D20 modern gm screen 1 1

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Ranged Weapons Damage Range Rate of Weapon Damage Crit. Ty p e Increm. Fire Handguns Beretta 92F (9mm autoloader) 2d6 20 Ballistic 40 ft. S Beretta 93R (9mm machine pistol) 2d6 20 Ballistic 30 ft. S,B,A Colt Double Eagle (10mm autol.) 2d6 20 Ballistic 30 ft. S Colt M1911 (.45 autoloader) 2d6 20 Ballistic 30 ft. S Colt Python1 (.357 revolver) 2d6 20 Ballistic 40 ft. S Derringer (.45) 2d6 20 Ballistic 10 ft. Single Desert Eagle (.50AE autoloader) 2d8 20 Ballistic 40 ft. S Glock 171 (9mm autoloader) 2d6 20 Ballistic 30 ft. S Glock 201 (10mm autoloader) 2d6 20 Ballistic 40 ft. S MAC Ingram M10 (.45 mach. p.) 2d6 20 Ballistic 40 ft. S,A Pathfinder (.22 revolver) 2d4 20 Ballistic 20 ft. S Ruger Service-Six (.38S rev.) 2d6 20 Ballistic 30 ft. S S&W M29 (.44 magnum revolver) 2d8 20 Ballistic 30 ft. S SITES M9 (9mm autoloader) 2d6 20 Ballistic 30 ft. S Skorpion (.32 machine pistol) 2d4 20 Ballistic 40 ft. S,A TEC-9 (9mm machine pistol) 2d6 20 Ballistic 40 ft. S or A Walther PPK (.32 autoloader) 2d4 20 Ballistic 30 ft. S Longarms AKM/AK-47 (7.62mmR assault rifle) 2d8 20 Ballistic 70 ft. S,A Barrett Light Fifty (.50 sniper) 2d12 20 Ballistic 120 ft. S Benelli 121 M1 (12-gauge shotgun) 2d8 20 Ballistic 40 ft. S Beretta M3P (12-gauge shotgun) 2d8 20 Ballistic 30 ft. S 2d10 20 Ballistic 30 ft. S Browning BPS (10-gauge shotgun) HK G3 (7.62mm assault rifle) 2d10 20 Ballistic 90 ft. S,A HK MP51 (9mm submachine gun) 2d6 20 Ballistic 50 ft. S,B,A HK MP5K (9mm submachine gun) 2d6 20 Ballistic 40 ft. S,B,A HK PSG11 (7.62mm sniper rifle) 2d10 20 Ballistic 90 ft. S M16A2 (5.56mm assault rifle) 2d8 20 Ballistic 80 ft. S,B,A M4 Carbine (5.56mm assault rifle) 2d8 20 Ballistic 60 ft. S,A Mossberg (12-gauge shotgun) 2d8 20 Ballistic 30 ft. S Remington 700 (7.62mm hunting) 2d10 20 Ballistic 80 ft. Single Sawed-off Shotgun (12-gauge) 2d8 20 Ballistic 10 ft. S Steyr AUG (5.56mm assault rifle) 2d8 20 Ballistic 80 ft. S,B,A Uzi (9mm submachinegun) 2d6 20 Ballistic 40 ft. S,A Winchester 94 (.444 hunting) 2d10 20 Ballistic 90 ft. S Heavy Weapons M-60 (medium machine gun) 2d10 20 Ballistic 100 ft. A M2HB (heavy machine gun) 2d12 20 Ballistic 110 ft. A M72A3 LAW (rocket launcher) 10d62 150 ft. 1 M79 (grenade launcher) Varies 2 70 ft. 1 RPG-7 (rocket launcher) 6d62 100 ft. 1 Other Ranged Weapons Compound Bow2 (archaic) 1d8 20 Piercing 40 ft. 1 Crossbow (simple) 1d10 19-20 Piercing 40 ft. 1 Flamethrower3 (no feat needed) 3d6 Fire 1 Javelin (simple) 1d6 20 Piercing 30 ft. 1 Pepper Spray (simple) Special2 Special2 5 ft. 1 Shuriken (archaic) 1 20 Piercing 10 ft. 1 1d42 Electric. 5 ft. 1 Taser (simple) Whip (simple) 1d2 20 Slashing 15 ft.3 1 Hostile 19less 20 25 35 15 1 This mastercraft weapon grants a +1 to attack rolls; 2 This weapon does

Magaz.

Size Weight

Purch. DC Restrict.

