Call of Cthulhu - D20 - GM Screen.pdf

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Call of Cthulhu GM Screen.pmd
Table 1: Abilities
Score
Modifier
Table 2: Level Progression
Level
XP
Bad
Save
Bonus
Good
Save
Bonus
Defense
Attack
Bonus
Offense
Attack
Bonus
Defense
AC
Bonus
Offense
AC
Bonus
Table 6: DC Ex.
Difficulty
DC
1
-5
Very Easy
0
2-3
-4
Easy
5
4-5
-3
1 st
0
+0
+2
+0
+1
+2
+0
Average
10
6-7
-2
2 nd
1,000
+0
+3
+1
+2
+2
+0
Tough
15
8-9
-1
3 rd
3,000
+1
+3
+1
+3
+2
+0
Challenging
20
10-11
0
4 th
6,000
+1
+4
+2
+3
+2
+0
Formidable
25
12-13
+1
5 th
10,000
+1
+4
+2
+4
+3
+1
Heroic
30
14-15
+2
6 th
15,000
+2
+5
+3
+5
+3
+1
16-17
+3
7 th
21,000
+2
+5
+3
+6/+1
+3
+1
Table 4: Aging Effects
Age
18-19
+4
8 th
28,000
+2
+6
+4
+6/+1
+3
+1
20-21
+5
9 th
36,000
+3
+6
+4
+7/+2
+3
+1
and so on
10 th
45,000
+3
+7
+5
+8/+3
+4
+2
Str/
Con/
Dex
Int/
Wis/
Cha
11 th
55,000
+3
+7
+5
+9/+4
+4
+2
12 th
66,000
+4
+8
+6/+1
+9/+4
+4
+2
13 th
78,000
+4
+8
+6/+1
+10/+5
+4
+2
Middle
(50 years)
-1
+1
14 th
91,000
+4
+9
+7/+2
+11/+6/+1
+4
+2
15 th
105,000
+5
+9
+7/+2
+12/+7/+2
+5
+3
Old
(65 years)
-2
+1
16 th
120,000
+5
+10
+8/+3
+12/+7/+2
+5
+3
17 th
136,000
+5
+10
+8/+3
+13/+8/+3
+5
+3
Venerable
(80 years)
-3
+1
18 th
153,000
+6
+11
+9/+4
+14/+9/+4
+5
+3
19 th
171,000
+6
+11
+9/+4 +15/+10/+5
+5
+3
Maximum Age (+3d10 years)
20th 190,000
+6
+12
+10/5
+15/+10/+5
+6
+4
Table 3: Profession Templates (add three more skills of player’s choice)
Agent (-1)
Antiquarian (-1)
Archaeologist (0)
Artist/Music. (-2)
Blue-Collar Work. (-1)
Bluff
Appraise
Appraise
Bluff
Climb
Computer Use
Forgery
Climb
Craft (any one)
Craft (any one)
Forgery
Gather Information
Knowledge (archaeology) Diplomacy
Disable Device
Gather Information
Knowledge (history)
Knowledge (history)
Innuendo
Drive
Hide
Knowledge (any one)
Knowledge (any one)
Knowledge (art)
Gather Information
Innuendo
Knowledge (any one)
Research
Listen
Operate Heavy
Machinery
Move Silently
Knowledge (any one)
Search
Performance
Repair
Open Lock
Research
Speak Other Language
Sense Motive
Spot
Sense Motive
Speak Other Language Spot
Spot
Use Rope
Detective (-1)
Criminal (-1)
Dilettante (+1)
Doctor/Nurse (+2)
Parapsychologist (-2)
Bluff
Gather Information
Diplomacy
Computer Use
Bluff
Disable Device
Hide
Drive
Diplomacy
Gather Information
Escape Artist
Intimidate
Gather Information
Heal
Knowledge (history)
Forgery
Listen
Innuendo
Knowledge (biology) Knowledge (occult)
Hide
Move Silently
Knowledge (art)
Knowledge
(medicine)
Knowledge (religion)
Innuendo
Open Lock
Knowledge (one city)
Knowledge (any one) Listen
Move Silently
Search
Pilot
Listen
Search
Open Lock
Sense Motive
Ride
Research
Sense Motive
Sleight of Hand
Spot
Speak Other Language
Spot
Spot
Priest/Clergyman (-1)
Professor (0)
Psychologist (0)
Soldier (-2)
Technician (+2)
Concentration
Concentration
Bluff
Climb
Computer Use
Diplomacy
Diplomacy
Diplomacy
Hide
Craft (any one)
Knowledge (religion)
Gather Information
Gather Information
Jump
