomania)
overcome a “big boss” to complete their quest. While boxers
may dominate the proceedings, all members of the band must
51–55 Psychospecies
work together and overcome challenges suited to their skills
56–70 Schizophrenia/psychotic (delusions, hallucinations, to make the adventure work.
paranoia, catatonia)
71–80 Sleep (night terrors, sleepwalking) Common stock characters are the “mooks” (low-level martial
artists meant to attack en masse), the lieutenant (the big boss’
81–85 Somatoform (psychosomatic conditions)
second-in-command who can nearly match the hero’s ability
86–95 Substance abuse (alcoholic, drug addict)
and is meant to soften him up) and, of course, the big boss
96–100 Other (megalomania, quixotism, panzaism) himself, who is the hero’s equal in skill.

GRIT & VIGOR 92


much point to the game. There should be a time limit, either
Okita Sōji (1842-1868)
due to perishable clues, or the guilty party having tickets for a
Born into a samurai family, Okita was the first captain of the conveyance that will take them beyond the reach of the law.
Shinsengumi, a special police force established in Kyoto during the
late shogunate period in Japan. Okita was honest, polite and good- Once the VM knows the facts, he needs to form those facts into
natured to most who knew him, but with his students he was clues. These clues must be scattered about for the clever
strict and quick to anger. He was also regarded as one of the best adventurers to discover or track down. Do not be surprised if
swordsmen in Japan while he was alive. His signature move was the adventurers’ line of inquiry goes in directions you did not
the Sandanzuki (“three piece thrust”), which struck an opponent’s
anticipate. If this happens, you can create one or two
neck, left shoulder and right shoulder with one fluid strike.
opportunities to get them back on track, but ultimately a bad
LG Samurai: LVL 5, HP 27, AC 11, MV 40, ATK +5, SV F11 R11 inquiry should lead to the guilty party getting away with it. It
W10, Str 14 Int 12 Wis 13 Dex 15 Con 9 Cha 10 is a game, after all, and losing is as important to a good game
as winning.
Special: Extra attack against opponents with fewer hit dice, +2 save
vs. fear and temptation, +2 initiative in melee, ki strike 1/day Speaking of an inquiry going down the wrong path, it is very
important that you sprinkle the game with a few false leads.
Knack: Search
Think in terms of motive, method and opportunity. One
Skills: Bend Bars, Break Down Doors, Display Knowledge, Etiquette, person, the criminal, should meet all three requirements. A
Jump, Lift Gates, Perform, Ride Mount few others should meet one or two of those requirements. It
will be the job of the adventurers to eliminate the possible
Feats: Dodge, Iron Will, Knack (Search), Mounted Combat, Run, suspects by seeking out clues.
Two-Weapon Fighting
Experience Points
Weapons: Katana (1d6+1), wakizashi (1d4+1), dagger (1d4)
Experience points in a mystery adventure are handed out for
Experience Points successful task checks (100 XP plus 100 XP times the total
penalty to the roll) and for combat as normal. In addition, the
Experience points in a kung-fu adventure are handed out for following XP rewards can be doled out:
successful task checks (100 XP plus 100 XP times the total
penalty to the roll) and for combat as normal. Bonus XP might Recovering a lost article … gain 500 XP
be handed out for overcoming a personal rival or inventing a
Recovering a lost article of great value … gain 1,000 XP
new special maneuver.
Catching a petty thief ... gain 1,000 XP
Mystery and Suspense
Catching a grand thief … gain 3,000 XP
The mystery genre differs slightly from the crime genre. Crime
stories as we think of them are usually gritty and rough, while Catching a murderer … gain 5,000 XP
mysteries are usually urbane – it’s the difference between
Catching a multiple murderer … gain 8,000 XP
Hammett’s Sam Spade and Doyle’s Sherlock Holmes.
For each false accusation … lose 150 XP
A mystery needs, first and foremost, a victim. They may be a
victim of robbery, murder, blackmail, or some other crime. For each additional crime committed … lose 500 XP
Next, we have the criminal. Beyond those two key players are
the witnesses, accomplices, red herrings (folks with motive Siege
but not opportunity or opportunity but not motive), and police
detectives, whether bumbling, friendly or downright hostile. Sieges are about survival against the odds. In these
adventures, the adventurers begin the game in a bad position.
The Venture Master needs to figure out every detail of the They might be in a military base under siege by terrorists,
mystery at the center of the adventure. Who was the victim? defending a village from bandits or a shopping mall under
Who was the criminal? How did they do it? Why did thy do it? siege by zombies (see the Horror genre above). Either way, an
Where did they do it? When did they do it? How are they going adventure like this carries a high likelihood of the characters
to get away? This last point is important. If the adventurers dying if they are not clever enough to find a way out.
have all the time in the world to solve the mystery, there isn’t

GRIT & VIGOR 93


Siege adventures require a good understanding of tactics.
Some adventures like this are apt to play more like wargames
than role playing games. They might also involve exploration
by searching for a secret way out.

For a siege to really work, a Venture Master needs to pit a


band of adventurers against overwhelming numerical odds.
The actual odds might be even – i.e. high level adventurers
against a large number of low-level adversaries, but the
possibility of being overwhelmed and overrun must be felt by
the adventurers. The real trick is to make a situation that
seems hopeless, but is winnable if people make the right
moves. The frontal assault cannot work in a siege adventure if
they siege adventure is to work.

A nice twist on the siege adventure is to saddle the characters


with NPC’s that must be rescued or saved. Not only does this
present a new layer of difficulties to surviving the siege, but it
also allows the VM to introduce a key stock character – the
loud-mouth contrarian. In every good siege, there is one
character who always argues with the tactics of the hero and
who often seeks to undermine him and assume command.

Experience Points

Experience points in a siege adventure are handed out for


successful task checks (100 XP plus 100 XP times the total
penalty to the roll) and for combat as normal. In addition, the
following XP rewards can be doled out:

For each innocent kept alive … 1,000 XP

Surviving the allotted time … 5,000 XP


Indirect Fire
War
The easiest way to handle the chaos of a large battle is to
War is a tragedy, but it is also perhaps the most difficult and
calculate the relative danger of passing through (or staying in)
terrible challenge a human being will ever face. War en masse
an area due to small arms and artillery fire, stated in a number
presents dangers that do not exist in one-on-one fights.
of dice of damage. Characters moving through the area or
Against a single opponent, one knows from where the killing
staying in the area must pass a Reflex save or suffer damage.
blow will come. In war, one’s opponents are often unseen.
They don’t kill you because they hate you, but because you’re A typical battlefield, between two forces armed with rifles
there. Bullets whiz by, shrapnel from artillery shells rains might carry with it a damage potential of 3d6 per round.
down, and maybe chemical gases drift across the battlefield, all Machine guns add in another 1d6, as do aircraft overhead or
capable of killing, but none of them aimed specifically at the mines underfoot.
character they might kill.
If they pass their saving throw, they suffer either half that
A war campaign puts the player characters into the role of amount of damage, or no damage at all (depending on the
soldiers. Adventures might involve going behind enemy lines circumstances). The trick, of course, is to find a way to avoid
(in a manner similar to espionage campaigns) or simply taking the area, or to stop the fire before moving through it.
or holding objectives within the context of a large battle. In
such a campaign, there is the possibility that the characters
have NPC soldiers under their command, or that they make up
an elite unit that does its dirty work without the help of NPCs.

GRIT & VIGOR 94


Timeline of Adventure Billy the Kid (1859-1881)
Once a campaign’s genre is known, it is time to decide when Born Henry McCarty, and also known as William H. Bonney, was
and where it will take place. The “when” is of supreme one of the most famous outlaws of the “Old West”. Legend said he
importance, for like the genre of the game, the time period has killed 21 men, but historical research suggests the number is
a tremendous effect on the design of the characters in the more like eight, starting in 1877 during the Lincoln County War.
game and in the gear available to these characters. McCarty was born in New York, and eventually settled in New
Mexico. His activities in the Lincoln County War ultimately led
While the GRIT & VIGOR rules could be used for virtually any him to a life of crime. He was arrested for the murder of Sheriff
time period at all, incuding the Middle Ages, they are most Brady, but escaped. In 1881, he was found and killed by Pat
applicable to eras in which firearms, a hallmark of modern Garrett. Apparently, he was a fun-loving fellow, and loyal to those
he liked. He was fluent in Spanish, and his many Hispanic friends
versus pre-modern adventure fiction, is possible.
viewed him as a defender of the people, not a killer.
The following section presents several decades in timeline
CE Gunfighter: LVL 5, HP 32, AC 13, MV 40, ATK +5, SV F11 R9
form, highlighting wars, battles, inventions, books, films and W11, Str 13 Int 8 Wis 11 Dex 18 Con 11 Cha 12
other items to fire your imagination.
Special: Extra attack against opponents with fewer hit dice,
specialized with revolver (double damage), fight defensively (+4 AC),
quick on the draw (+2 initiative)
1880-1889

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.

GRIT & VIGOR 95


Enfield Mk 1 Revolver (UK): CAL 48, DMG 1d6, ROF 3, SHOTS 6 (Cylinder), Krakatoa erupts, Boys’ Brigade founded (Scotland), Orient
RNG 80 ft, WT 3 lb | Carried by Canadian Mounties and British army Express begins to run, bombs explode in London underground,
“Black Bart the Po-8” stages his last stagecoach robbery
Meiji Type 13 Murata Rifle (Japan): CAL 43, DMG 2d4, ROF 1, SHOTS 1,
RNG 300 ft, WT 9 lb | Imperial Japanese Army rifle Imperator Aleksandr II Battleship (Russia): Gigantic Construct, HD 120
(420 hp), AC 25 (Steel 14), SPD 18 mph, MVR -6, ATK 2 x 12” guns, 4 x 9”
Nordenfeldt-Maxim QF 1-Pdr Pom Pom Gun (UK): CAL 100, DMG 5d6, ROF
guns, 8 x 6” guns, 10 x 47mm guns and 5 x 15” torpedo tubes, CP 616/0,
50, SHOTS 140 (Magazine), RNG 6750 ft, WT 410 lb
WT 9,200 tons

Geneva Steam Bicycle (USA): Medium Construct, HD 1 (4 hp), AC 16, SPD


Pinocchio: Small Construct, HD 1 (3 hp), AC 14, ATK 1 unarmed (1d4), MV
12 mph, ACC 3 mph, MVR +0, CP 1/0, WT 100 lb
30, SV F16 R15 W15, XP 50.
Long Steam Tricycle (USA): Medium Construct, HD 3 (11 hp), AC 16, SPD
10 mph, MVR +0, CP 1/0, WT 350 lb
1884 King Solomon’s Mines by H. Rider Haggard, Fabian
Society founded, Siege of Khartoum (Sudan), ‘scramble for
1881 “The Clock that Went Backward” by Edward Page Africa’ initiated, German protectorate in South-West Africa,
Mitchell, Oriental Telephone Company founded, Phoenix, Ariz. espresso machine patented, Sino-French War, local anesthesia
incorporated, Canadian Pacific Railway incorporated, first invented, Pres. Grover Cleveland elected (U.S.A.), Elfego Baca
steel transatlantic liner SS Servia, Czar Alexander II holds off 80 cowboys in Frisco Shootout (N. Mex.), economic
assassinated (Russia), First Boer War ends, Four Dead in Five depression in U.S.A., Lord Francis Hope obtains Hope Diamond
Seconds Gunfight (El Paso), anti-Semitic pogroms in Southern
Nordenfelt 5-Barrell Machine Gun (UK): CAL 45, DMG 2d4, ROF 100,
Russia, American Red Cross founded, Pres. Garfield
SHOTS 50 (Magazine), RNG 900 ft, WT 370 lb
assassinated (U.S.A.), Billy the Kid killed by Pat Garrett, Sitting
Bull surrenders, Pres. Chester A. Arthur (U.S.A.), Gunfight at
O.K. Corral (Tombstone, Ariz.), Kinshasa founded (Congo)
Copeland Moto-Cycle (USA): Medium Construct, HD 1 (4 hp), AC 15, SPD
M1881 Hammerless Coach Gun (Shotgun) (USA): CAL 73, DMG 2d4+1, 15 mph, ACC 4 mph, MVR +2, CP 1/0, WT 100 lb
ROF 2, SHOTS 2, RNG 30 ft, WT 7 lb
Michaux-Perreaux Steam Tricycle (France): Medium Construct, HD 1 (4
hp), AC 15, SPD 18 mph, ACC 3 mph, MVR +0, CP 1/0, WT 220 lb

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

GRIT & VIGOR 96


Allan Quatermain (1817-1885) Doyle, gramophone patented, Bloody Sunday (Ireland), Japan
annexes Iwo Jima, French Indochina adds Laos and Cambodia,
Created by H. Rider Haggard, 1887 British take Balochistan, Hermetic Order of the Golden Dawn
founded in London
Quatermain is a big game hunter who has lived most of his life in
southern Africa, having been brought up there by his father, a Webley Mk 1 Revolver (UK): CAL 46, DMG 1d6, ROF 4, SHOTS 6 (Cylinder),
Christian missionary. He finds the climate and cities of Europe RNG 165 ft, WT 2 lb, COST $13.00
distasteful, and shows more respect for the native Africans than
Winchester M1887 Shotgun: CAL 72, DMG 1d12, ROF 2, SHOTS 5
the average Briton of his era. The native Africans refer to him as
(Magazine), RNG 66 ft, WT 8 lb, COST $26.00
Macumazahn, the “Watcher by Night”. Towards the end of his life,
Quartermain hunts because he must, but finds no pleasure in it,
1888 The Man Who Would Be King and Plain Tales from the
knowing he has helped destroy the wildness of Africa.
Hills by Rudyard Kipling, “The Chronic Argonauts” by H.G.
CN Big Game Hunter, LVL 8, HP 38, AC 12, MV 45, ATK +5, SV F8 Wells, Schoolhouse Blizzard, National Geographic Society
R8 W9, Str 13 Int 10 Wis 16 Dex 14 Con 15 Cha 9 founded at Cosmos Club in Washington D.C., Emperor
Frederick III (Germany), Sikkim Expedition, Emperor Wilhelm
Special: Fearless, Adrenaline Boost, Delay Damage, Ambush, Trophy II (Germany), Jack the Ripper’s Whitechapel murders begin,
Hunter, Surprised on d8
Kodak camera patented, Pres. Benjamin Harrison (U.S.A.),
Knacks: Ride Mount, Survive Outdoors* ruins of Mesa Verde discovered, van Gogh cuts off part of ear,
first electric vehicle
Skilled: Climb Sheer Surfaces, Endure, Handle Animal, Jump, Move
Silently, Search, Survive Outdoors*, Swim, Track Hanyang 88 Bolt-Action Rifle (China): CAL 31, DMG 2d4, ROF 3, SHOTS 5
(Magazine), RNG 1650 ft, WT 9 lb
Feats: Iron Will, Point Blank Shot, Precise Shot, Rapid Reload
Lee-Metford Rifle (UK): CAL 30, DMG 2d4, ROF 3, SHOTS 8 or 10
Weapons: Express Rifle (1d12+1), Winchester Model 69 Repeating (Magazine), RNG 2625 ft, WT 9 lb
Rifle (1d6), Colt 45 Revolver, (1d6), Bowie Knife (1d4+1)
Mauser Gewehr 1888 “Reichsgewehr” Rifle (Germany): CAL 30, DMG
1d10, ROF 2, SHOTS 5 (Magazine), RNG 2400 ft, WT 9 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

1889 Ghost Dance movement (Dakotas), electric tabulating


Benz Patent-Motorwagen Runabout (Germany): Medium Construct, HD 5 machine patented, Meiji Constitution adopted (Japan), North
(18 hp), AC 11, SPD 10 mph, ACC 2 mph, MVR -5, CP 1/0, WT 220 lb Dakota, South Dakota, Montana and Washington admitted to
U.S.A., German and American warships stand-off in Apia
harbor, Eiffel Tower inaugurated, Georges Boulanger attempts
Albatross Gyrodyne: Colossal Construct, HD 96 (336 hp), AC 2, SPD 150
coup in France, Land Rush in Oklaholma, Emperor Menelik II
mph, MVR -5, ATK 2 gatling guns (6d6), CP 30/0, WT 220 tons | Airship of (Ethiopia), $28,000 stolen in theft of U.S. Army pay, first long
Robur the Conquerer distance electric power transmission line (U.S.), Great Seattle
Fire, John L. Sullivan defeats Jake Kilrain in last official bare-
1887 Anti-rabies vaccine, naval base at Pearl Harbor, Battle of knuckles boxing match, Nintendo Company founded, Moulin
Dogali, earmuffs patented, Schnaebele incident, Buffalo Bill’s Rouge cabaret opens, Brazilian monarchy toppled in coup, first
Wild West Show opens in London, Queen Victoria’s Golden jukebox (San Francisco), cordite invented, Yellow Fever
Jubilee celebrated, comptometer patented, Yellow River flood disrupts Panama Canal construction, flue pandemic in Russia
kills up to 2 million, Michelson-Morley experiment, Sherlock
Holmes first appears in A Study in Scarlet by Arthur Conan

GRIT & VIGOR 97


Bodeo M1889 Revolver (Italy): CAL 41, DMG 1d6, ROF 3, SHOTS 6 over the globe. Of course, it was gold, not the march of empire
(Cylinder), RNG 100 ft, WT 2 lb that sent adventurers to the Klondike.
Colt-Browning M1895 MMG (USA): CAL 30, DMG 2d4, ROF 60, SHOTS 100 Technologically, scientists were experimenting with flight,
(Belt), RNG 6000 ft, WT 65 lb both powered and gliders. Commercial automobile production
Maxim Gun (MMG): CAL 30, DMG 2d4, ROF 80, SHOTS 250 (Belt), RNG began in France, and the motion picture industry saw its
4500 ft, WT 60 lb beginning with Edison’s invention of the Kinetoscope.
Scientists also discovered radioactivity and the mysterious X-
Smith & Wesson SW Model 67 “38 Special” Revolver: CAL 38, DMG 1d6, rays. The idea of invisible rays would be used by Edgar Rice
ROF 1, SHOTS 6 (Cylinder), RNG 450 ft, WT 2 lb Burroughs in describing Martian technology.

Art in this period became raucous and decadent. Fashion was


Ekaterina II-class Battleship (Russia): Gigantic Construct, HD 120 (420 hp), elegant, but more casual than in past decades. Women’s
AC 29 (Steel 16), SPD 19 mph, MVR -6, ATK 6 x 12” guns (3x2), 7 x 6” guns, fashion was less extravagant and featured long, flowing lines.
8 x 47mm guns, 4 x 37mm guns and 7 x 14-inch torpedo tubes, CP 642/0, The hourglass figure, popularized by the art of Charles Dana
WT 11,400 tons Gibson, was the thing to have, and corsets were the way to
have it. Men wore their clothes long, lean and athletic. Hair
PS Portland Riverboat (USA): Tremendous Construct, HD 100 (350 hp), AC
was short, with a pointed beard and generous mustache.
2, SPD 14 mph, MVR -6, CARGO 400 tons, CP 63/700, WT 2,275 tons,
COST $263,000 Gold in this decade was valued at approx. $23 per ounce. Silver
was valued at approx. $0.70 per ounce.

Adventures

The player characters make the journey north to the Klondike


to try their hand at prospecting. Along the way, they might rub
shoulders with famous scout and globe-trotting adventurer
Frederick Russell Burnham (a 9th level ranger) and future
President of the United States, William Howard Taft.

If the north is too chilly, the adventurers can join in on the


“Scramble for Africa”, seeking out lost civilizations, diamonds,
and gold, or maybe intervening on behalf of the beleaguered
native peoples of the world.

While traffic is brought to a stand-still in New York due to the


Newsboys Strike, a band of thieves take advantage of the
situation to steal a valuable diamond or maybe kidnap a
millionaire’s son. The adventurers are called in to crack the
case, or perhaps they are among the newsboys.

The popular Moulin Rouge in Paris is a fine setting for


1890-1899 intrigues, crime and the depredations of vampires. Aesthetic
Bohemians and tawdry showgirls – what more could you ask?

1890 This was known the so-called


“Mauve Decade”, a reference to
Any number of adventures can be inspired by the fiction of the
decade, with Dracula, Sherlock Holmes, Dorian Grey and Wells’
William Henry Perkin’s aniline dye,
Martians all visiting or living in London.
as well as the “Gay Nineties” or
“Naughty Nineties”. The decade was marked by economic 1890 British Ultimatum to Portugal, Nellie Bly travels around
depression, industrial strikes, and rampant crime. The the world in 72 days, 6 hours and 11 minutes, U.S. Census
European powers, along with the United States and Japan, Bureau uses punch-card tabulating machine, The Picture of
expanded through the “New Imperialism”, and this Dorian Gray by Oscar Wilde, Idaho and Wyoming admitted to
expansionism was a major factor in sending adventurers all U.S.A., first execution in electric chair (N.Y.), first flight of

GRIT & VIGOR 98


steam-powered fixed-wing aircraft (France), Queen Nellie Bly (1864-1922)
Wilhelmina (Neth.), New Scotland Yard, Wounded Knee
Massacre, corrugated cardboard box invented, steam-powered Nellie Bly was the pen name of Elizabeth Jane Cochrane, a true
flight achieved in France adventuress. She got into the newspaper game in 1880 after she
wrote a passionate rebuttal to an unfriendly column called “What
Howdah Pistol (Double Barrell) (UK): CAL 46, DMG 1d6, ROF 1, SHOTS 1, Girls Are Good For” in the Pittsburgh Dispatch. Soon, Nellie was
RNG 150 ft, WT 4 lb bucking her editors and investigating the conditions of woman
workers and working as a foreign correspondent in Mexico. She
Maxim QF 1-pdr Pom-Pom Autocannon (UK): CAL 146, DMG 1d12+1, ROF
was forced to quit Mexico when she criticized Dictator Porfirio
50, SHOTS 100 (Belt), RNG 6750 ft, WT 410 lb
Diaz. In 1887, she left Pittsburgh for New York and made history
with her undercover assignment as an insane person in Bellevue
Hospital. In 1888, she attempted to turn the fictional Around the
Ader Éole Airplane (France): Medium Construct, HD 4 (14 hp), AC 9, SPD World in Eighty Days into reality … and beat Phileas Fogg by a
36 mph, MVR -1, CP 1/0, CEILING 168 ft, CLIMB 20 fpr, WT .25 t week. Cochrane retired in 1895.

NG Ace Reporter: LVL 6, HP 32, AC 10, MV 40, ATK +3, SV F6 R10


W7, Str 9 Int 15 Wis 15 Dex 10 Con 12 Cha 14
USS Maine Cruiser (USA): Gigantic Construct, HD 110 (385 hp), AC 16
(Steel 9), SPD 19 mph, MVR -4, ATK 2 x twin 10” guns, 6 x 6” guns, 7 x 6- Special: Adrenaline, Note Clue, Note Deception, Analyze Photo,
pdr guns, 4 x 1.5” guns, 4 x gatling guns, and 4 x 18” torpedo tubes, CP Peep Through Keyhole, Read Lips, +2 save vs. fear
374/0, WT 6,700 tons | “Remember the Maine” was the rallying cry
during the Spanish-American War Knacks: Crack Codes, Endure*, Perform

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

GRIT & VIGOR 99


Alarm-class Torpedo Gunboat (UK): Super-Colossal Construct, HD 98 (343 Augustine monster (Florida), great stone pillar at Ashoka re-
hp), AC 4, SPD 21 mph, MVR -1, ATK 2 x 4.7” guns, 4 x 3-pdr guns, 1 x discovered (India)
medium machine gun, and 3 x 14” torpedo tubes, CP 91/0, WT 810 tons
USS Puritan Monitor (USA): Gigantic Construct, HD 110 (385 hp), AC 2
1894 The Prisoner of Zenda by Anthony Hope, The Jungle Book (Iron 7), SPD 14 mph, MVR -6, ATK 4 x 12” guns, 6 x 4” guns, 2 x 57mm
by Rudyard Kipling, French-Russian alliance, motion picture guns, CP 200/0, WT 6,100 tons
film patented, Donghak Peasant Revolution (Korea), anarchist
attempts to destroy Royal Greenwich Observatory, Coca-Cola 1897 Captains Courageous by Rudyard Kipling, The Invisible
sold in bottles, bubonic plague in Hong Kong, Pres. Carnot Man by H.G. Wells, British troops ambushed in Benin, spectral
assassinated (France), Sino-Japanese War, Dreyfus affair, Czar evidence convicts murderer (West Virginia), Queen Victoria’s
Nicholas II (Russia), argon discovered, actress May Yohé Diamond Jubilee celebrated, Klondike gold rush, Siege of
obtains Hope Diamond Malakand, word ‘computer’ first used, electrons discovered

Infantry Officer's Sword (UK): DMG 1d6+1, LNG 32 in., WT 2 lb


Winchester M1894 Hunting Rifle (USA): CAL 30, DMG 2d4, ROF 1, SHOTS
6 (Magazine), RNG 450 ft, WT 7 lb Type 30 Sword Bayonet (JPN): DMG 1d6+1, LNG 16 in., WT 1.5 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

Steyr-Mannlicher M1895 Rifle (Austria-Hungary): CAL 31, DMG 2d4, ROF


1, SHOTS 5 (Magazine), RNG 1980 ft, WT 8 lb, COST $795

Webley-Fosbery Automatic Revolver (UK): CAL 45, DMG 1d6, ROF 5


SHOTS 6 (Cylinder), RNG 50 ft, WT 3 lb

Winchester M1895 Lee Navy Bolt-Action Rifle (USA): CAL 24, DMG 1d8,
ROF 5 SHOTS 5 (Magazine), RNG 2400 ft, WT 8 lb

Esmerelda Cruiser (Chile): Gigantic Construct, HD 110 (385 hp), AC 9 (Steel


6), SPD 26 mph, MVR -3, ATK 2 x 8” guns, 8 x 3” AA guns, 10 x 57mm guns,
4 x heavy machine guns and 3 x 18” torpedo tubes, CP 513/0, WT 3,400 t 1898 The War of the Worlds by H.G. Wells, Spanish-American
War, Kwang-Chou-Wan leased to France, Hong Kong leased to
1896 The Island of Doctor Moreau by H.G. Wells, Jameson Raid U.K., Joshua Slocum completes solo circumnavigation of world,
ends, Utah admitted to U.S.A., First Italo-Ethiopian War ends, U.S.A. annexes Hawaiian Islands, Pepsi-Cola invented, British
first modern Olympic Games, Nansen’s expedition to Arctic, dominate Sudan, Empress Elisabeth assassinated (Austria-
Philippine Revolution, gold struck in Yukon, Anglo-Zanzibar Hungary), Empress Dowager Cixi engineers coup de’etat in
War lasts 45 minutes, Pres. William McKinley (U.S.A), St. China, Battle of Sugar Point, Tsavo Man-Eaters hunted

GRIT & VIGOR 100


(Kenya), radium discovered, epinephrine isolated, neon SAMPLE CAMPAIGN: RACE TO THE MINES
discovered, semi-automatic shotgun invented, Louis de
Rougemont’s adventures published A band of adventurers is dispatched by King Edward VIII’s
government to disrupt German intrigues in East Africa. The
Seitengewehr 98 Sword Bayonet (UK): DMG 1d6+1, LNG 20 in., WT 2 lb Germans seek King Solomon’s mines, and have dispatched their
agents to find the mines. The agents have a number of natives
working for them, as well as a squad of German marines and the
Browning Auto 5 Shotgun (USA): CAL 72, DMG 1d12, ROF 2, SHOTS 3 or 5 cruiser SMS Prinz Heinrich (or perhaps an early u-boot or even a
(Magazine), RNG 66 ft, WT 9 lb zeppelin if you like a fanciful campaign) to back them up.

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!

Rast-Gasser M1898 Revolver (Austria-Hungary): CAL 31, DMG 1d6, ROF 1,


SHOTS 8 (Cylinder), RNG 60 ft, WT 3 lb, COST $150
Smith & Wesson Model 10 Revolver (USA): CAL 38, DMG 1d6, ROF 1,
SHOTS 6 (Cylinder), RNG 300 ft, WT 2 lb

Martian Tripod Fighting Machine (Mars): Huge Construct, HD 27 (95 hp),


AC 27 (DR 60 Adamantine), SPD 10 mph, ACC 5 mph, MVR +2, ATK 1 x
Heat-Ray (10d6 fire) and 1 x Black Smoke projector (60’ radius cloud, Arthur Foss Tugboat (USA): Colossal Construct, HD 96 (336 hp), AC 3, SPD
Poison IV), CP 1/0, WT 10 tons 15 mph, MVR -3, CP unknown/0, WT 250 tons

1899 Heart of Darkness by Joseph Conrad, Anglo-Egyptian


Sudan formed, Philippine-American War, Great Blizzard of
1889 (N. America), voting machines approved (U.S.A.), Capt.
1900-1909
George Roos-Keppel captures 100 Afghanis and 3,000 cattle,
aspirin patented, Marconi transmits radio signal across
Atlantic, Pearl Hart robs stagecoach (Globe, Ariz.), paperclip
The first decade of the twentieth
century marked the end of the
1900
Victorian Era and the beginning of
patented, Battle of Togbao (Chad), Newsboys Strike (New
the Edwardian. During this period,
York), Harriman Alaska Expedition, RMS Oceanic sails, ragtime
the Great Powers of Europe, as well as the United States and
becomes popular, Second Boer War, Mahdist War ends
Japan, were engaged in the race to plant colonies all over the
(Sudan), modern geometry conceived, flash lamp patented
world, creating closed markets for their goods, securing access
Mauser C96 Semi-Automatic Pistol (Germany): CAL 35, DMG 1d6, ROF to resources, and creating webs of military bases, mostly ports
160, SHOTS 6 or 10 or 20 (Magazine), RNG 490 ft, WT 3 lb in those days, to protect their holdings.