15 box 20 box 9 box 7 box 6 cyl. 2 int. 9 box 17 box 15 box 30 box 6 cyl. 6 cyl. 6 cyl. 8 box 20 box 32 box 7 box

Small Medium Small Small Medium Tiny Medium Small Small Medium Tiny Small Medium Tiny Medium Medium Small

3 lb. 3 lb. 3 lb. 3 lb. 3 lb. 1 lb. 4 lb. 2 lb. 3 lb. 6 lb. 1 lb. 2 lb. 3 lb. 2 lb. 4 lb. 4 lb. 1 lb.

16 18 16 15 15 14 18 18 18 15 14 14 15 15 17 14 15

Lic Res Lic Lic Lic Lic Lic Lic Lic Res Lic Lic Lic Lic Res Res Lic

30 box 11 box 7 int. 5 box 5 int. 20 box 30 box 15 box 5 box 30 box 30 box 6 int. 5 int. 2 int. 30 box 20 box 6 int.

Large Huge Large Large Large Large Large Medium Large Large Large Large Large Medium Large Large Large

10 lb. 35 lb. 8 lb. 9 lb. 11 lb. 11 lb. 7 lb. 5 lb. 16 lb. 8 lb. 7 lb. 7 lb. 8 lb. 4 lb. 9 lb. 8 lb. 7 lb.

15 22 17 16 16 19 20 19 22 16 16 15 17 15 19 18 15

Res (+2) Lic (+1) Lic (+1) Lic (+1) Lic(+1) Res (+2) Res (+2) Res (+2) Lic (+1) Res (+2) Res (+2) Lic (+1) Lic (+1) Lic (+1) Res (+2) Res (+2) Lic (+1)

Linked Huge 22 lb. Linked Huge 75 lb. 1 int. Large 5 lb. 1 int. Large 7 lb. 1 int. Large 18 lb.

21 22 15 14 12

Mil Mil Mil Mil Mil

Large 1 int. Medium 10 int. Large Medium 1 int. Tiny Tiny 1 int. Small Small 1 15 special damage;

3 lb. 7 lb. 50 lb. 2 lb. ½ lb. ½ lb. 2 lb. 2 lb. 25 3 Special

(+1) (+2) (+1) (+1) (+1) (+1) (+1) (+1) (+1) (+2) (+1) (+1) (+1) (+1) (+2) (+2) (+1)

(+3) (+3) (+3) (+3) (+3)

10 9 17 Mil (+3) 4 5 3 7 4 35 45 rules apply.

Splash Weapons Weapon Acid, mild Molotov Cocktail

Direct Splash Damage Damage 1d6 1 1d6 1

Crit. 20 20

Damage Ty p e Acid Fire

Ref. DC -

Range Increm. 10 ft. 10 ft.

Purch. Size Weight DC Restrict. Tiny 1 lb. 6 Small 1 lb. 3 (comp) -


Melee Weapons Weapon Simple Weapons Brass Knuckles Cleaver Club Knife Metal Baton Pistol Whip Rifle Butt Sap Stun Gun3 Tonfa3 Archaic Weapons Bayonet3 (fixed) Hatchet Longsword Machete Rapier Spear Straight Razor Sword Cane Exotic Weapons Chain3 Chain Saw Kama Katana Kukri Nunchaku Three-Section Staff3

Damage

Crit.

Damage Ty p e

Range Increm.

+1 3 1d6 1d6 1d4 1d6 1d4 1d6 1d6 3 1d3 1d4

20 19-20 20 19-20 19-20 20 20 20 20 20

Bludgeoning Slashing Bludgeoning Piercing Bludgeoning Bludgeoning Bludgeoning Bludgeoning Electricity Bludgeoning

-

1d4/1d6 1d6 1d8 1d6 1d6 1d8 1d4 1d6

20 20 19-20 19-20 18-20 20 19-20 18-20

1d6/1d6 3d6 1d6 2d6 1d4 1d6 1d10/1d10

20 20 20 19-20 18-20 20 20

Purch. DC Restrict.

Size

Weight

10 ft. 10 ft. -

Tiny Small Medium Tiny Medium Small Large Small Tiny Medium

1 lb. 2 lb. 3 lb. 1 lb. 2 lb. 3 lb. 1 lb. 2 lb.

5 5 4 7 8 2 5 6

-

Piercing Slashing Slashing Slashing Piercing Piercing Slashing Piercing

10 ft. -

Large Small Medium Small Medium Large Tiny Medium

1 lb. 4 lb. 4 lb. 2 lb. 3 lb. 9 lb. ½ lb. 3 lb.