Disable Device
Knowledge (any one)
Knowledge (any one)
Heal
Listen
Knowledge (any one)
Knowledge (any one)
Knowledge (any one)
Knowledge (medicine)
Move Silently
Open Lock
Listen
Knowledge (any one)
Knowledge (psychology) Spot
Operate Heavy
Machinery
Sense Motive
Research
Psychoanalysis
Swim
Repair
Speak Other Language
Speak Other Language Research
Use Rope
Research
Spot
Spot
Sense Motive
Wilderness Lore
Search
White-collar Work. (+1)
Writer/Reporter (-1)
Bluff
Craft (photography)
Table 5: Money (x1d6 +profession modifier)
Era
Computer Use
Craft (writing)
Table 10: Computer Use
Task
Diplomacy
Diplomacy
Forgery
Gather Information
Starting
Money
Yearly
Income
Intimidate
Innuendo
DC
1901-1920
$1,000
$500
Knowledge (any one)
Knowledge (any one)
Modify existing program
15
1921-1940
$2,000
$1,000
Listen
Knowledge (any one)
Create new program
20-30
1941-1960
$4,000
$4,000
Sense Motive
Research
Break into secured system
25
1961-1980
$4,000
$8,000
Spot
Sense Motive
1981+
$6,000
$10,000
Table 7: Balance
Surface DC
6+ to 12 inches wide 10
2 to 6 inches wide 15
Less than 2 inches wide 20
Uneven floor
Table 8: Bluff
Example
Modifier to
Sense Motive
Table 9: Climb
Wall or Surface DC
Knotted rope and wall 0
Rope with wall/ knotted rope with no wall 5
Surface with ledges 10
Surface with handholds and footholds/ rope 15
Uneven surface with narrow handholds and footholds 20
Rough surface
Target wants to believe you
-5
Bluff is believable/
doesn’t affaect target much
+0
10
Bluff is a little hard to believe/
puts the target at some risk
+5
25
Surface angled
+5
Bluff is hard to believe or
risky for the target
+10
Overhang or ceiling with handholds only
25
Surface slippery
+5
Perfectly smooth, flat, vertical surface
-
Bluff is way out there
+20
Chimney
-10
Corner
-5
Slippery surface
+5
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Table 11: Concentration
Distraction DC
Vigorous motion 10
Violent motion 15
Casting on the defensive 15
Taking damage 15 + damage
Suffering continuous damage 15 + half of cont. damage
Spellcasting while grappled or pinned 25
Table 12: Craft
Item DC
Very simple 5
Typical 10
High-quality 15
Complex or superior 20
Very complex
Table 13: Demolitions
Task DC
Set explosive device 10
Disarm explosive 15
Build explosive from scratch 25
Disarm scratch-built explosive Opposed
25
Table 14: Disable Device
Device
Time
DC
Table 16: Drive
Maneuver or Condition DC
45-degree turn 10
90-degree turn 12
180-degree turn 25
Keeping to a narrow track 15
Avoiding a moving obstacle 20
Dirt or gravel road +2
Wet surface +4
Oily surface +6
Icy surface +8
Recovering from a collision +10
Rain or snow +2 to +4
Vision obscured up to +10
20-30 mph +2*
31-40 mph +4*
41-50 mph +6*
51-60 mph +8*
Over 60 mph +2 each 10 mph*
* Loss of windshield doubles penalties
Table 18: Forgery
Condition
Forgery
Check
Modifier
Simple
1 round
10
Tricky
1d4 rounds
15
Difficult
2d4 rounds
20
Document unknown to reader
-2
Wicked
2d4 rounds
25
Document somewhat unknown to reader