At the same time, anarchists were still making their presence


felt in the world, with kings, princes and presidents all falling
to the bullets and bombs of assassins.

Fashion for women in the first decade of the new century


continued to feature long lines and full hair, and also trailing
“Truth is stranger than fiction skirts, high collars and broad hats. Late in the decade, things
But De Rougemont is stranger than changed. The corset was on its way out, and the hour-glass
both.” – The Wide World Magazine, silhouette was being exchanged for long, form-fitting, ankle-
length gown with an indistinct waist. Men’s fashion was much
June 1899, No. 14
the same as a decade before, though the beards became less
pointy and the mustaches were now often curled. Top hats,

GRIT & VIGOR 101


homburgs, bowlers and straw boaters sat atop the gentleman’s
head and ties were wide.
Thomas Auto-Bi Motorcycle (USA): Medium Construct, HD 1 (4 hp), AC 13,
Gold in this decade is valued at approx. $22 per ounce. Silver SPD 35 mph, ACC 10 mph, MVR +1, CP 1/0, WT 115 lb
in this decade is valued at approx. $0.75 per ounce. USS Nevada Monitor (USA): Tremendous Construct, HD 100 (350 hp), AC
3 (Iron 11), SPD 14 mph, MVR -6, ATK 2 x 12” guns, 4 x 4” guns and 2 x 2”
Adventures
guns, CP 220/0, WT 3,200 tons

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

Perhaps they enter the Peking to Paris auto race – so much


ground to cover, so many things to see and do – or they must
Fiat 10 Runabout (Italy): Large Construct, HD 9 (32 hp), AC 15, SPD 28
survive the San Francisco earthquake. mph, ACC 8 mph, MVR -5, CP 1/3, WT 1.3 tons

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

GRIT & VIGOR 102


Cyklon Cyclonette Motorcycle (Germany): Medium Construct, HD 1 (4 hp), Moshulu Windjammer (USA): Gigantic Construct, HD 110 (385 hp), AC 2,
AC 16, SPD 22 mph, ACC 7 mph, MVR +2, CP 1/0, WT 175 lb SPD 20 mph, MVR -6, CP 35/0, WT 7,000 tons | Largest original
windjammer constructed
Charron Girardot et Voigt Armored Car (UK): Large Construct, HD 14 (49
hp), AC 17 (Steel 3), SPD 31 mph, ACC 6 mph, MVR -4, CP 3/0, WT 3.3 RMS Carpathia Passenger Liner (UK): Giantic Construct, HD 120 (420 hp),
tons, ATK 1 light machine gun, COST $51,000 AC 2, SPD 20 mph, MVR -7, CP 100/1704, WT 8,600 tons

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

1905 Lighthouse at the End of the World by Jules Verne, With


Fiat 16-20 HP Full-Size (Italy): Large Construct, HD 9 (32 hp), AC 15, SPD 47 the Night Mail by Rudyard Kipling (set in 2000 A.D.), Edwin
mph, ACC 15 mph, MVR -2, CP 1/5, WT 1 ton Lester Arnold’s Lieut. Gullivar Jones visits Mars, Maurice
Ford 999 Racecar (USA): Large Construct, HD 6 (21 hp), AC 15, SPD 91 Leblanc’s Arsene Lupin and E.W. Hornung’s A.J. Raffles first
mph, ACC 25 mph, MVR +2, CP 1/0, WT 1200 lb appear, Russian Revolution of 1905, Mata Hari dances in Paris,
Einstein’s Theory of Relativity, First Moroccan Crisis, Las
Ford Model A Runabout (USA): Large Construct, HD 6 (21 hp), AC 15, SPD Vegas (Nev.) founded, Norwegian independence, Ancient
28 mph, ACC 9 mph, MVR -4, CP 1/1, WT 1240 lb Order of Druids founded, novocaine introduced
Mercedes 60 HP Full-Size (Germany): Large Construct, HD 12 (42 hp), AC
Arisaka Type 38 Bolt-Action Rifle: CAL 26, DMG 2d4, ROF 5, SHOTS 5
15, SPD 56 mph, ACC 18 mph, MVR -2, CP 1/5, WT 2.5 tons
(Magazine), RNG 1500 ft, WT 9 lb

Wright Flyer Airplane (USA): Large Construct, HD 5 (18 hp), AC 7, SPD 10


mph, MVR -2, CP 1/0, CEILING 30 ft, CLIMB 20 fpr, WT 0.3 tons

GRIT & VIGOR 103


Schwarzlose MG M.07/12 MMG: CAL 31, DMG 2d4, ROF 90, SHOTS 250 MVR -2, CP 1/0, CEILING 20 ft, CLIMB 20 fpr, WT 0.5 tons
(Belt), RNG 1740 yd, WT 91 lb

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

Curtiss V-8 Motorcycle (UK): Medium Construct, HD 2 (7 hp), AC 16, SPD


Wright Flyer II (USA): Large Construct, HD 6 (21 hp), AC 7, SPD 35 mph, 136 mph, ACC 30 mph, MVR +5, CP 1/0, WT 275 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

HMS Dreadnought Battleship (UK): Titanic Construct, HD 130 (455 hp), AC


12 (Steel 7), SPD 26 mph, MVR -6, ATK 10 x twin 12” guns, 24 x 12-pdr
guns, and 5 x 18” torpedo tubes, CP 773/0, WT 17,100 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

1907 Romanian Peasants’ Revolt, taximeter cabs (i.e. taxis)


begin operating (London), Tiflis bank robbery (Georgia), first
Boy Scout camp, King Gustaf V (Sweden), triode thermionic
amplifier invented launching electronics technology, Peking to
Paris motor race, Ten Rules of War, electric washing machine
patented, Photostat machine invented ($520)

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

GRIT & VIGOR 104


Winchester M1907 Police Rifle: CAL 35, DMG 2d4, ROF 100, SHOTS 5 or Elmore Model 40 Full-Size (USA): Large Construct, HD 7 (25 hp), AC 15,
10 (Magazine), RNG 450 ft, WT 8 lb, COST $29 SPD 60 mph, ACC 20 mph, MVR -2, CP 1/5, WT 1500 lb, COST $1470

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

Rolls-Royce Silver Ghost Full-Size (UK): Large Construct, HD 9 (32 hp), AC


16, SPD 60 mph, ACC 30 mph, MVR -1, CP 1/5, WT 1 ton
Yelcho Steamship (UK): Super-Colossal Construct, HD 98 (343 hp), AC 4
(Steel 0.25), SPD 12 mph, MVR -4, CP 22/0, WT 515 tons

British Army Dirigible No 1 (UK): Large Construct, HD 9 (32 hp), AC 5, SPD


40 mph, MVR -4, CP 2/0, CEILING 8,000 ft, CLIMB 150 fpr, WT 1.5 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

GRIT & VIGOR 105


Bleriot XI (France): Large Construct, HD 5 (18 hp), AC 9, SPD 47 mph, MVR Russian affairs, and after the revolution, many people were
+0, CP 1/0, CEILING 3.3k ft, CLIMB 100 fpr, WT 0.25 tons desperate to escape the clutches of the vengeful Bolsheviks.
One could imagine a mission in 1919 involving adventurers
helping a young princess by the name of Anastasia escape the
Beagle-class Destroyer (UK): Super-Colossal Construct, HD 98 (343 hp), AC communists for a new life in the West.
5 (Steel 1), SPD 31 mph, MVR -2, ATK 1 x 4” gun, 3 x 12-pdr guns, and 2 x
21” torpedo tubes, CP 96/0, WT 940 tons Lovecraft’s Statement of Randolph Carter suggests an even
stranger vista than “no man’s land” that daring adventurers of
Dresden-class Cruisers (Germany): Gigantic Construct, HD 110 (385 hp), the 1910’s might explore. Adventurers might also take up the
AC 2 (Steel 2), SPD 27 mph, MVR -3, ATK 10 x 4” guns, and 2 x 20” torpedo mantle of Thomas Carnacki and become professional
tubes, CP 361/0, WT 4,200 tons | The SMS Dresden and Emden became
investigators of the supernatural (i.e. ghost hunters).
famous as raiders during the First World War
The Titanic makes a wonderful setting for spy thrillers or
heists, with characters forced to run against the clock and then
crown their successful venture by trying to escape the sinking
1910-1919 ship and survive the freezing cold.

1910 The prosperity and anarchy of the


prior decade continued until 1914,
By the end of the decade, prohibition of alcohol begins in the
United States. Like other enterprising fellows, the characters
when Archduke Franz Ferdinand can go into business for themselves as smugglers.
was killed by Gavrilo Princip, an
assassin of the Black Hand. The delicate balance of power in Assassinations were all the craze in this decade, with George I
Europe established a century earlier at the Congress of Vienna of Greece, Madmud Şevket Pasha, Grand Vizier of the Ottoman
now worked against the continent, drawing its powers and Empire, Emiliano Zapata (Viva Zapata!), and a fellow by the
their colonial possessons and allies into the First World War, name of Archduke Franz Ferdinand all being murdered. The
the “Great War”, the “War to End All Wars”. By the time the player characters might become the assassins in these
war was over, Central Europe was a shambles and many of its scenarios, or take the roll of bodyguards.
people ready to lose themselves in drink, song or hatred.
1910 Thomas Carnacki the ghost hunter by William Hope
In fashion, the long, lean elegance of the previous two decades Hodgson, Phantom of the Opera by Gaston Leroux, Boy Scouts
was being dropped for something more opulent and rich, only of America founded, P.M. Boutros Ghali assassinated (Egypt),
to have the opulence replaced by more somber, sober clothes Albanian uprising, Union of South Africa created, Terra Nova
when The First World War began. Skirts rose to well above the Antarctic expedition, first commercial dirigible flight, Jack
ankle, and women would start bobbing their hair by the end of Johnson defeats James J. Jeffries in boxing match, Dr. Hawley
the decade. Men dressed much as they had before. Crippen arrested for murder, King Nicholas I (Montenegro),
end of Korean monarchy, infrared photos published, First
Gold in this decade is valued at approx. $9 per ounce. Silver in Portuguese Republic, King Rama VI (Siam), Mexican
this decade is valued at approx. $0.50 per ounce. Revolution, pneumonic plague in China, Henry Ford sells
10,000 automobiles, tango danced, little green alien captured
Adventures
in Puglia (Italy), Cartier obtains Hope Diamond
One shouldn’t be surprised if most of the adventures in this
Bergmann MG 15nA LMG (Germany): CAL 30, DMG 1d10, ROF 80, SHOTS
decade are set in or around the events of the First World War. 100 or 200 or 250 (Belt), RNG 6600 ft, WT 28 lb
These adventures could be set in Europe on the front lines, in
the smaller-scale hostilities associated with that war in Africa Browning M1910 Semi-Auto Pistol (USA): CAL 32, DMG 1d6, ROF 2, SHOTS
and Asia, or behind the lines. This was the decade in which 6 or 7 or 8 or 9 (Magazine), RNG 150 ft, WT 2 lb | The pistol used to
Mata Hari and spying became a household name and the assassinate Archduke Franz Ferdinand
decade in which dogfights between airplanes, the hottest and PM M1910 HMG (Russia): CAL 30, DMG 2d4, ROF 100, SHOTS 250 (Belt),
highest technology of the day, were invented. RNG 3300 ft, WT 140 lb

Towards the close of the decade, Russia was wracked by


revolution and emerged as the world’s first communist
country. During the revolution, outside powers meddled in Bugatti Type 13 Roadster (France): Large Construct, HD 5 (18 hp), AC 15,
SPD 60 mph, ACC 20 mph, MVR +2, CP 1/1, WT 680 lb

GRIT & VIGOR 106


Pancho Villa (1878-1923) Amundsen reaches South Pole, Pres. Sun Yat-sen (Rep. of
China), first police motorcycle patrol (Berkeley, Cal.), ESP
Born a peasant, José Doroteo Arango Arámbula became a bandit studied at Stanford University, Hope Diamond obtained by
after he shot a rich hacienda owner after that hacienda owner Edward Beale McLean and Evalyn Walsh McLean
raped his sister. He took the name Pancho Villa, and before long
became a folk hero in Mexico. He robbed and commandeered Colt M1911 Semi-Automatic Pistol (USA): CAL 45, DMG 1d6, ROF 10,
trains, seized hacienda land for peasants, and helped lead the SHOTS 7 (Magazine), RNG 80 ft, WT 2 lb
revolution against the dictator Porfirio Diaz. All was well until
Villa turned an eye towards politics. Assassination soon followed. HDH Double-Barrell Revolver (Belgium): CAL 35, DMG 1d6, ROF 2, SHOTS
20 (Cylinder), RNG 60 ft, WT 5 lb
CN Fighter, LVL 7, HP 45, AC 11, MV 40, ATK +6, SV F9 R11 W13,
Str 13 Int 10 Wis 10 Dex 14 Con 16 Cha 10 Webley Self-Loading Semi-Automatic Pistol (UK): CAL 46, DMG 1d6, ROF
10, SHOTS 7 (Magazine), RNG 150 ft, WT 3 lb
Special: Two attacks per round
Winchester M1911 Shotgun (USA): CAL 72, DMG 1d12, ROF 2, SHOTS 5
Knacks: Ride Mount* (Magazine), RNG 90 ft, WT 8 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

Nieuport II (France): Large Construct, HD 5 (18 hp), AC 9, SPD 71 mph,


MVR +0, CEILING 1.5k ft, CLIMB 100 fpr, CP 1/0, WT 0.25 tons Curtiss Model D “Pusher” (USA): Large Construct, HD 5 (18 hp), AC 8, SPD
50 mph, MVR -1, CEILING 16,500 ft, CLIMB 130 fpr, CP 1/1, WT 0.35 t

HMS Swift Destroyer (UK): Tremendous Construct, HD 99 (347 hp), AC 5


(Steel 2), SPD 39 mph, MVR -2, ATK 4 x 4” guns, 1 x 2-pdr autocannon, and Acheron-class Destroyer (UK): Super-Colossal Construct, HD 98 (343 hp),
2 x 18” torpedo tubes, CP 138/0, WT 1,800 tons AC 4, SPD 31 mph, MVR -2, ATK 2 x 4” guns, 2 x 76mm guns, and 2 x 21”
torpedo tubes, CP unknown, WT 790 tons
U-9 Submarine (Germany): Super-Colossal Construct, HD 98 (343 hp), AC
5 (Steel 1), SPD 16 mph, MVR -4, ATK 1 x 50mm gun, 1 x 37mm guns, and Peking Steamship (Germany): Gigantic Construct, HD 110 (385 hp), AC 2,
4 x 18” torpedo tubes, CP 29/0, WT 540 tons SPD 20 mph, MVR -5, CARGO 3,000 tons, CP unknown, WT 6,200 t

1912 A Princess of Mars and Tarzan of the Apes by Edgar Rice


Carnacki’s Electric Pentacle: This device creates a field of protection 10
Burroughs, Mystery of Fu Manchu by Sax Rohmer, Conan
feet in radius that blocks out supernatural creatures. Supernatural Doyle’s Professor Challenger discovers The Lost World, The
creatures suffer a -1 penalty to hit anyone within the protected area, and Musketeers of Pig Alley becomes the first mob movie, New
shielded individuals gain +1 on all saving throws against such attacks. Mexico and Arizona admitted to U.S.A., Scott reaches South
Pole, first parachute jump, RMS Titanic sinks, Alaska becomes
1911 An Exchange of Souls (mind transference) by Barry Pain, territory of U.S.A., Royal Flying Corps founded, Emperor
Fantômas, Nyctalope, first landing of aircraft on ship, first Taishō (Japan), U.S. occupies Nicaragua, First Balkan War,
official airmail, M1911 pistol adopted by army (U.S.A.), super- stainless steel patented, Pres. Woodrow Wilson (U.S.A.)
conductivity discovered, Huanghuagang Uprising (China), first
Indianapolis 500, King George V (U.K.), Agadir crisis, Machu Pattern 1912 Cavalry Sword (UK): DMG 1d8, LNG 35 in., WT 2.5 lb
Pichu rediscovered, Mona Lisa stolen from Louvre, Italo-
Turkish War, Wuchang Uprising (China), first aerial bombing,

GRIT & VIGOR 107


Arisaka Type 44 Cavalry Carbine Rifle (Japan): CAL 26, DMG 2d4, ROF 1, cousin (Bavaria), Ford’s first assembly line, Federal Reserve
SHOTS 5 (Magazine), RNG 1980 ft, WT 7 lb System created (U.S.A.), Grand Central Station opens (New
York), income tax introduced (U.S.A.)
Steyr M1912 Pistol (Austria-Hungary): CAL 35, DMG 1d6, ROF 130, SHOTS
8 (Clip), RNG 160 ft, WT 3 lb
M1913 “Patton” Cavalry Saber (USA): DMG 1d8, LNG 44 in., WT 3 lb
Vickers MMG (UK): CAL 30, DMG 2d4, ROF 80, SHOTS 250 (Belt), RNG
6600 ft, WT 33 lb
17cm mittlerer Minenwerfer Mortar (Germany): CAL 669, DMG 2d4 x 10,
Winchester M1912 Shotgun (USA): CAL 72, DMG 1d12, ROF 2, SHOTS 6
ROF 3, SHOTS 1, RNG 975 ft, WT 1065 lb
(Magazine), RNG 60 ft, WT 10 lb

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

1914 African Queen by C.S. Forester (set in 1914, written


1935), At the Earth’s Core by Edgar Rice Burroughs, Boston
Barsoom Scout Flyer (Mars): Large Construct, HD 11 (39 hp), AC 21, SPD Blackie by Jack Boyle, Ford announces 8-hour workday and
300 mph (1470), MVR +2, CEILING 11k ft, CLIMB 300 fpr, WT 0.8 tons $5/day wage, Chaplin’s debut, Gaston Calmette murdered by
1913 Enver Pasha coup d’etat (Ottoman Empire), Yuan Shikai Henriette Caillaux (wife of French Prime Minister), first blood
coup d’etat (China), Pancho Villa returns to Mexico, King transfusion, Tampico Affair, Ludlow Massacre, Greek genocide,
Archduke Franz Ferdinand assassinated, Lexington Avenue
George I assassinated (Greece), Woolworth Building tallest in
world (U.S.A.), Second Balkan War, stainless steel invented, bombing (New York), Babe Ruth’s debut, USS Nevada “super-
“Bloody Sunday” in Dublin, Panama Canal finished, HMS Queen dreadnaught” launched, Austria-Hungary declares war on
Elizabeth first oil-fired battleship, King Ludwig III deposes Serbia beginning First World War, Shackleton’s Trans-
Antarctic Expedition, Pope Benedict XV, traffic lights

GRIT & VIGOR 108


9.15 cm leichtes Minenwerfer System Lanz Mortar (Germany): CAL 360, 1915 The Thirty-Nine Steps by John Buchan, The
DMG 6d6, ROF 1, SHOTS 1, RNG 600 ft, WT 251 lbs Metamorphosis by Franz Kafka, Houdini escapes from
straightjacket, Carberry sets altitude record of 11,690 feet,
Fiat-Revelli M1914 MMG (Italy): CAL 27, DMG 2d4, ROF 80, SHOTS 50
(Magazine), RNG 6000 ft, WT 50 lb
neon tube patented, Rocky Mountain National Park
established, Typhoid Mary infects 25 people, locust plague in
Hotchkiss M1914 MMG (France): CAL 31, DMG 1d10, ROF 75, SHOTS 250 Levant, precursor of N.A.S.A. founded, Pluto photographed for
(Belt), RNG 6000 ft, WT 54 lb first time, Armenian genocide begins, sinking of RMS Lusitania,
Galveston hurricane, prototype military tank tested, millionth
Leach Trench Catapult (UK): CAL 240, DMG 2d10, ROF ½, SHOTS 1, RNG
Ford automobile produced, Wegener’s theory of Pangaea
660 ft, WT 284 lbs | Used for lobbing grenades
published, Germans use poison gas as a weapon
Lee-Speed Bolt-Action Rifle (UK): CAL 40, DMG 2d4, ROF 4, SHOTS 5 or 10
(Magazine), RNG 3000 ft, WT 9 lb 2-inch Medium Mortar (UK): CAL 200, DMG 7d6, ROF ½, SHOTS 1, RNG
300 ft, WT 105 lb
Lewis Gun LMG (USA): CAL 30, DMG 2d4, ROF 100, SHOTS 47 or 97
(Magazine), RNG 2640 ft, WT 28 lb Colt Woodsman Semi-Auto Pistol (USA): CAL 22, DMG 1d6, ROF 10, SHOTS
10 (Magazine), RNG 450 ft, WT 2 lb
Parabellum MG14 LMG (Germany): CAL 31, DMG 2d4, ROF 110, SHOTS
100 (Magazine), RNG 2100 ft, WT 21 lb Fedorov Avromat Rifle (Russia): CAL 26, DMG 2d4, ROF 60, SHOTS 25
(Magazine), RNG 1650 ft, WT 10 lb
Type 3 Taisho HMG (Japan): CAL 26, DMG 2d4, ROF 75, SHOTS 30
(Magazine), RNG 13200 ft, WT 121 lb Sauterelle Bomb-Throwing Catapult (France): CAL 354, DMG 1d20, ROF ½,
SHOTS 1, RNG 450 ft, WT 53 lb

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

Triumph Model H Motorcycle (UK): Medium Construct, HD 2 (7 hp), AC


Caproni Ca.1 Bomber (Italy): Large Construct, HD 15 (53 hp), AC 7, SPD 75 16, SPD 50 mph, ACC 25 mph, MVR +0, WT 325 lb, COST $280
mph, MVR -2, ATK 1 x medium machine gun, and bombs (1870 lb),
CEILING 13,100 ft, CLIMB 100 fpr, CP 4/0, WT 4.4 tons Frot-Laffly Landship (France): Huge Construct, HD 28 (98 hp), AC 15 (Steel
0.25), SPD 3 mph, ACC 1 mph, MVR -6, ATK 4 light machine guns, CP 9/0,
Morane-Saulnier L Fighter (France): Large Construct, HD 5 (18 hp), AC 11, WT 11 tons
SPD 78 mph, MVR +2, ATK 1 x light machine gun, CEILING 5000 ft, CLIMB
60 fpr, CP 2/0, WT 0.8 tons Rolls-Royce Armored Car (UK): Huge Construct, HD 18 (63 hp), AC 16
(Steel 0.5), SPD 45 mph, ACC 10 mph, MVR -4, ATK 1 medium machine
Royal Aircraft Factory S.E. 4 (UK): Large Construct, HD 7 (25 hp), AC 9, SPD gun, CP 3/0, WT 5.2 tons
135 mph, MVR +3, CEILING 15k ft, CLIMB 270 fpr, CP 1/0, WT 0.8 tons

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

GRIT & VIGOR 109


Zeppelin P Class Airship (Germany): Gargantuan Construct, HD 47 (165
SAMPLE CAMPAIGN: NO MUTANT’S LAND
hp), AC 2, SPD 57 mph, MVR -4, ATK 8 x light machine guns, and bombs
(4400 lb), CEILING 11,600 ft, CLIMB 100 fpr, CP 19/0, WT 28 tons Imagine a Great War that dragged on for decades, turning all of
Central and much of Western Europe into a chemical-soaked Hell
that spawned mutant horrors. Into this blasted landscape one
Andrea Doria (Italy): Titanic Construct, HD 130 (455 hp), AC 17 (Steel 10), generation of soldiers after another has marched, locked in a
SPD 24 mph, MVR -6, ATK 3 x triple 12” guns, 2 x twin 12” guns, 16 x 6” deadly stalemate while the once great cities of Europe have
guns, 19 x 3” guns, and 3 x 18” torpedo tubes, CP 1,000/0, WT 24,700 t turned into decadent wonderlands of fashionable men and
women waiting for the apocalypse.
1916 Battle of Gallipoli, Battle of Verdun, BMW founded,
Adventurers might be human soldiers, nearly human descendants
Pancho Villa attacks Columbus (N. Mex.), last emperor of China
of the villagers who once farmed this land, or anthropomorphic
abdicates throne, light switch invented, Easter Rising mutant animals. Are are locked not only in a struggle against the
(Ireland), Battle of Jutland, Lawrence of Arabia, Battle of the enemy, but also a struggle to survive, beset by mutant beasts, the
Somme, inspiration for Jaws occurs, Boeing founded, Black unquiet souls of the thousands that have died in the trenches and
Tom explosion in Jersey City by German agents, Iyasu V the ever-present dangers of thirst, disease and starvation.
deposed (Ethiopia), P.M. Karl von Stürgkh assassinated
(Austria), Pres. Woodrow Wilson re-elected (U.S.A.), P.M.
Asquith resigns (U.K.), Jack London dies

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

U-55 Submarine (Germany): Super-Colossal Construct, HD 98 (343 hp), AC


3, SPD 20 mph, MVR -3, ATK 1 x 88mm gun and 6 x 21” torpedo tubes, CP
Chevrolet Series 490 Compact (USA): Large Construct, HD 9 (32 hp), AC 36/0, WT 715 tons
15, SPD 65 mph, ACC 25 mph, MVR -2, CP 1/3, WT 1.3 tons, COST $470
1917 “Dagon” by H.P. Lovecraft, Feuillade and Bernede’s
Indian Powerplus Motorcycle (USA): Medium Construct, HD 4 (14 hp), AC
Judex, German saboteurs set off Kingsland explosion, anti-
16, SPD 60 mph, ACC 30 mph, MVR +2, CP 1/0, WT 430 lb
prositution raid in San Francisco, unrestricted submarine
Flying Elephant Tank (UK): Colossal Construct, HD 82 (287 hp), AC 14 warfare, Mata Hari arrested and executed, February
(Steel 3), SPD 5 mph, ACC 1 mph, MVR -5, ATK 1 x 75mm gun, 4 x light Revolution (Russia), Czar Nicholas II abdicates throne
machine guns, CP 10/0, WT 100 tons (Russia), U.S.A. enters World War I, Our Lady of Fatima
manifests, Selective Service Act (U.S.A.), French Army
mutinies, Russian Civil War, P.M. Georges Clemanceau
Handley Page Type O Bomber (UK): Huge Construct, HD 16 (56 hp), AC 5, (France), predecessor to K.G.B. founded
SPD 98 mph, MVR -3, ATK 5 x light machine guns, and bombs (2,000 lb),
CEILING 8.5k ft, CLIMB 36 fpr, CP 5/0, WT 6.7 tons M1917 Bayonet (USA): DMG 1d4+1, LNG 16 in., WT 1 lb

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

GRIT & VIGOR 110


Fusil Automatique M1917 Rifle (France): CAL 31, DMG 1d10, ROF 5, 6 mph, ACC 1 mph, MVR -5, ATK 1 x 37mm cannon, CP 2/0, WT 7.3 tons
SHOTS 5 (Magazine), RNG 1200 ft, WT 9 lb
Mark IV Tank (UK): Gargantuan Construct, HD 49 (172 hp), AC 15 (Steel
Mortier 150mm T Mle1917 Fabry Mortar (France): CAL 587, DMG 10d6, 0.5), SPD 4 mph, ACC 1 mph, MVR -5, ATK 2 x 57mm cannon and 3 x light
ROF 1, SHOTS 1, RNG 800 ft, WT 1,353 lb | Towed by horse or 8 men machine guns, CP 8/0, WT 29 tons

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

GRIT & VIGOR 111


180 fpr, CP 1/0, WT 0.5 tons | Flown by the famous WW1 flying ace Airco DH.9a Bomber (UK): Large Construct, HD 9 (32 hp), AC 10, SPD 123
mph, MVR +1, ATK 1 x medium machine guns, 2 x light machine guns, and
SPAD S.XIII Fighter (France): Large Construct, HD 6 (21 hp), AC 14, SPD 135 bombs (740 lb), CEILING 16.8k ft, CLIMB 100 fpr, CP 2/0, WT 1.4 tons
mph, MVR +5, ATK 2 x medium machine guns, CEILING 22k ft, CLIMB 65
fpr, CP 1/0, WT 0.6 tons Dornier-Zeppelin D.I Fighter (Germany): Large Construct, HD 7 (25 hp), AC
19, SPD 124 mph, MVR +4, ATK 2 x light machine guns, CEILING 26.6k ft,
CLIMB 150 fpr, CP 1/0, WT 0.8 tons