7 4 11 5 10 6 4 9

-

Bludgeoning Slashing Slashing Slashing Slashing Bludgeoning Bludgeoning

-

Large Large Small Large Small Small Large

5 lb. 10 lb. 2 lb. 6 lb. 1 lb. 2 lb. 3 lb.

5 9 5 12 5 3 4

-

Grenades and Explosives Weapon Damage Crit. 40mm Fragmentation Gren. 3d6 C4/Semtex 4d6 Claymore Mine 6d62 Det Cord 2d6 Dynamite 2d6 Flash-Bang Grenade -2 Fragmentation Grenade 4d6 Smoke Grenade Tear Gas Grenade Special Thermite Grenade 6d6 White Phosphorus Grenade 2d6 2 This weapon does special damage; 3 Special

Damage Burst Ty p e Radius Slashing 10 ft. Concuss. 10 ft. Concuss. 40 ft. Fire Special Concuss. 5 ft. Special 15 ft. Slashing 20 ft. Special Special Fire 5 ft. Fire 20 ft. rules apply.

Ref. DC 15 18 16 12 15 -2 15 12 12

Range Purch. Increm. Size Weight DC Tiny 1 lb. 16 (×6) Small 1 lb. 12 (×4) Small 2 lb. 15 (×2) Medium 2 lb. 8 (50 ft.) 10 ft. Tiny 1 lb. 12 (×12) 10 ft. Tiny 1 lb. 14 (×6) 10 ft. Tiny 1 lb. 15 (×6) 10 ft. Small 2 lb. 10 (×6) 10 ft. Small 2 lb. 12 (×6) 10 ft. Small 2 lb. 17 (×6) 10 ft. Small 2 lb. 15 (×6)

Equip. Nonprof. Bonus Bonus +1 +1 +2 +1 +2 +1 +2 +1 +3 +1 +4 +2 +5 +2 +5 +2 +6 +2 +7 +3 +3 +8 +9 +3

Max Dex +8 +6 +7 +6 +5 +4 +2 +3 +2 +1 +1 +0

Armor Purch. Penalty Speed Weight DC Restrict. -0 30 4 lb. 10 -0 30 15 lb. 12 -0 30 2 lb. 15 Lic (+1) -1 30 2 lb. 13 Lic (+1) -2 30 3 lb. 14 Lic (+1) -3 25 4 lb. 15 Lic (+1) -5 20 40 lb. 18 -4 25 8 lb. 16 Lic (+1) -5 25 10 lb. 17 Lic (+1) -6 20 15 lb. 18 Lic (+1) -6 20 50 lb. 23 -8 20 20 lb. 19 Lic (+1)

Restrict. Mil (+3) Mil (+3) Mil (+3) Res (+2) Lic (+1) Res (+2) Mil (+3) Res (+2) Mil (+3) Mil (+3)

Armor Armor Leather Jacket Leather Armor Light Undercover Shirt Pull-up Pouch Vest Undercover Vest Concealable Vest Chainmail Shirt Light-duty Vest Tactical Vest Special Response Vest Plate Mail Forced Entry Unit

–– Type –– Light Impr. Light Archaic Light Conceal. Light Conceal. Light Conceal. Medium Conceal. Medium Archaic Medium Tactical Medium Tactical Heavy Tactical Heavy Archaic Heavy Tactical


GM Screen 1.1 by Ema

Difficulty Classes Difficulty Very Easy Easy Average Tough Challenging Formidable Heroic Superheroic Nearly Impossible

DC 0 5 10 15 20 25 30 35 40

Character Generation

Cover

S c o r e Cost S c o r e Cost 8 0 14 6 9 1 15 8 10 2 16 10 11 3 17 13 12 4 18 16 13 5

Concealment

Degree One-quarter One-half Three-quart. Nine tenths Total

Def. +2 +4 +7 +10 -

Concealment One-quarter One-half Three-quarters Nine tenths Total

Refl. +1 +2 +3 +4 -

Miss 10% 20% 30% 40% 50%

Losing Wealth Action Points Character Level 1st-7th 8th-14th 15th-20th

Dice 1d6 2d6 3d6

Requisition (Level Check vs. Purchase DC) Modifier Situation Object necessary for assignment +6 Object has obvious application for assignment +4 Object has peripheral application for assignment +2 Object has no application for assignment -2 Object is rare -2 Object is Licensed -2 Object is Restricted -4 Object is Military -6 Object is Illegal -8 Hero proficient in use of object +2 Returned all gear undamaged on previous mission +2