+0
Document well known to reader
+2
Handwriting not known to reader
-2
Table 15-1: Disguise
Disguise
Handwriting somewhat known to reader
+0
Handwriting well known to reader
+2
Modifier
Reader casually reviews the document
-2
Minor details only
+5
As different sex
-2
Table 19: Handle Animal
Task
As different race
-2
As different age, per category
-2
Time
DC
Handle domestic animal
Varies
10
Table 15-2: Disguise
Familiarity
“Push” domestic animal
Varies
15
Teach an animal tasks
2 months
15
Teach an animal unusual tasks 2 months
20
Modifier to
Spot
Rear a wild animal
1 year
15 + HD
Train a wild animal
2 months 20 + HD
Recognizes on sight
+4
Table 20: Heal
Task
Table 21: Jump
Type of Jump
Friend or associate
+6
Close friend
+8
Intimate
+10
DC
First aid
15
Immediate
psychological help
15
Minimum
Distance
Additional
Distance
Maximum
Distance
Table 17: Escape Artist
Restraint DC
Ropes Opponent’s Use Rope +10
Net 20
Handcuffs 30
Tight space 30
Grappler
Long-term
physical care
15
Running jump*
5 ft
+ 1ft/1 point above 10
Height + 6 ft
Standing jump
3 ft
+1 ft/2 points above 10
Height + 2 ft
Treat poison
Poison’s DC
Running high jump*
2 ft
+1 ft/4 points above 10 Height + 1 ½ ft
Treat disease
Disease’s DC
Standing high jump
2 ft
+1 ft/8 points above 10
Height
Jump back
1 ft
+1 ft/8 points above 10
Height
*Must move 20 feet before jumping
Table 23: Open Lock
Lock
Opponent’s Grapple check
DC
Table 24: Performance
Check
Result
Table 25: Psychoanalysis
Task
Table 22: Listen
Sound DC
People talking 0
Person walking trying to be quiet 10
Cat stalking
Very simple
20
Average
25
Performance
DC
Good
30
Immediate care
15
Amazing
40
10
Routine
Long-term care
20
15
Enjoyable
20
Great
19
Table 28: Sense Motive
Task
Table 26: Ride
Task DC
Guide with knees 5
Stay in saddle 5
Cover 15
Leap 15
Soft fall 15
Control mount in battle 20
Fast mount or dismount 20*
*Armor check penalty applies
25
Memorable
Per 10 ft from the listener
+1
30
Extraordinary
Through a door
+5
DC
Through a stone wall
+15
Table 31: Spot
Condition
Hunch
20
Sense enchantment
25
Table 27: Search
Task DC
Ransack a drawer to find an item 10
Notice a typical secret door or trap 20
Notice a well-hidden secret door
Penalty
Per 10 feet of distance
-1
Table 30: Spellcraft
Task DC
Identify spell being cast 15
Identify spell already in place 20
Decipher a written spell
without learning it
Spotter distracted
-5
30
Table 34: Use Rope
Task DC
Tie a firm knot 10
Tie a special knot 15
Tie a rope one-handed 15
Splice two ropes together 15
25
Table 36: Track
Surface or Condition DC
Very soft surface 5
Soft surface 10
Firm surface 15
Hard surface 20
Every 3 targets being tracked -1
Target is Fine
Table 29: Sleight of Hand
Task DC
Palm a coin-size object 10
Lift a small object from a person 20
Plant an object on a person
Understand a strange or
unique magical effect
30+
Table 37: Mind Probe
Circumstances DC
Target touching you 20
Target within 30 feet 25
Target well known to you -2
