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Character Name Height

Code Name Weight


Player Name Eyes
Hair
Department The
The Home Office
Home Office 1 Gender
1st Class Faceman
Faceman 1 Level Age
2nd Class Faceman
Faceman 1 Level Nationality
3rd Class Faceman
Faceman 1 Level Race
4th Class Faceman
Faceman 1 Level

STATS Level Gain Misc. Dept. Directions


Initial 4 8 12 16 20 Mod Mod Total Dept Stat Bonus 1 Any green cell is for data entry
STR 0 0 None 2 Green cells in the skill list represent
DEX 0 0 class skills
CON 0 0 3 The Cls column in the skill list is to
INT 0 0 indicate if a cross-class skill is a
WIS 0 0 class skill
CHA 0 0 4 Place an 'x' for a feat you select normally
an 'd' for your department feat
Point Buy: 0 Random Stat Gen: and a 'b' for any bonus feats you receive
(ctrl+g to generate) 5 You will have to enter your hit points in
Qualify for Prestige Class? manually on the Char Sheet 1
1 6 Same with any modifiers to your Wounds
7 When you are finished, press Ctrl+k to load
which skills are class skills on Char Sheet 1.
Ctrl+f will load your feats and ctrl+a will load
your class abilities.
t represent

ll list is to

select normally

ats you receive


ur hit points in

to your Wounds
ress Ctrl+k to load
s on Char Sheet 1.
and ctrl+a will load
Department Abilitiy Adjustments Bonus Feat
0 The Home Office None Any covert or chase feat
1 The Power Brokerage +2 Cha, -2 Str Any style feat
2 Military Operations +2 choice, -2 choice Any basic combat feat
3 Computer Espionage +2 Int, -2 Wis Any gear feat
4 Urban Assault +2 Dex, -2 Int Any ranged combat feat
5 Black Ops +2 Con, -2 Dex Any melee combat feat
6 Wetworks +2 Str, -2 Con Any unarmed combat feat
"The Basement" +2 Wis, -2 Cha Any basic skill feat
7 Infantry +2 Con, -2 Int Any combat feat
8 Peace Officer +2 Int, -2 Str Any ranged combat feat
9 Racer +2 Dex, -2 Str Any chase or style feat
10 Special Forces +2 Dex, -2 Chr Any covert or basic combat feat
11 Stick Jockey +2 Dex, -2 Con Any chase or basic combat feat
Freelancer None Any style feat
Orphan +2 to Physical, -2 to Cha Career Operative
Search & Rescue None Bandage or Firefighter training
Thrill Seeker +2 Dex, -2 Wis Acrobatic or Athletic
Corporate Raider None Filthy Rich
Diplomatic Security +2 Cha, -2 Any not Cha Political Favors
Dot-Commie +2 Int, -2 Con Mathmatical Genius
Field Researcher +2 Int, -2 to Physical Any "terrain" covert feat
Officer Training
12 Australian Defense Force +2 Cha, -2 Any not Cha Hard Core
13 Bagdad Military College +2 Cha, -2 Any not Cha Any advanced skill feat
14 Peoples Liberation Army NDU +2 Cha, -2 Any not Cha Scholarly
15 Sandhurst Military Academy +2 Cha, -2 Any not Cha Fortunate
16 South African Military Academy +2 Cha, -2 Any not Cha World Traveler
17 St. CYR Military Academy +2 Cha, -2 Any not Cha Any covert skill feat
18 U.S.A. West Piont +2 Cha, -2 Any not Cha Political Favors
Military Academy Training
19 Military University of Russia +2 Wis, -2 Any not wis Persuasive
20 National Def. Academy of Japan +2 Wis, -2 Any not wis Any gear feat
21 Royal Military College of Canada +2 Wis, -2 Any not wis Any advanced skill feat
22 U.S.A. Air Force Academy +2 Wis, -2 Any not wis Wind Rider
U.S.A. Naval Academy
23 Marine +2 Wis, -2 Any not wis Iron Will
24 Navy +2 Wis, -2 Any not wis Police Training
25 Univ of the German Fed. Armed Forces +2 Wis, -2 Any not wis Speed Demon
Organized Crime
American Mafia +2 Con, -2 Int Undermine
European Mafia +2 Con, -2 Int Political Ties
Russian Mafia +2 Con, -2 Int Master Fence
South American Cartels +2 Con, -2 Int Filthy Rich
Street Gangs +2 Con, -2 Int Quick Healer
Triad +2 Con, -2 Int Martial Arts
Yakuza +2 Con, -2 Int Hard Core
Special Operations
Recces +2 Str or Con, -2 Cha Track
GIGN +2 Str or Con, -2 Cha Precise Shot
Lanceros +2 Str or Con, -2 Cha Jungle or Mountain Training
PLA Special Operations Force +2 Str or Con, -2 Cha Electronic Warfare Basics
SEALS +2 Str or Con, -2 Cha Athletic
Special Air Service +2 Str or Con, -2 Cha Explosives Basics
Spetsnaz +2 Str or Con, -2 Cha Mingling Basics
Intelligence Agency Training
Foreign Intelligence Service (SVR) +2 Cha, -2 Any not Cha Mark
General Directorate for External Security +2 Cha, -2 Any not Cha Any basic skill feat
Ministry of State Security (Guanbu) +2 Cha, -2 Any not Cha Any advanced skill feat
MI6 Secret Intelligence Service +2 Cha, -2 Any not Cha Any covert or style
Mossad +2 Cha, -2 Any not Cha Hard Core
National Security Agency (NSA) +2 Cha, -2 Any not Cha Cryptology Basics
Counter-Intelligence Agency Training
Department of Homeland Security (DHS) +2 Wis, -2 Any not Wis Well-funded
Federal Border Service (FPS) +2 Wis, -2 Any not Wis Track
Federal Office for the Protection of the Con +2 Wis, -2 Any not Wis Any covert or gear
MI5 Security Service +2 Wis, -2 Any not Wis Any basic skill feat
Royal Canadian Mounted Police (RMCP) +2 Wis, -2 Any not Wis Always Get Your Man
Security Information Service +2 Wis, -2 Any not Wis Credible
Ability1 Ability2
+1 to all ac 2 cross-class become class
+5 Budget P +1 Dipl & Intim 4th/each 4
+1 Fort 4th +1 to one class skill 4th/each 4
Free lapto +1 to Comp & Elec 4th/each 4
+1 Spot & +1 attack during Ready 4th/each 4
4 extra Vit 1 extra Wound 4th/each 4
+1 Initiativ +1 Reflex 4th/each 4
+4 Skill poi +1 to Will 4th/each 4
+1 to cove +1 to Fort 4th/each 4
+1 to Spot +1 to Will 4th/each 4
+1 to all m Adjust vehicle crit +1/-1 4th/each 4
+1 to Demo+1 to Reflex 4th/each 4
1/session +1 Reflex 4th/each 4
+$500 to fi 1/session may make favor check without action die
Know(Espion +2 to DC to seduce char 2nd/each 2
+2 to save First Aid, Survial class. '+1 to First Aid , Spot 4th/each 4
+1 to all S +1 to all action die rolls, 4th/each 4
Appraise, 1/session, make facor check without spending action die. 5th/each 5
+1 to Burea+1 to all favor checks and Cha skill with one chose national govt. 4th/each 4
Computers +4 a skill points, +2 per level for Comp, Crypt, Elect, Prof
+1 to Cultures, Lang, Search, and Ed checks 4th/each 4.

+1 to Init 4 2 cross-class become class 4th/each 4


+1 to Init 4 +1 to Will 4th/each 4
+1 to Init +1 to Will 4th/each 4
+1 to Init 4 +1 to inspiration 4th/each 4
+1 to Init 4 +1 to education 4th/each 4
+1 to Init 4 +4 Vitality, 2nd/each 1
+1 to Init 4 +1 to favor 4th/each 4

+1 to educa+4 skill points 2nd/each 1


+1 to educa+1 to Gather Info and Search 4th/each 4
+1 to educaSeduction DCs against agent +3 4th/each 4
+1 to educa+1 to Bur and Pilot 4th/each 4

+1 to educa+4 Vitality, 2nd/each 1


+1 to educa+1 to Boat and Prof(Mil) 4th/each 4
+1 to educa+1 to Concentration and Cultures 4th/each 4

+1 when arr+1 to all ranged attack damage 5th/each 5


+1 when arr+1 with Bureaucracy, Cultures 4th/each 4
+1 when arr+1 to Intimidate, Innuendo 4th/each 4
+1 when arr+1 to Appraise,Sense Motive 4th/each 4
+1 when arr+1 with all melee damage, 5th/each 5
+1 when arr+1 to all rolls involving the black market 4th/each 4
+1 when arr+1 to Initiative rolls 4th/each 4

+1 damageBoating
w class, +1 to Hide, Survival 4th/each 4
+1 damage+1
w to Sense Motive, Spot 4th/each 4
+1 damageSurvival,
w Sport (Skydive) class, +2 to detect ambushes, 2nd/each 2
+1 damageCartography
w class, +5 to indiv BP and +2 BP to mission 2nd /each 2, +1 GP
+1 damageSport
w (Scuba), Swim class, +1 to Demolitions, Swim 4th/each 4
+1 damageSurvival
w class, +1 to Language and Survival 4th/each 4
+1 damageNative
w speaker of one bonus language, +1 with Cultures, Demo 4th/each 4

Prof(Espion+1 to all bribe or seduction. 3rd/each 3


Prof(Espion+4 skill points at 1st, +1 each level
Prof(Espion+1 to Prof and Search skill. 4th/each 4
Prof(Espion+1 to action die results. 4th/each 4
Prof(Espion+1 to attack rolls during surprise. 4th/each 4
Prof(Espion+1 to Cryp and Languages. 4th/each 4