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

GRIT & VIGOR 112


Fokker F.II Airliner (Germany): Large Construct, HD 9 (32 hp), AC 7, SPD 93
What Level is Teddy Roosevelt?
mph, MVR -2, CEILING 10k ft, CLIMB 80 fpr, CP 1/5, WT 1.3 tons

Determining the level of an NPC, whether based on a real person


or a fictional character, is tricky. In truth, there is no correct or
Clemson-class Destroyer (USA): Tremendous Construct, HD 99 (347 hp), incorrect answer, but it’s nice to have a system one can rely on as
AC 3 (Steel 1), SPD 41 mph, MVR -2, ATK 4 x 4” guns, 1 x 3” AA gun, and a guide. I suggest basing an NPC’s level on the number of years
12 x 21” torpedo tubes, CP 122/0, WT 1,200 tons | The USS Reuben James that NPC has been active in whatever class you have assigned
was America’s first casualty in World War II them. I use the following table, deviating from it slightly where
necessary. Note that for fictional characters, you should try to
Hawkins-class Cruisers (UK): Gigantic Construct, HD 120 (420 hp), AC 3 figure out how many years, in real time, the character would have
(Steel 3), SPD 36 mph, MVR -3, ATK 7 x 7.5” guns, 3 x 4” guns, 4 x 3” guns, been active.
2 x 2-pdr guns, and 6 x 21” torpedo tubes, CP 712/0, WT 9,750 t
Years Active Level
0 1
1920-1929
½ 2

The 1920’s was one heck of a


decade, a time of of adventure,
1920 1
2
3
4
prosperity, decadence, social unrest 4 5
and startling change. The First
8 6
World War was over, and the western world was bruised,
bloodied and desperate to forget. 15 7
25 8
That forgetfulness often came from a bottle of booze, but while
35 9
the vast majority of the populace was eager to keep the wine
and beer flowing freely, a determined band of activists were 45 10
even more determined to bring the good times to a stop. In 55 11
1920, at the dawn of the new decade, they succeeded in the 65 12
United States and Prohibition as it came to be known began.
Naturally, Americans immediately began disobeying the law,
Adventures
creating an underground market for alcohol and launching
some of the fiercest criminal gangs in American history. An Egyptological expedition leads to tangling with the herald
With the great powers exhausted from war, peace descended of the Old Ones in the depths of a black pyramid.
on planet Earth, giving the powers time to wrangle and Adventurers might take the roll of local or federal
maneuver for position for the next round of bloodletting. “gangbusters” or they might work for the gangs themselves,
The 1920’s is the beginning of what is called the “modern era” making runs into Canada for gin or fighting in the streets of
of fashion. The restrictive clothes of yesteryear were replaced Chicago or New York in turf wars.
by more comfortable clothes. The rise of Hollywood helped Mercenaries and explorers would find work to do in the
speed along these changes. For women, nothing typifies the colonies, and spies would be very active in probing the
change in fashion more than the flapper, who wore simple strength of the opponents of tomorrow.
lines, short skirts, rolled-down stockings and bobbed hair. For
the lads, baggy pants – the so-called Oxford bags – were all the 1920 “Nyarlathotep” by H.P. Lovecraft, Hugh Lofting’s Dr. John
rage by the middle of the decade, and jackets were worn Doolittle, Voyage to Arcturus by David Lindsay, Bulldog
shorter, with narrow lapels. The upper class wore top hats and Drummond by “Sapper”, Agatha Christie’s Hercule Poirot, “The
homburgs, the middle class fedoras, bowlers and trilbys, and Human Fly” (New York), League of Nations begins, The New
the working class caps. Straw boaters were popular among York Times ridicules Robert H. Goddard, “Prohibition” begins
upper and middle class men in the summer months. (U.S.A.), Ottoman Empire partitioned, Polish-Soviet War,
women’s suffrage (U.S.A.), first domestic radio sets ($5), Pres.
Gold in this decade is valued at approx. $9 per ounce. Silver in
Warren G. Harding (U.S.A.), “Bloody Sunday” and the Burning
this decade is valued at approx. $0.15 per ounce.
of Cork, (Ireland), first commercial radio broadcast (KDKA
Pittsburgh), first telex system

GRIT & VIGOR 113


Szabla wz. 21 sabre (Poland): DMG 1d8, LNG 31 in., WT 2 lb Peugeot 161 Quadrilette Subcompact (France): Large Construct, HD 5 (18
hp), AC 15, SPD 37 mph, ACC 13 mph, MVR -2, CP 1/1, WT 770 lb

Lanchester 6x4 Armored Car (UK): Huge Construct, HD 22 (77 hp), AC 16


(Steel 0.5), SPD 45 mph, ACC 9 mph, MVR -4, ATK 1 x heavy machine gun Boeing GA-1 Bomber (USA): Huge Construct, HD 15 (53 hp), AC 14, SPD
and 1 x medium machine guns, CP 4/0, WT 7 tons 105 mph, MVR +0, ATK 1 x heavy machine gun, and 8 x light machine guns
or 10 small bombs, CEILING 11.5k ft, CLIMB 100 fpr, CP 3/0, WT 4 tons

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

Dayton-Wright Racer (USA): Large Construct, HD 7 (25 hp), AC 14, SPD


190 mph, MVR +5, CEILING 15k ft, CLIMB 135 fpr, CP 1/0, WT 0.7 tons København Steamship (Denmark): Gigantic Construct, HD 110 (385 hp),
AC 2, SPD 25 mph, MVR -5, CARGO unknown, CP 71/0, WT 7,800 tons
Dornier Delphin Seaplane (Germany): Large Construct, HD 14 (49 hp), AC
16, SPD 112mph, MVR+1, CEILING14k ft, CLIMB 130 fpr, CP 2/10, WT 3.2 t 1922 Nosferatu and Nanook of the North released, British
Empire at largest extent, Italian conquest of Libya begins, King
Martin NSB-1 Bomber (USA): Huge Construct, HD 16 (56 hp), AC 7, SPD 99
Fuad I (Egypt), USS Langley first aircraft carrier, Joseph Stalin
mph, MVR -1, ATK 5 x light machine guns and bombs (3800 lb), CEILING
7.7k ft, CLIMB 65 fpr, CP 4/0, WT 4 tons, COST $11,600
(U.S.S.R.), Teapot Dome Scandal, 20-ton meteorite lands in
Virginia, more hyperinflation in Germany (7,000 marks to the
U.S. dollar), Irish Civil War, P.M. Benito Mussolini (Italy), Tomb
of King Tut discovered, Caliph Abdülmecid II, IJN Hōshō
Generali-class Destroyers (Italy): Super-Colossal Construct, HD 98 (343
commissioned, Vegemite invented, Barbary lion, Amur tiger
hp), AC 7 (Steel 2), SPD 35 mph, MVR -2, ATK 3 x 102mm guns, 2 x 76mm
and California grizzly bear go extinct
guns, and 4 x 450mm torpedo tubes, CP 712/0, WT 9,750 tons

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

GRIT & VIGOR 114


Mitsubishi 2MR Bomber (Japan): Large Construct, HD 9 (32 hp), AC 16, Empire Exhibition, Matthew’s “death ray” demonstrated, J.
SPD 127 mph, MVR +3, ATK 4 x light machine guns, and 3 bombs (66 lb), Edgar Hoover appointed director of the F.B.I., first fax sent
CEILING 18k ft, CLIMB 100 fpr, CP 2/0, WT 1.1 tons across Atlantic, Rondout heist (Illinois), Pres. Calvin Coolidge
Vickers Victoria Transport (UK): Huge Construct, HD 18 (63 hp), AC 6, SPD
re-elected (U.S.A.), Andromeda revealed to be a galaxy, hydro-
110 mph, MVR -2, CEILING 16k ft, CLIMB 75 fpr, CP 2/22, WT 5 tons morphone delveloped

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

GRIT & VIGOR 115


Fokker D.XIII Fighter (Germany): Large Construct, HD 9 (32 hp), AC 14, SPD
170 mph, MVR +5, ATK 2 x light machine guns, CEILING 26k ft, CLIMB 320
fpr, CP 1/0, WT 1.3 tons Bleriot 165 Airliner (France): Huge Construct, HD 14 (49 hp), AC 9, SPD
115 mph, MVR +1, CEILING 13k ft, CLIMB 70 fpr, CP 2/16, WT 3.2 tons
Grigorovich I-2 Fighter (USSR): Large Construct, HD 9 (32 hp), AC 14, SPD
147 mph, MVR +5, ATK 2 x light machine guns, CEILING 17k ft, CLIMB 230 Fairey Fox Fighter/Bomber (UK): Large Construct, HD 10 (35 hp), AC 10,
fpr, CP 1/0, WT 1.3 tons SPD 224 mph, MVR +1, ATK 3 x light machine guns, and bombs (220 lb),
CEILING 32k ft, CLIMB 420 fpr, CP 2/0, WT 1.5 tons
Mitsubishi B1M Torpedo Bmr (Japan): Large Construct, HD 10 (35 hp), AC
9, SPD 130 mph, MVR +0, ATK 4 x light machine guns and 2 x bombs (500 Fiat CR.20 Fighter (Italy): Large Construct, HD 9 (32 hp), AC 14, SPD 168
lb) or 1 x 18-inch torpedo, CEILING 15k ft, CLIMB 100 fpr, CP 2/0, WT 1.6 t mph, MVR +5, ATK 2 x light machine guns, CEILING 24k ft, CLIMB 200 fpr,
CP 1/0, WT 1.1 tons
Nieuport-Delage NiD 38 Airliner (France): Large Construct, HD 9 (32 hp),
AC 7, SPD 100 mph, MVR -2, CEILING 13k ft, CLIMB 110 fpr, CP 1/2, WT 1 t Ford Trimotor Transport (USA): Huge Construct, HD 14 (49 hp), AC 14, SPD
150 mph, MVR +0, CEILING 18k ft, CLIMB 175 fpr, CP 3/10, CARGO 1.9
tons, WT 3.3 tons

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

I-121 Submarine (Japan): Tremendous Construct, HD 99 (347 hp), AC 3


(Steel 1), SPD 17 mph, MVR -3, ATK 1 x 140mm guns, and 2 x 21” torpedo Circe-class Submarine (France): Super-Colossal Construct, HD 98 (343 hp),
tubes, CP 51/0, WT 1,100 tons AC 5 (Steel 1), SPD 16 mph, MVR -3, ATK 1 x 3” gun, 2 x light machine
guns, and 7 x 21” torpedo tubes, CP 41/0, WT 605 tons
Zodiac Sailing Ship (USA): Colossal Construct, HD 96 (336 hp), AC 3 (Wood
2), SPD 15 mph, MVR -5, CP unknown/0, WT 220 tons 1926 The Sun Also Rises by Ernest Hemingway, Pickman’s
Model by H.P. Lovecraft, Willard Huntington Wright’s Philo
Vance appears, Agatha Christie’s Miss Marple appears, King
Death Ray: Death rays have a range of 60 feet. Any target they are turned
Abdul-Aziz ibn Saud (Hejaz), Gen. Francisco Franco (Spain),
upon that fails a Reflex saving throw is disintegrated. first liquid fuel rocket launched, Roald Amundsen flies over
North Pole, Gen. Antonio Carmona (Portugal), attempt to rub
1925 Menace from the Moon by Bohun Lynch, Earl Derr Bigg’s out Al Capone, Harry Houdini dies, U.S. Route 66 established,
Charlie Chan appears, Great Race of Mercy to Nome, Alaska, Emperor Hirohito (Japan), U.S. Marines intervene in Nicaragua
Pink’s War, Exposition Internationale des Arts Décoratifs et
Industriels Modernes (France), Percy Fawcett disappears in M1926 MMG (Italy): CAL 30, DMG 2d4, ROF 120, SHOTS 100 (Belt), RNG
Amazon, “radiovision” demonstrated, Mount Rushmore 1950 ft, WT 36 lb
dedicated, secret agent Sidney Reilly executed by OGPU
(U.S.S.R.), King Rama VII (Siam), Reza Shah (Persia), Great
Sphinx of Gaza unearthed, flapper dresses are all the rage Bentley Speed Six (UK): Large Construct, HD 11 (39 hp), AC 15, SPD 87
mph, ACC 25 mph, MVR +0, CP 1/3, WT 2 tons
FM 24/29 LMG (France): CAL 30, DMG 2d4, ROF 75, SHOTS 25 (Magazine),
RNG 1800 ft, WT 20 lb Chrysler Imperial Full-Size (USA): Large Construct, HD 11 (39 hp), AC 15,
SPD 80 mph, ACC 20 mph, MVR -1, CP 1/5, WT 2.1 tons, COST $1700
Vickers-Berthier LMG: CAL 30, DMG 2d4, ROF 80, SHOTS 30 (Magazine),
RNG 1800 ft, WT 24 lb | Only used in a handful of countries Scott Flying Squirrel Motorcycle (UK): Medium Construct, HD 2 (7 hp), AC
16, SPD 70 mph, ACC 35 mph, MVR +5, CP 1/0, WT 325 lb
Winchester Model 54 Lever-Action Rifle: CAL 21, DMG 2d4, ROF 20,
SHOTS 5 (Magazine), RNG 600 ft, WT 8 lb

Armstrong Whitworth Atlas Seaplane (UK): Large Construct, HD 9 (32 hp),


AC 12, SPD 142 mph, MVR +3, ATK 2 x light machine guns, CEILING 16k ft,
Rolls-Royce Phantom I Full-Size (UK): Large Construct, HD 13 (46 hp), AC CLIMB 150 fpr, CP 2/0, WT 1.3 tons
15, SPD 90 mph, ACC 30 mph, MVR -2, CP 1/5, WT 3 tons
Boeing TB Torpedo Bomber (USA): Huge Construct, HD 13 (46 hp), AC 7,
Vickers Medium Tank Mark II (UK): Huge Construct, HD 31 (109 hp), AC 15 SPD 115 mph, MVR -1, ATK 2 x light machine guns, and 1 x 21-inch
(Steel 0.5), SPD 15 mph, ACC 3 mph, MVR -5, ATK 1 x 2” gun, 4 x medium torpedo, CEILING 12k ft, CLIMB 120 fpr, CP 3/0, WT 2.8 tons
machine guns and 2 x light machine guns, CP 5/0, WT 13.2 tons

GRIT & VIGOR 116


Curtiss F6C Hawk Fighter (USA): Large Construct, HD 8 (28 hp), AC 14, SPD Leyland Titan Bus (UK): Gargantuan Construct, HD 37 (130 hp), AC 12, SPD
155 mph, MVR +5, ATK 2 x light machine guns, CEILING 22k ft, CLIMB 330 35 mph, ACC 8 mph, MVR -4, CP 1/38, WT 17.9 tons
fpr, CP 1/0, WT 1 ton
Vauxhall 20-60 Compact (UK): Large Construct, HD 9 (32 hp), AC 15, SPD
Keystone LB-5 Bomber (USA): Large Construct, HD 14 (49 hp), AC 8, SPD 70 mph, ACC 25 mph, MVR -2, CP 1/3, WT 1.3 tons
107 mph, MVR -1, ATK 5 x light machine guns, and bombs (2300 lb),
CEILING 8k ft, CLIMB 40 fpr, CP 5/0, WT 3.5 tons Carden Loyd Tankette (UK): Large Construct, HD 10 (35 hp), AC 17 (Steel
0.5), SPD 30 mph, ACC 6 mph, MVR -4, ATK 1 x light machine gun, CP 2/0,
Latecoere 28 Airliner (France): Large Construct, HD 12 (42 hp), AC 7, SPD WT 1.5 tons
138 mph, MVR -2, CEILING 17k ft, CLIMB 70 fpr, CP 2/8, CARGO 1 ton, WT
2.4 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

Douglas DA-1 Ambassador (USA): Large Construct, HD 8 (28 hp), AC 11,


Active-class Patrol Boat (USA): Colossal Construct, HD 96 (336 hp), AC 9 SPD 140 mph, MVR +2, CEILING 14k ft, CLIMB 150 fpr, CP 1/2, WT 0.9 tons
(Steel 1), SPD 15 mph, MVR -1, ATK 1 x 3” gun, CP 20/0, WT 240 tons
Hawker Hart Bomber (UK): Large Construct, HD 9 (32 hp), AC 16, SPD 185
1927 The Dream Quest of Unknown Kadath by H.P. Lovecraft, mph, MVR +1, ATK 2 x light machine guns, and bombs (500 lb), CEILING
Treasure of the Sierra Madre by B. Travern, first transatlantic 22k ft, CLIMB 190 fpr, CP 2/0, WT 1.3 tons
telephone call, diamond rush in South Africa, first armored car
Lockheed Air Express Airliner (USA): Large Construct, HD 9 (32 hp), AC 9,
robbery (Pittsburgh), U.S. Bureau of Prohibition, Great SPD 176 mph, MVR +0, CEILING 17k ft, CLIMB 240 fpr, CP 1/4, WT 1.3 tons
Mississippi Flood, Lindbergh flies across the Atlantic,
Nanchang Uprising, Trotsky expelled, Ford Model A unveiled, Vickers Vildebeest Bomber (UK): Huge Construct, HD 12 (42 hp), AC 7, SPD
world population reaches 2 billion 143 mph, MVR -1, ATK 2 x light machine guns, and bombs (1100 lb) or 18-
inch torpedo, CEILING 19k ft, CLIMB 100 fpr, CP 3/0, WT 2.4 tons
Astra Model 900 Machine Pistol (Spain): CAL 35, DMG 1d6, ROF 160,
SHOTS 10 or 20 (Magazine), RNG 1650 ft, WT 3 lb

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

GRIT & VIGOR 117


Karabinek wz. 1929 Carbine (Poland): CAL 31, DMG 1d10, ROF 3, SHOTS 5
(Magazine), RNG 1320 ft, WT 9 lb
Duesenberg Model J Full-Size (USA): Large Construct, HD 11 (39 hp), AC
15, SPD 140 mph, ACC 45 mph, MVR +1, CP 1/5, WT 1.9 tons, COST $7,400 MAC M1924 “Chatellerault” LMG (France): CAL 30, DMG 2d4, ROF 75,
SHOTS 25 (Magazine), RNG 1320 ft, WT 10 lb
Fiat 525 SS Compact (Italy): Large Construct, HD 10 (35 hp), AC 15, SPD 75
mph, ACC 25 mph, MVR -1, CP 1/3, WT 1.6 tons

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

GRIT & VIGOR 118


1930-1939

1930 If the good times were rolling in the


1920’s, they screeched to a halt by
Cadillac V-16 Roadster (USA): Large Construct, HD 10 (35 hp), AC 15, SPD
100 mph, ACC 35 mph, MVR +2, CP 1/1, WT 1.5 tons

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

MG 13 GPMG (Germany): CAL 31, DMG 1d10, ROF 100, SHOTS 25 or 75


(Magazine), RNG 3300 ft, WT 29 lbs
Char D2 Tank (France): Gargantuan Construct, HD 41 (144 hp), AC 16
Tokarev TT-30 Semi-Automatic Pistol: CAL 30, DMG 1d6, ROF 15, SHOTS 8 (Steel 1.5), SPD 14 mph, ACC 3 mph, MVR -5, ATK 1 x 47mm gun and 2 x
(Magazine), RNG 165 ft, WT 2 lb light machine guns, CP 3/0, WT 21.8 tons

GRIT & VIGOR 119


T-26 Tank (USSR): Huge Construct, HD 27 (95 hp), AC 15 (Steel 0.5), SPD FN Mle D LMG (Belgium): CAL 31, DMG 1d10, ROF 100, SHOTS 20
19 mph, ACC 4 mph, MVR -4, ATK 1 x 45mm gun and 1 x light machine (Magazine), RNG 2850 ft, WT 20 lb
gun, CP 3/0, WT 21.8 tons
Type 92 Shiki Kikanju “Woodpecker” HMG (Japan): CAL 30, DMG 1d10,
Vickers Medium Tank Mark I (UK): Huge Construct, HD 19 (67 hp), AC 16 ROF 70, SHOTS 150 (Belt), RNG 2610 ft, WT 122 lb
(Steel 0.25), SPD 15 mph, ACC 3 mph, MVR -4, ATK 1 x QF 2-inch guns and
6 x medium machine guns, CP 5/0, WT 5.9 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

Condottieri-class Cruiser (Italy): Gigantic Construct, HD 120 (420 hp), AC 2


Boeing P-26 Peashooter Fighter (USA): Large Construct, HD 9 (32 hp), AC
(Steel 1), SPD 39 mph, MVR -2, ATK 10 x 152mm guns, AIR 4
20, SPD 234 mph, MVR +5, ATK 3 x light machine gun, 1 x medium
reconnaissance seaplanes, CP 640/0, WT 11,200 tons
machine gun, and 2 x bombs (100 lb), CEILING 27k ft, CLIMB 120 fpr, CP
MV Savarona Yacht (USA): Gigantic Construct, HD 110 (385 hp), AC 2, SPD 1/0, WT 1.1 tons, COST $10,000
21 mph, MVR -4, CP 44/34, WT 4,600 tons
deHavilland DH.82 Tiger Moth Airplane (UK): Large Construct, HD 6 (21
hp), AC 10, SPD 109 mph, MVR +1, CEILING 13k ft, CLIMB 110 fpr, CP 2/0,
1932 Death in the Afternoon by Ernest Hemingway, Scarface
WT 0.6 tons
released, Tarzan the Ape Man released, Buck Rogers in the 25th
Century debuts, “The Dreams in the Witch-House” by H.P. Junkers Ju 52/3m g7e Transport (Germany): Huge Construct, HD 22 (77
Lovecraft, Battle of Shanghai, League of Blood incident, hp), AC 14, SPD 165 mph, MVR +0, CEILING 18k ft, CLIMB 100 fpr, CP 3/18,
Lindbergh baby kidnapped, scientists split the atom, Pres. Paul WT 7.2 tons
Doumer assassinated (France), Amelia Earhart flies across the
Martin B-10 Bomber (USA): Huge Construct, HD 17 (60 hp), AC 15, SPD
Atlantic, Chaco War begins, positrons (antimatter) discovered,
241 mph, MVR +1, ATK 3 x light machine guns, and bombs (6780 lb),
Ausgust Piccard reaches stratosphere in balloon, Soviet
CEILING 24k ft, CLIMB 230 fpr, CP 4/0, WT 4.8 tons, COST $37,600
famine, Kingdom of Saudi Arabia proclaimed, Pres. Franklin D.
Roosevelt elected (U.S.A.) Mitsubishi B2M Torpedo Bomber (Japan): Large Construct, HD 12 (42 hp),
AC 15, SPD 132 mph, MVR +0, ATK 2 x light machine guns, and 1 x 18-inch
Enfield Mk II Revolver (UK): CAL 38, DMG 1d6, ROF 4, SHOTS 6 (Cylinder), torpedo, CEILING 14k ft, CLIMB 150 fpr, CP 3/0, WT 2.5 tons
RNG 40 ft, WT 2 lb

GRIT & VIGOR 120


Mitsubishi Ki-20 Bomber (Japan): Gargantuan Construct, HD 36 (126 hp), T-28 Tank (USSR): Gargantuan Construct, HD 50 (175 hp), AC 15 (Steel 1),
AC 2, SPD 125 mph, MVR -2, ATK 6 x light machine guns, and bombs SPD 23 mph, ACC 4 mph, MVR -4, ATK 1 x 76mm gun, and 4 x light
(11,000 lb), CEILING 37k ft, CLIMB 550 fpr, CP 10/0, WT 16.4 tons machine guns, CP 6/0, WT 30.9 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

Tupolev TB-3 Bomber (USSR): Huge Construct, HD 30 (105 hp), AC 6, SPD


129 mph, MVR -2, ATK 8 x light machine guns, and bombs (4400 lb),
CEILING 15k ft, CLIMB 40 fpr, CP 4/0, WT 12.3 tons Boeing 247 Airliner (USA): Huge Construct, HD 16 (56 hp), AC 14, SPD 200
mph, MVR +0, CEILING 25k ft, CLIMB 190 fpr, CP 3/10, WT 4.5 tons | Used
by Col. Roscoe Turner in his air show

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

GRIT & VIGOR 121


Mendoza C-1934 LMG (Mexico): CAL 30, DMG 1d10, ROF 70, SHOTS 20 Mogami-class Cruiser (Japan): Gigantic Construct, HD 120 (420 hp), AC 5
(Magazine), RNG 1980 ft, WT 19 lb (Steel 4), SPD 43 mph, MVR -2, ATK 5 x triple 155mm guns, 4 x twin
127mm guns, 4 x 40mm AA guns, and 12 x 24” torpedo tubes, AIR 3 x
Winchester Model 69 Bolt-Action Repeating Rifle (USA): CAL 22, DMG Aichi E16A, CP 850/0, WT 8,500 tons
1d6, ROF 1, SHOTS 5 or 10 (Magazine), RNG 450 ft, WT 5 lb
Pilar Motorboat (USA): Colossal Construct, HD 96 (336 hp), AC 3, SPD 18
mph, MVR -2, CP unknown, WT 164 tons | Hemingway’s beloved boat

Buick 50 Full-Size (USA): Large Construct, HD 11 (39 hp), AC 15, SPD 95


1935 Green Hills of Africa by Ernest Hemingway, The Circus of
mph, ACC 30 mph, MVR -1, CP 1/5, WT 1.9 tons
Dr. Lao by Charles G. Finney, John P. Marquand’s Mr. Moto
CBQ Zephyr Deisel Locomotive (USA): Colossal Construct, HD 84 (294 hp), appears, Amelia Earhart flies solo from Hawaii to California,
AC 9, SPD 113 mph, ACC 20 mph, MVR -5, CP 2/0, WT 104 tons Mar Barker and her gang are killed in shootout with F.B.I., first
broadly effective antibiotic, Luftwaffe re-instated in violation
Mercedes-Benz 500K Compact (Germany): Large Construct, HD 13 (46 of Treaty of Versailles (Germany), King Rama VIII crowned
hp), AC 15, SPD 100 mph, ACC 35 mph, MVR -1, CP 1/3, WT 3 tons
(Siam), Harlem Riot, Persia renamed Iran, Dust Bowl in New
Triumph Dolomite Roadster (UK): Large Construct, HD 9 (32 hp), AC 15, Mexico, Colorado and Oklaholma, W.P.A. established (U.S.A.),
SPD 110 mph, ACC 40 mph, MVR +2, CP 1/1, WT 1.1 tons T. H. Lawrence dies, Chaco War ends, first parking meters
(OK.), Huey Long killed (U.S.A.), Howard Hughes sets airspeed
Volkswagen Kübelwagen Utility (Germany): Large Construct, HD 7 (25 hp), record of 352 m.p.h. in Hughes H-1 Racer, Hoover Dam
AC 15, SPD 50 mph, ACC 15 mph, MVR -2, CP 1/3, WT 1576 lb
dedicated, Second Italo-Abyssinian War begins, Walter Ligget
killed in gangland murder (U.S.A.), first flight of Douglas DC-3

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

GRIT & VIGOR 122


Chevrolet Standard Six Compact (USA): Large Construct, HD 10 (35 hp), AC Lovecraft, The Dark Frontier by Eric Ambler predicts nuclear
15, SPD 70 mph, ACC 25 mph, MVR -1, CP 1/3, WT 1.4 tons weapons, Gangbusters and Green Hornet debut on radio, first
synthetic radioactive element, The Phantom premiers in
Chevrolet Suburban Carryall Station Wagon (USA): Large Construct, HD 10
(35 hp), AC 15, SPD 85 mph, ACC 25 mph, MVR -2, CP 1/7, WT 1.7 tons
newspapers, Nazi Germany reoccupies the Rhineland, Arab
revolt in the Levant, Italy annexes Ethiopia, first helicopter
Toyota G1 Truck (Japan): Large Construct, HD 13 (46 hp), AC 15, SPD 50 Focke-Wulf Fw 61 makes maiden flight, Spanish Civil War
mph, ACC 15 mph, MVR -4, CP 1/1, CARGO 3000 lb, WT 2.7 tons begins, Pres. Franklin D. Roosevelt re-elected, King Edward
VIII abdicates throne, King George VI is crowned (U.K.), Xi’an
Volvo PV 36 Carioca Full-Size (Sweden): Large Construct, HD 10 (35 hp),
Incident (China), sunblock appears, BBC television service
AC 15, SPD 95 mph, ACC 30 mph, MVR -1, CP 1/5, WT 1.8 tons
begins broadcasting