Target acquainted with you +0
Target unknown to you +2
Target is unwilling +5
Target has Mind Read feat +5
Target has Mind Probe feat +5
Answer is a guarded secret +10
30
Table 32: Swim
+8
Table 33: Tumble
Task
Target is Diminutive
+4
DC
Target is Small
+1
Treat a fall as 10 feet
shorter
15
Water DC
Calm water 10
Rough water/ moderate current 15
Stormy water/ strong current
Target is Medium
+0
Target is Large
-1
Tumble up to 20 feet,
through areas adjacent
to enemies
15
Target is Huge
-2
20
Target is Gargantuan
-4
DC 20 each hour or take 1d6
subdual damage
Target is Colossal
-8
Tumble up to 20 feet,
through areas occupied
by enemies
25
Every 24 hours elapsed
+1
Every hour of rain elapsed
+1
Table 35: Wilderness Lore
Task
Fresh snow cover
+10
Table 38: Psychokinesis
Task DC
Opening a door 20
Turning a dial to a specific setting 25
Tying or untying a knot
Overcast or moonless night
+6
Fog or precipitation
+3
DC
Moonlight
+3
Get along in the wild
10
Target hides trail
+5
Gain bonuses against
severe weather
15
Avoid getting lost or
natural hazards
15
30
Signing your name
35
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Table 39: Mind Reading
Circumstances DC
Target touching you 15
Target within 30 feet 20
Target between 30 feet and 1 mile 25
Target between 1and 25 miles 30
Target between 25 and 1,000 miles 35
Target more than 1,000 miles away 40
Target well known to you
-2
Table 41: Telepathy
Circumstances DC
Target touching you 15
Target within 30 feet 20
Target between 30 feet and 1 mile 25
Target between 1and 25 miles 30
Target between 25 and 1,000 miles 35
Target more than 1,000 miles away 40
Target well known to you
-2
Table 44: Short-Term T. Insanity
d% Effect on character
01-20 Character faints
21-30 Character has a screaming fit
31-40 Character flees in panic
41-50 Character shows physical hysterics
or emotional outburst
51-55 Character babbles in incoherent rapid
speech or logorrhoea
56-60 Character gripped by intense phobia
61-65 Character becomes homicidal, harming
the nearest person
66-70 Character has hallucinations or delusions
71-75 Character gripped by echopraxia or
echolalia
76-80 Character gripped with strange or
deviant eating desire
81-90 Character falls into a stupor
91-99 Character becomes catatonic
00
Target acquainted with you
+0
Target acquainted with you
+0
Target unknown to you
+2
Target unknown to you
+2
Target is unwilling
+5
Target is sleeping
-5
Target has Sensitive feat
-5
Target has Sensitive feat
-5
Target has Telepathy feat
-5
Target has Mind Reading feat
-5
Table 40: Remote Vieweing
Location
DC
Table 42: Sanity Loss Examples
Situation
Sanity Loss
Less than 100 feet away
15
Surprised to find mangled
animal carcass
0/1d2
Roll on Table 45
Between 100 feet and 1 mile
20
Between 1 and 25 miles
25
Surprised to find human corpse
0/1d3
Table 45: Long-Term T. Insanity
d% Effect on character
01-10 Character performs compulsive rituals
11-20 Character has hallucinations or delusions