Objects Hardness and Hit Points Hardness HP Break DC Object Lock Cheap 0 1 10 Average 3 5 15 High quality 5 10 20 High security 10 120 35 Ultrahigh security 20 150 40 Manufactured objects Fine 0 1 10 Diminutive 1 10 0 Tiny 1 2 10 Small 3 3 12 Medium-size 5 5 15 Large 5 10 15 Huge 8 10 20 Gargantuan 20 30 8 Colossal 10 30 50 Firearm, Medium-size 5 7 17 Rope 0 2 23 Simple wooden door 5 10 13 Strong wooden door 5 20 23 Steel door 10 120 35 Cinderblock wall 8 90 35 Chain 10 5 26 Handcuffs 10 10 30 Metal bars 10 15 30 Tires1 0 2 Puncture-resistant tires 1 3 5 Windshields2 3 2 1 Defense 10, modified by speed 2 Defense 10 (front/rear) or 12 (side), modified by speed

Purchase DC 15+ 1-10 higher than current Wealth 11-15 higher than current Wealth 16+ higher than current Wealth

Ability Modifiers Score 1 2-3 4-5 16-7 1 8-9 10-11 12-13 14-15 16-17 18-19 11 20-21 22-23 24-25 26-27 28-29 11 30-31 etc.

Decrease 1 1 1d6 2d6

Purchase DCs

Mod. -5 -4 -3 3 -2 -1 +0 +1 +2 +3 3 +4 +5 +6 +7 +8 +9 3+10 etc.

Item Cost $5 $12 $20 $30 $40 $55 $70 $90 $120 $150 $200 $275 $350 $500 $650 $900 $1,200 $1,500 $2,000 $2,750 $3,500 $5,000 $6,500 $9,000 $12,000

Wealth by Prof. Ranks Wealth 1-5 +1 6-10 +2 11-15 +3 16-20 11 3 +4 21-23 +5

DC 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26

Item Cost $15,000 $20,000 $27,500 $35,000 $50,000 $65,000 $90,000 $120,000 $150,000 $200,000 $275,000 $350,000 $500,000 $650,000 $900,000 $1,200,000 $1,500,000 $2,000,000 $2,750,000 $3,500,000 $5,000,000 $6,500,000 $9,000,000 $12,000,000

DC 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

Thrown Explosives 1

2

4-5 range increm. (1d12) 12

1

2

3

2-3 range increm. (1d8) 11

8

3

4

7

1 2 On target (1d4) 4 3

4

5

9

6

5

6

8

7

etc. 10


Actions in Combat

Base Attack Bonus

Attack Actions Attack (melee) Attack (ranged) Attack (unarmed) Attack (aid another) Bull rush (attack) Escape a grapple Feint Ready Make a dying character stable Attack a weapon Attack an object Total defense Use a skill that takes an attack action Start/complete full-round action Full-Round Actions Bull rush (charge) Charge Coup de grace Full attack Overrun (charge) Run Withdraw Extinguish flames Use a skill that takes a full round Reload a firearm (internal magazine) Climb (one-half your speed)

AoO No Ye s Ye s No No No No No Ye s Ye s Maybe No Usually Varies AoO No No Ye s No No Ye s No No Usually Ye s No

Move Actions Move your speed Use a piece of equipment Climb (one-quarter your speed) Crawl Draw a weapon Holster a weapon Move a heavy object Open a door Pick up an object Reload a firearm (box mag/speed loader) Retrieve a stored object Stand up from prone, sitting or kneeling Swim Use a skill that takes a move action Free Actions Drop an object Drop to prone, sitting, or kneeling Speak Miscellaneous Actions Disarm Grapple Load a weapon Trip an opponent Use a feat No Actions Delay 5-foot step

AoO Ye s No No No No Ye s Ye s No Ye s Ye s Ye s Ye s No Usually AoO No No No AoO Ye s Ye s Ye s No Varies AoO No No

BAB +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20

Add. Attacks +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

Size Modifiers Size Def. Grap. Colossal -8 +16 Gargantuan -4 +12 Huge -2 +8 Large -1 +4 Medium +0 +0 Small +1 -4 Tiny +2 -8 Diminutive +4 -12 Fine +8 -16

Vehicle Speeds and Modifiers Speed Category Stationary Alley speed Street speed Highway speed All out