Gather Info1/session may make favor check without action die, 5th/each 5
Gather Info+1 to Appriase and Forgery. 4th/each 4
Gather Info+1 to Know(politics) 4th/each 4. +1 to favor checks. 3rd /each 3.
Gather Info+1 to any two class skills. 4th/each 4
Gather InfoChoose a type of favor check, get +2. 3rd/each 3
Gather Info+1 to Diplomacy and Gather Info. 4th/each 4
P1 P2 P3
3/1.5
Skill Ability Untrained Total Sub Misc Syn Ability Ranks Cls
APPRAISE INT Yes 0 0 0
BALANCE DEX* Yes 0 0 0 0
BLUFF CHA Yes 0 0 0
BOATING DEX Yes 0 0 0
BUREAUCRACY CHA Yes 0 0 0
CLIMB STR* Yes 0 0 0
COMPUTERS INT Yes 0 0 0 0
CONCENTRATION WIS Yes 0 0 0
CRAFT ( ) INT No 0 0 0
CRAFT ( ) INT No 0 0 0
CRYPTOGRAPHY INT No 0 0 0
CULTURES WIS No 0 0 0
DEMOLITIONS INT No 0 0 0
DIPLOMACY CHA Yes 0 0 0 0
DISGUISE CHA Yes 0 0 0 0
DRIVER DEX Yes 0 0 0
ELECTRONICS INT No 0 0 0
ESCAPE ARTIST DEX* Yes 0 0 0
FIRST AID WIS Yes 0 0 0
FORGERY INT Yes 0 0 0
GATHER INFORMATION CHA Yes 0 0 0
HANDLE ANIMAL CHA No 0 0 0
HIDE DEX* Yes 0 0 0
HOBBY ( ) WIS Yes 0 0 0
INNUENDO WIS Yes 0 0 0
INTIMIDATE STR/CHA Yes 0 0 0 0
JUMP STR* Yes 0 0 0 0
KNOWLEDGE ( ) INT No 0 0 0
KNOWLEDGE ( ) INT No 0 0 0
KNOWLEDGE ( ) INT No 0 0 0
LANGUAGES WIS Yes 0 0 0
LISTEN WIS Yes 0 0 0
MECHANICS INT No 0 0 0
MOVE SILENTLY DEX* Yes 0 0 0
OPEN LOCK DEX No 0 0 0
PERFORM CHA Yes 0 0 0
PILOT DEX No 0 0 0
PROFESSION ( ) WIS No 0 0 0
PROFESSION ( ) WIS No 0 0 0
READ LIPS INT No 0 0 0
SEARCH INT Yes 0 0 0
SENSE MOTIVE WIS Yes 0 0 0 0
SLEIGHT OF HAND DEX* No 0 0 0 0
SPORT ( ) STR/DEX* Yes 0 0 0
SPORT ( ) STR/DEX* Yes 0 0 0
SPOT WIS Yes 0 0 0
SURVEILLANCE WIS No 0 0 0
SURVIVAL WIS No 0 0 0
SWIM STR Yes 0 0 0
TUMBLE DEX* No 0 0 0 0
USE ROPE DEX* Yes 0 0 0
0 0 0
P4
3/1.
0
x Normal Feats 1 0 used
d Dept Feat Any covert or chase feat 0 used
b Bonus Feats 0 used
BASIC COMBAT FEAT TREE Prerequisites Description
Ambidexterity Dex 15+ Both hands are considered primary (no -4 for off hand)
Armor Proficiency light Without this feat, ACP applies to attack rolls and skills that require movement
Armor Proficiency medium Armor Proficiency light Without this feat, ACP applies to attack rolls and skills that require movement
Armor Proficiency heavy Armor Proficiency medium Without this feat, ACP applies to attack rolls and skills that require movement
Armor Focus* Prof w/ given armor Choose 1 armor, movement penalty is reduced by 5' and ACP is reduced to -1
Career Operative Agent level 6+ +1 on Fort, Ref, Will
Combat Instincts Free attk if opponent misses in melee by 5 or more, usable Dex mod/round
Confident Charge Dex 13+, Wis 13+ Make up to your dex mod in turns during a charge, none more than 90 deg.
Coolness Under Fire* Gain a +2 atk bonus when your opponent is gaining the benefit of cover fire. Suffer only half the penalty
when targeted by suppressive fire
Keep Your Head Down* Dex 15+, BAB +4 May choose to gain DR from cover equal to the Ref save bonus provided by cover. If you choose to have the
DR you get -2 penalty on all attk rolls from behind cover
Endurance +4 to physical checks over a period of time, only -1 to str &dex while fatigued
Expertise Int 13+ Take up to -5 to hit and add a like amount to Def for one round (Max of BAB)
Improved Disarm +1 when you attempt a disarm, no chance for a counter disarm attempt
Great Fortitude +2 on Fort saves
Improved Initiative +4 on all initative checks
Iron Will +2 on Will saves
Lightning Reflexes +2 on Ref saves
Mobility Dex 13+ Move away from opponent freely, can take a double move during full defense.
Quick Draw BAB +1, Dex 13+ Draw 2 weap as free action, Draw and holster one as a free action.
Quick Healer Con 13+ Natural healing is x2 faster
Run Running speed is x5
Increased Speed Speed increases by +10'
Sidestep Dex 13+ Gain +1 dodge bonus against all opponents or +2 against 1 opponent
Surge of Speed Take an extra 1/2 action during one turn, no attacks. 1+1/4 levels per session
Toughness Gain +2 wound points or +4 Vitality
Two-Weapon Fighting Reduce penalties for two weapon fighting by 2 for each weapon
Improved Two-Weapon Fighting BAB +9, Ambidexterity Gain an extra attack with your off hand at -5 to orriginal attack
Weapon Group Proficiency Hurled, Handgun, Melee, Rifle, Tactical, Exotic (archaic or martial arts)
Weapon Focus BAB +1 Gain +1 to all attack roles with a single chosen weapon
Zen Focus Wis 13+ Reduce concealment def bonus by half when making a ranged attack
Zen Shot BAB +4 Ignore concealment def bonus when making a ranged attack
Zen Mastery BAB +9 Add your wis modifier when attacking with a hurled weapon

MELEE COMBAT FEAT TREE


Blind-Fight Concealment bonus of melee target is reduced by 1/2
Blindsight 5 ft. Radius BAB +4, Wis 13+ Melee opponents do not gain concealment from you
Darting Weapon BAB +3, Expertise At start of round, subtract num from attck rolls and add it to init for that round
Assassin BAB +6 Threat range is increased by +1 when using a melee weapon
Master Assassin BAB +12 Threat range is increased by +2 when using a melee weapon (stacks w/ above)
Improved Weapon Focus BAB +3, Weapon Focus +2 to all damage rolls when using the selected melee weapon
Weapon Master BAB +6 Bonus from I.W.F. increase to +2 attk and +4 to dmg with selected weapon
Master Duelist BAB +12 Bonus from W.M. increase to +3 attk and +6 to dmg with selected weapon
Ultimate Duelist BAB +18 Bonus from M.D. incerase to +4 attk and +10 to dmg with selected weapon
Improvised Weapon Wis 13+ 1/2 act, find an improvied weapon (S,M,L) adds +2 dmg & def for wis mod rnds
Power Attack Str 13+ Subtract a number from all melee attk rolls and add same to dmg (max BAB)
Cleave If a melee attk drops an opponent to 0 wnds, get an extra attk immediately
Great Cleave BAB +3 As Cleave except it can be used any number of times per round
Cleaving Charge BAB +6, Str 15+ As Great Cleave, but you can move 5' before each extra attack, max 1/2 speed
Trail of Blood BAB +12 As Cleaving Charge, but you can move 15' before each extra attack
Swift Strike BAB +4, Mobility, Sidestep When making 1/2 action attk, you can move 1/2 speed. Part before, part after
Whirlwind Attack Expertise Full action, make one attk against all opponents in reach at full attk mod
Weapon Finesse BAB +1, Proficient with weapon Choose 1 light melee weapon, use dex instead of str for attk rolls
Flashing Weapon BAB +3 During 1st attk of round, make 1 extra attk. All attks are at -2 (no stack w/ DB)
Snake Strike BAB +6, Quick Draw Free feint attempt when you draw a weapon and attk an new foe
Double Blow BAB +12 2 attk for ea. 1/2 action, all attks are at -5 this round (no stack w/ flashing wea)

RANGED COMBAT FEAT TREE


Far Shot Range is increased to x1.5 for projectiles and x2 for thrown weapons
Extreme Range BAB +3 Range is increased to x2 for projectiles and x3 for thrown weapons
Increased Precision BAB +6 Sneak attk & Poin Blank Shot work at up to 2 range increments
Flamer Basics* BAB +3 Proficient w/ flamethrowers. Flamethrowers have +50% ammo in your hands, round up. You may arc/bend
fire to any square adjacent to one you have line of site to. No visible opponent may gain more than 50%
cover against you
Flamer Mastery* BAB +10 Flamethrowers have x2 ammo in your hands. You may arc/bounce frire to squares up to 10 feet from a
square you have line of sight to. Visible opponents may not gain more than 25% cover against you.

Grenade Basics* BAB +3 Proficient w/ all grenades. Range inc of all grenades and Molotov cocktails is increased by 5ft. Your error
range is reduced by 1. Cost to requisition grenades is reduced by 2 BP per grenade
Grenade Mastery* BAB +10 If a thrown grenade lands within 5' of you, make a Ref save vs. opponents attk roll to make it miss. Add your
Str mod to the number of squares of deviation rolled. Error range is reduced by 2 and BP cost per grenaded
is reduced by 4
Machine Gun Basics* BAB +3 Proficient w/ all weapons that have the strafe ability. Burst attks use only 2 shots ea. Gain +1 attk when using
autofire or strafing. Str is considered 4 higher when calculating recoil
Machine Gun Mastery* BAB +10 Autofire and strafing volleys only use 2 shots. With autofire you get an extra hit for each 3 points you exceed
the target Def. You may use a machinegun in one hand with a -2 on all attk rolls
Mortar Basics* BAB +3 Proficient w/ all morters. Max range is increased by 20% (round up) Roll twice for deviation and pick the roll
you want. Threat range is increased by 1
Mortar Mastery* BAB +10 You may assemble/disassemble a mortar in 1/2 normal time. Blast inc increased by 5' Roll 3 times for
deviation and choose the result. Mortar ammo is reduced by 2 BP
Perfect Stance* BAB +1 You may brace a weapon as a free action any time you take the aim action. You may brace non-tactical
weapons with nothing to brace against. Str is considered 4 higher when determining recoil.