21-30 Character becomes paranoid
31-40 Character gripped with intense phobia
(Will save DC 20 to approach)
41-45 Character has strange sexual desires
46-55 Character develops an attachment to
a “lucky charm”
56-65 Character develops psychosomatic
blindness, deafness, or loss of limb usage
66-75 Character has uncontrollable tics
or tremors (-4 to attacks, checks, saves)
76-85 Character has amnesia (Knowledge
skill useless)
86-90 Character has bouts of reactive psychosis
91-95 Character loses ability to communicate
via speech or writing
96-00 Character becomes catatonic
Between 25 and 1,000 miles
30
Surprised to find human body part
0/1d3
More than 1,000 miles away
35
Finding a stream flowing with blood
0/1d4
Location well known to you
+0
Finding a mangled human corpse
1/1d4+1
Location you have seen once
+2
Awakening trapped in a coffin
0/1d6
Location only described
+4
Witnessing a friend’s violent death
0/1d6
Location never seen
+6
Meeting someone you know to be dead
1/1d6+1
Location unimaginable
+8
Undergoing severe torture
0/1d10
Seeing a corpse rising from its grave
1/1d10
Seeing a gigantic severed head
fall from sky
2/2d10+1
Table 49: Combat Actions
No Action
Delay
Table 43: Temp. Insanity Duration
d10 roll Insanity Type
Duration
Free Actions
Speak
Cease concentrating on a spell
Drop an item
Drop to the floor
Draw a weapon (if you’re moving)
1-7
Short temporary
1d10+4 rounds
8-10
Longer temporary
1d10x10 hours
Table 47: Recovering Sanity
Therapy Sanity regained
Psychiatric Medications 1d3 per month, 50% chance
of drug side effects
Move Actions
Move your speed
Climb (1/4 your speed)
Sheathe or holster a weapon
Open a door
Pick up an item or click on a flashlight
Retrieve a stored item
Move a heavy object
Stand up from prone
Draw a weapon (if you’re not moving)
Table 46: Indefinite Insanities
d% Mental Disorder Type
01-15 Anxiety disorders
16-25 Dissociative disorders
26-30 Eating disorders
31-35 Impulse control disorders
36-45 Mood disorders
46-50 Personality disorders
51-55 Psychosexual disorders
56-70 Schizophrenia/psychotic disorders
71-80 Sleep disorders
81-85 Somatoform disorders
86-95 Substance abuse disorders
96-00 Other disorders
Psychoanalysis
1 per week, 1 loss if a “1”
is rolled
Private care
1d3 per month, 5% chance
of 1d6 loss
Institutionalization
1d3 per month, 5% chance
of 1d6 loss
Level Gain
1d6
Attack Actions
Make a single attack
Ready
Concentrate to maintain a spell
Dismiss a spell
Bum’s rush (as an attack)
Change form (for a shapeshifter)
Use touch spell on self
Escape a grapple
Feint
Heal a dying friend
Light a candle with a match
Use a skill that takes 1 action
Strike a weapon (attack)
Strike an object (attack)
Total defense
Table 48: Two-Weapon Fighting
Circumstances
Primary
Hand
Off
Hand
Normal penalties
-6
-10
Off-hand weapon is light
-4
-8
Ambidexterity feat
-6
-6
Two Weapon Fighting feat
-4
-8
Table 51: Cover
Degree of Cover Bonus to
AC
Off-hand weapon is light and
Ambidexterity feat