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

Gyroplane Laboratoire (France): Large Construct, HD 10 (35 hp), AC 12,


Buick Roadmaster Full-Size (USA): Large Construct, HD 11 (39 hp), AC 15,
SPD 75 mph, MVR +3, CEILING 518 ft, CLIMB 100 fpr, CP 1/0, WT 1.6 tons
SPD 102 mph, ACC 30 mph, MVR -1, CP 1/5, WT 2 tons
Heinkel He 111 Bomber (Germany): Huge Construct, HD 26 (91 hp), AC 14,
Chevrolet 1/2 Ton Pickup (USA): Large Construct, HD 10 (35 hp), AC 15,
SPD 273 mph, MVR +0, ATK 6 x light machine guns, 1 x medium machine
SPD 85 mph, ACC 25 mph, MVR -1, CP 1/1, CARGO 1200 lb, WT 1.5 tons
gun, and bombs (4400 lb), CEILING 21k ft, CLIMB 140 fpr, CP 5/0, WT 9.6 t
Fiat 500 Topolino Subcompact (Italy): Large Construct, HD 6 (21 hp), AC
Hughes H-1 Racer Airliner (USA): Large Construct, HD 10 (35 hp), AC 18,
15, SPD 53 mph, ACC 20 mph, MVR -2, CP 1/1, WT 1212 lb
SPD 352 mph, MVR +3, CEILING 14k ft, CLIMB 250 fpr, CP 1/0, WT 1.8 tons
Jaguar SS 100 Sport Roadster (UK): Large Construct, HD 8 (28 hp), AC 15,
Kawasaki Ki-10 Fighter (Japan): Large Construct, HD 10 (35 hp), AC 15, SPD
SPD 100 mph, ACC 35 mph, MVR +2, CP 1/1, WT 1800 lb
249 mph, MVR +6, ATK 2 x light machine guns, CEILING 38k ft, CLIMB 550
fpr, CP 1/0, WT 1.5 tons Mercedes-Benz 540K Full-Size (Germany): Large Construct, HD 13 (46 hp),
AC 15, SPD 110 mph, ACC 35 mph, MVR -1, CP 1/5, WT 3 tons
Lockheed Model 10 Electra Airliner (USA): Huge Construct, HD 14 (49 hp),
AC 14, SPD 202 mph, MVR +0, CEILING 19k ft, CLIMB 160 fpr, CP 2/10, WT MG T-Type Midget Roadster (UK): Large Construct, HD 8 (28 hp), AC 15,
3.2 tons SPD 80 mph, ACC 30 mph, MVR +1, CP 1/1, WT 1847 lb

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

GRIT & VIGOR 123


Fairey Swordfish Bomber (UK): Large Construct, HD 11 (39 hp), AC 15, SPD Type 97 Anti-Tank Rifle (Japan): CAL 79, DMG 5d6, ROF 2, SHOTS 15
143 mph, MVR +0, ATK 2 x medium machine guns, and 1 x 21-inch (Magazine), RNG 2950 ft, WT 110 lb
torpedo, CEILING 16k ft, CLIMB 145 fpr, CP 3/0, WT 2.1 tons
Type 97 LMG (Japan): CAL 30, DMG 2d4, ROF 80, SHOTS 20 (Magazine),
Focke-Wulf Fw 61 (Germany): Large Construct, HD 8 (28 hp), AC 18, SPD RNG 1770 ft, WT 27 lb
70 mph, MVR +3, CEILING 11k ft, CLIMB 115 fpr, CP 1/0, WT 0.9 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

1937 The Annointed by Clyde Brion, To Have and Have Not by


Ernest Hemingway, Howard Hughes flies from Los Angeles to Armstrong Whitworth Whitley Bomber (UK): Huge Construct, HD 26 (91
New York City in 7 hours, 28 minutes, 25 seconds, nylon hp), AC 10, SPD 230 mph, MVR -1, ATK 4 x light machine gun, 1 x medium
patented, first successful flying car the Aeromobile makes machine gun, and 12 x bombs (250 lb), CEILING 26k ft, CLIMB 130 fpr, CP
maiden flight, Hindenberg disaster, P.M. Neville Chamberlain 5/0, WT 9.7 tons
(U.K.), first sighting of White River Monster, Amelia Earhart Beechcraft Model 18 Twin Beech Airplane (USA): Large Construct, HD 13
vanishes over Pacific Ocean, Spam introduced, Sino-Japanese (46 hp), AC 18, SPD 225 mph, MVR +3, CEILING 26k ft, CLIMB 310 fpr, CP
War, Great Purge begins (U.S.S.R.), Jimmie Angel lands plane 2/6, WT 3.1 tons; COST $55,000
on Devil’s Mountain, Japanese bombers sink USS Panay,
walkie-talkies invented Douglas TBD Devastator Bomber (USA): Large Construct, HD 13 (46 hp),
AC 15, SPD 206 mph, MVR +0, ATK 1 x heavy machine gun, 1 x light
Beretta M1935 Pistol (Italy): CAL 32, DMG 1d6, ROF 10, SHOTS 8 machinhe gun, and 12 x bombs (100) or 1 x 22.5-inch torpedo, CEILING
(Magazine), RNG 150 ft, WT 2 lb 19k ft, CLIMB 120 fpr, CP 3/0, WT 2.8 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

GRIT & VIGOR 124


Nakajima Ki-27 Fighter (Japan): Large Construct, HD 9 (32 hp), AC 20, SPD Cruiser Mk III Tank (UK): Huge Construct, HD 33 (116 hp), AC 15 (Steel
275 mph, MVR +5, ATK 2 x light machine gun, and bombs (220 lb), 0.5), SPD 30 mph, ACC 6 mph, MVR -4, ATK 1 x 40mm guns, and 1 x light
CEILING 33k ft, CLIMB 500 fpr, CP 1/0, WT 1.3 tons machine gun, CP 4/0, WT 14 tons

M2 Half-Track (USA): Huge Construct, HD 26 (91 hp), AC 15 (Steel 0.25),


SPD 45 mph, ACC 10 mph, MVR -4, ATK 1 x heavy machine gun, CP 2/7,
Brooklyn-class Cruiser (USA): Gigantic Construct, HD 120 (420 hp), AC 8 WT 9.9 tons
(Steel 5), SPD 37 mph, MVR -2, ATK 5 x triple 6” guns, 8 x 5” guns, and 8 x
heavy machine guns, AIR 4 x seaplanes, CP 868/0, WT 9,800 tons T-100 Tank (USSR): Gargantuan Construct, HD 63 (221 hp), AC 15 (Steel 2),
SPD 22 mph, ACC 4 mph, MVR -5, ATK 1 x 76mm gun, 1 x 45mm gun, 4 x
1938 Out of the Silent Planet by C.S. Lewis, Angels with Dirty light machine guns, CP 8/0, WT 58 tons
Faces premiers, Superman first appears, brilliant aurora
borealis visible as far south as Gibraltar, oil discovered in Type 98 Ke-Ni Tank (Japan): Huge Construct, HD 22 (77 hp), AC 16 (Steel
Saudi Arabia, German troops occupy Austria, P.M. Edouard 0.5), SPD 31 mph, ACC 6 mph, MVR -4, ATK 1 x 37mm gun, and 1 x light
machine gun, CP 3/0, WT 7.2 tons
Daladier (France), House Un-American Activities Committee
established to deal with Nazis (U.S.A.), world speed record for
steam locomotive 125.9 m.p.h., Howard Hughes flies around
world in 91 hours, Wrong Way Corrigan’s famous flight, Hitler Boeing B-17 Flying Fortress Bomber (USA): Gargantuan Construct, HD 38
annexes Austria, Chamberlain declares “Peace in our time”, (133 hp), AC 12, SPD 287 mph, MVR +0, ATK 13 x heavy machine guns,
and bombs (8000 lb), CEILING 35k ft, CLIMB 150 fpr, CP 10/0, WT 18 tons
Japan overruns Canton (China), Welles’ War of the Worlds
broadcast, Kristallnacht (Germany), Halifax Slasher’s first Curtiss P-40 Warhawk Fighter (USA): Large Construct, HD 13 (46 hp), AC
attack, leader of fascist Iron Guard murdered (Romania), 20, SPD 360 mph, MVR +5, ATK 6 x heavy machine guns, and bombs
nuclear fision of Uranium discovered beginning Atomic Age, (1,000 lb), CEILING 29k ft, CLIMB 350 fpr, CP 1/0, WT 3 tons
Walther P-38 pistol introduced, Volkswagen Beetle introduced
Curtiss SBC Helldiver Bomber (USA): Large Construct, HD 11 (39 hp), AC
DShK Model 1938 HMG (Russia): CAL 50, DMG 1d20, ROF 100, SHOTS 50 16, SPD 234 mph, MVR +1, ATK 2 x light machine guns, and 1 x bomb
(Belt), RNG 6300 ft, WT 75 lb (1,000 lb), CEILING 24k ft, CLIMB 270 fpr, CP 2/0, WT 2.3 tons

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

Black Swan-class Corvette (UK): Tremendous Construct, HD 99 (347 hp),


AC 3 (Steel 1), SPD 22 mph, MVR -1, ATK 3 x twin 4” AA guns, 4 x 40mm
BMW R68 Motorcycle (Germany): Medium Construct, HD 4 (14 hp), AC AA autocannons, 4 x heavy machine guns, and 40 depth charges, CP
16, SPD 105 mph, ACC 55 mph, MVR +4, CP 1/0, WT 419 lb 180/0, WT 1250 tons

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

GRIT & VIGOR 125


and HMS Royal Oak, Soviet Union invades Poland, Stewart Sd.Kfz 250 Armored Car (Germany): Huge Construct, HD 20 (70 hp), AC 16
Menzies appointed head of MI6, Soviet Union invades Finland (Steel 0.5), SPD 47 mph, ACC 10 mph, MVR -4, ATK 2 x light machine guns,
CP 2/4, WT 6.4 tons
Arisaka Type 99 LMG (Japan): CAL 30, DMG 2d4, ROF 150, SHOTS 30
(Magazine), RNG 1320 ft, WT 23 lb

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

Royal Enfield WD/RE Scooter (UK): Medium Construct, HD 1 (4 hp), AC 16,


SPD 45 mph, ACC 10 mph, MVR +1, CP 1/0, WT 130 lb

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

Kliment Voroshilov Tank (USSR): Gargantuan Construct, HD 59 (207 hp),


AC 18 (Steel 3.5), SPD 22 mph, ACC 4 mph, MVR -4, ATK 1 x 76mm gun,
and 4 x light machine guns, CP 5/0, WT 49.6 tons

Panzer IV Tank (Germany): Gargantuan Construct, HD 47 (165 hp), AC 20


(Steel 3.5), SPD 26 mph, ACC 5 mph, MVR -4, ATK 1 x 75mm gun, and 2 x
light machine guns, CP 5/0, WT 27.6 tons

GRIT & VIGOR 126


Chapter VI Aberration: Aberrations are creatures that defy description.
They are unearthly creatures with alien minds and grotesque

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.

Construct: A construct is an animated object or artificially


constructed creature. Constructs are immune to mind-
affecting effects, poison, sleep effects, paralysis, stunning,
Fearsome Foes to Fight and Conquer
disease, death effects, psychic phenomena, ability damage and
drain and energy damage and drain. They do not need to eat,

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.

Magical Beast: Magical beasts are animals drawn from folklore


Creatures have a tactical advantage (see Rules of Play:
and fairy tales. They are often more intelligent than animals
Combat) over opponents that are one size smaller than they
and almost always have wondrous powers at their disposal.
are, but lose that advantage if their opponent is more than one
Magical beasts have darkvision to 60 feet.
size smaller than they.
Monstrous Humanoid: Monstrous humanoids are humanoids
Creature Type with an especially monstrous appearance. They usually have
supernatural powers. Monstrous humanoids all have
Creatures are given a general classification based on a number
darkvision to a range of 60 feet.
of shared characteristics. Some of these creature types provide
different special defenses for creatures, so it is important to
make note of them.

GRIT & VIGOR 127


Ooze: Oozes are protoplasmic things that creep and slink along Other Statistics
the ground, wall or ceiling. As mindless creatures, they are
immune to all mind-affecting effects. Oozes are immune to HIT DICE (HD): This is the number of d6 the creature rolls for
poison, sleep effects, paralysis, polymorph and stunning hit points (although sometimes a different dice type is
attacks. Oozes eat and breathe, but they do not sleep. indicated) and the creature’s attack bonus. A creature with 6
Hit Dice, for example, would roll 6d6 for hit points and would
Outsider: Outsiders are creatures that come from beyond the attack with a +6 bonus to its attack roll. A creature with “0 HD”
mortal world which we and our fictional adventurers call rolls 1d4 for hit points and adds nothing to its attack roll.
home. They include angels, devils and demons. Outsiders have
darkvision to a range of 60 feet. Outsiders breathe, but do not MOVEMENT (MV): This is the number of feet per round the
eat or sleep, unless they wish. creature can move at normal walking speed, followed by the
creature’s sprint speed. Other forms of movement are listed
Plant: Plant monsters are plants with the ability to move. Most after the base land speed.
are mindless predators. Most plant monsters can sense things
within 60 feet. Plants breathe and eat, but do not sleep. They ARMOR CLASS (AC): A creature’s Armor Class is the number
are immune to poison, sleep, paralysis needed to hit it in combat. If the creature’s Armor Class is
and stunning. derived from armor, the type of armor
typically worn is listed.
Undead: The undead category includes
corpses re-animated by dark magic and If the AC value is followed by [Silver],
the spirits of deceased creatures that “Whoever fights monsters it means the creature can only be hit
still haunt the world. The undead are by silver or magic weapons. Lesser
immune to illusions and mind-affecting
should see to it that in the weapons cannot penetrate the
effects, poison, sleep effects, paralysis, process he does not become creature’s skin or hide, and thus
disease, stunning attacks and death a monster.” – Friedrich cannot harm it. Especially heavy
effects. They are also immune to ability objects, or artillery shells, however,
damage and drain and to energy
Nietzsche can harm them, dealing half damage.
damage and drain, as well as fatigue.
ATTACKS (ATK): This is the number
The undead do not breathe, eat (except
and type of attacks the creature can
for ghouls and vampires) or sleep.
make each round on its turn, along
Vermin: Vermin are animals of the lowest orders, such as with the damage these attacks inflict.
insects. They are usually mindless, and thus immune to mind-
SAVING THROWS (SV): These are the creature’s saving throw
affecting effects. They have darkvision to a range of 60 feet.
values. They work just as a character’s saving throw values
Creature Intelligence work. If the creature has special bonuses to their saving
throws, these are listed here as well.
A creature’s intelligence rating is there to help VM’s role play
creatures and determine the tactics they employ in combat. Special Attacks and Abilities

Rating Intelligence Ability Damage: Ability damage is deducted from an ability


score, rather than hit points. Ability damage is not permanent.
Non-Intelligent 0
Lost ability score points return at the rate of one point per day.
Animal intelligence 1-2 A character reduced to 0 points of any ability score dies.
Low intelligence 3-8
Ability Drain: Ability drain is like ability damage, except that it
Average intelligence 9-12
is permanent, is reversed only by supernatural means.
High intelligence 13-18
Super intelligence 19+ Alertness: If the creature is surprised, they may attempt a Will
saving throw to negate the effects.

Blindsight: A creature with blindsight can sense creatures and


objects around it without actually seeing them.

GRIT & VIGOR 128


Breath Weapon: A breath weapon is expelled from a creature’s Regenerate: A creature that can regenerate heals 1d4 points of
mouth in place of a normal attack. The breath weapon may be damage automatically each round on their turn. In addition, it
a line, cone or gaseous cloud. All creatures within the area of can replace body parts that have been severed by holding
effect suffer the effects of the breath weapon. A Reflex saving them up to the stump for 1 round. Lost body parts are re-
throw can be made to negate the effect or halve the damage. grown over the course of 24 hours.

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

GRIT & VIGOR 129


and assigning values. You might look at similar creatures to Hit Dice Strong Save Weak Save
get an idea of how fast it should move and how powerful its
10 8 10
attacks should be, and the character levels you want it to
11 8 10
threaten can determine how many hit dice the creature has.
12 7 9
The derived statistics of a creature are its saving throws.
13 7 9
Just as saving throws for characters depend on their class and 14 6 8
level, saving throws for creatures depends on their type and 15 6 8
Hit Dice. VM’s can, of course, feel free to ignore a creature’s
16 5 7
type when deciding which of their saving throws are “strong”
17 5 7
or “weak”. Consider the following a guide.
18 4 6
Creature Type Strong Saves Weak Saves 19 4 6
Aberration Will Fortitude, Reflex 20 3 5
Animal Fortitude, Reflex Will 21 3 5
Construct None All 22 3 4
Dragon All None 23 3 4
Fey Reflex, Will Fortitude 24+ 3 3
Giant Fortitude Reflex, Will
Humanoid * * Creature saving throws can be further modified according to
Monstrous Beast Fortitude, Reflex Will the creature’s size, speed and intelligence:
Monstrous Humanoid Reflex Fortitude, Will
Ability Saving Throw Modifications
Ooze Fortitude Reflex, Will
Size
Outsider All None
Tiny -3 penalty on Fortitude saves
Plant Fortitude Reflex, Will
Small -1 penalty on Fortitude saves
Undead Will Fortitude, Reflex
Large +1 bonus on Fortitude saves
Vermin Fortitude Reflex, Will
Huge +3 bonus on Fortitude saves
Speed
* Humanoids have one strong saving throw category and two weak saving
throw categories. Fortitude is usually the strong category for humanoids. 0 ft. -3 penalty on Reflex saves
5 ft. to 10 ft. -1 penalty on Reflex saves
“Strong” and “weak” saving throw values are as follows, based
50 ft. to 90 ft. +1 bonus on Reflex saves
on the Hit Dice of the creature.
100 ft. or higher +3 bonus on Reflex saves
Hit Dice Strong Save Weak Save
0 13 16 Intelligence
1 12 15 Animal -3 penalty on Will saves
2 12 15 Low -1 penalty on Will saves
3 12 14 High +1 bonus on Will saves
4 11 14 Super +3 bonus on Will saves
5 11 13
6 10 12 A creature can never have a saving throw value better than 3,
7 10 12 regardless of how many Hit Dice it has or due to the above
8 9 11
modifications.

9 9 11

GRIT & VIGOR 130


Treasure Number of Creatures Encountered
Encounter 1 2 3-5 5-8 9-18
Adventuring costs money and adventurers are often not shy
Level (EL) (1) (1d4) (1d6) (1d8) (2d6)
about relieving the people they overcome in combat of their
wealth to fund their lifestyles. Animals almost never have any 11 CL 13-15 CL 12 CL 11 CL 10 CL 9

treasure. Humans and monsters with human intelligence 12 CL 14-17 CL 13 CL 12 CL 11 CL 10


usually keep some wealth on their person based on their 13 CL 15-18 CL 14 CL 13 CL 12 CL 11
relative social status. 14 CL 16-19 CL 15 CL 14 CL 13 CL 12

Wealth Treasure on Person 15 CL 17-20 CL 16 CL 15 CL 14 CL 13

Poor $1d3 + 25% chance of jewelry


Middle-Class $1d6 + cheques + 50% chance of jewelry Creature Statistics
Affluent $1d6 x 5 + 1d3 credit cards + 1d4-1 jewelry
Anaconda, Giant
Millionaire $1d6 x 5 + 1 gold card + 1d4 jewelry
Type: Animal
Billionaire $1d6 x 5 + 1d4 gold cards + platinum card + 1d4
jewelry
Size: Large (170’ long, 2,800 lb.)
Intelligence: Animal (1-2)
Hit Dice: 9
A person’s jewelry is ten times more valuable than the cash he Movement: 10/70 (Climb 20, Swim 30)
or she carries. Cheques are as old as the early 1800’s, while Armor Class: 16
credit cards were first introduced in the 1920’s, though Attacks: 1 tail (1d8 + constrict) and 1 bite (1d8 + swallow
general use credit cards only became common in the 1950’s. whole)
Assume that normal credit cards have a limit of $100, gold Saving Throws: F8, R10, W14
cards a limit of $1,000 and platinum cards a limit of $5,000. Environment: Aquatic, Woodlands
No. Appearing: 1
Creature Encounters
XP Value: 900 (CL 10)
One of the VM’s most pressing tasks is designing creature
encounters that challenge the adventurers. If encounters are These giant cousins of the normal anaconda dwell in Central
always too weak or too strong, players become frustrated or and South America and in the Caribbean.
bored and the game suffers. The following table gives an idea
Baboon
of the number of creatures, of different Challenge Levels, that
make an appropriate encounter for groups of adventurers at Type: Animal
different levels of experience. Size: Small (2-4’ long, 90 lb.)
Intelligence: Animal (1-2)
Number of Creatures Encountered Hit Dice: 1
Encounter 1 2 3-5 5-8 9-18 Movement: 40/400 (Climb 60)
Level (EL) (1) (1d4) (1d6) (1d8) (2d6) Armor Class: 13
Attacks: Bite (1d4)
1 CL 3-4 CL 2 CL 1 CL 0 -
Saving Throws: F14, R13, W18
2 CL 4-5 CL 3 CL 2 CL 1 CL 0
Environment: Grasslands, Woodlands
3 CL 5-6 CL 4 CL 3 CL 2 CL 1 No. Appearing: 1d50
4 CL 6-7 CL 5 CL 4 CL 3 CL 2 XP Value: 50 (CL 1)
5 CL 7-8 CL 6 CL 5 CL 4 CL 3
6 CL 8-10 CL 7 CL 6 CL 5 CL 4
Baboons are powerful, aggressive primates that dwell on the
ground, rather than in trees. Similar monkeys include the
7 CL 9-11 CL 8 CL 7 CL 6 CL 5
jungle-dwelling mandrills and the gelada, which lives in the
8 CL 10-12 CL 9 CL 8 CL 7 CL 6 Ethiopian highlands.
9 CL 11-13 CL 10 CL 9 CL 8 CL 7
10 CL 12-14 CL 11 CL 10 CL 9 CL 8

GRIT & VIGOR 131


Badger fruit and lick nectar, and while not generally dangerous to
human beings they often spread diseases with their bite.
Type: Animal
Size: Small (3’ long, 37 lb.) Bear, Black
Intelligence: Animal (1-2)
Hit Dice: 1 Type: Animal
Movement: 30/280 Size: Medium (4-6’ long, 250 lb.)
Armor Class: 14 Intelligence: Animal (1-2)
Attacks: Bite (1d4) Hit Dice: 3
Saving Throws: F14, R13, W18 Movement: 50/440 (Climb 20)
Environment: Woodlands Armor Class: 13
No. Appearing: 1d2 Attacks: 2 claws (1d3) and bite (1d4)
XP Value: 50 (CL 1) Saving Throws: F12, R12, W17
Environment: Woodlands
These mustelids dwell in North America, Europe, Asia and No. Appearing: 1d2
Africa. They are known to be tenacious in combat, fighting XP Value: 300 (CL 4)
until they reach -5 hp.
Black bears can be found in North America (the American
Bat (Flying Fox) black bear) and Asia (the Asian black bear). The sun bear,
found in jungles of Southeast Asia, and the honey bear of
Type: Animal
Malaysia, are close cousins of the black bear.
Size: Tiny (5’ wingspan, 2 lb.)
Intelligence: Animal (1-2) Bear, Brown (Bruin)
Hit Dice: 0 (1 hp)
Movement: 5 (Fly 300/900) Type: Animal
Armor Class: 15 Size: Large (5-9’ long, 700 lb.)
Attacks: Bite (1 + disease) Intelligence: Animal (1-2)
Saving Throws: F16, R10, W19 Hit Dice: 6
Environment: Wastelands, Woodlands Movement: 50/440
No. Appearing: 1d100 Armor Class: 15
XP Value: 12 (CL 0) Attacks: 2 claws (1d4 + constrict) and bite (1d6)
Saving Throws: F9, R10, W15
Also called megabats, fruit bats and old world bats, the so- Environment: Woodlands
called flying foxes are the largest species of bat. They have No. Appearing: 1d2
large eyes, and can see well in twilight and in caves and other XP Value: 600 (CL 7)
dark places. Flying foxes have an excellent sense of smell, but
only the Egyptian fruit bat can use echolocation. Megabats eat Brown bears are found in Eurasia and North America. The
largest sub-species of brown bear, the Kodiak bear, rival the

GRIT & VIGOR 132


polar bear for size. Inland brown bears (called grizzly bears) Short-faced bears lived in North America, especially California,
might be significantly smaller than the coastal brown bears. up to 11,000 years ago. They were grasslands hunters, chasing
down their prey like a modern lion.
Bear, Cave
Beaver, Giant (Castoroides)
Type: Animal
Size: Large (8-10’ long, 1,000 lb.) Type: Animal
Intelligence: Animal (1-2) Size: Medium (7’ long, 240 lb.)
Hit Dice: 7 Intelligence: Animal (1-2)
Movement: 45/440 Hit Dice: 1
Armor Class: 15 Movement: 45/440 (Swim 20/60)
Attacks: 2 claws (1d4 + constrict) and bite (1d6) Armor Class: 13
Saving Throws: F9, R10, W15 Attacks: 1 bite (1d6)
Environment: Woodlands Saving Throws: F13, R13, W18
No. Appearing: 1d2 Environment: Woodlands (Lost Worlds)
XP Value: 700 (CL 8) No. Appearing: 1d4
XP Value: 50 (CL 1)
Cave bears lived in Europe during the Pleistocene and became
extinct about 27,500 years ago. Cave bears dwell in caves These beavers lived during the Pleistocene in North America.
(seriously) more than other bears, which normally use them Their teeth are not designed for gnawing on wood, and thus
only for hibernation. Cave bears were roughly the same size as the giant beaver may not have built dams. They were also not
Kodiak bears and polar bears. as intelligent as their smaller descendants.

Bear, Polar (Nanook) Boar, Wild


Type: Animal Type: Animal
Size: Large (8-10’ long, 1,200 lb.) Size: Medium (3-6’ long, 150 lb.)
Intelligence: Animal (1-2) Intelligence: Animal (1-2)
Hit Dice: 7 Hit Dice: 1
Movement: 45/440 (Swim 30) Movement: 45/440
Armor Class: 15 Armor Class: 16
Attacks: 2 claws (1d4 + constrict) and bite (1d6) Attacks: Gore (1d4)
Saving Throws: F9, R10, W15 Saving Throws: F13, R13, W18
Environment: Aquatic Environment: Woodlands
No. Appearing: 1d2 No. Appearing: 1d8
XP Value: 700 (CL 8) XP Value: 100 (CL 2)

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)

GRIT & VIGOR 133


Armor Class: 14 Intelligence: Animal (1-2)
Attacks: Claws and bite (1) Hit Dice: 0
Saving Throws: F16, R13, W19 Movement: 190/630
Environment: Any Armor Class: 14
No. Appearing: 1d2 Attacks: Bite (1d6)
XP Value: 12 (CL 0) Saving Throws: F14, R10, W19
Environment: Grasslands, Wastelands
The cat was probably domesticated during the Stone Age, and No. Appearing: 1d8
has been lording it over humanity ever since. Cats come in XP Value: 25 (CL 0)
many shapes, sizes and colors, and are almost a required prop
for evil geniuses on swivel chairs and wicked witches. Coyotes hunt in pairs. Jackals dwell in wastelands, woodlands
and grasslands throughout Africa, the Middle East and India.
Chimpanzee
Crocodile, Nile
Type: Animal
Size: Small (3.5’ tall, 150 lb.) Type: Animal
Intelligence: Low (3) Size: Large (13-16’ long, 900 lb.)
Hit Dice: 1 Intelligence: Animal (1-2)
Movement: 40/440 (Climb 30) Hit Dice: 7
Armor Class: 15 Movement: 20/150 (Swim 30/220)
Attacks: 2 slams (1d2) and bite (1d2) Armor Class: 15
Saving Throws: F14, R13, W18 Attacks: Bite (1d10 + constrict) or tail slap (1d12)
Environment: Woodlands Saving Throws: F9, R11, W15
No. Appearing: 1d100 Environment: Aquatic, Wetlands
XP Value: 50 (CL 3) No. Appearing: 1d12
XP Value: 700 (CL 8)
Chimpanzees are among the most intelligent of apes, and they
are a common prop in literature and movies. Chimpanzees are Crocodiles are canny predators of the swamp, lying just
omnivorous, socially complex and violent. Their cousins, the beneath the water, patiently waiting to ambush prey. A hiding
bonobo, are more herbivorous, egalitarian and peaceful. crocodile surprises on a roll of 1-3 on 1d6. They can hold their
breath for almost 7 minutes.
Cougar
Crocodile, Saltwater
Type: Animal
Size: Medium (8’ long, 168 lb.) Type: Animal
Intelligence: Animal (1-2) Size: Large (23’ long, 2,200 lb.)
Hit Dice: 2 Intelligence: Animal (1-2)
Movement: 60/660 (Climb 30) Hit Dice: 10
Armor Class: 14 Movement: 20/100 (Swim 45/260)
Attacks: 2 claws (1d3 + rake) Armor Class: 16
and bite (1d4) Attacks: Bite (2d6 + constrict) or tail slap (1d12)
Saving Throws: F12, R11, W18 Saving Throws: F7, R9, W13
Environment: Highlands Environment: Aquatic, Wetlands
No. Appearing: 1d2 No. Appearing: 1d12
XP Value: 200 (CL 3) XP Value: 1,000 (CL 11)

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.)