Double Tap* When making a standard attk w/ a pistol or submachinegun against a target you're aiming at, you may take
-4 to hit and increase the threat range by 1. It uses up 2 rounds from the gun.
Point Blank Shot Dex 13+ +1 to hit and damage withing 1 range increment
Lay Down Fire BAB +3 Provide +6 defense for cover fire, provide -6 to opponent with suppression fire
Coordinate Fire BAB +6 +1 to hit bonus for every other person targeting the same opponent this rnd
Precise Shot Ignore the -4 penalty for an opponent engaged in melee
Bullseye BAB +3 Take a penalty to hit and add the same amount to damage (within 2 range inc, max BAB, single shot only no
bursts or strafing)
Marksman BAB +3 Improve aiming bonus to +2 and bracing bonus to +3
Sharp-Shooting BAB +3 Gain a +2 to hit bonus when opponent is behind partial cover
Sniper BAB +9, Increased Precision, Marksman +1 to the threat range of weapon, no need to spend action die to confirm crit
Master Sniper BAB +18 Increase threat range based on aim/brace
Shot on the Run Mobility, Sidestep Move 1/2 movement while you shoot
Diving Shot BAB +6 Move spd when you take 1/2 action ranged attack, +2 def if you move 5'+
Rocket Basics* BAB +3 Proficient w/ all rocket launchers. Roll twice for deviation and choose the result you want. Threat range
increased by 1. Attempts to spot you don't get the +4
Rocket Mastery* BAB +10 Gain a +1 circumstance attk bonus with all rocket launchers. Error range is reduced by 1. Rocket cost goes
down by 3 BP per rocket
Speed Trigger Allows burst fire with a weapon that normally doesn't allow it
Quick Reload BAB +3, Dex 13+ Reload as a free action
Rapid Shot BAB +3, Dex 13+ Extra shot each round but all attacks are at -2 to hit
Controlled Burst +1 to hit and damage with a burst attack
Controlled Strafe BAB +6 Penalty is reduced to -1 per sq. for strafe, autofire ignores penalty for 1st sq.
Hail of Bullets BAB +12 2 burst for 1 at -5 to hit
Snap Shot take a penalty to hit and add the same amount to initiative for one round
Lightning Draw BAB +6, Quick Draw Make a Feint attempt as a fee action when you draw a weapon

UNARMED COMBAT FEAT TREE NOTE: You may only use 1 named ability per attack.
Blocking Basics Break weapon: automatically try to break a weapon but the DC is +2
Shifting Throw: if an opponent attks but fails, you can move him 5', friends get +2 to hit within 1 range
increment, works when fighting defensively or total defense
Blocking Mastery BAB +3, Martial Arts Adrenaline Burst: Spend an action die to increase attk w/ melee or unarmed, def goes up same amount
Redirection: If unsuccesfully attked, make a Ref save DC=def of diff opponent, success means the opponent
takes dmg of the attk (total def or fight def)

Chi Strike Wis 13+ Take a penalty to hit w/ unarmed attk and add the same amount to damage
Iron Fist Martial Arts Break object DC is 4 less, as though using a melee weapon, x2 str mod. Includes armor and weapons

Shattering Blow BAB +3 Unarmed damage is at least 1d8, x4 str dmg when attacking an object, DC is minus 8 or breaking objects

Dodging Basics Deflect Arrows: Ref save (DC 15+BAB of attker) deflect thrown weapon
Flying Back Flip: 1/rnd when opponent misses melee attk, move 5' for free
Dodging Mastery BAB +3, Martial Arts Dodge Bullets: Works like deflect arrows but works on firearm attks
Iron Man: 1/combat, if hit for 1+ dmg, you can reduce it by your BAB
Holding Basics Joint Lock: opponents receive:4 on grapple checks to escape your pins
One-handed Choke: You can grapple or pin using only one hand
Holding Mastery BAB +3, Martial Arts Bone Grind: +1 point of Str or Dex dmg while grappling
Nerve Lock: Opponents receive:8 to all attempts to escape pins and:4 penalty to all attempts to escape your
grapples
Kicking Basics Jump Kick: You can move 5' before an unarmed attack, doesn't count as your 5' move for the round
Roundhouse Kick: Attack 2 opponents that are adjacent, roll one attack and one damage against both
defenders

Kicking Mastery BAB +3, Martial Arts Drop Kick: 1/rnd take:6 to hit, if you do you deal x2 damage
Martial Arts Unarmed attacks deal 1d6 damage and you deal real damage w/o the -4, you threat a crit on a 20
Five Style Adept BAB +6, Basics: Holding, Kicking, Unarmed attacks deal 1d8 damage, threat on a 19-20
Punching, Throwing
Master of the Fifth Style BAB +12, Mastery: Holding, Unarmed attacks deal 1d10 damage, threat on an 18-20, no longer need to spend an action die to turn a
Kicking,Punching, Throwing) threat into a crit. You can make an extra attk for each 1/2 action attack at:5 to all attacks
Master of the Sixth Style BAB +18 Unarmed attacks deal 1d12 damage, threat on a 17-20, make 2 attacks per 1/2 action at no penalty
Warrior's Grace BAB +3 You may make 1 extra unarmed attk/round during your first 1/2 attk action
Punching Basics Knuckle Punch: Unarmed attks deal x1.5 str bonus
Palm Strike: move opponent back 5' away from you, if it's blocked, he stays put and takes 1 point of subdual
damage
Punching Mastery BAB +3, Martial Arts Flying Palm: Unarmed attack moves opponent back 15' directly away from you. If it's blocked he stay put and
takes 1d4 subdual
Pain Touch: 1/combat a successful unarmed attack stuns your opponent for 1 round and deals normal
damage

Throwing Basics Flying Tackle: You may move 5' before a trip attempt, it doesn't count as your 5' step
Foot Sweep: If you trip an opponent, you get 1 immediate free attk against them
Throwing Mastery BAB +3, Martial Arts Flying Throw: If you trip an opponent, you can move him 15' directly away from you. If it's blocked he stays
put and takes 1d4 subdual
Take Down: 1/combat when you trip an opponent, you stun him for 1 round

CHASE FEAT TREE


Baby It You may ignore any penalties caused by the first crit to your vehicle
"Hold Together Baby!" Familiarity ability A vehicle at 0 wounds continues to opperate as though it were crippled. Each aditional time it takes damage,
make a crash check with a +5 cumulative modifier to the DC, failure results in a crash

Demolition Derby Oversteer Vehicle gains +2 hardness vs. combat dmg and all crash or impact dmg is reduced by 1 point/die (min 1/die)

Circus Stunt Acrobatic, Daredevil ability Add 1/2 Boating, Driver, or Pilot skill to jump from 1 vehicle to another, reduce dmg from jumping out of a
moving vehicle by 1 point/die (min of 1/die)
Tuck and Roll* Jump 8+ When you succeed at a Ref save to reduce dmg from a crash, you suffer only 1 pt of dmg per die. On a failed
save you take 1 less point per die (min of 1/die)
Defensive Driving Speed Demon Reduce any penalty from a prey maneuver by 1/2 (round down min 1), threat range is increased by 1 during
prey maneuvers
Jackrabbit Start Roll an extra d6 at the start of the race to determine the Initial Lead, choose 2 of 3
Man and Machine* Level 6+ While driving you may take 1 wnd point to add 5 hardness to the vehicle for 1 round or until it gets hit. You
may uses this after the vehicle is hit but before dmg is rolled. You need at least 2 wnd points to use the feat

Extra Familiarity Int 13+, Familiarity ability Retain 1/2 your familiarity bonus with Int mod of vehicles you have used
Firm Hand Dex 13+ Ignore the first -4 in handling penalties for vehicle dmg or terrain
Over Steer +3 on all crash checks, reduce damage by 1d6, +20% to see if it's upright
"In My Sights" Int 13+, Grease Monkey Threat range is +1 when targeting a vehicle with an attk, may choose location
Over Torque* Craft(machining) 4+, Mechanic 8+ Given 1 hr to work, add one of these mods:
Speed: +50
Handling: +4
Defense: +2
Wound Points: +20
Hardness: +2
The effects last for a number of min = mechanics mod starting from when it comes into effect. Error range is
increased by 1 (weapons too).
Instant Hotwire Mechanics & Open Locks 2+ +2 to all attempts to foil a vehicles security. Open a locked vehicle or start one is a free action
"It Only Hit the Door!"* When about to take a critical hit while driving, make a Ref save vs damage, success means crit is canceled
and damage goes to the vehicle instead. Usable 1/game session +1/4 lvls
Lane Dancer Driving 5+ You may treat tight terrain as close or close as open while operating a ground vehicle. +2 to avoid collisions
with non-moving obstacles
Speed Racer* You receive a +1 to all init rolls. You may reroll a check to avoid an obstacle or crash. Usable 1/session +1/4
lvls
Lock It Down Elbow Grease ability Spend 4 half actions to jury rig repairs from a crit. DC is 8 x num of crits
Offensive Driving Speed Demon Reduce any penalty from a predator maneuver by 1/2 (round down min 1), threat range is increased by 1
during predator maneuvers
Relentless Pursuit Min distance for prey to perform a finishing maneuver is +5 lengths, 1/chase you can convert a predator
threat into a crit without an action die
Team Driving* Level 6+ If you're the main driver of a predator team, you get +2 circumstance bonus to manuever checks for each
team member (doesnt stack w/ cooperation checks)
One Hand on the Wheel Daredevil ability Only suffer -2 on maneuver checks if you take a 1/2 action while driving
Outmaneuver* Speed Demon Penalty is halved for closing or circling maneuvers. Threat range for closing and circling manuevers is
increased by 1
Ride Shotgun BAB +1 You do not suffer -2 attk penalty while in a vehicle and only -4 while driving
Drive By BAB +3 Ignore the first -2 penalty for the speed of your vehicle when making an attk
A Gun in the Other BAB +6, One Hand on the Wheel You suffer no penalty when shooting from a vehicle as the driver (norm -6)
Close Support* Pilot +8, BAB +6 Gain a +2 circumstance bonus on all attk rolls vs. targets on the ground when using vehicle mounted
weapons on air vehicles. Ignore the -4 penalty for opponents engaged in melee
Rough Rider* Drive +5 Treat dirt track as a paved road, rough terrain as a dirt track, and broken terrain as rough terrain
T-Bone* When you intentionally collide w/ a vehicle or building, the target takes x2 dmg
Test Lap Wis 13+ Familiarity ability You gain 1/2 familiarity bonus w/ a vehicle after only 2 hours of practice
Wave Runner Boating 5+ You may treat tight terrain as close or close as open while operating a water vehicle. +2 to rolls to avoid
capsizing
Wind Rider Piloting 5+ You may treat tight terrain as close or close as open while operating an aircraft. +2 to saving throws vs.
explosives while in a moving aircraft
"Yee-Haw"* Daredevil ability, Balance or Drive 8+ When you jump a vehicle you may increase the jump distance by 50% (rounded up). Reduce all dmg as a
result of this manuever by 50% (round down)