-4
-4
Off-hand weapon is light abd Two-
Weapon Figthing feat
-2
-6
Bonus to
Reflex Saves
Ambidexterity and Two-Weapon
Fighting feats
-4
-4
One-quarter
+2
+1
One-half
+4
+2
Off-hand weapon is light, Ambidex-
terity and Two Weapon Fighting
-2
-2
Three-quarters
+7
+3
Nine-tenths
+10
+4*
Total
-
-
Full-Round Actions
Climb (1/2 your speed)
Use a skill that takes 1 round
Coup de grace
Bum’s rush (as a charge)
Extinguish flames
Load a firearm
Use touch spell on up to 6 friends
Refocus (no move)
Escape from a net
Escape from a trap
Withdraw from melee
* Save for half or no damage
Table 50: Attack Roll Modifiers
Circumstance
Melee
Ranged
Table 52: Concealment
Degree of Concealment Miss Chance
One-quarter
Attacker flanking defender
+2
-
Attacker on higher ground
+1
+0
10%
Attacker prone
-4
-
One-half
20%
Attacker invisible
+2*
+2*
Three-quarters
30%
Defender sitting or kneeling
+2
See Table 51
Nine-tenths
40%
Defender prone
+4
See Table 51
Total
50% and must
guess location
Defender cowering or stunned
+2*
+2*
Defender climbing
+2*
+2*
Varied Actions (one melee attack)
Disarm
Grapple
Trip
Defender surprised or flat-footed
+0*
+0*
Defender running
+0*
-2*
Defender grappling (attacker not) +0*
+0*
Defender pinned
+4*
-4*
Defender has cover
See Table 51
Defender concealed or invisible
See Table 52
* No Dexterity bonus to AC
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Table 53: Size and AC of Objects
Size
AC Modifier
Table 62: Melee Weapons
Weapon
Damage Critical
Range
Increment
Weight Type
Colossal
-8
Gargantuan
-4
Tiny Weapons
Huge
-2
Brass knuckles
1d3
x2
-
0.5
B
Large
-1
Knife, steak
1d3
x2
-
0.5
P
Medium
+0
Razor, straight
1d3
x2
-
0.5
S
Small
+1
Stiletto/Switchblade
1d3
19-20/x2
-
0.75
P
Tiny
+2
Knife, commando
1d4
19-20/x2
10
1
P
Diminutive
+4
Knife, hunting
1d4
19-20/x2
10
2.5
P
Fine
+8
Knife, combat
1d4
19-20/x2
10
2.5
S
Small Weapons
Table 54: Substance Hard. and HP
Substance Hardness HP (per inch of thickness)
Paper
Sap
1d6 sub.
x2
-
3
B
Pocketknife/Scalpel
1d3
x2
-
0.5
P
Cleaver
1d4
19-20/ x2
5
1
P
Knife, butcher
1d4
19-20/ x2
5
1
P
0
2
Folding shovel
1d4
x2
-
2.5
B/S
Rope
0
2
Gun butt, pistol
1d4
x2
5
2
B
Glass
1
1
Knife, kukri
1d4
18-20/ x2
10
3
S
Hard rubber
2
1
Hatchet/Tomahawk
1d6
x3
10
3.5
S
Plastic
1
2
Nunchaku
1d6
x2
-
2
B
Ice
0
3
Medium-Size Weapons
Wood
5
10
Croquet mallet
1d4
x2
-
2.5
B
Fiberglass
6
10
Nightstick
1d4
x2
-
1.5
B
Stone
8
15
Fencing foil
1d4
18-20/ x2
-
2.5
P
Iron
10
30
Bayonet, hand-held
1d4
19-20/ x2
-
2.5
P
Crowbar/Tire iron/Fireplace poker
1d6
x2
-
3
B
Table 55: Weapon Hard. and HP
Weapon
Pick/Pickaxe
1d6
x4
-
6
P
Machete
1d6
19-20/ x2
-
2.5
S
Rapier
1d6
18-20/ x2
-
3
P
Hardness
HP
Saber, cavalry
1d6
18-20/ x2
-
3
S
Tiny blade
10
1
Large Weapons
Medium blade
10
5
Bat, baseball or cricket
1d6
x2
-
3
B
Small hefted weapon
5
2
Bayonet, fixed to rifle
1d6
19-20/ x2
-
11.5
P/S
Medium hefted weapon
5
5
Gun butt, rifle or shotgun
1d6
x2
-
9
B
Handgun
10
5
Shovel/Spade
1d6
x2
-