Character Scale Movement Turn No. 0 1-20 1 21-50 2 51-150 4 151+ 8

Chase Scale Movement Turn No. 0 1-2 1 3-5 1 6-15 2 16+ 2

Defense Modifiers

Check/Roll Modifier +0 -1 -2 -4

Attack Modifiers

Melee Ranged Circumstance Defender sitting or kneeling -2 +2 Defender prone -4 +4 Defender stunned or cowering1 -2 -2 -2 -2 Defender climbing1 Defender flat-footed1 +0 +0 Defender running1 +0 +2 +0 Defender grappling (attacker not)1 + 0 -4 +0 Defender pinned2 Defender helpless1 +0 +0 Defender has cover see Cover Defender concealed or invisible see Concealment 1 No Dexterity bonus to Defense 2 Treat as Dexterity 0 (-5 modifier)

Dying and Recovering Task Skill/Save Remain conscious (non-lethal dam) Fortitude Avoid effect of Massive Damage Fortitude Stabilize when dying without help Fortitude Regain consciousness (if stable) Fortitude Treat Injury Stabilize a dying character

Defense Modifier +0 +0 +1 +2 +4

Circumstance Melee Ranged Att. flanking defender -2 +2 Att. on higher ground -4 +4 Attacker prone -2 -2 Attacker invisible1 -2 -2

Two-Weapon Fighting Circumstance Prim. Off H. Normal penalties -6 -10 -4 Off-hand weapon is light -8 Two-Weap. Fighting feat -4 -4 Off-hand weapon is light, -2 Two-Weap. Fighting feat -2

Healing DC 15 15 20 20 15

Method Normal rest (8 hrs) Complete rest (24 hrs) Long term care (24 hrs) Restore hit points Surgery

DC Result 1 hp/lev 2 hp/lev 1 5 3 hp/lev 15 1d4 hp 2 0 1d6 hp/lev

Collision Damage Highest Speed Alley sp. Street sp. Highway sp. All out Smallest Size Colossal Gargantuan Huge Large Medium Small Tiny Dimin./Fine Vehicle’s Target is Stationary Moving, head-on or 45o Moving, perpendicular Moving, rear or 45o Sideswiped Occupants Cover None One-quarter One-half Three-quart.+

Damage Die d2 d4 d8 d12 Number of Dice 20 16 12 8 4 2 1 0 Multiplier ×1 ×2 ×1 ×1/2 ×1/4 Multiplier ×1 ×1/2 ×1/4 none


Damage from Falling Objects

Concealing Objects (Sleight of Hand vs. Spot) Condition Object is Fine Object is Diminutive Object is Tiny Object is Small Object is Medium-sized Object is Large Object is Huge or larger Clothing is tight or small Clothing is loose or bulky Clothing is modified for concealing Weapon in concealed carry holster Weapon can be drawn normally Weapon can be drawn as a free action

Modifier +12 +8 +8 +0 -4 -8 impossible -4 +2 +2 +4 -2 -4

Restricted Objects License Black Market Time Rating Purchase DC Purchase DC Required 1 day Licensed 10 +1 2 days Restricted 15 +2 3 days Military 20 +3 4 days Illegal 25 +4

Favors (Favor check) Favor Loan Limit Easy Up to half of current Wealth Problematic Up to current Wealth Difficult Up to twice current Wealth

DC 10 15 20

Size Fine Diminutive Tiny Small Medium-size Large Huge Gargantuan Colossal

Example Penny Paperweight Wrench Vase Briefcase Garbage can Oil barrel Piano Vehicle

Electricity Damage Ty p e Damage Fort. DC Jolt 1d3 10 Low voltage 2d6 15 Medium voltage 4d6 15 High voltage 8d6 20

Initial Damage 0 1 1d3 1d4 1d6 2d6 4d6 8d6 10d6

Reflex Save DC n/a 0 5 10 15 20 25 30 35

Strength Check DC n/a n/a n/a 5 10 20 30 40 50

Acid Damage Splash Immers. Acid Damage Damage 1d6 Mild 1d10 Potent 2d10 2d6 Concentrated 3d6 3d10

Diplomacy Checks and Attitude Initial Attitude Hostile Unfriendly Indifferent Friendly

–––––––––––––––––– New Attitude –––––––––––––––––– Hostile Unfriendly Indifferent Friendly Helpful 19 or less 20 25 35 45 5 15 25 35 4 or less 0 or less 1 15 25 0 or less 1 15

Special Attack Options Option Autofire

Improvised Weapon Damage Size Diminutive Tiny Small Medium-size

Damage 1 1d2 1d3 1d4

Size Large Huge Gargantuan Colossal

Damage 1d6 1d8 2d6 2d8

Burst Fire Double Tap Skip Shot

Attack Target 10×10 square with Defense 10 -4 to attack -2 to attack -2 to attack

Damage Reflex save DC 15 to avoid weapon damage +2 dice of damage +1 die of damage -1 die of damage


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