COVERT FEAT TREE


Always Get Your Man Gather Info 4+, Sense Motive +4, Surveil 4+ -5 to Manhunt favor checks' DC, +4 to skills during manhunt, +2 to predator finish moves, +2 to foil disguise

Aquatic Training Swim 2+, Survival 2+ +2 competence bonus to survival and awareness checks in water. Ambush DCs to notice you are increased
by 2. Concealment increases by one level.
Arctic Training* Balance 2+, Survival 2+ +2 competence bonus to survival and awareness checks in arctic and tundra terrain and to balance checks
on natural surfaces. Ambush DCs to notice you are increased by 2. Speed is 3/4. Gain 2 DR vs ice and cold

Assassin's Strike Level 9+, Poison Basics, Sneak Attack +2d6 Spend 1BP and 10 min to prepare melee or hurled weapon to make a delayed sneak attack
Black Shadow Hide 6+, Tumble 6+ Synergy bonus on Hide to bypass video security equal to 1/2 ranks in Surveillance. You can bypass fixed
sensors with 1/2 ranks in Tumble. With 5+ ranks of Sense Motive, gain +2 to avoid dectection from agents

Gray Shadow Hide 12+ Make Hide checks at no penalty when observed. 1/2 Sense Motive synergy bonus to Hide
"It takes a thief" Surveillance 6+ Increase security rating of site you are in charge of by 2
"to catch a thief" Hide 9+ When in charge of security, all error ranges to bypass or evade are increased by 2
Bludgeon Level 3+, Sneak Attack +1d6 May inflict subdual damage without the -4 penalty including using your Sneak Attack
Whack Level 9+, Sneak Attack +4d6 May replace d6s with d8s for Sneak attack and victim is still considered flat-footed after attack
Break Fall Dex 13+, Climb & Tumble 4+ Ignore dmg from the first 10' of a fall. You may raise DC of tumble check to reduce dmg (+5 DC for each 10'
of the fall)
Concealed Weapon* Sleight of Hand 4+ When you are searched, gain +10 competence bonus on sleight of hand checks to conceal 1 small item.
Doesn't defeat x-rays or other full body sensors.
Daring Ambush Int 13+ Perform 1-minute ambush in just 2 rounds. Error range is increased by 2
Deadly Precision Level 12+, Sneak Attack +2d6 Relace sneak attack d6s with d8s
No Quarter Level 18+, Wis 13+ May exchange 1 or more sneak attack dice to increase threat range.
Desert Training* Spot 2+, Survival 2+ +2 competence bonus to survival and awareness checks in desert terrain and plains and to spot things over
500' away. Ambush DCs to notice you are increased by 2. Speeid is 3/4. Gain 1 DR vs heat

Double Life Prof (any) 6+, Private Identity, Safe House You have an entire second life that affords you many benefits.
Escape and Evasion Training Disguise & Hide & Surveil & Survival 2+ +2 to all prey finishing manuever checks. +1 to Disguise to blend in with people
Firefighter Training Survival 5+ Make heat Fort saves half as often, make Reflex when immersed in flame at DC 20, ignore ash clouds, and
+4 to saves and skill checks involving fire
Forest Training* Move Silently 2+, Survival 2+ +2 competence bonus to survival and awareness checks in forest terrain and scrub and to Move Silently on
natural terrain. Ambush DCs to notice you are increased by 2. Speeid is full or 3/4. Drive in forrest at 1/4.
Craft natural weapons in 1 hr
Immobilizing Strike Level 6+, Sneak Attack +2d6 Reduce Sneak Attack damage dice by 2 to cause reduce target's speed by 5 feet
Crippling Strike Level 9+, Sneak Attack +3d6 Reduce Sneak Attack damage dice by 3 to cause one point temp Str or Dex damage
Improved Equilibrium Dex 13+, Balance & Climb 4+ You may move your normal speed over precarious surfaces or while climbing with no penalty to your Balance
or Climb skills
Hidden Run Hide & Move Silently 8+ You may move your normal speed at no penalty to Hide and Move Silently. You may move faster w/ a +4
modifier to Hide and Move Silently DCs
Spider Walk Balance & Climb 8+ You may add Dex mod while climbing. When using Balance or Climb, penalties from slippery, wet, or angled
surfaces is reduced by 1/2. Opponents receive no bonus to attk you while climbing
Jump Up Dex 13+ You can stand from prone as a free action
Jungle Training* Hide 2+, Survival 2+ +2 competence bonus to survival and awareness checks in jungle terrain and to Hide checks while outdoors.
Ambush DCs to notice you are increased by 2. Move full speed on trails and 3/4 in jungle. May drive at 1/4
speed
Mingling Basics Cultures 6+, Hide 6+ When using Cultures to blend in to a crowd, may add Dex bonus, blend into 20 ppl, 1/2 Culture to Hide

Mingling Mastery Cultures 12+, Hide 12+ Not penalized for being observed when blending into crowd, may move at full speed. +2 to DC detect if
setting up an ambush
Mountain Training* Climb 2+, Survival 2+ +2 competence bonus to survival and awareness checks in mountain and hill terrain and to climb checks on
natural surfaces. Ambush DCs to notice you are increased by 2. Speed is increased. Gain 2 DR vs falling
damage
Moving Target Dex 13+, Tumble 8+ Dodge bonus from fighting defensively is increased by 2 (to +4), penalty to attack is reduced by 1/2 (to -2)

Nimble Fingers Escape Artist & Open Lock You can use each of the following abilities 1/session, +1 time per 4 levels. A successful check means you
& Slieght of Hand 4+ succeed in 1/2 the usual time, a crit means it takes only 1 round
Fast Slip: Escape Artist
Fast Pick: Open Lock
Fast Swipe: Sleight of Hand

Precise Threat Level 3+, Intimidate 6+, Sneak Attack 1d6 Bonus to threaten action equal to number of Sneak Attack dice
Swamp Training* Listen 2+, Survival 2+ +2 competence bonus to survival and awareness checks in swamp terrain and to listen checks in non-urban
terrain. Ambush DCs to notice you are increased by 2. Full speed on trails, 3/4 in swamp. Drive at 1/4 in
swamp. +2 save vs poison
Traceless Int 13+ The DC to notice your pressence or passage is increased by your Int mod. If your not there, the DC is
increased by 10 more. Tracking is required to follow you. Nobody can take 10 or 20 to detect you

Urban Training Move Silently 2+, Surveillance 2+ +2 to Surveillance and awareness checks when in an urban area. Ambush DCs to notice you are increased
by 2.

GEAR FEAT TREE


Bugging Basics Surveillance 5+ Surveillance is class skill, BP of bugs is reduced by 1, -Wis bonus to DCs to analyze bug data
Bugging Mastery Surveillance 10+ Sleight of Hand is class skill, bonus to plant bugs = 1/2 Sleight of Hand. Bug trans range doubles
Bugging Supremacy Surveillance 15+ Electronics is a class skill, 3x trans range for bugs, skill check cap for bugs = 1/2 electronics ranks

Clean and Polished All non-weapon gear gains dependable quality


Drone Operations You receive a +2 gear bonus to all drone operations
Electronic Warfare Basics Electronics 5+ Electronics is a class skill, +2 to signal power and ECM power ratings of comm gear you operate
Electronic Warfare Mastery Electronics 10+ Crypotgraphy is class skill, EW Basics bonus increased by +1
Electronic Warfare Supremacy Electronics 15+ Bonus you receive from EW Basics and Mastery is increased by +1
Explosives Basics Demolitions 5+ Demolitions is a class skill, error range when working with explosives is reduced by 1. EOD equip costs -10
BP
Explosives Mastery Demolitions 10+ When explosive placed on building or vehicle, hardness is ignored. +2d6 explosive damage. GM must spend
extra action die to activate critical failure when disarming or analyzing explosives
Explosives Supremacy Demolitions 15+ When save vs. explosion, success means no damage. May reduce damage by 1 point per die to increase
blast increment by 5 feat. Threat ranges of explosive you place increase by 2
Extra Budget You gain 5 BPs during the gearing up phase, it may be taken up to 4 times
Extra R&D Support You gain 2 GPs during the gearing up phase, it may be taken up to 4 times
Mine Basics* Demolitions 5+ Proficient with all mines and explsoives. DC to detect mines and explosives you've placed is increased by 5.
DC of Ref saves to avoid damage from mines and explosives you've set is increased by +2

Mine Mastery* Demolitions 12+ Dmg of mines and explosives you've placed is increased by +1 per die. DC to detect your explosives is +10
and the DC of Ref saves is +4. Thes mods replace those from Mine Basics
Mother Hen All standard-issue gear gains rugged quality and +2 to saves.
Poison Basics Craft(Poison) 5+ 25% off all BP poison costs. Error range when handling is reduced by 1. +2 to Fort saves to resist
Poison Mastery Craft(Poison) 10+ 50% off poison and equip, DCs to resist your poisons have -3. GM must spend extra action die to activate
failure when you create or use poison
Poison Supremacy Craft(Poison) 15+ Time to prep poison reduced by half. +10 to identify poison or drug. +4 to Fort saves vs. poisons
Safe House 1/session in a major city you may make use of a private safe house.
Home Turf Level 6+ 1/serial, safe house is in home turf. Intimately familiar with area and gain +4 bonus to skills. Cover increased
by 1 as well
Hometown Hero Level 9+, Diplomacy 8+ Gather Info checks made by others modified by -1/2 of Dipl ranks. If an attempt is made, informed.
Luxury Safe House Level 6+, Five Star Service 1/serial may declare one safe house luxury estate.
Safe House Armory Level 6+, Procure ability 1/session may declare one safe house has an armory in it.
Safe House Citadel Level 6+ 1/serial may declare one safe house heavily fortified
Safe House Command Center Bureaucracy 6+, Lead ability Each safe house has 20 person conference room, comm center, maps, and office supplies. 1/session may
declare safe house has more advanced communication equip giving +4 to Cha for lead and tactics

Safe House Hub Electronics 4+, Computers 6+ Each safe house has high speed Internet. 1/serial a safe house may have +2 power computer. +10 to DC of
all tracing of hacking attempts or phone calls
Safe House Infirmary First Aid 5+ When at one of your safe houses, your team is considered to be at a hospital. 1/serial may have extra
equipment
Signature Equipment 8 BPs worth of signature per time you take the feat (max 4), get +1 with the item
Trademark Weapon BAB 5+ Gain Quick Draw and Quick Reload when using this weapon.
Signature Gadget or Vehicle 3 GPs worth of signature per time you take the feat (max 3), get +1 with the item
Superior Documentation Level 6+ Provided one identity with a power rating of 2 at start of each serial.