4
B
Rifle/Shotgun
10
8
Axe, wood or fire
1d8
x3
-
6
S
Table 56: DCs to Break Items
Strength Check to:
Table 60: Random Diseases
d% DC Incubation Damage
01-20 16
Secondary
Damage
Injury DC 12 0 1d4 Dex
Injury DC 13 1 Con 1d2 Con
Injury DC 13 1d4 Str 1d6 Str
Injury DC 12 0 1d4 Con + 1d3 Wis
Injury DC 24 1d6 Str 1d6 Str
Injury DC 14 1d6 Str 1d6 Str
Injury DC 17 3d6 Con 3d6 Con
Injury DC 14 1 Con Unconsciousness
Injury DC 15 1d6 Dex 1d6 Dex
Injury DC 17 1 Str* 2d6 Str
Injury DC 20 1d6 Con 2d6 Con
Contact DC 16 1 Dex 2d4 Dex
Contact DC 13 0 3d6 Con
Contact DC 26 3d6 Str 0
Contact DC 16 2d12 hp 1d6 Con
Contact DC 16 1d6 Dex 2d6 Dex
Contact DC 13 Paralysis 0
Contact DC 20 3d6 Con 3d6 Con
Ingested DC 15 0 Unconsciousness
Ingested DC 14 1d4 Int 2d6 Int
Ingested DC 11 1 Wis 2d6 Wis + 1d4 Int
Ingested DC 13 1 Con 1d8 Con
Ingested DC 17 2d6 Str 1d6 Str
Ingested DC 18 2d6 Con 1d6 Con + 1d6 Str
Inhaled DC 15 1 Cha 1d6 Cha + 1 Cha*
Inhaled DC 18 1 Con* 3d6 Con
Inhaled DC 15 1d4 Wis 2d6 Wis
* permanent
Initial
Damage
1d3 days
1d4 Str
(ST or be blinded)
DC
Break down simple door
13
21-30 16
1 day
1d6 Wis
Break down good door
18
31-35 18
1 day
1d6 Con
Break down strong door
23
36-40 14
1d4 days
1d4 Str
Burst rope bonds
23
41-60 12
1d3 days
1d3 Dex, 1d3 Con
Bend iron bars
24
61-70 12
1 day
1d4 Int
Break barred door
25
71-75 20
1 day
1d6 Con
Burst chain bonds
26
76-85 15
1d3 days
1d6 Str
Break down iron door
28
86-90 13
1 day
1d8 Dex
91-00 14
1 day
1d4 Con
(ST or 1 is permanent)
Table 57: Object Hardness and HP
Object
Hardness HP Break DC
Table 58: Firearm Attacks
Rate of Fire
Attacks
Penalty
Rope (1” diam.)
0
2
23
Standard
+1 att/round
-6
Bottle
1
1
12
Multifire
+1 att/round
-4
Simple wooden door
5
10
13
Autofire
+2 att/round
-6
Wooden pole
5
2
14
Rapid Shot feat +1 att/round
-2
Small chest
5
1
17
Multishot feat
Penalty reduced by 2
Good wooden door
5
15
18
Strong wooden door
5
20
23
Table 64: Generic Armor
Armor
Car door
6
10
28
Masonry wall (1’ thick)
8
90
35
Hewn stone (3’ thick)
8
540
50
AC
Bonus
Armor
Check
Penalty
Chain
10
5
26
Handcuffs
10
10
26
Iron door (2” thick)
10
60
28
Bullet resistant vest
+4
-1
Reinforced vest
+5
-2
Table 59: Detecting Invisible Creat.
Condition Listen DC
In combat or speaking 0
Moving at half speed
Flak vest
+6
-3
Flak armor
+7
-4
Table 65: Explosives
Explosive
Move Silently check
Moving at full speed
Move Silently check at -4
Blast
Radius
Damage
Running or charging
Move Silently check at –20
Distance
+1 per 10 feet
Dynamite
10
4d6
Obstacle: door
+5
Fragmentation grenade
20
3d6
Obstacle: stone wall
+15
C-4
15
6d6
Pipe bomb
15
3d6
Table 63: Generic Firearms
Weapon
Damage
Critical Capacity
Range
Increment
Rate
of Fire
Handgun (9mm)
1d10
x3
9
20
Multifire
Rifle (.30-06 bolt action)
2d10
x3
4
200
Standard
Shotgun (12-gauge pump-action)
3d6/2d6/1d6
x3
5
50
Standard
Submachine Gun (9x19mm sel. Fire)
1d10
x3
30
25
Autofire
Table 61: Poisons
Poison Type
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