GRIT & VIGOR 134


Deinonychus Hounds are used for tracking and running down prey. They
include the famous bloodhounds and infamous basset hounds
Type: Animal
(infamous if you have ever owned one). Hounds are quick and
Size: Medium (11’ long, 160 lb.)
have wonderful endurance. They are skilled at tracking.
Intelligence: Animal (1-2)
Hit Dice: 2 Dog, Sporting
Movement: 60/880
Armor Class: 16 Type: Animal
Attacks: 2 claws (1d3), bite (1d4) Size: Small (3-4’ long, 65 lb.)
Saving Throws: F12, R11, W18 Intelligence: Animal (1-2)
Environment: Jungles (Lost Worlds) Hit Dice: 1
No. Appearing: Pack (1d6) Movement: 35, 350
XP Value: 200 (CL 3) Armor Class: 14
Attacks: Bite (1d4)
The deinonychus was a carnivorous dinosaur that lived during Saving Throws: F14, R13, W18
the Cretaceous period, more than 100 million years ago. Environment: Any
No. Appearing: Domesticated
Dog, Fighting XP Value: 50 (CL 1)
Type: Animal
Size: Medium (4-5’ long, 150 lb.) Sporting dogs include spaniels, setters, pointers and
Intelligence: Animal (1-2) retrievers. They can be trained as gun dogs (i.e. they do not
Hit Dice: 2 shy around gun fire) and/or simply as retrievers of game.
Movement: 40/400 Dog, Terrier
Armor Class: 14
Attacks: Bite (1d4 + trip) Type: Animal
Saving Throws: F12, R12, W18 Size: Small (2-3’ long, 50 lb.)
Environment: Any Intelligence: Animal (1-2)
No. Appearing: Domesticated Hit Dice: 1
XP Value: 200 (CL 3) Movement: 30, 300
Armor Class: 14
The fighting breeds include the American Bulldog, Dogue de Attacks: Bite (1d3)
Bordeaux, English Mastiff, Old English Bulldog (before it went Saving Throws: F14, R13, W18
extinct), and Shar Pei. They are bred for fighting other dogs Environment: Any
and larger animals, like bears. Fighting dogs are remarkably No. Appearing: Domesticated
tenacious; they continue to fight at 0 hp until they fail a XP Value: 50 (CL 1)
Fortitude save (attempted each round).
Terriers are small (but vicious) dogs that were bred for
Dog, Hound hunting and fighting animals like rats, weasels, badgers and
Type: Animal rabbits. Some are large enough to be used as guard dogs.
Size: Medium (4-5’ long, 95 lb.) When a terrier gets into a fight, it goes a bit berserk, and
Intelligence: Animal (1-2) attacks twice per round for six rounds.
Hit Dice: 1
Dog, Working
Movement: 40/400
Armor Class: 13 Type: Animal
Attacks: Bite (1d4) Size: Medium (3-4’ long, 70 lb.)
Saving Throws: F13, R13, W18 Intelligence: Animal (1-2)
Environment: Any Hit Dice: 1
No. Appearing: Domesticated Movement: 40/400
XP Value: 50 (CL 1) Armor Class: 13
Attacks: Bite (1d4 + trip)
Saving Throws: F13, R13, W18

GRIT & VIGOR 135


Environment: Any Hit Dice: 0
No. Appearing: Domesticated Movement: 5 (Fly 500/1500)
XP Value: 100 (CL 2) Armor Class: 14
Attacks: 2 claws (1d4) and bite (1d3)
Working dogs include guard dogs and sled dogs, such as Saving Throws: F16, R10, W19
Akitas, Alaskan Malamutes, Australian Shepherds, Boxers, Environment: Coasts, Jungle, Woodlands
Bullmastiffs, Collies, Doberman Pinschers, German Shepherds, No. Appearing: 1d2
Great Danes, Komondors, Mastiffs, Rottweilers, St. Bernards XP Value: 50 (CL 1)
and Siberian Huskies.
Eagles are capable of killing prey larger than themselves, and
Dolphin bald eagles have been known to fly with loads as heavy as 15
Type: Animal lb. There are four families of eagles, the snake eagles, fish
Size: Medium (4-7’ long, 110 lb.) eagles, booted eagles and harpy eagles. You can use these
Intelligence: Low (3-4) same stats for most similarly sized birds of prey.
Hit Dice: 1 Elephant
Movement: Swim 30/300
Armor Class: 15 Type: Animal
Attacks: Bite (1d6) Size: Huge (13’ tall, 15,000 lb.)
Saving Throws: F13, R13, W16 Intelligence: Low (3)
Environment: Marine Hit Dice: 19
No. Appearing: 1d12 Movement: 60/360
XP Value: 50 (CL 1) Armor Class: 15
Attacks: 2 stomps (2d4) and slam (2d6)
Dolphins are small whales known for their intelligence and Saving Throws: F3, R4, W7
their smiling faces. As Venture Master, you can choose to play Environment: Grasslands (Africa), Jungle (Asia)
them as good-natured helpers of shipwrecked sailors or reveal No. Appearing: 1d30
their darker nature. The largest dolphins, the orca, are dealt XP Value: 1,900 (CL 20)
with separately. Porpoises are related to dolphins, and can be
represented with the same statistics. Elephants are the largest land mammals on Earth. There are
two species of elephants still alive, African and Asian, though
Donkey (Ass) African elephants can be divided into the African bush
Type: Animal elephants and the African forest elephants.
Size: Large (3-5’ high at withers, 600 lb.) Gorilla
Intelligence: Animal (1-2)
Hit Dice: 5 Type: Animal
Movement: 50/440 Size: Medium (5.5’ tall, 350 lb.)
Armor Class: 13 Intelligence: Low (3)
Attacks: Bite (1d3) Hit Dice: 4
Saving Throws: F11, R11, W16 Movement: 45/360 (Climb 20)
Environment: Any Armor Class: 14
No. Appearing: Domesticated Attacks: 2 claws (1d6) and bite
XP Value: 250 (CL 5) (1d6)
Saving Throws: F11, R11, W15
Donkeys are surefooted and sturdy pack animals. Their Environment: Wetlands,
ancestor, the wild ass, lives in the deserts of N. Africa and Asia. Woodlands
No. Appearing: 1d6
Eagle XP Value: 400 (CL 5)
Type: Animal
Size: Tiny (7’ wingspan, 14 lb.) The largest of the primates, gorillas are primarily herbivorous.
Intelligence: Animal (1-2) They inhabit the jungles of central Africa. Mountain gorillas

GRIT & VIGOR 136


inhabit the cloud forests of the Albertine Rift, while lowland Horse, Draft
gorillas live in jungles and marshes. They are not deserving of
their savage reputations, but can be quite dangerous. Type: Animal
Size: Large (5-6’ tall at shoulder, 1,700 lb.)
Herd Animal Intelligence: Animal (1-2)
Hit Dice: 8
Type: Animal Movement: 60/720
Size: Large (6-7’ tall, 1,600 lb.) Armor Class: 13
Intelligence: Animal (1-2) Attacks: 2 hooves (1d6)
Hit Dice: 7 Saving Throws: F8, R8, W14
Movement: 60/600 to 90/900 Environment: Any
Armor Class: 13 No. Appearing: Domesticated
Attacks: Gore (1d6) XP Value: 400 (CL 8)
Saving Throws: F9, R9, W15
Environment: Grasslands, Woodlands Working horses are especially large and strong horses bred for
No. Appearing: 1d100 ploughing and farm labor. Draft horse breeds include the
XP Value: 350 (CL 7) Clydesdale, Shire and Percheon.

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)

GRIT & VIGOR 137


Hyenas are predators and scavengers who dwell in Africa. No. Appearing: 1d2 (males), 1d2+4 (pride)
When attacked, striped hyenas feign death, while spotted XP Value: 500 (CL 6)
hyenas defend themselves.
The second largest felines after tigers, lions are the only
Jaguar species of big cat that is social. The extinct cave lion dwelled in
Type: Animal Europe and the Americas.
Size: Medium (5’ long, 210 lb.) Lizard – Gila Monster
Intelligence: Animal (1-2)
Hit Dice: 2 Type: Animal
Movement: 60/730 (Climb 30, Swim 20) Size: Tiny (2’ long, 5 lb.)
Armor Class: 14 Intelligence: Animal (1-2)
Attacks: 2 claws (1d4 + rake) and bite (1d8) Hit Dice: 0 (1-2 hp)
Saving Throws: F12, R11, W18 Movement: 35/220
Environment: Jungle Armor Class: 13
No. Appearing: 1d2 Attacks: Bite (1d3 + Poison III)
XP Value: 200 (CL 3) Saving Throws: F16, R13, W19
Environment: Wastelands
Jaguars live in the jungles of Central and South America and in No. Appearing: Solitary
Southwest North America. They are quite strong, and are XP Value: 50 (CL 1)
capable climbers and swimmers.
Gila monsters dwell in the Mojave Desert. They have a
Leopard venomous bite, and are very quick (+2 initiative).
Type: Animal Lizard, Monitor
Size: Medium (5.5’ long, 133 lb.)
Intelligence: Animal (1-2) Type: Animal
Hit Dice: 2 (6-8 hp) Size: Medium (3-6’ long, 80 lb.)
Movement: 50/550 (Climb 30) Intelligence: Animal (1-2)
Armor Class: 14 Hit Dice: 2
Attacks: 2 claws (1d3 + rake) and bite (1d4) Movement: 30/180
Saving Throws: F12, R11, W18 Armor Class: 15
Environment: Grasslands, Jungles Attacks: Bite (1d4 + disease)
No. Appearing: 1d2 Saving Throws: F12, R12, W18
XP Value: 200 (CL 3) Environment: Coasts, Woodlands
No. Appearing: 1d4
Leopards are Old World cats, found sub-Saharan Africa and XP Value: 200 (CL 3)
much of Asia. Leopards with entirely black fur are called black
panthers. Males have territories about 13 square miles in size, Monitor lizards are the largest living lizards, and include the
while female territories are about 5 square miles. They are especially large Komodo dragon, which grows to up to 10 feet
smaller than their American cousins, the jaguars. in length and 150 lb.

Lion Mammoth, Woolly

Type: Animal Type: Animal


Size: Medium (5-8’ long, 420 lb.) Size: Huge (10’ tall, 13,000 lb.)
Intelligence: Animal (1-2) Intelligence: Animal (1-2)
Hit Dice: 5 Hit Dice: 21
Movement: 60/730 Movement: 60/360
Armor Class: 15 Armor Class: 17
Attacks: 2 claws (1d4 + rake) and bite (1d4) Attacks: 2 stomps (2d6) and slam (2d6) or gore (2d8)
Saving Throws: F10, R11, W16 Saving Throws: F3, R3, W8
Environment: Grasslands Environment: Grasslands

GRIT & VIGOR 138


No. Appearing: 1d8
XP Value: 2,100 (CL 21)

Once upon a time there were many species of mammoth living


in North America and Eurasia. The most famous were the
woolly mammoths.

A mammoth can trample Medium or smaller sized creatures


for 3d6 points of damage. Opponents can choose to make a
free attack against the trampling beast, or they can attempt to
Reflex saving throw to halve the damage.

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)

The Portuguese man-o’-war is a creature that resembles a


jellyfish. It has eight tentacles that reach 100-200 feet in
length. These tentacles fish through the water and carry stings.
When a creature is caught, the tentacles drag them to the
digestive polyps, which engulf and digest them.

A giant man-’o-war lies in wait for prey by spreading out its


long, sticky strands and floating along on the deep currents. In
this mode, it can spread its strands over a 100-foot radius.
When something brushes one of the strands, the rest of the
strands contract to assist in pulling the prey toward it mouth.

If a giant man-’o-war hits with a strand attack, the strand


latches onto the opponent’s body. The giant man-’o-war can
draw the opponent 20 feet closer to itself that round and each
subsequent round thereafter that the opponent remains stuck.
Once the creature is within 20 feet of the giant man-’o-war, the
man-’o-war can draw it the remaining distance and begin
digesting (2d4 acid damage per round). Mastodon
The strands of a giant man-’o-war secretes an anesthetizing Type: Animal
slime. Any target hit by its strand attack must succeed on a Size: Huge (8-9’ tall, 10,000 lb.)
Fortitude save or be paralyzed for 3d6 rounds. The man-’o- Intelligence: Animal (1-2)
war can automatically digest a paralyzed opponent. Hit Dice: 18
Movement: 35/350
Armor Class: 17
Attacks: 2 stomps (2d6) and slam (2d6) or gore (2d8)

GRIT & VIGOR 139


Saving Throws: F3, R4, W9 The term “monkey” covers a wide variety of tailed primates
Environment: Grasslands that dwell in jungles in Central and South America, Asia and
No. Appearing: 1d10 Africa. They can range in size from the 4.5” long pygmy
XP Value: 1,800 (CL 19) marmoset to the 3’ long mandrill. The stats above represent
tiny monkeys; the baboon (q.v.) entry covers larger species.
Mastondons are relatives of the modern elephant that roamed
the grasslands of North America more than 10,000 years ago. Octopus, Giant
They were similar in appearance to elephants, but had shorter Type: Animal
legs, longer bodies and were more heavily muscled. Their Size: Medium (11’ long, 150 lb.)
tusks are longer than those of an elephant. Intelligence: Animal (1-2)
A mastodon can trample Medium or smaller sized creatures Hit Dice: 6
for 3d6 points of damage. Opponents can choose to make a Movement: 5 (Swim 20/220)
free attack against the trampling beast, or they can attempt to Armor Class: 18
Reflex saving throw to halve the damage. Attacks: 8 tentacles (1d4 + constrict) and bite (1d4)
Saving Throws: F10, R11, W15
Monkey Environment: Aquatic (near coasts)
No. Appearing: 1
Type: Animal XP Value: 600 (CL 7)
Size: Small (20” long, 17 lb.)
Intelligence: Animal (1-2) The giant octopus dwells in temperate waters off the coast of
Hit Dice: 0 (1-2 hp) western North America, southern Argentina, New Zealand and
Movement: 30/300 (Climb 30) northeast Asia. In fiction, giant octopuses dwell in or around
Armor Class: 14 shipwrecks or in aquariums built under trapdoors in evil lairs.
Attacks: Bite (1d2)
Saving Throws: F14, R13, W19 The giant octopus can emit a cloud of jet-black ink. The giant
Environment: Grasslands, Jungle, Woodlands octopus’s ink cloud fills a 20-cubic foot area. The cloud
No. Appearing: 1d100 provides total concealment, which the octopus normally uses
XP Value: 25 (CL 0) to escape a losing fight. All vision within the cloud is obscured.

A giant octopus can jet backward once per round at a speed of


200 feet per round.

Orca (“Killer Whale”)

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.

GRIT & VIGOR 140


Plesiosaur Attacks: Bite (1 + disease)
Saving Throws: F16, R13, W19
Type: Animal Environment: Any
Size: Large (11-15’ long, 4,000 lb.) No. Appearing: Pack (1d20)
Intelligence: Animal (1-2) XP Value: 50 (CL 1)
Hit Dice: 11
Movement: 20 (Swim 70/700) Real giant rats usually live in tropical climes. While not any
Armor Class: 13 more aggressive than normal rats, they have received that
Attacks: Bite (2d8) reputation after the fictional giant rats of Sumatra were
Saving Throws: F7, R9, W13 introduced by Sir Arthur Conan Doyle in a Holmes tale.
Environment: Aquatic
No. Appearing: 1d6 Reindeer
XP Value: 550 (CL 11)
Type: Animal
These large sea-going dinosaurs lived during the Jurassic, and Size: Large (6.5’ long, 700 lb.)
any Lost World that is entered by sea should feature at least Intelligence: Animal (1-2)
one of these monsters as a welcoming party. There were a Hit Dice: 5
wide variety of these animals, from the medium-sized Movement: 50/730 (Swim 60)
Thalassiodracon to the huge Elasmosaurus. Armor Class: 12
Attacks: Antlers (1d4)
Pteradon Saving Throws: F10, R11, W16
Environment: Grasslands, highlands, woodlands, wastelands
Type: Animal No. Appearing: Herd (6d6)
Size: Small (12-20’ wingpan, 44 lb.) XP Value: 250 (CL 5)
Intelligence: Animal (1-2)
Hit Dice: 1 Reindeers dwell in Arctic and Subarctic areas, in woodlands,
Movement: 20 (Fly 60/600) grsslands, highlands and tundra. While they often live in small
Armor Class: 17 groups, they can come together in herds numbering up to 1
Attacks: 2 claws (1d4) and bite (2d6) million animals. Reindeers are the only mammals that are
Saving Throws: F14, R12, W18 capable of seeing ultraviolet light.
Environment: Woodlands, Highlands, Aquatic (Coasts)
No. Appearing: 1d10 Rhinoceros
XP Value: 100 (CL 2)
Type: Animal
Pterosaurs are flying reptiles, their wings formed of Size: Large (13’ long, 4,500 lb.)
membranes of skin and muscle stretching from ankle to finger. Intelligence: Animal (1-2)
Early pterosaurs had long tails and teeth, while later models Hit Dice: 11
reduced their tails and some had no teeth at all and more bird- Movement: 40/440
like beaks. Some pterosaurs had fancy crests on their heads. Armor Class: 16
Pterosaurs were quadrupeds when they weren’t flying. The Attacks: Gore (2d4)
pterosaurs flew in the skies of the Jurassic and Cretaceous. Saving Throws: F7, R8, W13
There were many varieties of pterosaurs, from the small Environment: Grasslands
pterodactyls to the large quetzalcoatlus. No. Appearing: 1d12
XP Value: 550 (CL 11)
Rat, Giant Sumatran
There are several varieties of rhinoceros, the white and black
Type: Animal rhinoceros of Africa, and the Indian, Javan and Sumatran
Size: Tiny (18-36” long, 2-4 lb.) rhinoceros of South Asia. They are known to have poor
Intelligence: Animal (1-2) eyesight, and this makes them skittish when they detect
Hit Dice: 0 (1-2 hp) movement. Rhinos attack on a roll of 1-4 on 1d6.
Movement: 35/350 (Climb 30)
Armor Class: 15

GRIT & VIGOR 141


Rhinoceros, Giant preferred prey, great white sharks kill more humans each year
than any other species of shark.
Type: Animal
Size: Huge (15’ long, 9,000 lb.) A shark can detect creatures by scent in a 180-foot radius and
Intelligence: Animal (1-2) detect blood in the water at ranges of up to one mile.
Hit Dice: 17
Movement: 45/280 Shark – Megalodon
Armor Class: 16 Type: Animal
Attacks: Gore (2d6) Size: Huge (55-90’ tall, 70,000 lb.)
Saving Throws: F3, R5, W10 Intelligence: Animal (1-2)
Environment: Grasslands Hit Dice: 54
No. Appearing: 1d8 Movement: Swim 50/500
XP Value: 850 (CL 17) Armor Class: 19
Attacks: Bite (3d6 + swallow whole)
The giant rhinoceros, or elasmotherium, lived during the same Saving Throws: F3, R3, W6
time as the woolly rhinoceros, though more Southerly. Environment: Aquatic
Rhinoceros, Woolly No. Appearing: 1d2
XP Value: 5,400 (CL 55)
Type: Animal
Size: Large (11’ long, 5,000 lb.) Megalodons were giant, prehistoric sharks characterized by
Intelligence: Animal (1-2) streamlined bodies and rear-facing teeth. A megalodon can
Hit Dice: 12 (36-48 hp) launch itself up to 40 feet out of the water to snatch up a low-
Movement: 40/440 flying creature or object.
Armor Class: 16
Attacks: Gore (1d10) A magalodon can notice creatures by scent in a 240’ radius and
Saving Throws: F6, R7, W12 detect blood in the water at ranges of up to one mile.
Environment: Grasslands Shark, Tiger
No. Appearing: 1d12
XP Value: 600 (CL 12) Type: Animal
Size: Large (9-14’ long, 1,100 lb.)
The woolly rhinoceros was a species that lived in Northern Intelligence: Animal (1-2)
Europe and Asia during the Pleistocene epoch. They are most Hit Dice: 7
closely related to the Sumatran Rhinoceros. Movement: 30/300
Armor Class: 15
Shark, Great White Attacks: Bite (1d4)
Type: Animal Saving Throws: F9, R10, W15
Size: Large (21’ long, 7,300 lb.) Environment: Aquatic
Intelligence: Animal (1-2) No. Appearing: 1d6
Hit Dice: 16 XP Value: 350 (CL 7)
Movement: Swim 40/440
Armor Class: 15 Tiger sharks are among the larger species of sharks. They are
Attacks: Bite (2d4 + swallow whole) found in tropical and sub-tropical waters, and are especially
Saving Throws: F4, R5, W10 common around central Pacific islands. These same statistics
Environment: Aquatic can be used to represent other large sharks.
No. Appearing: 1d6 A shark can notice creatures by scent in a 180-foot radius and
XP Value: 1,600 (CL 17) detect blood in the water at ranges of up to one mile.

Great white sharks are among the most feared predators of the
sea, after giant squids and pirates. While humans are not their

GRIT & VIGOR 142


Smilodon Fatalis Snake, Poisonous – Cobra

Type: Animal Type: Animal


Size: Large (5.5’, 620 lb.) Size: Small (6-10’ long, 20 lb.)
Intelligence: Animal (1-2) Intelligence: Animal (1-2)
Hit Dice: 6 Hit Dice: 1
Movement: 50/500 Movement: 30/150 (Climb 15)
Armor Class: 14 Armor Class: 14
Attacks: 2 claws (1d4 + rend) and bite (1d4 + constrict) Attacks: Bite (1 + Poison II)
Saving Throws: F9, R10, W15 Saving Throws: F14, R13, W18
Environment: Grasslands, Woodlands Environment: Grasslands, Woodlands
No. Appearing: 1d2 No. Appearing: 1d2
XP Value: 600 (CL 7) XP Value: 100 (CL 2)

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.

GRIT & VIGOR 143


Squid, Giant can be targeted by a mind-affecting power or spell, though
swarms of vermin are mindless and thus immune to such
Type: Animal effects.) A swarm takes a -10 penalty on saving throws against
Size: Large (33-43’ long, 300-600 lb.) effects that affect an area, such as grenade-like weapons. If the
Intelligence: Animal (1-2) area effect attack does not allow a saving throw, the swarm
Hit Dice: 6 takes double damage instead.
Movement: Swim 60/720
Armor Class: 17 Any intelligent creature vulnerable to a swarm’s damage that
Attacks: 10 tentacles (1d8 + constrict) and bite (1d6) begins its turn engulfed by a swarm is distracted. The target
Saving Throws: F9, R9, W15 must attempt a Fortitude saving throw or become stunned for
Environment: Aquatic 1 round by the intense pain of countless bites, stings, and
No. Appearing: 1d2 pinches. A creature that takes no damage from the swarm’s
XP Value: 600 (CL 7) attack is not subject to distraction.

Giant squids are deep-ocean dwellers with tentacles 17 to 27 Bat Swarm


feet in length. Tales abound of these monsters of the deep Type: Animal
attacking whales and small ships. Female giant squids are Size: Tiny (6” wingspan, 1 oz.)
larger than males. Intelligence: Animal (1-2)
The giant squid can emit a cloud of jet-black ink in addition to Hit Dice: 1
moving and attacking. The giant squid’s ink cloud fills a 20- Movement: 5 (Fly 90/900)
cubic foot area. The cloud provides total concealment, which Armor Class: 16
allows the squid to escape a losing fight. Attacks: Swarm (1d4 + wounding)
Saving Throws: F16, R12, W18
A giant squid can jet backward once per round in place of a Environment: Any
move and attack at a speed of 320 feet per round. No. Appearing: 1d20
XP Value: 100 (CL 2)
Swarm
Bat swarms are a staple of spooky movies and are an ever-
A swarm is a collection of tiny creatures, usually of the vermin
present danger when a person pokes their face into the mouth
or animal type, which acts as a single creature in combat.
of a dark cave. People that are bitten by a bat swarm must pass
Swarms include flocks of birds, swarms of bees, writhing nests
a Fortitude saving throw or bleed for 1 point of damage per
of snakes and any other conglomeration of creatures that
round until their wounds are bound.
tends to move as a solid mass.
Crab Swarm
A swarm has a single pool of Hit Dice and hit points. The
swarm makes saving throws as a single creature. To attack, the Type: Vermin
swarm engulfs an opponent. It can engulf a creature of any Size: Tiny (1 lb)
size, since it crawls all over its prey. To engulf prey, it merely Intelligence: Non- (0)
moves over them. Swarms deal automatic damage to any Hit Dice: 3
creature they have engulfed at the end of their turn, with no Movement: 10 (Swim 10/150)
attack roll needed. Swarms cannot attempt trip or grapple Armor Class: 18
attacks, nor can they be tripped or grappled themselves. Attacks: Swarm (1d6 + constrict)
Saving Throws: F15, R15, W14
A swarm can move through cracks or holes large enough for
Environment: Marine or Aquatic
its component creatures, but at half speed. Larger swarms are
No. Appearing: 1d6
represented by multiple swarms.
XP Value: 300 (CL 4)
Swarms are not subject to critical hits or backstabs. A swarm
takes half damage from ballistic, slashing and piercing A swarm of crabs is a terrible thing, for despite their tiny size
weapons. It is immune to any effect that targets a specific they are quite heavy in a swarm and their chelae not only
number of creatures unless the swarm is susceptible to mind- pinch, but also grab hold and don’t let go.
affecting effects. (If it has a mind, it has a single hive mind that

GRIT & VIGOR 144


Anyone who has watched the movies knows what it means
when they are crossing an Amazonian stream and the water
around their legs begins to bubble. Piranhas are vicious little
carnivorous fish that dwell in rivers in South America. They
are reputed to be able to strip the flesh off of a cow in under a
minute (i.e. six rounds). One of the first to relate stories about
piranhas in America was Theodore Roosevelt, so you know
these fellows belong in a game of GRIT & VIGOR.

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)

GRIT & VIGOR 145


Hit Dice: 2 Triceratops
Movement: 15/150 (Climb 15)
Armor Class: 17 Type: Animal
Attacks: Swarm (1d2 + Poison II) Size: Huge (28’ long, 19,500 lb.)
Saving Throws: F15, R15, W15 Intelligence: Animal (1-2)
Environment: Any Hit Dice: 26
No. Appearing: 1d12 Movement: 35/220
XP Value: 200 (CL 3) Armor Class: 18
Attacks: Slam (2d8)
In some cases, a swarm of spiders is more frightening than a Saving Throws: F3, R3, W6
swarm of rhinoceroses. Environment: Grasslands
No. Appearing: 1d8
Stegosaurus XP Value: 1,300 (CL 26)

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)

GRIT & VIGOR 146


Weasels are tiny predators closely related to polecats, stoats
and ferrets, and distantly related to badgers and wolverines.

If a ferret hits with a bite attack, it uses its powerful jaws to


latch onto the opponent’s body and automatically deals bite
damage each round it remains attached. An attached ferret has
an Armor Class of 12.