BASIC SKILL FEAT TREE


Acrobatic Balance & Jump & Tumble 1+ +2 on Balance, Jump and Tumble Checks. Threat is increased to 19-20
Alertness Listen & Search & Spot 1+ +2 on Listen, Search and Spot Checks. Threat is increased to 19-20
Athletic Climb & Sport & Swim 1+ +2 on Climb, Sport and Swim Checks. Threat is increased to 19-20
Field Operative Innuendo & Read Lips & +2 on Innuendo, Read Lips and Sense Motive Checks. Threat is increased to 19-20
Sense Motive 1+
Grease Monkey Electronics & Mechanics 1+ +2 on Electronics and Mechanics Checks. Threat is increased to 19-20
Magician Escape Artist & Open Lock +2 on Escape Artist, Open Locks and Sleight of Hand Checks. Threat is increased to 19-20
& Sleight of Hand 1+
Master Fence Appraise & Forgery & +2 on Appraise, Forgery and Gatther Information Checks. Threat is increased to 19-20
Gather Information 1+
Mathematical Genius Computers & Cryptography 1+ +2 on Computers and Cryptography Checks. Threat is increased to 19-20
Mimic Disguise & Perform 1+ +2 on Disguise and Perform Checks. Threat is increased to 19-20
Ordinary Past Craft & Hobby & Profession 1+ +2 on Craft, Hobby and Profession Checks. Threat is increased to 19-20
Outdoorsman Handle Animal & Survival +2 on Handle Animal, Survival and Use Rope Checks. Threat is increased to 19-20
& Use Rope 1+
Persuasive Bluff & Diplomacy & Intimidate 1+ +2 on Bluff, Diplomacy and Intimidate Checks. Threat is increased to 19-20
Police Training Bureaucracy & Demolitions +2 on Bureaucracy, Demolitions and Surveillance Checks. Threat is increased to 19-20
& Surveillance 1+
Scholarly Concentration & Knowledge 1+ +2 on Concentration and Knowledge Checks. Threat is increased to 19-20
Speed Demon Boating & Driver & Pilot 1+ +2 on Boating, Driver, and Pilot Checks. Threat is increased to 19-20
Stealthy Hide & Move Silently 1+ +2 on Hide and Move Silently Checks. Threat is increased to 19-20
World Traveler Cultures & First Aid & Languages 1+ +2 on Cultures, First Aid and Languages Checks. Threat is increased to 19-20

ADVANCED SKILL FEAT TREE


[Any Basic Skill Feat]
Advanced Skill Mastery Agent level 6+ Bonus from basic skill feat is increased to +3, threat is increased to 18-20. GC must pay an extra action die
to cause a crit failure with one of those skills
Grand Skill Mastery Agent level 12+ Bonus from basic skill feat is increased to +4, threat is increased to 17-20. You no longer need to spend an
action die to confirm a crit. 1/session you may reroll a failed skill check (not if it's a crit failure)

Perfect Skill Mastery Agent level 18+ Bonus from basic skill feat is increased to +5, threat is increased to 16-20. GC must pay another action die to
cause a crit failure (+2 total). 3/session you may reroll a failed skill check (not if it's a crit failure)

False Start If you fail a check w/ a skill that takes more than 1 round you can start again sooner than normal based on
how long it would normally take
Applied Knowledge Level 6+, Basic skill feat All bonuses granted by basic skill feat can stack with other bonuses
Bandage* First Aid 4+ If you have a first aid kit and you roll to recover vitality with a refresh action, add 1/2 total first aid ranks
(round down) or 4 wounds. You may apply this bonus to an adjacent character until the end of the round as a
full round action
Cipher Mathmatical Genius, Language +6 Crypto time reduced by half, gain bonus to Crypto = 1/2 Lang, no penalties to break code in foregin lang.

Cryptology Basics Cryptography 5+ Crypto is a class skill. Encryption power rating is 2 lower than normal
Cryptology Mastery Cryptography 10+ Encryption power rating 3 lower. When using computer, its power it +1
Cryptology Supremacy Cryptography 15+ Encryption power rating 4 lower. May stack synergy bonuses to Cryptology
Living Cipher Int 17+, Grand Skill Mastery (Mathematical) May create or break ciphers without a computer.
Eye for Detail Flawless search ability, Search 6+ Search is a class skill. Add Wis modifier to all Search checks.
Forensic Genius Know(Forensics) 5+, Search 10+ Know(Forensics) is a class skill. Bonus to Search checks for evidence = 1/2 Know(Forensics)
Intuitive Proficiency Fake It ability When using Fake it in line of sight of person using skill, you may use the skill as if you actually have it

Keen Intuition Intuition ability After using Intution, may spend action die to gain another use of the ability
Photographic Memory Int 15+, Wis 15+ Concentration is a class skill. Time to memorize is reduced 1/2. 1/session may re-roll failed education

Quick Use Chosen Skill 1+ Choose 1 skill and reduce the time of a skill check to 1/2 the normal time (max 1 min. normally). 1/2 action
becomes a free action
Talented Agent level 1 only, Chosen skill 2+, Gain 1 rank in chosen skill, max ranks is increased by 1. It's always considered a class skill from now on
ability linked to chosen skill 13+
Track Make a Survival roll to follow tracks, Spot is used inside buildings
Training Gain 4 skill points
Unlocked Potential Choose 1 class skill, it's max ranks are increased by 3

STYLE FEAT TREE


Academic Contacts Int 13+, Scholary 1/session may reroll Knowlegde or education check. +4 to info favor checks
Blue Collar Contacts Craft 6+, Grease Monkey +4 to all clearance and transportation favor checks.
Card Shark Gain +3 for any competative casino game. Roll 2 dice when using an action die to win casino games

Charmer Gain +1 on charisma skills targeting neutral, friendly, or helpful NPCs. The threat range on dispositon checks
is increased to 18-20 against such NPCs
Clockwork Tactics Lead class ability At start of combat, may use your lead ability to increase teammate's intiative to yours.
Credible Cha 13+ Error range of Sense Motive against you are increased by Cha mod. '+1 to all disposition checks
Criminal Contacts Knowledge (Underworld) 6+, Master Fence +4 to all asset favor checks and street-level assistance checks involving the underworld
Filthy Rich Gain +$1000 to field expenses each mission. Gain $100/XP spent for emergency funds (Max of 1000 x level)

Five Star Service You have a $50,000(+5000xChr mod) credit limit with big hotels, casinos, airlines and other travel
accomodations.
Personal Staff
Flawless Identity You have 1 perfect cover identity per 5 levels (rounded up)
Fortunate Gain one bonus d4 action die per session
Government Contacts Profession 6+, Persuasive +4 to all asset favor checks and street-level assistance checks involving the government
Hard Core Gain +1 on charisma skills targeting unfriendly, hostile, or adversary NPCs. The threat range on dispositon
checks is increased to 18-20 against such NPCs
Hard Drinking* Con 13+, Base Fort +6 +4 competence bonus on Fort saves vs alcohol. +2 competence on Bluff and Perform to dupe others into
thinking your under the effects of alcohol. +1 bonus to resist a compound that weakens your resolve (truth
serum)
Hold Out Iron Will, Concentration +4 Time intervals for all interrogations against you are doubled. Base Will increases by +4
Instant Backup Level 12+, Cha 15+, Back Up ability Backup arrives within 10-60 minutes (2d6*5)
Local Contacts World Traveller, Knowledge 6+ 1/serial, make Knowledge(area) check. If sucessful, contact opens his house to you.
The Look Cha 13+ Gain a +1 to all Chr skill checks when dealing with the opposite sex
"Not the face!" Cha 15+ Gain damage reduction equal to Cha mod against unarmed and Cha ability damage
Mark Wis 13+ Size up skills as a free action (use up to Wis mod/session). GC ranks 3 skills of your choice of an NPC
Old Debts Backup ability
Rich Friends Level 9+ When using backup ability to borrow an object, the object may be worth 2x level with backup.
Old School* Level 6+ +2 competence bonus w/ any Chr based skill when interacting with others that have at least one of your base
classes. Your class level must be at least 1 higher than the person you're dealing with

Office Gossip Assistance class ability, Bureaucracy 15+ 1/session may make a favor check without spending an action die
Total Control Bureaucracy 21+ You may take 10 with favor checks
Personal Lieutenant Level 6+, Cha 13+ You gain the services of an NPC. Level =1/2 of yours and is considered an ally
Play the Odds You receive a +3 to your roll for any house game. Only play one round to get the feel of new games. Roll 2
dice when spending an action die to influence house games.
Police Contacts Search 6+, Police Training +4 to all asset favor checks and street-level assistance checks involving the law enforcement
Political Favors Agent level 3+ Gain a +1 bonus to all Chr skills targeting politicians and all attempts to gain government intervention.
1/session make a phone call and completely shrug off non-capital criminal charges against you or gain
access to a secure government facility.
Private Identity You have a hidden identity, including full set of papers, birth certificate, passports, and common licenses for
the country of your choice +$1,000.
Red Flag Assistance class ability, Bureaucracy 5+ 1/serial during the gearing up phase, you may spend an action die to increase the threat level by one

Rousing Speech Cha 15+, Bluff, Diplomacy, Innuendo 2+, Per 4 +2 bonus to Bluff, Diplomacy, Innuendo, and Perform when speaking to crowd. Also may change disposition.

Silver Tongue You receive a +2 to all seduction rolls. Threat range is increased by 2.
Little Black Book Cha 13+ +2 bonus to seduction attempts made in romantic situations
Stone Cold +1 to all Will saves during combat. Each time you bring an opponent to 0 wounds, +1 to all Intimidate

Bloodthirsty When you bring an opponent to 0 wounds you may threaten as a free action
Breaking Point Gather Information 4+ Reduce time for interrogation by 1/2. You may add 1/2 Will to an interrogation attempt
Glint of Madness When you succeed with a threaten, penalties are doubled
Undermine Cha 13+, Innuendo & Sense Motive 2+ After speaking to another character for 1 full rnd, make an Innuendo check opposed by sense motive. If you
succeed, the target suffers -1 to skills and -4 to initiative for a num of rnds equal to twice your Chr mod.

Chip Away Gather Information 4+ When performing an interrogation, subject's base Will is reduced by 4. If you double time error -1
Handler You may invest up to 2 action die each session to develop a mole
Humiliate Intimidate 6+ Undermine only requires half-action. When using Undermine target refuses to attack you
Warning Shot Dex 13+, Uncanny Dodge When make an awareness check during surprise, may make a Ref save. You and Dex+1 allies aren't flat-
footed
White Collar Contacts Bureaucracy 6+, Ordinary Past +4 to all asset favor checks and street-level assistance checks involving the civilian sources.
Qualify

Yes

Yes

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Yes

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Yes
Weapons and Armor
Armor 1
Weapon 1 1
Weapon 2 1
Weapon 3 1
Weapon 4 1
7

CHARACTER NAME HEIGHT TOTAL AGENT LEVEL 1ST CLASS LEVEL

CODE NAME WEIGHT DEPARTMENT 2ND CLASS LEVEL

PLAYER NAME EYES NATIONALITY 3RD CLASS LEVEL

AGE GENDER HAIR RACE 4TH CLASS LEVEL

ABILITIY ABILITY ABILITY TEMP TEMP TOTAL CURRENT DIE TYPE TOTAL BONUS DIE DIE TYPE SPENT
NAME SCORE MODIFIER SCORE MOD ###

STR VITALITY #VALUE! ACTION DICE


STRENGTH

DEX WOUNDS SUBDUAL


DAMAGE BASE SPEED ### = ### + +0
DEXTERITY ARMOR
PENALTY

CON DEFENSE = 10 + 0 / + + 0 +
CONSTITUTION TOTAL CLASS / ARMOR DEX SIZE MISC TOTAL WIS MOD LEVEL MISC

INT
CLASS ARMOR
INSPIRATION +0 = + +
INTELLIGENCE
DAMAGE REDUCTION 0 = 0 + 0
WIS TOTAL CLASS DEX MISC
EDUCATION +0 = + +
WISDOM TOTAL INT MOD LEVEL MISC
INITIATIVE +0 = 0 + + 0
CHR
CHARISMA

TOTAL BASE ABILITY FEAT MISC


BONUS SAVE MOD MOD MOD
SKILLS MAX
RANKS /
FORTITUDE +0 = 0 + + +
SAVES

CONSTITUTION CLASS KEY TOTAL ABILITY MISC ERROR THREAT


SKILL ABILITY BONUS RANKS MOD MOD RANGE RANGE

REFLEX +0 = 0 + + +
DEXTERITY APPRAISE INT +0 = + + 1-2 20
BALANCE DEX* +0 = + + 1-2 20
WILL +0 = 0 + + +
WISDOM BLUFF CHA +0 = + + 1-2 20

TOTAL BASE ABILITY FEAT MISC


BOATING DEX +0 = + + 1-2 20
BONUS ATTACK MOD MOD MOD
BUREAUCRACY CHA +0 = + + 1-2 20
UNARMED +0 = 0
ATTACKS

+ + + CLIMB STR* +0 = + + 1-2 20


COMPUTERS INT +0 = + + 1-2 20
MELEE +0 = 0 + + + CONCENTRATION WIS +0 = + + 1-2 20
CRAFT ( ) INT = + + 1-2 20
RANGED +0 = 0 + + + CRAFT ( ) INT = + + 1-2 20
CRYPTOGRAPHY INT = + + 1-2 20
WEAPON ATTK DAMAGE ERROR THREAT CULTURES WIS = + + 1-2 20
DEMOLITIONS INT = + + 1-2 20
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES DIPLOMACY CHA +0 = + + 1-2 20
DISGUISE CHA +0 = + + 1-2 20
AMMO TYPE PROPERTIES AMMO COUNT DRIVER DEX +0 = + + 1-2 20

: ELECTRONICS INT = + + 1-2 20


AMMO TYPE PROPERTIES AMMO COUNT ESCAPE ARTIST DEX* +0 = + + 1-2 20
FIRST AID WIS +0 = + + 1-2 20
0 -2 -4 -6 -8 -10 -12 -14 -16 -18 FORGERY INT +0 = + + 1-2 20
#VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE!
GATHER INFORMATION CHA +0 = + + 1-2 20
WEAPON ATTK DAMAGE ERROR THREAT HANDLE ANIMAL CHA = + + 1-2 20
HIDE DEX* +0 = + + 1-2 20
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES HOBBY ( ) WIS +0 = + + 1-2 20
INNUENDO WIS +0 = + + 1-2 20
AMMO TYPE PROPERTIES AMMO COUNT INTIMIDATE STR/CHA +0 = + + 1-2 20

: JUMP STR* +0 = + + 1-2 20


AMMO TYPE PROPERTIES AMMO COUNT KNOWLEDGE ( ) INT = + + 1-2 20
KNOWLEDGE ( ) INT = + + 1-2 20
0 -2 -4 -6 -8 -10 -12 -14 -16 -18 KNOWLEDGE ( ) INT = + + 1-2 20
#VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE!
LANGUAGES WIS +0 = + + 1-2 20
WEAPON ATTK DAMAGE ERROR THREAT LISTEN WIS +0 = + + 1-2 20
MECHANICS INT = + + 1-2 20
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES MOVE SILENTLY DEX* +0 = + + 1-2 20
OPEN LOCK DEX = + + 1-2 20
AMMO TYPE PROPERTIES AMMO COUNT PERFORM CHA +0 = + + 1-2 20

: PILOT DEX = + + 1-2 20


0 -2 -4 -6 -8 -10 -12 -14 -16 -18 PROFESSION ( ) WIS = + + 1-2 20
#VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE!
PROFESSION ( ) WIS = + + 1-2 20
WEAPON ATTK DAMAGE ERROR THREAT READ LIPS INT = + + 1-2 20
SEARCH INT +0 = + + 1-2 20
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES SENSE MOTIVE WIS +0 = + + 1-2 20
SLEIGHT OF HAND DEX* = + + 1-2 20
AMMO TYPE PROPERTIES AMMO COUNT SPORT ( ) STR/DEX* +0 = + + 1-2 20

: SPORT ( ) STR/DEX* +0 = + + 1-2 20


0 -2 -4 -6 -8 -10 -12 -14 -16 -18 SPOT WIS +0 = + + 1-2 20
#VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE! #VALUE!
SURVEILLANCE WIS = + + 1-2 20
SURVIVAL WIS = + + 1-2 20
ARMOR DEF DMG RESIST ARMOR CHK WEAKNESS
SWIM STR +0 = + + 1-2 20
TUMBLE DEX* = + + 1-2 20
TYPE MDB SPEED WEIGHT SPECIAL PROPERTIES
USE ROPE DEX* +0 = + + 1-2 20
0 = + +
= + +
ARMOR DEF DMG RESIST ARMOR CHK WEAKNESS
= + +
= + +
TYPE MDB SPEED WEIGHT SPECIAL PROPERTIES
Skills marked with can be used normally even if the character has zero (0) skill ranks.
Mark class skills with X * Indicates that armor check penalty, if any, applies
0 Points Used, Total:
CAMPAIGN EXPERIENCE POINTS
COMBAT ACTIONS
INIATIVE ACTIONS TYPE EFFECT
DELAY FREE YOU MAY VOLUNTARILY REDUCE YOUR INITIATIVE BY UP TO 10 + YOUR INITIATIVE BONUS, AT WHICH TIME
PERSONAL GEAR READY FULL
YOU MUST ACT OR LOOSE YOUR TURN.
CHOOSE AN ACTION AND A TRIGGER THAT WILL PROMPT IT; IF IT DOESN'T HAPPEN YOU LOOSE YOUR TURN.
ITEM WT ITEM WT REGROUP HALF +5 TO YOUR INITIATIVE TOTAL.