Whale, Sperm (Cachalot)

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

Wolves – technically gray wolves – dwell in North America, Type: Animal


North Africa and Eurasia, though their range was larger in Size: Large (7’ long, 770 lb.)
ancient times. They are territorial animals, their hunting Intelligence: Animal (1-2)
ranges usually being around 14 square miles. Hit Dice: 5
Movement: 50/590
Armor Class: 13

GRIT & VIGOR 147


Attacks: Kick (1d8) or bite (1d4) attack from behind, or attack a surprised opponent, they score
Saving Throws: F11, R10, W16 an additional 1d6 points of damage.
Environment: Grasslands, woodlands, highlands
No. Appearing: 1d30 Assassin
XP Value: 250 (CL 5) Type: Scoundrel
Intelligence: Average (9-12)
Zebras are members of the horse family that dwell in sub- Hit Dice: 4d6
Saharan Africa. Zebras have never been domesticated. Movement: 45/220
Armor Class: 11
Humans (i.e. Stock Characters) Attacks: Dagger (1d4) or pistol with silencer (1d6)
Skills: Don Disguise, Drive Vehicle, Gather Intelligence, Hide in
There’s nothing more dangerous on earth than human beings
Shadows, Listen at Doors, Move Silently, Open Locks
… just ask all those apex predators we’ve almost driven to
Saving Throws: F14, R11, W14
extinction. Humans are smart, persistent and have figured out
No. Appearing: 1
how to make weapons and armor.
XP Value: 400 (CL 5)
While human opponents in the game can be rolled up using
the character classes in Chapter One as Non-Player Characters, Assassins are trained killers, though they prefer to attack by
they can also be treated as creatures. As monsters, human ambush or surprise, rather than fighting one-on-one. They
beings come in three varieties. might be employed as hit men, by espionage agencies or by
terrorist organizations to eliminate their enemies.
Warriors are human beings that have been trained to fight.
They roll d8 to determine their hit points, and add use their When assassins attack from behind, or attack a surprised
number of hit dice as their attack bonus, as do other monsters. opponent, they score an additional 2d6 points of damage. If
their victim fails a Fortitude saving throw they are knocked
Scoundrels are human beings that prefer to attack from unconscious for 1d6 rounds.
ambush, or from behind. They roll d6 to determine their hit
points, and add half of their hit dice (rounding up) as their Bandit
attack bonus.
Type: Warrior
Civilians are people with no particular training or skill at Intelligence: Average (9-12)
fighting. The vast majority of people fall into this category. Hit Dice: 1d8
They roll d4 to determine hit points, and add half their hit dice Movement: 45/220
(rounding down) to their attacks. Armor Class: 10
Attacks: Knife (1d3), revolver (1d6) or rifle (2d4)
Anarchist / Terrorist Skills: Move Silently, Ride Mount (or Bike)
Saving Throws: F13, R15, W15
Type: Scoundrel
No. Appearing: 1d20
Intelligence: Average (9-12)
XP Value: 50 (CL 1)
Hit Dice: 3d6
Movement: 45/220
Bandits plunder the countryside. They may be mounted on
Armor Class: 11
horses or motorcycles, or they may attack on foot. They are
Attacks: Dagger (1d4), revolver (1d6) or dynamite (1d10)
not known for their bravery, so they suffer a -1 penalty to save
Skills: Cant, Demolitions, Hide in Shadows, Move Silently
against fear. If 10 or more bandits are encountered, they are
Saving Throws: F14, R12, W14
led by a fighter of 3rd to 6th level. In the presence of their
No. Appearing: 1d6
leader, they suffer no penalty to save against fear.
XP Value: 300 (CL 4)
Berserker
Anarchists and terrorists are men and women dedicated to
overthrowing the existing order of society. They are usually Type: Warrior
not terribly well-trained as warriors, relying instead on back Intelligence: Average (9-12)
stabbing, bomb throwing and sabotage. When anarchists Hit Dice: 2d8
Movement: 45/220

GRIT & VIGOR 148


Robert H. “Three-Fingered” Birch (1827-1866)

Robert Birch became involved in crime as early as age 15,


engaging in robbery and possibly murder in Illinois. He was a
longtime member of a criminal gang known as the Banditti of the
Plains. Captured in 1845 and brought to trial for the murder of
Col. George Davenport (frontiersman, trader and soldier), he
turned state’s evidence against his comrades and got a reduced
sentence. Birch escaped from jail in 1847 and disappeared into
the frontier. He eventually resurfaced in Gila City, Arizona as its
first postmaster. He and two comrades discovered gold in New
Mexico, and Birch later became a guerilla fighter with the Arizona
Rangers during the American Civil War. He died shortly after the
end of that war.

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

Special: Backstab x2 damage, note concealed items, surprised 1 in 8,


difficult to track, favored terrain (wastelands)

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)

GRIT & VIGOR 149


Skills: Climb Sheer Surfaces, Hide in Shadows, Move Silently, Femme Fatale
Open Locks, Sleight of Hand
Saving Throws: F14, R11, W14 Type: Scoundrel
No. Appearing: Solitary Intelligence: Average (9-12)
XP Value: 200 (CL 2) Hit Dice: 2d6
Movement: 45/220
Cat burglars, or “second-story men”, are scoundrels trained to Armor Class: 10
get into hard-to-access places to steal valuable items, often Attacks: Pocket revolver (1d4)
from safes. They usually carry lock picks, a glass cutter, 100’ or switchblade (1d4)
rope and perhaps electronic devices that aid in opening safes. Skills: Gather Intelligence,
Most do not carry guns, for armed robbery carries with it a Influence People
harsher punishment than unarmed robbery. Saving Throws: F15, R15, W12
No. Appearing: 1
Cave Man XP Value: 100 (CL 2)

Type: Warrior The “deadly woman” is an ancient archetype in literature,


Size: Medium typified by such characters as Salome and Cleopatra. In more
Intelligence: Low (3-8) modern times, no name evokes the archetype as readily as
Hit Dice: 2d8 Mata Hari, the famous spy of the First World War. The femme
Movement: 45/220 fatale is an expert at seduction and deception, using her
Armor Class: 10 womanly wiles to trick men out of their secrets or wealth, or
Attacks: Club (1d4), flint spear (1d8), flint javelin (1d6/200’) to lure them to their very doom.
or bow and flint arrows (1d6/240’)
Skills: Endure, Survive Outdoors, Track Gangster
Saving Throws: F12, R15, W16
No. Appearing: 1d20 Type: Warrior
XP Value: 100 (CL 2) Intelligence: Average (9-12)
Hit Dice: 2d8
Cave men are warriors who live in Lost World settings. They Movement: 45/220
are usually portrayed as being stronger and tougher than Armor Class: 10
modern men. Leaders or elite warriors among cave man Attacks: Revolver (1d6), submachine gun (1d6) or switchblade
communities might be bruisers or berserkers. (1d4)
Skills: Break Down Doors, Drive Vehicle, Influence People
Cowpoke Saving Throws: F12, R15, W15
No. Appearing: 1d6 or 3d6
Type: Warrior XP Value: 100 (CL 2)
Intelligence: Average (9-12)
Hit Dice: 2d8
Movement: 45/220
Armor Class: 10
Attacks: Revolver (1d6), rifle (2d4),
Bowie knife (1d4+1) or lariat
(entangle)
Skills: Endure, Handle Animal, Ride
Mount, Survive Outdoors, Track
Saving Throws: F12, R15, W15
No. Appearing: 1d6 or 1d20
XP Value: 100 (CL 2)

A cowpoke is a professional ranch hand that specializes in


herding cattle from the back of a horse. Cowpokes are known
to be both tough and ornery.

GRIT & VIGOR 150


Gangsters may be criminals, but they aren’t scoundrels (using Medium
GRIT & VIGOR terms). Gangsters commit their larceny with
intimidation, threatening violence and backing up those Type: Civilian
threats by beating and killing their opposition. Intelligence: Average (9-12)
Hit Dice: 1d4
Highwayman Movement: 45/220
Armor Class: 10
Type: Scoundrel Attacks: Fists +0 (1d2)
Intelligence: Average Skills: Gather Intelligence,
Hit Dice: 4d6 Hypnotism, Influence People
Movement: 45/220 Saving Throws: F15, R15, W13
Armor Class: 10 Powers: At will—Aura Sight,
Attacks: Knife (1d3), revolver (1d6) or rifle (2d4) Sensitivity to Psychic
Skills: Hide in Shadows, Influence People, Ride Mount Impressions; 1/day—Channeling, Clairsentience, ESP
Saving Throws: F14, R11, W14 No. Appearing: 1
No. Appearing: 1 XP Value: 100 (CL 2)
XP Value: 400 (CL 5)
Mediums are men and women who claim that they can speak
Highwaymen are bandits that work alone, haunting lonely to the spirit world. You can either play them as being con-men
roads or mountain passes and springing out on their victims, in your game, or as genuinely having psychic powers. If you
famously demanding they “Stand and deliver!” in Jolly Old choose the latter, use the psychic powers described above –
England, or “Reach for the sky!” in the American West. otherwise use the skills. Of course, you could use both.
Dick Turpin was the archetypal highwayman, operating in Ninja
England in the late 18th century. George Lyon was the last
known highwayman to be hanged in England, in 1815. In more Type: Scoundrel
modern times, there was Sándor Rózsa, a Hungarian outlaw Intelligence: Average (9-12)
who participated in the Hungarian Revolution of 1848. Hit Dice: 5d6
Movement: 45/220
In the United States, Charles Earl Bowles, a.k.a. Black Bart, Armor Class: 11
robbed stagecoaches in the Pacific Northwest in the 1870’s Attacks: Ninjatō (1d6), shuriken (1d2), blowpipe (5’ cone,
and 1880’s, leaving behind poetic messages after his jobs. Poison I) or unarmed strike (1d3)
Man-At-Arms Skills: Acrobatics, Climb Sheer Surfaces, Endure, Gather
Intelligence, Hide in Shadows, Listen at Doors, Move
Type: Warrior Silently, Track
Intelligence: Average (9-12) Saving Throws: F13, R10, W13
Hit Dice: 1d8 No. Appearing: 1
Movement: 45/220 XP Value: 500 (CL 6)
Armor Class: 16 (chainmail, shield)
Attacks: Spear (1d8), scimitar (1d8) Ninjas did exist, but probably not as they have been depicted
or dagger (1d4) in popular media. In reality, they were members of the
Skills: Bend Bars and Lift Gates, samurai class (as in societal class, not character class) who
Break Down Doors were called on to conduct covert missions as spies, saboteurs,
Saving Throws: F13, R15, W15 and assassins. Fiction, though, has made them into virtual
No. Appearing: 1d100 supermen capable of all manner of mystic abilities. The ninja
XP Value: 50 (CL 1) as presented here gives a nod to the mystic superman, but
attempts to ground it in a bit more reality. Ninjas can backstab
Even in modern times, there are warriors that fight with for triple damage.
weapons from an earlier era. Tribesmen (q.v.) are one type,
while men-at-arms come from medieval societies. If ten or
more men-at-arms are encountered, they are led by a sergeant
with 3 HD. If 20 are encountered, there is a 5 HD captain.

GRIT & VIGOR 151


Pirate Police Patrolman

Type: Warrior Type: Warrior


Intelligence: Average (9-12) Intelligence: Average (9-12)
Hit Dice: 1d8 Hit Dice: 2d8
Movement: 45/220 Movement: 45/220
Armor Class: 10 Armor Class: 10
Attacks: Cutlass (1d8) or Attacks: Billyclub (1d3) or revolver
revolver (1d6) (1d6)
Skills: Climb Sheer Surfaces, Skills: Gather Intelligence, Influence
Endure, Swim People, Listen at Doors, Search
Saving Throws: F12, R15, W15 Saving Throws: F12, R15, W15
No. Appearing: 1d20 No. Appearing: Patrol (1d4)
XP Value: 100 (CL 2) XP Value: 100 (CL 2)

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).

GRIT & VIGOR 152


Soldier – Cavalryman Sergeants are veteran soldiers who assist officers in leading
troops of cavalry and squads of infantry. They are armed in the
Type: Warrior same manner as the troops they help lead.
Intelligence: Average (9-12)
Hit Dice: 1d8 Soldier – Special Forces
Movement: 45/220
Armor Class: 10 Type: Warrior
Attacks: Cavalry saber (1d8), rifle (2d4) or revolver (1d6) Intelligence: Average (9-12)
Skills: Endure, Handle Animal, Ride Mount Hit Dice: 3d8
Saving Throws: F15, R13, W15 Movement: 40
No. Appearing: 1d12 Armor Class: 11
XP Value: 50 (CL 1) Attacks: Sub-machine gun (1d6), fighting knife (1d4+1) or
pistol (1d6)
Cavalrymen were a critical component of armies for centuries, Skills: Climb Sheer Surfaces, Demolitions, Endure, Hide in
becoming notably less useful during the First World War. In Shadows, Jump, Move Silently, Sky Dive, Survive
the late 19th century they were usually unarmored and Outdoors, Swim
equipped with carbine rifles, sabers and revolvers. Saving Throws: F11, R13, W14
No. Appearing: Squad (1d6)
Soldier – Infantryman XP Value: 150 (CL 3)

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.

Tribesmen are skilled at tracking and survival, and they have a


knack for moving silently. If 10 or more tribesmen are

GRIT & VIGOR 153


encountered, they are part of a war party and are commanded Movement: 5
by a sub-chief with 3 HD. If 20 are encountered, they are Armor Class: 15
commanded by a 5 HD chief. Attacks: Slam (1d8 + constrict)
Saving Throws: F10, R15, W14
Monsters Special: Surprise (4 in 6)
Environment: Woodlands, scrublands
Monsters may be supernatural or mythic creatures, or No. Appearing: 1d4
creatures from science-fiction. Either way, they are not real, Alignment: Neutral
and can safely be ignored by a Venture Master who is running XP Value: 400 (CL 5)
a game based on real life stories.

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

GRIT & VIGOR 154


Bee Woman famous. In this appearance, it was associated with an electrical
storm. Other famous examples are Padfoot of Wakefield, the
Type: Monstrous Humanoid Gurt Dog of Somerset, Hairy Jack of Lincolnshire, the Barguest
Size: Medium of York, the Yeth Hound (or Yell Hound) of Devon folklore, and
Intelligence: Average (9-12) the black dogs of the Hanging Hills in Connecticut, Luton in
Hit Dice: 1 Bedfordshire and Newgate Prison. Flanders hosts Oude Rode
Movement: 45/220 Ogen (“Old Red Eyes”) and Wallonia Tchén al tchinne
Armor Class: 10 (“Chained Hound”). Black dogs with red eyes are found
Attacks: Fists (1d2) throughout Mexico and Latin America.
Saving Throws: F15, R13, W11
Environment: Any Black dogs cannot speak, but understand most human
No. Appearing: 1d12 languages. They hunt only at night. Black dogs fear the sun and
Alignment: Lawful Evil never venture out in daylight, even if their lives depend on it.
XP Value: 100 (CL 2) When a black dog howls or barks, all creatures except other
Evil outsiders within a 300-foot spread must succeed on a Will
Bee woman are human women mutated through the use of save or flee for 2d4 rounds.
advanced genetics and radiation. Their eyes resemble those of
a bee, although they can hide this change through sheer Black Howler
willpower. They have a heightened attraction towards males Type: Monstrous Beast
and by males. This drives them to seduce and mate with men, Size: Medium (4-6’ long, 250 lb.)
but in so doing to also kill them. Intelligence: Animal (1-2)
Bee women possess a hive mind. They can communicate with Hit Dice: 3
one another using telepathy (up to 1 mile range) and their Movement: 50/440 (Climb 20)
hive mind grants them a +2 bonus on Will saving throws. Armor Class: 13
Attacks: 2 claws (1d4), bite (1d6) and gore (1d4)
Bee women can seduce human males using the psychic power Saving Throws: F12, R12, W17
dominate. When they lure men into love making, their Environment: Wooded Highlands
radioactive aura causes the man’s adrenal glands to go nuts. No. Appearing: 1d2
Each round, the man must pass a Fortitude saving throw or Alignment: Neutral
suffer 1d4 points of Constitution damage. At 0 Constitution, XP Value: 300 (CL 4)
the man has died from a heart attack.
The black howler, or Ozark black howler, resembles a shaggy
Black Dog black bear with horns. It supposedly lives in the Ozarks, but its
Type: Outsider range might extend elsewhere.
Size: Medium A black howler’s howl sounds like a combination of a wolf’s
Intelligence: Low (3-8) howl and and an elk’s bugle. Anyone within hearing range of a
Hit Dice: 3 black howler for a full hour must succeed on a Will saving
Movement: 50/550 throw or take 1 point of Wisdom damage. The save must be
Armor Class: 19 [Silver] repeated for each hour of exposure.
Attacks: Bite (1d8 + trip)
Saving Throws: F12, R12, W13 Black Pudding
Environment: Any
No. Appearing: 1d6 Type: Ooze
Alignment: Chaotic Evil Size: Large (8’ diameter, 2’ thick, 9,000 lb)
XP Value: 300 (CL 4) Intelligence: Non- (0)
Hit Dice: 10
Black dogs are demonic hounds that often haunt graveyards. A Movement: 20 (Climb 20)
black dog stands 5 feet tall at the shoulder and weighs about Armor Class: 3
400 pounds. One black dog, the black shuck, haunts the coast Attacks: Slam (2d6 acid + engulf)
of East Anglia, with an appearance in 1577 being particularly Saving Throws: F9, R11, W12
Special: Immune to mind effects, resistance to weapons

GRIT & VIGOR 155


Environment: Any Special: Regenerate, immune to disease, mind-affecting effects,
No. Appearing: Solitary paralysis, poison, nonlethal damage and sleep
Alignment: Neutral Environment: Any
XP Value: 2500 (CL 26) No. Appearing: Solitary
XP Value: 900 (CL 10)
Black puddings are alien oozes that have been known to fall to
earth in the core of meteorites. The pudding secretes a A bogeyman is a deranged human (though not entirely human)
digestive acid that dissolves organic material (50 points of bent on murder. No matter how much damage one inflicts on a
damage per round) and metal (20 points of damage per bogeyman, and they seem to keep coming back for more.
round), but does not affect stone. Any hit by the monster deals
acid damage to its target, and the target’s armor and clothing A bogeyman appears to die if reduced to 0 hit points. Unless it
dissolve and become useless immediately unless they succeed is reduced to -10 hit points, though, its “death” is temporary;
on a saving throw. A metal or wooden weapon that strikes a when the bogeyman’s regenerate ability brings its hit point
black pudding dissolves unless it passes a saving throw. total to 12 or higher, it springs back to life.

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

GRIT & VIGOR 156


Bunyip Any mammalian creature within 30 feet of a cat person that
meets its gaze must make a successful Will saving throw or be
Type: Monstrous Beast dazed (see Conditions).
Size: Large
Intelligence: Animal (1-2) A cat person ignores falling damage from heights of 30 feet or
Hit Dice: 6 less. When falling from a greater height, it can attempt a Reflex
Movement: 45/270 (Swim 60/360) saving throw to halve the damage.
Armor Class: 14
Attacks: Bite (2d6 + constrict) Changeling
Saving Throws: F9, R10, W15 Type: Fey
Special: Surprise (4 in 6) in water Size: Medium
Environment: Aquatic, wetlands Intelligence: Average (9-12)
No. Appearing: Solitary or pair Hit Dice: 1
Alignment: Neutral Movement: 50
XP Value: 600 (CL 7) Armor Class: 15 [Silver]
Attacks: 1 strike (1d2) or by weapon
The bunyip is a cryptid of Australia, described by the Saving Throws: F15, R13, W13
aboriginal Australians as large, swamp-dwelling predators. Environment: Civilization
The descriptions of the beast vary widely, and include it No. Appearing: 1
having a dog-like face, crocodile-like head, a horse-like tail, Alignment: Chaotic Evil
flippers, walrus-tusks, dark fur, horns and possibly a duck-like XP Value: 100 (CL 2)
bill. For out purposes, we will treat it as something akin to
monstrous seal the size of an ox. Changelings are fey creatures that are left by other fey in place
Cat Person of human babies. Because the fey are very slow to reproduce,
they require frequent introductions of human DNA into their
Type: Monstrous Humanoid gene pools. Changelings are usually allied with the unseelie
Size: Medium court, and thus are evil.
Intelligence: Average (9-12)
Hit Dice: 2 Changelings are immune to electricity and resisant to fire
Movement: 45/450 damage. They can cast the following spells: 3/day—detect
Armor Class: 14 magic; 1/day—charm person, object reading.
Attacks: 2 claws (1d4) Chupacabra
Saving Throws: F15, R12, W12
Special: Surprised on d8, track Type: Monstrous Beast
by scent Size: Medium
Environment: Any Intelligence: Animal (1-2)
No. Appearing: 1d6 Hit Dice: 6
Alignment: Chaotic Neutral Movement: 50/500
XP Value: 200 (CL 3) Armor Class: 14
Attacks: Bite (1d6 + constrict)
In its natural form, a cat person is an attractive biped standing Saving Throws: F10, R10, W15
5.5 feet tall and weighing 120 pounds. Its face and body are Environment: Desert, scrubland, highlands
humanlike except for several distinctly feline features: A short No. Appearing: 1d2
muzzle, whiskers, vertical pupils, a long, graceful tail, and legs XP Value: 600 (CL 7)
shaped like those of big cats. Its body is covered in soft fur,
usually black, although almost any shade is possible. If desired, The chupacabra (“goat sucker”) is a mysterious creature said
a cat person can assume the form of a normal (albeit a bit to dwell in Puerto Rico, Mexico, Central America and the
large) house cat with fur the same color as it has in its normal Southwestern United States. Its name comes from its penchant
form. The creature most often takes cat form to hide or run for sucking the blood of livestock. Descriptions vary, but
from attackers. Cat people can speak their own language as apparently it looks something like a bear-sized dog with no
well as the language of all felines. hair and thick skin, and a pronounced spinal ridge.

GRIT & VIGOR 157


The animal can suck blood when it bites and constrict its prey. Devil
Each round, it inflicts 1d4 points of Constitution damage from.
Once it has swallowed 6 Constitution points worth of blood, it Type: Outsider
is sated and releases its grip and flees. Size: Medium
Intelligence: High (13-18)
Crawling Claw Hit Dice: 8
Movement: 50/500 (Fly 60/600)
Type: Undead Armor Class: 22 [Silver]
Size: Tiny Attacks: 2 claws (1d8) and bite (1d6)
Intelligence: Non- Saving Throws: F9, R8, W8
Hit Dice: 1 Special: Immune to electricity and poison,
Movement: 5/15 resistance to acid, cold and fire,
Armor Class: 15 psychic power resistance 20%,
Attacks: Claws (1d3 + constrict) telepathy 100’
Saving Throws: F15, R13, W10 Environment: Any
Environment: Any No. Appearing: 1
No. Appearing: 1 Alignment: Lawful Evil
Alignment: Neutral (acts Chaotic Evil) XP Value: 800 (CL 9)
XP Value: 100 (CL 2)
Devils come in a variety of shapes and sizes, and their
A crawling claw is a detached human hand with a lust for supernatural abilities allow them to change their shape and
strangulation. A crawling claw’s attacks deal double damage disguise their features. They hail from dimensions unknown,
against prone combatants. coming into the world of mortals to do unspeakable things and
Demon Car tempt human beings to do the same.

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

GRIT & VIGOR 158


No. Appearing: 1 Efreeti
Alignment: Neutral
XP Value: 4,000 (CL 41) Type: Outsider
Size: Large (12’ tall, 2,000 lb)
Dôl are among the most dangerous monsters of the under- Intelligence: Average (9-12)
ground world. They are massive worms covered in viscous goo Hit Dice: 10
that obscures their appearance. One one end, they have plate- Movement: 50/500 (Fly 45/450)
like teeth, and on the other tails that end in poisonous stingers. Armor Class: 18
They are capable of burrowing through solid rock, and are Attacks: Slam (1d10 + 1d6 fire)
responsible for many of the underworld’s tunnels. Saving Throws: F7, R8, W8
Special: Immune to fire, vulnerable to cold, telepathy 100 ft.
Doppelganger Environment: Any
No. Appearing: Solitary
Type: Monstrous Humanoid Alignment: Chaotic Evil
Size: Medium XP Value: 1000 (CL 11)
Intelligence: High (13-18)
Hit Dice: 4 The jinn are creatures of Arabic folklore. The efreet are jinn
Movement: 45/220 composed of heatless fire. They are cruel and arrogant, and
Armor Class: 15 any wish they grant is sure to be twisted into something awful
Attacks: Slam (1d6) if they can conceive of a way to do it. An efreeti typically uses
Saving Throws: F14, R11, W10 its metamorphosis ability to conceal its true form, that of a 12-
Special: Immune to sleep and charm foot-tall giant with brick-red skin, fiery eyes, small horns, and
Environment: Any jutting tusks.
No. Appearing: Gang (1d6)
Alignment: Chaotic Neutral Efreet can raise a wall of fire up to 200 feet long or in a 50-ft
XP Value: 400 (CL 5) radius and 20 feet tall. This fire deals 2d6 points of fire
damage to creatures within 10 feet, and 1d6 to those within 20
Doppelgangers are beings that can take on the shapes of feet. The fire deals 2d6+10 points of damage to creatures
people they encounter. In its natural form, a doppelganger moving through the flames.
looks like a slender, frail humanoid with gangly limbs and half-
formed features. It is pale and hairless, with large, bulging Some efreeti can grant up to three wishes to any being (non-
yellow eyes with slit pupils. jinn only) who captures them. Upon granting the third wish,
they are free of their servitude. Whenever possible, an efreeti
A doppelganger can assume the shape of any small or medium twists the words of a wish to bring pain and destruction upon
humanoid it has encountered. In this form, the doppelganger the wisher. A wish can produce any effect the Venture Master
loses its natural slam attack. A doppelganger can remain in its thinks is reasonable.
assumed form until it chooses to assume a new one. A
doppelganger reverts to its natural form when it is killed. True Efreet have the following supernatural powers: 1/day—cloud
seeing reveals its true form. minds, etherealness, sensitivity to psychic impressions, matter
agitation, metamorphosis.
Doppelgangers have the following supernatural powers:
Continuous—ESP. Endothermic Mold

Endothermic mold feeds on warmth, siphoning heat from


everything around it. Endothermic mold is red-brown in color
and 5 feet in diameter, and the temperature is always cold in a
30-foot radius around it. Living creatures within 5 feet take
3d6 points of cold damage. Fire brought within 5 feet of the
mold causes the patch to instantly double in size.

A 5-foot patch of endothermic mold is destroyed if it takes 5 or


more points of damage from cold or acid.

GRIT & VIGOR 159


Frankenstein Monster

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.

If a ghoul’s prey contracts advanced necrotizing faciitis (see


below) from the wounds it has sustained and dies from the
disease, it rises 1d3 days later as a ghoul. A cure disease spell
cast on the corpse can prevent it from rising.

GRIT & VIGOR 160


Gill monsters are piscean humanoids that dwell in rivers and
lakes in tropical climates. They can survive out of water for up
to two hours without harm; thereafter they begin to drown.

Gill monsters are clever, but primitive. They do not use or


seem to understand tools. Fire is no more damaging to them
than any other creature, but its presence forces them to pass a
Will save or be repelled. When actually damaged by fire, they
must pass a Will saving throw or become frightened.

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.

Giant robots have heavy machine guns for hands, a chest-


mounted grenade launcher (50’ range), and can fire a 90’ cone
of intense heat from its eyes. The cone inflicts 10d6 points
damage (Reflex saving throw allowed for half damage).

Gill Monster

Type: Monstrous Humanoid


Size: Medium
Intelligence: Low (3-8)
Hit Dice: 3
Movement: 35/140 (Swim 40/400)
Armor Class: 15
Attacks: 2 claws (1d6) and bite (1d4)
Saving Throws: F14, R12, W13
Environment: Aquatic
No. Appearing: 1d2
Alignment: Neutral
XP Value: 300 (CL 4)

GRIT & VIGOR 161


A golem cannot speak or make any vocal noise. It walks and uniform and carrying a monkey-wrench and other tools
moves with a slow, clumsy gait. necessary to their carrying out their mischief.

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.

Gremlin Hell Hound

Type: Fey Type: Outsider


Size: Tiny Size: Medium (4-½’, 120 lb)
Intelligence: High (13-18) Intelligence: Low (3-8)
Hit Dice: 1d4 Hit Dice: 4
Movement: 35/210 (Fly 40/240) Movement: 45/450
Armor Class: 18 Armor Class: 16
Attacks: Claws (1d2) or monkey wrench (1d3) Attacks: Bite (1d8 + 1d6 fire)
Saving Throws: F18, R13, W12 Saving Throws: F11, R11, W12
Environment: Any Environment: Any
No. Appearing: 1d12 No. Appearing: Pack (1d12)
Alignment: Chaotic Evil Alignment: Lawful Evil
XP Value: 100 (CL 2) XP Value: 400 (CL 5)

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.

GRIT & VIGOR 162


Hell hounds carry the fires of Hell in their bellies. Their bites Special: Natural invisibility
deal extra fire damage (see above), and three times per day a Environment: Any
hell hound can belch forth a cone of fire (10 ft.) that deals 2d6 No. Appearing: Solitary
points of damage. A Reflex saving throw is permitted to cut Alignment: Chaotic Evil (eventually)
that damage in half. XP Value: 200 (CL 3)

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.

Hounds of Chronos are creatures composed of temporal Kaiju


energy. They possess the innate, though limited, ability to
manipulate time. Temporal dogs hunt in packs that usually Type: Monstrous Beast
consist of 2 to 8 hounds. A hound of Chronos always knows Size: Huge (70-100’ long or 50-70’ tall, 100-200 tons)
where, temporally, the other members of his pack are. Intelligence: Low (3-8)
Hit Dice: 30
Hounds of Chronos possess the ability to move forward in Movement: 20/80
time. Twice per day, a hound of Chronos may “jump” forward Armor Class: 26 (DR 15)
in time. This allows the hound to disappear from the present Attacks: Bite (4d10 + swallow whole) and tail slap (3d6)
and reappear 1d4 rounds later. The hounds use this ability in Saving Throws: F3, R3, W3
conjunction with surprise to get the drop on their prey. When Special: Immune to fire, disease, energy drain and poison,
they rematerialize 1 to 4 rounds into the future, their prey has psychic power resistance 95%, regenerate
a 4 in 6 chance of being surprised. Environment: Aquatic, Subterranean
No. Appearing: 1
Once per day, a hound may shift backward in time to when it Alignment: Neutral
was healthier, returning "immediately" with full hit points. XP Value: 15,000 (CL 33)
Invisible Man
A kaiju is an enormous creature that usually appears as a
Type: Monstrous Humanoid massive and primitive version of a normal form of animal life,
Size: Medium such as massive reptiles or insects.
Intelligence: High (13-18)
Hit Dice: 2 Once per minute, the normally slow-moving kaiju can move at
Movement: 45/220 a speed of 150 feet (run 40 mph). A kaiju inspires terror by
Armor Class: 16 charging or attacking. Affected creatures must succeed on a
Attacks: Strike (1d3) Will saving throw or become shaken, remaining in that
Saving Throws: F15, R12, W11 condition as long as they remain with 60 feet of the kaiju.

GRIT & VIGOR 163


were to make it off of an island to the mainland. They appear
to be mutations of isolated shrew populations.

Lemurian

Type: Monstrous Humanoid


Size: Medium (6’ tall, 200 lb)
Intelligence: High (13-18)
Hit Dice: 2
Movement: 45/220 (Swim 30/300)
Armor Class: 16
Attacks: 2 talons (1d4 + rend) or bite (1d4) and spear (1d8)
Saving Throws: F15, R12, W11
Environment: Aquatic (Pacific Ocean)
No. Appearing: 1d20
XP Value: 100 (CL 2)

Lemurians are aquatic humanoids with thick scales and large,


toothy mouths. Most Lemurians have green skin, darker along
the back and lighter on the belly, with dark stripes, bands, or
spots, but these tend to fade with age.

Lemurians can communicate telepathically with sharks up to


A kaiju’s armor-like carapace is exceptionally tough and 150 feet away. The communication is limited to fairly simple
reflective, deflecting all rays (magical or scientific). There is a concepts such as "food," "danger," and "enemy."
30% chance of reflecting any such effect back at the user;
Once per day, a Lemurian that takes damage in combat can fly
otherwise, it is merely negated.
into a murderous frenzy in the following round, clawing and
A kaiju regenerates even if it fails a saving throw against an biting madly until either it or its opponent is dead and gaining
instant death effect. If a kaiju loses a limb or body part, the lost an additional bite attack each round. A Lemurian cannot end
portion regrows in 1d6 minutes. The creature can reattach the its frenzy voluntarily.
severed member instantly by holding it to the stump.
A Lemurian fully immersed in fresh water must succeed on a
Killer Shrew Fortitude save or become fatigued. Even on a success, it must
repeat the saving throw attempt every 10 minutes that it
Type: Monstrous Beast remains immersed.
Size: Medium
Intelligence: Animal (1-2) Abrupt exposure to bright light blinds Lemurians for one
Hit Dice: 5 round and dazzles them in subsequent rounds.
Movement: 45/450 (Burrow 10)
Lemurians can survive out of the water for 6 hours.
Armor Class: 16
Attacks: 1 bite (1d8 + Poison II) Leprechaun
Saving Throws: F11, R11, W16
Environment: Any, usually islands Type: Fey
No. Appearing: 1d20 Size: Small
XP Value: 500 (CL 6) Intelligence: Average (9-12)
Hit Dice: 1d4
Killer shrews are sometimes found on isolated islands, where Movement: 25/125
they quickly consume the native fauna, any visiting humans, Armor Class: 11
and eventually each other. They breed quickly, producing two Attacks: Dagger (1d4)
litters a year of 3-6 animals each. Killer shrew young are full- Saving Throws: F16, R13, W13
sized after about three months, and ready to breed in four. Special: Power resistance 10%
Their quick breeding would make them very dangerous if they Environment: Highlands, woodlands

GRIT & VIGOR 164


No. Appearing: Solitary Environment: Underground
Alignment: Neutral (day)/Chaotic Neutral (night) No. Appearing: 1
XP Value: 100 (CL 2) Alignment: Chaotic Evil
XP Value: 1,500 (CL 8)
Leprechauns are fey creatures that are often irrational and
possibly quite malevolent. They look like small people wearing The Medusa of legend was a priestess cursed by Athena after
green or red coats, often richly adorned with lace and gold, she was raped by Poseidon in one of Athena’s temples.
trousers or hose, cocked hats, and polished shoes with silver Medusas, the monsters, are descended from the original
buckles. During the day, leprechauns work as cobblers. At Medusa. They are highly dangerous monsters, for their gaze
night they become clurichauns, red-faced, jolly, drunk fairies, can turn living creatures into stone.
singing and tricking unfortunates who cross their path.
A medusa tries to disguise its true nature until the intended
Folklore states that they hide their wealth, gold coins (200 victim is within range of its petrifying gaze, using subterfuge
ounces of gold), in pots at the end of rainbows. In addition, a and bluffing games to convince the target that there is no
captured leprechaun must grant three wishes to his captor. danger. It uses normal weapons or its serpentine hair to attack
These wishes must be within the leprechaun’s innate abilities. those who avert their eyes or survive its gaze.

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 are mostly primitive remnants of a primordial


empire of reptiles which included the ophidians (q.v.). They
look like reptilian humanoids with thick tails. Mole Man

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

GRIT & VIGOR 165


Called mogura-jin (cannibal mole men) in Japan, these little Monstrous flytraps are giant, possibly alien versions of the
humanoids were apparently descended from a group of smaller Venus flytrap plant. They are carnivores who gobble
villagers who resorted to cannibalism during a particularly up any creature that gets close enough for them to swallow.
fierce winter and were cursed by the gods. Most use their intelligence and ability to speak to find human
beings that will lure prey into their clutches for them.
Mole men are squat beings, between 4 and 5 feet tall with pale
skin, small beady red eyes, no body hair, and nails overgrown Mothman
to claws. They are always hungry and need to consume human
flesh every so often to remain alive. Like their animal Type: Outsider
namesake they are proficient tunnelers and their preferred Size: Large (12’ tall, 20’ wingspan)
method of attacking their victims is to tunnel under them and Intelligence: Average (9-12)
emerge from the ground in a swarm attack to surprise them. Hit Dice: 5
Movement: 45/220 (Fly 300/900)
Mogura-Jin can see perfectly well even in total darkness; Armor Class: 15
however their over-sensitive eyes are easily blinded by lights. Attacks: 2 claws (1d6)
Saving Throws: F10, R11, W11
Monster Man Environment: Any
Type: Humanoid No. Appearing: 1
Size: Large XP Value: 500 (CL 3)
Intelligence: Low (3-8)
Hit Dice: 4 Mothmen appear as tall, lanky humanoids covered in short,
Movement: 50/250 dark fur. Their most arresting features are their eyes: Large,
Armor Class: 16 red, and luminescent, and occasionally described as looking
Attacks: Fists (1d6) or club like oversized bicycle reflectors.
Saving Throws: F10, R14, W15 A mothman projects an aura of fear around itself in a 20-foot
Environment: Any radius. Creatures within this area that wish to remain must
No. Appearing: 1d8 succeed at a Will saving throw or be frightened. A mothman is
Alignment: Neutral immune to the fear auras of other mothmen.
XP Value: 200 (CL 4)
Mugwump
In Edgar Rice Burroughs’ The Monster Men, he introduces the
concept of powerful, grotesque humanoids grown in a vat by a Type: Humanoid
brilliant scientist obsessed with the idea of playing God. Alas, Size: Medium (4-6’ tall)
these monster men were not terribly bright, and this Intelligence: Average (9-12)
combination of stupidity and strength made them dangerous. Hit Dice: 2
Movement: 35/210 (Swim 50/250)
Monstrous Flytrap Armor Class: 12
Attacks: Slam (1d4) or by weapon
Type: Plant Saving Throws: F12, R15, W15
Size: Large Environment: Wetland
Intelligence: Average (9-12) No. Appearing: 1d10
Hit Dice: 11 XP Value: 50 (CL 1)
Movement: 0
Armor Class: 14 Mugwumps are bipedal frog-men. They can leap as far as 30 ft.
Attacks: Bite (2d6 + swallow whole) to attack, gaining a tactical advantage and inflicting double
Saving Throws: F7, R13, W10 damage that round. Because their skin color changes to match
Environment: Woodlands their surroundings, they surprise on a roll of 1-4 on 1d6 in
No. Appearing: 1 wetlands and woodlands.
Alignment: Neutral
XP Value: 1100 (CL 12) Mugwumps speak their own language, which sounds
something like belching the alphabet.

GRIT & VIGOR 166


Jewel of Seven Stars also hit on the topic in 1903. The 1932 film
The Mummy starring Boris Karloff sealed the deal.

Mummies speak their ancient tongue, and might learn modern


languages if given the time.

At the sight of a mummy, a sentient creature must succeed on


a Will saving throw or be paralyzed with fear for 1d4 rounds.

A mummy’s touch carries a horrible rotting disease that


inflicts 1d6 points of Constitution and 1d6 points of Charisma
damage per day. The only other way to halt the disease’s
advance is to amputate whatever appendage the mummy
touched (usually a hand, arm, leg, or foot). Amputating a limb
deals 1d6 points of Constitution damage, although a successful
Treat Injury check reduces the Constitution damage to 1 point.
An afflicted creature that dies of mummy rot shrivels away
and turns to dust.

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

GRIT & VIGOR 167


Anyone bitten by an ophidian and failing a Fortitude saving
throw will, within 1d4 weeks, produce ophidian children and
die in the process. It is in this manner that ophidians
reproduce; they are otherwise asexual. The deadly
“pregnancy” can be ended by a cure disease spell or psychic
surgery power.

Greater ophidians use psychic powers as 7th level psychics.


Typical powers known are cloud minds, dominate, ego whip,
ESP, illusion, mind thrust, and telekinesis.

Phantom Monster

Ophidian Type: Monstrous Humanoid


Size: Medium (7’ tall, 150 lb)
Lesser Ophidian Intelligence: High (13-18)
Type: Monstrous Humanoid Hit Dice: 2
Size: Medium Movement: 90/540
Intelligence: High (13-18) Armor Class: 16
Hit Dice: 3 Attacks: 2 claws (1d4)
Movement: 45/220 Saving Throws: F15, R12, W11
Armor Class: 15 Environment: Any
Attacks: Bite (1d3) or by weapon No. Appearing: 1d12
Saving Throws: F14, R12, W11 Alignment: Neutral
Special: Immune to poison, power resistance 15% XP Value: 200 (CL 3)
Environment: Any
No. Appearing: 1d10 The phantom monster appeared near the town of Flatwoods,
Alignment: Neutral Evil Virginia in 1952. Possibly an alien creature, the monster was
XP Value: 300 (CL 4) reptilian, with green scales and a red, heart-shaped face that
appeared to radiate a dim light from within. The monster has
Greater Ophidian clawed hands on long, thin arms and stubby kegs. It is clad in a
Type: Monstrous Humanoid dark, black exoskeleton sometimes described as a shadow. The
Size: Medium phantom monster was inhumanly quick, and is accompanied
Intelligence: Super (19+) by a spaceship that looks like a pulsating red ball of light.
Hit Dice: 7
Rakshasa
Movement: 45/220
Armor Class: 15 Type: Outsider
Attacks: Bite (1d3) or by weapon Size: Medium
Saving Throws: F12, R10, W7 Intelligence: High (13-18)
Skills: Hypnotism Hit Dice: 7
Special: Immune to poison, power resistance 25% Movement: 55/330
Environment: Any Armor Class: 20 [Silver]
No. Appearing: 1 + lesser ophidians Attacks: 2 claws (1d4) and
Alignment: Neutral Evil bite (1d6)
XP Value: 700 (CL 8) Saving Throws: F10, R9, W9
Environment: Any
Ophidians are an ancient race of snake-beings, with scaly No. Appearing: 1
humanoid arms and a somewhat human-looking head. They Alignment: Chaotic Evil
are denizens of hot climates, deserts and jungles, often found XP Value: 700 (CL 8)
in forgotten cities or temples from the days when their race
held greater sway in the world.

GRIT & VIGOR 168


Rakshasa are terrible ogres with fearsome fangs, broad, hairy Sasquatch
shoulders and reversed hands (i.e. palms where the backs of
the hands should be) that originate in the folklore of India. Type: Monstrous Humanoid
They are also called kravyads (‘man-eaters’). The female is Size: Large (6.5 to 10’ tall, 500+ lb)
called a rakshasi, and a rakshasi in human form is a manushya- Intelligence: Low (3-8)
rakshasi. Their king is the ten-headed Ravana. As demons, they Hit Dice: 3
can understand any language. Movement: 40/240
Armor Class: 12
A rakshasa can assume any humanoid form. In humanoid Attacks: 2 slams (1d6)
form, a rakshasa loses its claw and bite attacks (although it Saving Throws: F13, R12, W13
often equips itself with weapons and armor instead). A Environment: Woodlands
rakshasa reverts to its natural form when killed. A true seeing No. Appearing: 1d2
spell reveals its natural form. XP Value: 150 (CL 3)

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.

GRIT & VIGOR 169


Part of the reason that so few sea serpents have ever been Leader
spotted or photographed is that they can make their forms Type: Monstrous Humanoid
indistinct and thus blend into the lapping waves. A sea serpent Size: Medium (5’ tall)
can blur its outline for a number of rounds equal to its Hit Intelligence: Super (19+)
Dice. This distortion grants the sea serpent a +4 bonus to Hit Dice: 1
Armor Class. A sea serpent cannot be recorded on any visual Movement: 40/240
media while in this state. A photograph shows only a haze. Armor Class: 14
Attacks: Strike (1d3)
Selenite (Moon Man) Saving Throws: F15, R13, W10
Worker Environment: Underground (Moon)
Type: Monstrous Humanoid No. Appearing: 1 + warriors or workers
Size: Small (4’ tall) XP Value: 100 (CL 2)
Intelligence: Low (3-8)
Hit Dice: 1 Selenites are the creatures that inhabit the Moon in H.G. Wells’
Movement: 50/300 1901 book The First Men in the Moon. They are humanoid in
Armor Class: 17 shape, but share some qualities with insects. Selenites have a
Attacks: Bite (1d4) grey exoskeleton, high foreheads, wide-spaced large black
Saving Throws: F16, R12, W14 eyes, oversized antennae, long skeletal limbs, inflated heads,
Environment: Underground (Moon) and bloated bodies. They have jointed necks and spines down
No. Appearing: 3d6 their backs. Selenites wear elaborate helmets and goggles, but
XP Value: 50 (CL 1) little else. The light gravity of the Moon has made them weak
by human standards. They would have a strength score of 9 to
12 on the Moon, but only 2 on Earth.
Warrior
Type: Monstrous Humanoid The Selenites divide themselves into specialized castes. The
Size: Medium (5’ tall) physical forms of each caste are different. The Selenites who
Intelligence: Average (9-12) live in the deepest portions of their underground kingdom
Hit Dice: 4 have bioluminescent skin, for example, while the warriors
Movement: 50/300 have poisonous stings and the leaders oversized heads.
Armor Class: 18
Attacks: 2 claws (1d6), bite (1d4) and sting (2d4 + Poison II) The kingdom of the Selenites is composed of underground
Saving Throws: F14, R10, W11 passages and chambers and waterways illuminated with
Environment: Underground (Moon) bioluminescent plankton. In this world, they raise fungus for
No. Appearing: 2d6 food and they also eat fat, wormlike creatures called
XP Value: 400 (CL 5) “mooncalves”.

The Selenites are ruled by a monarch called the Grand Lunar.

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)

GRIT & VIGOR 170


Skeletons are the animated remains of human beings, usually actions (e.g. giving their physical body a proper funeral,
brought to this semblance of life by black magic. They have a restoring a lost or stolen item, revenge on those responsible
dim intelligent, but no free will, serving whatever occultist or for their death, etc.). A spirit may be unaware of the nature of
demon raised them from the dead. its release, or may be unwilling to divulge those details.

Skunk Ape Apparition

Type: Monstrous Humanoid Type: Undead


Size: Medium Size: Medium
Intelligence: Low (3-8) Intelligence: Average (9-12)
Hit Dice: 3 Hit Dice: 2
Movement: 45/220 Movement: Fly 40/400
Armor Class: 13 Armor Class: 12 [Silver]
Attacks: 2 claws (1d4) Attacks: Corrupting touch (1d6)
Saving Throws: F14, R12, W13 Saving Throws: F15, R15, W12
Environment: Wetlands Special: Incorporeal, natural
No. Appearing: 1d4 invisibility, rejuvenation,
Alignment: Neutral imprisonment
XP Value: 300 (CL 4) Environment: Any
No. Appearing: 1
Skunk apes are foul smelling cryptids that dwell in swamps. Alignment: Chaotic Evil
They exude a stench reminiscent of rotting vegetation, XP Value: 200 (CL 3)
ammonia and decay. When frightened or angry, they can
intensify this odor such that all creatures within 30 feet of the Apparitions’ twisted features horrify all who behold them. Any
skunk ape must succeed at a Fortitude saving throw or be living creature within 60 feet that views the frightful spirit
sickened for 2d6 rounds. must succeed at a Fortitude save or immediately suffer 1d4
points of temporary Strength damage, 1d4 points of
The oily fur of the skunk ape allows it to pass through any sort temporary Dexterity damage and 1d4 points of temporary
of undergrowth (thorn bushes, briars, cranberry bogs, and Constitution damage.
other overgrown areas) at normal speed.
Banshee
Spirit
Type: Undead
Spirits are undead, ghostly entities that haunt the mortal Size: Medium
world, unable to rest easy in the afterlife. Intelligence: Average (9-12)
Spirits are naturally invisible but may be detected by spells Hit Dice: 3
that detect or reveal invisible creatures and objects. A spirit Movement: 45/220 (Fly 45/450)
may reveal itself willingly, but normally does so only at night. Armor Class: 12 [Silver]
Attacks: Corrupting touch (1d6)
In most cases, it is difficult to destroy a spirit through combat; Saving Throws: F14 R14 W12
the “destroyed” spirit restores itself in 2d4 days. As a rule, the Special Attacks: Frightful moan
only way to get rid of a spirit forever is to determine the Special: Incorporeal, natural invisibility, rejuvenation,
reason for its existence and set right whatever prevents it imprisonment
from resting in peace. The exact means varies with each spirit Environment: Any, but usually by rivers or streams
and may require research. No. Appearing: 1
Alignment: Chaotic Evil
Spirits are bound to a particular place. This place is usually a XP Value: 300 (CL 4)
dwelling, building, or similarly contained area. Within this
area, they may use their abilities as normal. In addition, some A banshee appears as a mournful, incorporeal woman, usually
spirits may only be present at particular times (e.g. the washing the clothes of a person about to die. A banshee can
anniversary of their death, between midnight and dawn, etc.). attack by moaning. All living creatures within 30 feet must
They may be released from this imprisonment by particular succeed at a Will save or become frightened for 2d4 rounds.

GRIT & VIGOR 171


Fetch spirit for 24 hours. If the save fails, the spirit vanishes into the
target’s body and takes control of it.
Type: Undead
Size: Medium Poltergeist
Intelligence: Average (9-12)
Hit Dice: 4 Type: Undead
Movement: Fly 40/400 Size: Medium
Armor Class: 13 [Silver] Intelligence: Average (9-12)
Attacks: Corrupting touch (1d6 + 1d4 Str) Hit Dice: 1
Saving Throws: F14, R14, W11 Movement: Fly 45/450
Environment: Any Armor Class: 11 [Silver]
No. Appearing: 1 Attacks: 1 telekinetic slam (1d6)
Alignment: Chaotic Evil Saving Throws: F15, R15, W13
XP Value: 400 (CL 5) Special: Incorporeal, natural invisibility, rejuvenation,
imprisonment
A fetch draws strength from the bodies of living creatures. It Environment: Any
appears as a ghostly figure with scant musculature – a real 90 No. Appearing: 1
pound weakling. Most are nerds who had sand kicked in their XP Value: 100 (CL 2)
face one to many times in life, and returned from the grave
seeking vengeance on their tormentors. A poltergeist can move and throw objects around using
telekinesis. A poltergeist can use telekinesis as an attack,
A living creature wounded by the fetch’s touch attack must either pushing people into walls or throwing small objects.
succeed at a Fortitude saving throw or suffer 1d4 points of
Strength damage. A creature reduced to 0 Strength by a fetch’s Thunderbird
touch dies and rises as a free-willed fetch 24 hours later. Type: Monstrous Beast
Haunt Size: Huge (30’ long, 120’ wingspan)
Intelligence: Average (9-12)
Type: Undead Hit Dice: 16
Size: Medium Movement: 45/220 (Fly 100/1,000)
Intelligence: Average (9-12) Armor Class: 20
Hit Dice: 5 Attacks: 2 talons (2d4 + constrict) and bite (2d8)
Movement: Fly 45/450 Saving Throws: F3 R3 W7
Armor Class: 14 [silver] Special Attacks: Breath weapon, fear aurs
Attacks: Corrupting touch (1d6) Special Qualities: Immune to electricity and sonic energy
Saving Throws: F13, R13, W11 Environment: Deserts and plains
Special: Incorporeal, natural invisibility, rejuvenation, No. Appearing: 1
imprisonment XP Value: 1,600 (CL 17)
Environment: Any
No. Appearing: 1 The thunderbird appears as an enormous eagle with blazing,
Alignment: Chaotic Evil electric-blue eyes. Its feathers are a mix of dark gray and
XP Value: 500 (CL 6) snowy white, resembling the clouds of a thunderstorm. Its
wings periodically shed wisps of fog and arcs of electricity that
A haunt is capable of taking possession of a living body. They become more abundant when it is angered or excited.
are often the undead spirits of people who died with a great
task left unaccomplished. Any creature within 60 feet of a thunderbird must succeed on
a Will saving throw or be frightened for 1d4 rounds.
Once per round, a haunt can merge with a living creature and
seize control of its body. The target can resist the spirit’s Every 1d4 rounds, a thunderbird can breathe a 60-foot-long
attempt at possession with a successful Will saving throw. If cone of sonic energy as an attack action. Any creature in the
the save succeeds, the spirit is rebuffed and pushed away. A cone takes 8d10 points of sonic damage. A successful Reflex
target that successfully saves cannot be possessed by that saving throw halves the damage.

GRIT & VIGOR 172


Übermensch Armor Class: 22 [Silver]
Attacks: Slam (1d6) or by weapon
Type: Monstrous Humanoid Saving Throws: F11, R10, W9
Size: Medium Special: Resistance to acid and cold
Intelligence: High (13-18) Environment: Any
Hit Dice: 6+4 No. Appearing: 1
Movement: 200/2,000 Alignment: Any evil
Armor Class: 12 XP Value: 2,000 (CL 10)
Attacks: 2 fists (1d2+4)
Saving Throws: F12, R7, W9 Vampires are undead monsters of fiction and folklore, showing
Skills: Bend Bars, Break Down Doors, Endure, Jump, Lift Gates up in a myriad of forms in cultures all over the world. Bram
Special: Surprised on d8 Stoker’s 1897 novel Dracula made them world famous, and is
Environment: Any the basis of the vampire in GRIT & VIGOR.
No. Appearing: 1
Alignment: Any A vampire can suck blood from a living victim with its fangs by
XP Value: 600 (CL 7) making a successful grapple attack. If it pins the foe, it drains
blood, dealing 1d4 points of Constitution damage each round
The concept of the Übermensch, or superman, was introduced that the pin is maintained.
by Friedrich Nietzsche in Thus Spoke Zarathustra (1883).
Nietzsche’s philosophical construct had little to do with the A humanoid or mutant humanoid slain by a vampire’s energy
superman of science-fiction, which portrayed it as a man at the drain attack rises as a vampire loyal to its creator (called the
peak of physical and mental perfection. The physical “master”). The new vampire becomes an evil creature under
superman may have been invented by author Philip Wylie in the control of its master and murderer.
his 1930 novel Gladiator. As an attack, a vampire can crush an opponent’s will by gazing
To answer how science-fiction supermen are created, one into his or her eyes. The vampire can attempt to dominate one
needs look no further than the latest scientific discovery. Dr. target at a time, and the target must be within 30 feet. A target
Frankenstein’s creation (q.v.) was, despite being grotesque, that fails a Will saving throw becomes the vampire’s thrall for
something of a superman, and he was created with electricity. 1 day per Hit Die of the vampire. The thrall adopts an
After Darwin published On the Origin of Species in 1859, unswerving allegiance to the vampire. If the vampire com-
progressives decided that man could be perfected through mands its thrall to do something blatantly self-destructive, the
eugenics, i.e. eliminating those who were physically or
mentally inferior, and breeding those who were considered
superior to produce superior children. By the 1950’s, atomic
power was the new “magic”, and thus were born the atomic
supermen.

Supermen are perfect physical and mental specimens, with


abilities far beyond those of mortal men. Unfortunately, they
often lack in humility and wisdom, and despite their perfect
physical appearance they can lack in personality. Assume they
have the following ability scores: Strength 20 (+4), Dexterity
20 (+4), Constitution 20 (+4), Intelligence 16 (+2), Wisdom 10,
and Charisma 10.

Vampire

Type: Undead
Size: Medium
Intelligence: Average (9-12)
Hit Dice: 8
Movement: 50/300

GRIT & VIGOR 173


target can make a Will save to break the vampire’s control. If MIRROR: A vampire in view of a mirror cannot use its
the save succeeds, the target becomes free-willed and regains domination special quality (see above).
its previous allegiances.
RUNNING WATER: A vampire cannot cross running water, but
A vampire can assume the form of a bat, rat, or wolf. The may another may carry it across. A vampire immersed in
vampire can remain in that form until it assumes another form running water loses 1 Hit Dice each round until it is destroyed.
or until the next sunrise.
WOODEN STAKE: A successful critical hit with a wooden stake
Vampires command the lesser creatures of the world and, destroys a vampire instantly, turning it to dust.
once per day, can call forth a swarm of rats, a swarm of bats, or
a pack of 3d6 wolves. These creatures arrive in 2d6 rounds Wendigo
and serve the vampire for up to 1 hour. Type: Monstrous Humanoid
A vampire heals 1d6 points of damage each round so long as it Size: Large (8’ tall)
has at least 1 hit point. If reduced to 0 hit points or lower, a Intelligence: Low (3-8)
vampire automatically assumes gaseous form (see below) and Hit Dice: 6
attempts to escape. It must reach its coffin home within 2 Movement: 55/275
hours or be destroyed. (It can travel up to nine miles in 2 Armor Class: 17
hours.) Once at rest in its coffin, its hit points rise to 1 hit point Attacks: 2 claws (1d8) and bite (1d6)
after 1 hour; the vampire then resumes healing at the rate of Saving Throws: F11, R9, W11
1d6 hit points per round. Special: Resistance to cold
Environment: Cold Woodlands
In place of a move, the vampire and its gear can become No. Appearing: 1
insubstantial, misty, and translucent. The vampire cannot Alignment: Chaotic Evil
attack or use supernatural abilities while in gaseous form. A XP Value: 600 (CL 7)
vampire in this form can remain gaseous indefinitely and has a
fly speed of 20 feet. It can pass through small holes or narrow A wendigo is a human being possessed by a demonic spirit.
openings, even mere cracks. Its gaseous form is subject to The wendigo spirit enters the body when the person commits
wind and cannot enter water or other liquid. an act of cannibalism. They look like feral human beings.

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

GRIT & VIGOR 174


Environment: Any
No. Appearing: 1
Alignment: Chaotic Evil
XP Value: 700 (CL 8)

Werewolves are humanoids that can assume the form of a wolf


or hybrid wolfman form. A human who contracts lycanthropy
after being wounded by a werewolf becomes an afflicted
werewolf when the Moon is full.

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.

Changing to or from wolf or hybrid form can be done in place


of a move. Upon assuming either form, the werewolf regains
hit points as if having rested for a day. A slain werewolf
reverts to its humanoid form, although it remains dead.

Any humanoid hit by a werewolf’s bite attack must succeed on


a Fortitude save or contract lycanthropy.

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.

An afflicted character who eats a sprig of belladonna (also White Ape


called wolfsbane) within an hour of a lycanthrope’s attack can
Type: Monstrous Beast
attempt a Fortitude save to shake off the affliction. The
Size: Large (8’ tall, 400 lb)
character gets only one chance, no matter how much
Intelligence: Animal (1-2)
belladonna is consumed. The belladonna must be reasonably
Hit Dice: 4
fresh (picked within the last week). Fresh or not, belladonna is
Movement: 40/360 (Climb 40)
toxic (poison IV), and might kill the werewolf even as it is
Armor Class: 14
curing him of his lycanthropy.
Attacks: 2 claws (1d6) and bite (1d6)
The only other way to remove the curse of lycanthropy is for Saving Throws: F10, R11, W17
an occultist to cast remove curse on the character during one of Environment: Underground

GRIT & VIGOR 175


No. Appearing: Troop (1d6) creature is considered grappled and trapped within the
Alignment: Neutral monster’s body. Each engulfed creature takes 2d6 points of
XP Value: 400 (CL 5) acid damage every round that it remains trapped.