ATTACK ACTIONS TYPE EFFECT


STANDARD ATTACK HALF NONE; USES 1 SHOT.
AUTOFIRE FULL FIRE A NUMBER OF 3-SHOT VOLLEYS UP TO ONE-THIRD THE AMMO IN YOUR FIREARM AND MAK AN ATTACK
WITH A -1 PENALTY PER VOLLEY; IF YOU HIT, ONE VOLLEY HITS THE TARGET, FOR EVER 4 OVER THE TARGET'S
DEFENSE, ANOTHER VOLLEY HITS; USES 3 SHOTS PER VOLLEY.
BURST (NARROW) HALF -3 ATTACK; +2 DAMAGE; USES 3 SHOTS.
BURST (WIDE) HALF +1 ATTACK; USES 3 SHOTS.
COUP DE GRACE FULL HELPLESS TARGET MUST MAKE A FORTITUDE SAVE (DC 10 + DAMAGE DONE) OR DIE.
COVER FIRE FULL OFFER +4 DODGE BONUS TO DEFENSE OF A SINGLE ALLY AGAINST ENEMIES WITHIN YOUR LINE OF SIGHT FOR
ONE ROUND; USES 5 SHOTS.
DISARM HALF MAKE AN OPPOSED ATTACK ROLL; IF YOU WIN, YOUR TARGET IS DISARMED.
FEINT HALF MAKE A BLUFF CHECK OPPOSED BY YOUR TARGET'S SENSE MOTIVE; IF YOU SUCCEED, YOUR TARGE MAY NOT
ADD HIS DEXTERITY MIDIFIER TO DEFENSE WHEN YOU ATTACK HIM NEXT.
GRAPPLE HALF SPECIAL (SEE SPYCRAFT ESPIONAGE HANDBOOK, PAGE 172)
REFRESH FULL IF YOU ARE THE TARGET OF NO ATTACKS THIS ROUND, YOU MAY SPEND ONE ACTION DIE AT THE END OF THE
ROUND TO RECOVER THE RESULT IN VITALITY POINTS, OR 2 WOUNDS.
STRAFE ATTACK FULL TARGET A NUMBER OF ADJACENT SQUARES UP TO HALF THE AMMO IN YOUR FIREARM AND MAKE AN ATTACK
WITH A -2 PENALTY PER SQUARE BEYOND THE FIRST; ALL TARGETS HIT SUFFER THE SAME DAMAGE;
USES UP 2 SHOTS PER TARGETED SQUARE.
STRIKE OBJECT HALF SPECIAL (SEE SPYCRAFT ESPIONAGE HANDBOOK, PAGE 168)
SUPPRESSION FIRE FULL ONE TARGET WITHIN YOUR LINE OF SIGHT SUFFERS A -4 PENALTY TO ATTACK AND SKILL ROLLS FOR 1 ROUND
USES 5 SHOTS.
TAUNT HALF MAKE A BLUFF CHECK OPPOSED BY YOUR TARGET'S SENSE MOTIVE; IF YOU SUCCEED YOUR TARGET MUST
ATTACK YOU WITH HIS NEXT ACTION.
TRIP HALF MAKE A MELEE TOUCH ATTACK; IF YOU HIT, MAKE A STRENGTH CHECK OPPOSED BY STRENGTH OR DEXTERITY;
IF YOU SUCCEED, YOUR TARGET IS PRONE.

MOVEMENT ACTIONS TYPE EFFECT


STANDARD MOVE HALF MOVE YOUR SPEED IN FEET.
CHARGE FULL +2 ATTACK, -2 DEFENSE FOR 1 ROUND.
RUN FULL MOVE 4X YOU SPEED IN FEET.
TOTAL DEFENSE FULL +4 DODGE BONUS TO DEFENSE FOR 1 ROUND.
WITHDRAW FULL MOVE 2X YOUR SPEED IN FEET AWAY FROM COMBAT.

OTHER ACTIONS TYPE EFFECT


AIM A RANGED WEAPON HALF +1 BONUS TO NEXT ATTACK.
BRACE FIREARM HALF +2 BONUS TO NEXT ATTACK.

SPECIAL DEPARTMENT / CLASS ABILITIES


ABILITY EFFECT

ARMOR PROFICIENCY Light


WEAPON GROUP PROFICIENCY Handgun
DEPARTMENT ABILITY +1 to all action die rolls 4th/each 4
TOTAL WEIGHT CARRIED 0 DEPARTMENT ABILITY 2 cross-class become class
ENCUMBRANCE
LIGHT MEDIUM HEAVY OVER HEAD OFF GROUND PUSH/DRAG

GADGETS GADGET POINTS / /


GADGET NAME EFFECT/DESCRIPTION SPOT DC COST

BUDGET POINTS LANGUAGES


LANGUAGE NATIVE
PERSONAL BUDGET POINTS
B. PTS CHR B. PTS TOTAL English x
40 + ( 5 x )+ =
MISSION BUDGET
B. PTS CHR TOTAL
YELLOW

15 + + ( 2d4 x )=
B. PTS CHR TOTAL
FEATS
RED

25 + + ( 2d4 x )= FEATS EFFECT

B. PTS CHR TOTAL


BLACK

35 + + ( 2d4 x )=
FIELD EXPENSES REMAINING FIELD EXPENSES

VEHICLE SIZE GP HANDLING


BLOWN TIRES; -2 EA


SPEED IN FT. PER ROUND CRUISING SPEED (MPH) MAX SPEED (MPH)

DEFENSE HARDNESS TOTAL WOUNDS CURRENT DAMAGE STATE AND EFFECTS


CRIPPLED (1/2 WP) -5 HAND & CRASH (DC +5)
DISABLED (0 WP) CAN'T RUN & CRASH (DC +10)
DESTROYED (2x WP) DAMAGE AS FAILED CRASH
GADGETS WEAPONS
All sheets after this one are simply data for the character sheet

Books covered in this: Fixes


Spycraft 6/10/2003 Fixed bug with calculation of skill points
Modern Arms Guide 6/11/2003 Fixed the display if a prestige class qualifications are met
Soldier/Wheelman 8/13/2003 Added the posted MAG addendum weapons
Fixer/Pointman 8/19/2003 Fixed Feat prereq bug
Faceman/Snoop Guide 8/21/2003 Added instructions on inserting new prestige class
Shadow Force Archer (prestige) 8/21/2003 Added Feats, Prestige classes from F/S
9/1/2003 Fixed the Prestige class page so the right skills were checked
9/22/2003 Fixed the skill point calculation to take into account additions
to Int from levelling up
Added d20 license (just in case)
9/30/2003 Added the SFA prestige classes
10/13/2003 Fixed the Snoop's BAB and Init Bonus
10/17/2003 Fixed Soldier Init bonus and Department Int bonus not figuring
skill points
To add a new prestige class:

Note: In order for the ranges to work correctly, you


tions are met need to insert columns and rows before the last entry
and then copy that entry up one row/column.

1. Add class skills into the hidden columns on the


Skills sheet. They must be in the same order as the
class listing on the data sheet.
kills were checked
account additions 2. Insert cells in the data sheet section listing Number,
Class, HP, Skills. Move everything up and add the new
class to the bottom.

3. Insert in alphabetical order into the weapon and


armor proficiency table and add X's where
bonus not figuring appropriate. Note that by default, everyone has Light
armor and Handgun

4. Insert the class in alpha order in the level


progression section on the data sheet.

5. Insert in Alpha order the prestige class in the


Prestige sheet. Add If statments to determine if the
character is qualified.

6. Add the class to the level table at in the Class ability


sheet. You can just add the class to the bottom of the
list and then copy the previous formula down.

7. Add abilities to the bottom of the Class Ability sheet.

8. Modifiy the Ability macro to go down to the bottom


of the Class Ability sheet.
Base Attack
Level Ace Armorer BodyguardBounty Hunter Casanova Cat Burglar CleanerCounter-Terrorist Courier
1 1 0 0 0 0 0 0 1 0
2 2 1 1 1 1 1 1 2 1
3 3 2 2 2 1 1 2 3 1
4 4 3 3 3 2 2 3 4 2
5 5 3 3 3 2 2 3 5 2
6 6 4 4 4 3 3 4 6 3
7 7 5 5 5 3 3 5 7 3
8 8 6 6 6 4 4 6 8 4
9 9 6 6 6 4 4 6 9 4
10 10 7 7 7 5 5 7 10 5
11 0 0 0 0 0 0 0 0 0
12 0 0 0 0 0 0 0 0 0
13 0 0 0 0 0 0 0 0 0
14 0 0 0 0 0 0 0 0 0
15 0 0 0 0 0 0 0 0 0
16 0 0 0 0 0 0 0 0 0
17 0 0 0 0 0 0 0 0 0
18 0 0 0 0 0 0 0 0 0
19 0 0 0 0 0 0 0 0 0
20 0 0 0 0 0 0 0 0 0

Base Fort
Level Ace Armorer BodyguardBounty Hunter Casanova Cat Burglar CleanerCounter-Terrorist Courier
1 0 1 1 2 0 0 1 1 0
2 1 2 2 3 0 0 2 2 0
3 1 2 2 3 1 1 2 2 1
4 1 2 2 4 1 1 3 2 1
5 2 3 3 4 1 1 3 3 1
6 2 3 3 5 2 2 3 3 2
7 3 4 4 5 2 2 4 4 2
8 3 4 4 6 2 2 4 4 2
9 3 4 4 6 3 3 4 4 3
10 4 5 5 7 3 3 5 5 3
11 0 0 0 0 0 0 0 0 0
12 0 0 0 0 0 0 0 0 0
13 0 0 0 0 0 0 0 0 0
14 0 0 0 0 0 0 0 0 0
15 0 0 0 0 0 0 0 0 0
16 0 0 0 0 0 0 0 0 0
17 0 0 0 0 0 0 0 0 0
18 0 0 0 0 0 0 0 0 0
19 0 0 0 0 0 0 0 0 0
20 0 0 0 0 0 0 0 0 0

Base Reflex
Level Ace Armorer BodyguardBounty Hunter Casanova Cat Burglar CleanerCounter-Terrorist Courier
1 2 0 2 1 2 2 0 1 2
2 3 0 3 2 3 3 0 2 3
3 3 1 3 2 3 3 1 2 3
4 4 1 4 2 4 4 1 2 4
5 4 1 4 3 4 4 1 3 4
6 5 2 5 3 5 5 2 3 5
7 5 2 5 4 5 5 2 4 5
8 6 2 6 4 6 6 2 4 6
9 6 3 6 4 6 6 3 4 6
10 7 3 7 5 7 7 3 5 7
11 0 0 0 0 0 0 0 0 0
12 0 0 0 0 0 0 0 0 0
13 0 0 0 0 0 0 0 0 0
14 0 0 0 0 0 0 0 0 0
15 0 0 0 0 0 0 0 0 0
16 0 0 0 0 0 0 0 0 0
17 0 0 0 0 0 0 0 0 0
18 0 0 0 0 0 0 0 0 0
19 0 0 0 0 0 0 0 0 0
20 0 0 0 0 0 0 0 0 0