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.

GRIT & VIGOR 176


Although a yeti can stand and walk upright, it tends to hunch Greys travel in flying saucers. For every 15 greys there is
over and use its hands and feet in the manner of a gorilla to always at least one leader type. A leader must be present for
navigate ice floes and rocky terrain. Its eyes are either blue or transport of any mortals or livestock.
colorless, and it has an extra pair of transparent eyelids that
allow it to see even in blowing snow. Zombie

Zeta Reticulan (Greys) Type: Undead


Size: Medium
Worker Intelligence: Animal (1-2)
Type: Monstrous Humanoid Hit Dice: 2
Size: Small (4’ tall) Movement: 20
Intelligence: High (13-18) Armor Class: 11
Hit Dice: 1 Attacks: Slam (1d6)
Movement: 30/150 Saving Throws: F15, R16, W15
Armor Class: 10 [Silver] Environment: Any
Attacks: Ego whip (see psychic No. Appearing: 1d12
powers) or slam (1d2) XP Value: 100 (CL 2)
Saving Throws: F16, R13, W12
Environment: Any Zombies are the mindless (or nearly mindless), animated
No. Appearing: 1d20 corpses of human beings. Unlike skeletons, zombies retain
Alignment: Neutral most of their flesh and internal organs. Zombies are usually
XP Value: 100 (CL 2) created with black magic or by watching too much television.

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)

Zeta Reticulans, or greys, are a grey-skinned, collective-


intelligence race hailing from a planet orbiting Zeta Reticula.
All greys have thin arms and legs, oversized heads and eyes,
and extremely long fingers. Their purpose in visiting Earth is a
mystery, although they have been known to abduct mortals or
livestock.

Greys have a psychic aura which forces those who approach


within 10 feet of them to pass a Will saving throw vs. fear or
become frightened. It is believed that greys are not evil, but
merely inscrutable and totally alien in motivation. Individuals
that have claimed to meet the greys will have wildly different
stories to tell about them.

GRIT & VIGOR 177


Appendix A d% Minor Powers Major Powers
01-75 1 0

The WEIRD 76-85


86-90
91-95
2
3
4
0
1
1

AND
96-99 5 1
100 + 6 2

The psychic character unlocks one minor power at 1st level

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.

Psychic Phenomena and Magic Spells Minor Powers

d% Minor Powers Power Point Cost

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

Once it has been determined that a character has psychic


powers, it must be determined how many psychic disciplines
they are capable of unlocking. The character rolls d% and adds
as a bonus their “chance of being psionic” to the roll,
consulting the table below.

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Major Power

d% Major Power Power Point Cost


01 Astral Projection 17
02-12 Aura Sight 7
13-22 Bilocation 7
23-30 Channeling 9
31-41 Divination 7
42-51 Dominate 7
52-61 Illusion 7
62-65 Matter Manipulation 13
66-71 Mind Switch 11
72 Psychic Surgery 17
73-76 Psychofeedback 13
77-82 Psychometry 11
83-88 Suspend Life 11
89-96 Telepathy 9
97-100 True Seeing 13

Power Points

Psychic characters have a number of power points (PP) equal


to Intelligence + Wisdom + Charisma - 30.
powers to deeds that advance virtue, while evil entities lend
Power points are spent by a psychic character to manifest their powers to deeds that advance vice.
their psychic powers. Each day, after a psychic character has
The occultist has all the abilities of the scholar, with the
had a full night’s sleep (8 hours), they regain a number of
following alterations and additions:
power points equal to their character level times 3.
Minimum Ability Scores: Int 13, Wis 13
Supernatural Sub-Classes
Occultists are skilled at the following tasks: Cast Magic Spell,
The Scholar class has the following supernatural sub-classes: Chemistry, Communicate, Crack Codes, Display Knowledge,
Hypnotize and Search.
Sub-Class Str Int Wis Dex Con Cha
Occultist - 13 13 - - - Occultists lose the scholar’s normal ability to improvise
objects using mechanics or electricity, though they retain the
Psion - * * - - *
ability to mix chemicals to create substances. The study of
Vampire Hunter - 11 13 - 9 -
magic is tied to the study of alchemy, which is in turn the
foundation (to some extent) of modern chemistry.
The Occultist
In return, occultists learn how to cast magic spells. A spell in
Occultists are scholars who learn to conjure and invoke spirits this context is a series of words and movements that allow the
that can produce magical effects on their behalf. Historically, occultist to communicate with a supernatural entity. Once in
magic is characterized as white (i.e. “good”) and black (i.e. communion with a supernatural being, the occultist may
“evil”), though both forms of magic work in the same way. The request that it perform a wondrous act on his behalf. If the
difference is which entities the occultist contacts and deals occultist’s diplomacy is unsuccessful, the entity refuses the
with to get what he wants. In general, good entities lend their request and may punish the occultist for his temerity.

GRIT & VIGOR 179


To cast a magic spell, a character must pass a Cast Magic Spell d6 Consequence of Spectacular Failure
task check. This task check is modified by the occultist’s
2 Stunned, lose next turn
Intelligence modifier. The level of the spell also applies a
3 Exhausted for 1d4 rounds
modifier to the task check, as follows:
4 Nauseated for 1d4 rounds
Spell Level Modifier to Task Check 5 Unconscious for 1d6 rounds
1-2 0 6 Dazzled
3-5 -1 7 Crippled
6-8 -2 8 Deafness
9 -3 9 Blindness
10 Intelligence lowered to 3
In addition, an occultist is permitted a number of free castings 11 Madness
(i.e. no need to roll a Cast Magic Spell task check) each day
12 Age 1d6 years, suffer one point of Constitution damage
based on their character level, as follows:
13 Lose one level (XP are adjusted to lowest value possible for
Occultist Level Free Castings your new, lower level)

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.

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Second Level Spells Fifth Level

Black Magic White Magic Black Magic White Magic


Augury Aid Channeling Awaken
Calm Emotions Augury Control Winds Bilocation
Charisma Buoyancy Feeblemind Channeling
Desecrate Calm Emotions Song of Discord Healing Circle
E. S. P. Consecrate Teleport Hold Monster
Find Familiar E.S.P. Insect Plague
Improved Phantasmal Force Gentle Repose
Sixth Level
Intelligence Levitate
Invisibility Remove Paralysis Black Magic White Magic

Speak With Animals Speak With Animals Find the Path Exorcism

Strength Summon Animal II Legend Lore Geas


Longevity Move Earth
Third Level
Transformation Wind Walk
Black Magic White Magic Water Tell
Blindness/Deafness Cause Disease
Seventh Level
Compel Return Create Food & Water
Heroism Cure Blindness/Deafness Black Magic White Magic

Hold Person Cure Disease Control Weather Control Weather

Locate Object Cure Serious Wounds Raise Tower Create Golem

Negation Fly Transmute Liquid Transmute Liquid*

Putrefy Hold Person Transmute Metal Transmute Metal*

Rage Negation
Eighth Level
Reveal Secrets Remove Curse
Speak With Dead Summon Animal III Black Magic White Magic

Spectral Force Tongues Earthquake Earthquake

Suggestion Water Walk Holy Aura

Fourth Level Ninth Level

Black Magic White Magic Black Magic White Magic

Command Plants Blight Astral Projection Astral Projection

Confusion Cause Disease


Detect Lie Control Water
Divination Divination
Fireball Flame Strike “... there may be something in the nature of an
Lightning Bolt Holy Smite occult police force, which operates to divert
Modify Memory Mesmerism human suspicions, and to supply explanations
Polymorph Other Restoration that are good enough for whatever …”
Polymorph Self Sticks To Snakes
– Charles Fort
Summon Animal IV

GRIT & VIGOR 181


The Psion Using a crucifix or similar holy instrument, a vampire hunter
can “turn the undead”, per the occultist spell.
While occultists must study occult tomes and put their souls in
jeopardy to deal with supernatural creatures to alter the world Power & Spell Descriptions
in wondrous ways, psions are born with psychic powers.
Aid
The psion has all the abilities of the scholar, with the following
alterations and additions: Spell Level: 2

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

GRIT & VIGOR 182


receiving a meaningful reply is 70% + 1% per caster level, to a
maximum of 90%. This roll is made in secret. A question may
be so straightforward that a successful result is automatic, or
so vague as to have no chance of success. If the augury
succeeds, you get one of four results: “Good”, “bad”, “good and
bad”, and “neither good nor bad”.
Biofeedback
Aura Sight
Power Points: 3
Power Points: 7
With biofeedback, you toughen your body and ignore pain,
Spell Level: 4
reducing physical damage by 2 points per hit for 1 minute per
This power allows you to discern auras. Auras are invisible to psion level and gaining a +5 bonus to Endurance checks.
the naked eye, but to you they appear as glowing halos or
Bless
envelopes of colored light that surround people and things.
Spell Level: 1
The color of each aura reveals information to the reader. The
amount of information revealed depends on how long a This spell fills your allies with courage. Each ally gains a +1
particular area is studied. In the first round, you discern auras bonus on attack rolls and on saves against fear for one hour.
of Good and Evil, even if the owner of the aura is otherwise
invisible. In the second round, you discern magical or psychic Body Adjustment
auras. In the third round, you discern how powerful (hit dice
Power Points: 5
or level) individuals are, and if they are near death (less than
10% of their hit points remaining). This power allows you to adjust your body at the cellular level,
healing yourself of 1d12 points of damage per application.
Bestow Curse
Buoyancy
Spell Level: 4
Spell Level: 2
You place a curse on the subject by touching them. Choose one
of the following three effects: A –3 decrease to an ability score By pointing in its general direction, the occultist causes a
(minimum 1), a –2 penalty on attack rolls and saving throws sunken object that weighs up to 10 pounds per occultist level
or, each round during combat, the target has a 50% chance to to float to the surface and remain buoyant for one hour.
take no action.
Calm Emotions
You may also invent your own curse, but it should be no more
powerful than those described above. The curse can be Spell Level: 2
removed with the reverse of his spell, remove curse.
This spell calms all agitated or excited creatures within a 20-ft.
Bilocation radius area, but does not control them. The spell has a range of
150 feet. Creatures affected cannot take violent actions,
Power Points: 7 though they can defend themselves in combat. Any aggressive
action against a calmed creature breaks the spell on all
Spell Level: 8
creatures calmed by the spell. The spell last for 10 minutes or
You can briefly appear, physically, in two places at once. as long as the occultist concentrates.
Bilocation can be maintained for up to one round per point of
Channeling
Wisdom. Each version of the bilocating person has half the Hit
Dice and hit points of the original, and if either one dies, the Power Points: 9
bilocating person loses one level. The bilocating person retains
their normal skills and knacks. Spell Level: 5

By opening his mind to the cosmos, you can commune with


higher planes of reality. Make a reaction check when you first
connect with a higher mind to see what kind of mood it is in.

GRIT & VIGOR 183


You may attempt Influence Person task checks at a -3 penalty Comprehend Languages
to improve the contacted being’s attitude.
Spell Level: 1
Channeling is a difficult power to control, and imposes a ‐4
penalty on the psychic’s activation saving throw. A failure to When you cast this spell, you can understand the spoken
activate this power results in the psychic’s personality (or words of creatures or read written messages for one hour. In
alignment) changing as determined by the VM for 1d6 days. either case, you must touch the creature or the writing for the
spell to work. The spell enables you to understand or read an
Charisma unknown language, not speak or write it. This spell does not
crack codes or reveal hidden messages concealed in text.
Spell Level: 2
Consecrate
This spell grants the subject (who must be touched by the
occultist) an 18 charisma for one hour. Spell Level: 2

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.

Cloud Minds Cure Serious Wounds

Power Points: 5 Spell Level: 3

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.

GRIT & VIGOR 184


Desecrate Empathic Projection

Spell Level: 2 Power Points: 1

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.

Dominate Find Familiar

Power Points: 7 Spell Level: 2

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

GRIT & VIGOR 185


Find familiar can be attempted but once per year, and the Invisibility
familiar spirit that is conjured is determined randomly. The
ritual requires burning incense worth $20 and takes one hour Spell Level: 2
to complete. If a spirit is within 1 mile of the ritual (percent The creature or object touched becomes invisible. Items
chance equal to the occultist’s level multiplied by 10), it dropped or put down by an invisible creature become visible;
answers and is bound to the occultist. items picked up disappear if tucked into the clothing or
Familiars have the normal statistics for an animal of their type, pouches worn by the creature. If the invisible creature attacks
but are considered monstrous beasts rather than animals. another creature, the spell ends. The invisible creature cannot
They have average intelligence. When a familiar is within 30 be attacked unless its approximate position is known. Wild
feet of its master, its hit point total is added to the master’s hit attacks suffer a -10 penalty to hit. The spell lasts until an
point total. If the familiar is ever killed, the occultist loses hit attack is made or the invisible creature wishes to reappear.
points equal to twice the familiar’s normal hit point total. Levitate
Fly Spell Level: 2
Spell Level: 3 Levitate allows you to move yourself, another willing creature,
The subject can fly at a speed of 60 feet per round (or 40 feet or an unattended object up and down as you wish. You can
per round if encumbered). The spell lasts for 1d6 x 10 minutes mentally direct the recipient to move as 20 feet up ot down
plus 10 minutes per occultist level. Speed is 5 mph (or 2.5 mph each round. You cannot move the recipient horizontally, but
if encumbered). the recipient could clamber along the face of a cliff, for
example, or push against a ceiling to move laterally at half
Gentle Repose speed. The spell lasts for 10 minutes per level of the occultist.

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

The psychic can use this ability to plant powerful illusions


inside a person’s mind. For every sense they deceive beyond
the first, the psychic adds 1 point to the Power Point cost.
Thus, deceiving the visual or olfactory or aural sense alone
would cost 7 power points, but deceiving all three would cost
9 power points.

Improved Phantasmal Force

Spell Level: 2

This spell functions like phantasmal force, except it includes


some minor sounds but not understandable speech. It has a
range of 500 feet and lasts as long as the occultist concentrates
and for 2 rounds beyond.

Intelligence

Spell Level: 2

The spell grants the subject touched an intelligence score of 18


for one hour.

GRIT & VIGOR 186


Light throw, you replace its mind and mental ability scores with
your own, including your psychic powers. Its mind and mental
Spell Level: 1 ability scores are shifted to your body. This state lasts for 1
This spell causes an object to emit as much light as a torch for turn per level. While in the other body, you retain your own hit
up to two hours. points, saves, skills and feats, and vice versa.

Matter Agitation (Pyrokinesis) Mind Thrust

Power Points: 3 Power Points: 3

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:

Matter Manipulation Intelligence Rating Intelligence Score

Power Points: 13 Low 5


Average 10
With this power, you can weaken or strengthen the substance
High 15
of an object or structure. You can affect both mundane and
magical inanimate material. Weakening an object’s substance Super 20
gives it a penalty of -3 on any item saving throw it is forced to
make, or reduces its effective hardness by one level. Naturally, Negation
the opposite is true if you fortify the object. Lasts for 1 hour.
Power Points: 5
Mesmerism
Spell Level: 3
Power Points: 5
Negation nullifies supernatural powers, spells and abilities or
Spell Level: 4 suppresses supernatural items for up to 10 minutes. The
chance of successfully negating the supernatural is a
This is the ability to put people into a trance, thus gaining the
percentage based on the ratio of the level of the spellcaster
ability to question them truthfully or implant suggestions in
trying to dispel over the level of the spellcaster (or HD of the
their mind. Implanting a suggestion works as the occultist
monster) who cast the original spell or used the original
spell of the same name, and imposes a ‐5 penalty on the
power. Thus, a 6th level occultist attempting to negate a power
psychic’s activation roll.
manifested by a 12th level psion has a 50% chance of success
Mindlink (6/12 = 1/2, or, 50%). If the 12th level psion were dispelling
the 6th level occultist’s spell, the chance would be 200% (12/6
Power Points: 1 = 2, or, 200%), and thus automatic.

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

GRIT & VIGOR 187


Precognition Psychometry

Power Points: 1 Power Points: 11

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

Protection from Evil Spell Level: 3

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.

Power Points: 13 The tower lasts for 24 hours.

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.

GRIT & VIGOR 188


Remove Paralysis

Spell Level: 2

You can free up to four creatures within 30 feet of the spell


caster from the effects of magical or temporary paralysis.

Speak With Animals

Spell Level: 2

You can comprehend and communicate with natural animals.


The spell lasts for one hour.

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

Skills: Cast Magic Spell (+3), Chemistry, Communicate, Crack Codes,


Display Knowledge, Hypnotize, Search

Feats: Feign Death, Great Fortitude, Iron Will

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.

GRIT & VIGOR 189


Summon Animal III Telepathy

Spell Level: 3 Power Points: 9

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.

CL Animals Transmute Metal


0 Bat (Flying Fox), Cat, Weasel Spell Level: 7
1 Baboon, Eagle (Hawk), Monkey, Poisonous Snake-Viper,
Sporting Dog, Terrier Dog This spell transmutes one metal into another, e.g. lead into
gold. The spell transmutes up to one gram of metal per
2 Dolphin, Donkey (Ass), Giant Rat, Lizard-Gila Monster
occultist level, and the transmutation lasts for one hour per
3 Boar, Chimpanzee, Draft Horse, Hound Dog, Monitor Lizard,
level of occultist.
Poisonous Snake-Cobra, Riding Horse, Spider Swarm, Wolf,
Working Dog Transvection
4 Bat Swarm, Black Bear, Constrictor Snake, Crab Swarm,
Fighting Dog, Gorilla, Killer Bee Swarm, Nile Crocodile, Tiger Power Points: 3
Shark
You can use transvection to levitate (as the occultist spell). It
can also be used to fly (as the occultist spell), but such use
Suspend Life imposes a ‐5 penalty to the psychic's activation task check.
Power Points: 11 True Seeing
You place yourself into a trance so deep that you are almost in Power Points: 13
suspended animation. Even powers that detect life or thought
are incapable of determining that you are alive. While you are You gain the ability to see all things as they actually are, seeing
suspended, a year feels as though it were a day. One can through normal and magical darkness, noticing secret doors
suspend life for one month per level. hidden by magic, seeing the exact locations of creatures or
objects under blur or displacement effects, seeing invisible
Telekinesis creatures or objects normally, seeing through illusions, and
seeing the true form of polymorphed, changed, or transmuted
Power Points: 5
things. You can focus your vision to see into the Ethereal
This is the ability to move small objects with one’s mind. For Plane, but not into other extra-dimensional spaces.
precise telekinetic control of a small object, a ‐5 penalty is
Turn Undead
imposed on the psychic’s task check to activate the power.
Otherwise, impose a penalty of ‐2 per 20 pounds weight of the Spell Level: 1
object being moved.
By presenting a holy symbol and commanding them to begone,
an occultist can force undead creatures to recoil from him. The

GRIT & VIGOR 190


occultist must roll on the table below to see if the undead is Ubiquitous Vision
affected. If so, the undead must retreat before the holy symbol,
and remain at least 10 feet away from the occultist. If the Power Points: 5
occultist can successfully repel the particular undead three You have the metaphoric “eyes in the back of your head” for
times, the undead must flee from the occultist’s presence. If one hour after activating this power. In effect, you have a 360-
they cannot physically flee, they crumble into dust. degree sphere of sight and cannot be back stabbed. If
When a turning attempt is made, a d20 should be rolled and surprised, you may negate the effect with a Will saving throw.
the Turning Undead table consulted for the result. If the Unfortunately, you suffer a -2 penalty on saves against all gaze
number on the dice is equal to or greater than the number attacks during the power’s duration.
shown on the table, 2d6 undead creatures that are affected by Water Tell
the roll are repelled as above.
Spell Level: 6
Occultist Level
HD 1 2 3 4 5 6 7 8 9+
You gain the ability to speak with water, which can relate to
you who or what has touched it as well as revealing what is
1 10 7 4 3 2 1 1 1 1
covered or concealed by it.
2 13 10 7 4 3 2 1 1 1
3 16 13 10 7 4 3 2 1 1
4 19 16 13 10 7 4 3 2 1
5 20 19 16 13 10 7 4 3 2
6 - 20 19 16 13 10 7 4 3
7 - - 20 19 16 13 10 7 4
8 - - - 20 19 16 13 10 7
9 - - - - 20 19 16 13 10
10 - - - - - 20 19 16 13
11 - - - - - - 20 19 16
12 - - - - - - - 20 19
13+ - - - - - - - - 20

GRIT & VIGOR 191


Appendix B weapons. Many creatures in B&T can only be harmed by
magical weapons. If you do not want to use magic weapons in

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.

5) There might be slight discrepancies in the value of armor

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.

VIGOR 6) Movement in G&V differs slightly from B&T. Humans in G&V


have a base movement of 45, while in B&T they have a base
movement of 30. This was due to the need to correlate human
Mixing It Up and animal movement with automobile movement, which led
to me to recalculate movement rates. You are probably best off
using G&V movement rates, since they are more accurate, but
GRIT & VIGOR is designed to be broadly compatible with most use your best judgment.
“old school” roleplaying games, BLOOD & TREASURE in
Using GRIT & VIGOR with other game systems in the JMS
particular. BLOOD & TREASURE is a fantasy roleplaying game,
family, such as Mystery Men!, Tales of the Space Princess and
with dragons, magic spells, dwarves and sorcerers among
Pars Fortuna might be more challenging, but not impossible. I
other things. If you want supernatural effects to figure more
plan to produce G&V-compatible versions of Mystery Men! and
prominently in your campaign, you might want to look at
Tales of the Space Princess, as well as expansions to cover post-
BLOOD & TREASURE and think about using the spellcasting
apocalyptic settings and more decades than are covered in this
classes (cleric, druid, magic-user, sorcerer and others) and the
volume in the coming years, so stay tuned.
large lists of magic spells and magic items in that game.

The differenced between the two games are few, but they are
worth noting: JMS

1) Character classes in G&V have larger Hit Dice than


comparable classes in B&T. This is because G&V characters
wear less armor, and therefore are likely to have lower Armor
Classes than their counterparts in B&T.

2) Characters in G&V are assumed to be humans, which is why


the game uses character backgrounds in place of the rules for
fantasy races in B&T. If players want to use fantasy races in
G&V, do so, but do not have them roll on the character
background tables. You should still allow them to multi-class,
and should probably take the multi-classing option away from
the humans in the game (who are still permitted to dual class).

2) Feats are an optional system in B&T, but they are key part
of G&V characters.

3) There are slight differences in the task lists between G&V


and B&T, but these should not interfere with the game. Allow
common sense to prevail if a problem arises.

4) G&V assumes that supernatural creatures can be harmed


with silver weapons if they cannot be harmed by normal

GRIT & VIGOR 192


Ability scores 2, 3 Crippled 64 Fighting defensively 69
Ace reporter 19 Critical hits 69 Fire 63
Alignment 36 Damage 69, 72 Firearms, reloading 41
Ammunition 43 Ability damage 73 Frightened 65
Archaeologist 20 Damaging vehicles 76 Gentleman 16
Armor 47, 48 Energy damage and 73 Grease monkey 22
drain Grifter 17
Armor Class 2
Healing damage 73
Artillery 43, 45 Grievous wounds 73
Repairing damage 76
Artillery shells 43 Gunfighter 9
Daredevil 18
Assassin 16 Healing 73
Dazzled 64
Attack bonus 2 Henchmen 58
Deafened 64
Attacks 68 Hit Dice 2
Death 72
Autocannons 45 Hit points 2
Death scene 72
Aviator 20 Hollywood explosions 76
Detective 14
Background 4 Horror genre 90
Dexterity 3
Beast lord 21 Incorporeal 65
Dice 1
Big-game hunter 22 Indirect fire 94
Disease 62
Blinded 64 Initiative 67
Dizzy 65
Boxer 7 Intelligence 3
Downtime 82
Buildings and complexes 77 Intoxicants 62
Dragoon 8
Character 2 Inventor 14
Dreadnought 8
Charging 69 Kung-fu genre 92
Drives and hungers 37
Charisma 4 Level 2
Dual-classing 25
Class 2, 5 Advancing in level 6
Duelist 9
Comatose 64 Light 61
Encumbrance 60
Combat 67 Madness 65, 91
Encounters 66
Combat actions 67 Man-at-arms 10
Avoiding 71
Combat maneuvers 69 Mariner 23
Creature 131
Dogfights 75 Materials (AC) 53
Distance 67
Naval combat 75 Medic 24
Entangled 65
Vehicle combat 75 Mentalist 182
Environments
Commando 8 Missiles 45
Aquatic 87
Conditions 64 Money 40
Arctic/Antarctic 87
Confused 64 Mortars 45
Grasslands 88
Constitution 3 Mounted combat 71
Highlands 88
Contacts 58 Movement 59
Jungles 88
Conversions 192 Multi-classing 25
Wetlands 89
Cowboy 22 Mystery genre 93
Woodlands 89
Creatures NPC’s – determining level 113
Equipment, general 49
Creating 129 NPC’s, sample
Espionage genre 86
Intelligence 128 A. J. Raffles 32
Expeditions 87
Size 127 Allan Quatermain 97
Experience points 2
Statistics Bertie Wooster 17
Explosives 45,46
Animals 131 Billy the Kid 95
Falling 62
Humans 148 Calamity Jane 10
Fatigued 65
Monsters 154 Captain Nemo 86
Feats 2, 26
Type 127 Nellie Bly 99
Fighter 6
Crime genre 85 Okita Sōji 93
Pancho Villa 107 Traps 79
Robert H. Birch 149 Treasure 131
Wong Kei-ying 8 Two-weapon fighting 71
Occultist 179 Underwater combat 71
Paralyzed 65 Vampire hunter 182
Patrons 39 Vehicles 53, 74
Personality 38 Air vehicles 57
Petrified 65 Chases 74
Poison 62 Combat 75
Powers 178, 182 Crashes 75
Private eye 18 Driving stunts 74
Prone 65 Initiative 74
Psychic phenomena 178 Land vehicles 56
Radiation sickness 64 Sea vehicles 57
Ranger 10 Speed 74
Repairing damage 76 Venture master 2
Rockets 45 Vigilante 24
Rogue 15 War genre 94
Running away 70 Weapon proficiency 2
Samurai 11 Weapons
Sapper 12 Firearms 42
Saving throws 2, 60 Improvised 41
Creatures 130 Melee weapons 40
Item saving throws 61 Ranged weapons 41
Scholar 12 Wilderness dangers 80
Sickened 65 Wisdom 4
Siege genre 93 Wonder dogs 29
Special abilities 128 Zero-gravity combat 71
Special attacks 128
Spells 180, 182
Splash weapons 45
Spaceman 24
Starvation and thirst 61
Storms 81
Strength 3
Stunned 65
Surprise 67
Tactical advantage 69
Tasks 2, 65
Terrain 72
Time 59
Timeline of adventure 95
1880-1889 95
1890-1899 98
1900-1909 101
1910-1919 106
1920-1929 113
1930-1939 119
GRIT AND VIGOR
IDENTIFICATION DIVISION, WASHINGTON D.C.

Character Name ……………………………………………………………………….. Player Name ……………………………………………………………………………..


Venture Master ………………………………………………………………………… Campaign ………………………………………………………………………………….

Class ………………….. Level ………………….. XP ………………………


Str ……………………... Dex ……………………. Con …………………….
Int ……………………… Wis ……………………. Cha ……………………
HP ……………………... AC ……………………… Move …………………..
Attack Bonus ……… Melee ………………… Ranged ……………….

PLACE PHOTOGRAPH HERE Fort …………………… Ref …………………….. Will …………………….


Alignment ……………………………………………………………………………...
Age ……………………. Height ………………... Weight ………………..
Complexion ………... Eyes …………………… Hair ……………………
Drives / Hungers ...............................................................................................
………………………………………………………………………………………………
Scars / Marks ………………………………………………………………………...

Known Associates …………………………………………………………………………………………………………………………………………………………………………………

……………………………………………………………………………………………………………………………………………………………………………………………………………..

CHARACTER ABILITIES

SPECIAL ABILITIES SKILLS AND KNACKS FEATS EQUIPMENT

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………………………………. ………………………………. ………………………………. Money …………………………
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The License: This License applies to any Open Game Content that contains a Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams,
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except as described by the License itself. No other terms or conditions may be GRIT & VIGOR, Copyright 2016, John M. Stater. Author: John M. Stater.
applied to any Open Game Content distributed using this License.
Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
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Your pulse pounds

Beads of sweat run down your brow

You grip your pistol tighter

It can all be yours

It just takes …

GRIT
AND VIGOR
Bold ventures for rugged fellows

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