Base Will
Level Ace Armorer BodyguardBounty Hunter Casanova Cat Burglar CleanerCounter-Terrorist Courier
1 1 0 1 2 2 0 1 0 0
2 2 0 2 3 3 0 2 0 0
3 2 1 2 3 3 1 2 1 1
4 2 1 2 4 4 1 3 1 1
5 3 1 3 4 4 1 3 1 1
6 3 2 3 5 5 2 3 2 2
7 4 2 4 5 5 2 4 2 2
8 4 2 4 6 6 2 4 2 2
9 4 3 4 6 6 3 4 3 3
10 5 3 5 7 7 3 5 3 3
11 0 0 0 0 0 0 0 0 0
12 0 0 0 0 0 0 0 0 0
13 0 0 0 0 0 0 0 0 0
14 0 0 0 0 0 0 0 0 0
15 0 0 0 0 0 0 0 0 0
16 0 0 0 0 0 0 0 0 0
17 0 0 0 0 0 0 0 0 0
18 0 0 0 0 0 0 0 0 0
19 0 0 0 0 0 0 0 0 0
20 0 0 0 0 0 0 0 0 0

Base Defense
Level Ace Armorer BodyguardBounty Hunter Casanova Cat Burglar CleanerCounter-Terrorist Courier
1 0 1 0 1 1 1 1 0 1
2 1 1 1 1 2 2 1 1 2
3 1 2 1 2 3 3 2 1 3
4 2 2 2 2 3 3 2 2 3
5 2 3 2 3 4 4 3 2 4
6 2 4 2 4 5 5 4 2 5
7 3 4 3 4 6 6 4 3 6
8 3 5 3 5 6 6 5 3 6
9 4 5 4 5 7 7 5 4 7
10 4 6 4 6 8 8 6 4 8
11 0 0 0 0 0 0 0 0 0
12 0 0 0 0 0 0 0 0 0
13 0 0 0 0 0 0 0 0 0
14 0 0 0 0 0 0 0 0 0
15 0 0 0 0 0 0 0 0 0
16 0 0 0 0 0 0 0 0 0
17 0 0 0 0 0 0 0 0 0
18 0 0 0 0 0 0 0 0 0
19 0 0 0 0 0 0 0 0 0
20 0 0 0 0 0 0 0 0 0
Base Initiative
Level Ace Armorer BodyguardBounty Hunter Casanova Cat Burglar CleanerCounter-Terrorist Courier
1 1 1 1 1 1 1 1 1 1
2 1 1 2 1 1 1 2 2 2
3 2 2 3 2 2 2 3 3 3
4 2 2 3 2 2 2 3 3 3
5 3 3 4 3 3 3 4 4 4
6 4 4 5 4 4 4 5 5 5
7 4 4 6 4 4 4 6 6 6
8 5 5 6 5 5 5 6 6 6
9 5 5 7 5 5 5 7 7 7
10 6 6 8 6 6 6 8 8 8
11 0 0 0 0 0 0 0 0 0
12 0 0 0 0 0 0 0 0 0
13 0 0 0 0 0 0 0 0 0
14 0 0 0 0 0 0 0 0 0
15 0 0 0 0 0 0 0 0 0
16 0 0 0 0 0 0 0 0 0
17 0 0 0 0 0 0 0 0 0
18 0 0 0 0 0 0 0 0 0
19 0 0 0 0 0 0 0 0 0
20 0 0 0 0 0 0 0 0 0

Budget Points
Level Ace Armorer BodyguardBounty Hunter Casanova Cat Burglar CleanerCounter-Terrorist Courier
1 1 3 1 1 2 3 2 3 1
2 2 6 2 2 4 6 4 6 2
3 3 9 3 3 6 9 6 9 3
4 4 12 4 4 8 12 8 12 4
5 5 15 5 5 10 15 10 15 5
6 6 18 6 6 12 18 12 18 6
7 7 21 7 7 14 21 14 21 7
8 8 24 8 8 16 24 16 24 8
9 9 27 9 9 18 27 18 27 9
10 10 30 10 10 20 30 20 30 10
11 0 0 0 0 0 0 0 0 0
12 0 0 0 0 0 0 0 0 0
13 0 0 0 0 0 0 0 0 0
14 0 0 0 0 0 0 0 0 0
15 0 0 0 0 0 0 0 0 0
16 0 0 0 0 0 0 0 0 0
17 0 0 0 0 0 0 0 0 0
18 0 0 0 0 0 0 0 0 0
19 0 0 0 0 0 0 0 0 0
20 0 0 0 0 0 0 0 0 0

Gadget Points
Level Ace Armorer BodyguardBounty Hunter Casanova Cat Burglar CleanerCounter-Terrorist Courier
1 1 1 0 0 0 0 0 0 1
2 2 2 1 1 1 1 1 1 2
3 3 3 2 1 1 2 2 1 3
4 4 4 3 2 2 3 3 2 4
5 5 5 3 2 2 3 3 2 5
6 6 6 4 3 3 4 4 3 6
7 7 7 5 3 3 5 5 3 7
8 8 8 6 4 4 6 6 4 8
9 9 9 6 4 4 6 6 4 9
10 10 10 7 5 5 7 7 5 10
11 0 0 0 0 0 0 0 0 0
12 0 0 0 0 0 0 0 0 0
13 0 0 0 0 0 0 0 0 0
14 0 0 0 0 0 0 0 0 0
15 0 0 0 0 0 0 0 0 0
16 0 0 0 0 0 0 0 0 0
17 0 0 0 0 0 0 0 0 0
18 0 0 0 0 0 0 0 0 0
19 0 0 0 0 0 0 0 0 0
20 0 0 0 0 0 0 0 0 0

Num CLASS HD Skill Points


1 Faceman 10 6
2 Fixer 8 8
3 Pointman 10 6
4 Snoop 8 8
5 Soldier 12 4
6 Wheelman 12 6 SUM
7 Triggerman 12 4
8 Ace 12 4
9 Armorer 8 8
10 Bodyguard 10 4
11 Grunt 12 4
12 Hunter 12 4
13 Mariner 12 4
14 Medic 10 6
15 Slammer 10 6
16 Stingray 10 6
17 Street Fighte 12 4
18 Street Knight 12 6
19 Tactician 10 6
20 Cleaner 10 6
21 Courier 10 6
22 Forward 10 6
23 Goodfella 10 6
24 Grifter 8 8
25 Inventor 8 8
26 Ninja 8 8
27 Officer 10 6
28 Provocateur 10 6
29 Ranger 12 4
30 Saboteur 10 6
31 Smuggler 8 8
32 Bounty Hunte 10 4
33 Casanova 8 8
34 Detective 10 6
35 Doppelgange 8 8
36 Examiner 8 8
37 Journalist 10 6
38 Negotiator 10 6
39 Networker 8 8
40 Oracle 8 8
41 Politico 10 6
42 Profiler 10 6
43 Sentry 8 8
44 Cat Burglar 8 8
45 Counter-Terro 10 6
46 Hacker 8 8
47 Sniper 10 6
Detective
Doppelganger
Examiner
FacemanFixerForward
Goodfella
Grifter GruntHacker Hunter Inventor Journalist Mariner Medic
Negotiator
1 0 0 0 0 1 0 0 1 0 1 0 0 0 0 0
2 1 1 1 1 2 1 1 2 1 2 1 1 1 1 1
3 2 2 2 2 3 2 1 3 1 3 2 2 2 1 1
4 3 3 3 3 4 3 2 4 2 4 3 3 3 2 2
5 3 3 3 3 5 3 2 5 2 5 3 3 3 2 2
6 4 4 4 4 6 4 3 6 3 6 4 4 4 3 3
7 5 5 5 5 7 5 3 7 3 7 5 5 5 3 3
8 6 6 6 6 8 6 4 8 4 8 6 6 6 4 4
9 6 6 6 6 9 6 4 9 4 9 6 6 6 4 4
10 7 7 7 7 10 7 5 10 5 10 7 7 7 5 5
0 0 0 8 8 0 0 0 0 0 0 0 0 0 0 0
0 0 0 9 9 0 0 0 0 0 0 0 0 0 0 0
0 0 0 9 9 0 0 0 0 0 0 0 0 0 0 0
0 0 0 10 10 0 0 0 0 0 0 0 0 0 0 0
0 0 0 11 11 0 0 0 0 0 0 0 0 0 0 0
0 0 0 12 12 0 0 0 0 0 0 0 0 0 0 0
0 0 0 12 12 0 0 0 0 0 0 0 0 0 0 0
0 0 0 13 13 0 0 0 0 0 0 0 0 0 0 0
0 0 0 14 14 0 0 0 0 0 0 0 0 0 0 0
0 0 0 15 15 0 0 0 0 0 0 0 0 0 0 0

Detective
Doppelganger
Examiner
FacemanFixerForward
Goodfella
Grifter GruntHacker Hunter Inventor Journalist Mariner Medic
Negotiator
1 0 1 1 1 1 1 1 1 0 2 0 0 1 1 0
2 0 2 2 2 2 2 2 2 0 3 0 0 2 2 0
2 1 2 2 2 2 2 2 2 1 3 1 1 2 2 1
2 1 2 2 2 2 2 2 2 1 4 1 1 2 2 1
3 1 3 3 3 3 3 3 3 1 4 1 1 3 3 1
3 2 3 3 3 3 3 3 3 2 5 2 2 3 3 2
4 2 4 4 4 4 4 4 4 2 5 2 2 4 4 2
4 2 4 4 4 4 4 4 4 2 6 2 2 4 4 2
4 3 4 4 4 4 4 4 4 3 6 3 3 4 4 3
5 3 5 5 5 5 5 5 5 3 7 3 3 5 5 3
0 0 0 5 5 0 0 0 0 0 0 0 0 0 0 0
0 0 0 6 6 0 0 0 0 0 0 0 0 0 0 0
0 0 0 6 6 0 0 0 0 0 0 0 0 0 0 0
0 0 0 6 6 0 0 0 0 0 0 0 0 0 0 0
0 0 0 7 7 0 0 0 0 0 0 0 0 0 0 0
0 0 0 7 7 0 0 0 0 0 0 0 0 0 0 0
0 0 0 8 8 0 0 0 0 0 0 0 0 0 0 0
0 0 0 8 8 0 0 0 0 0 0 0 0 0 0 0
0 0 0 8 8 0 0 0 0 0 0 0 0 0 0 0
0 0 0 9 9 0 0 0 0 0 0 0 0 0 0 0

Detective
Doppelganger
Examiner
FacemanFixerForward
Goodfella
Grifter GruntHacker Hunter Inventor Journalist Mariner Medic
Negotiator
2 1 0 0 2 1 0 2 0 1 1 1 2 1 2 2
3 2 0 0 3 2 0 3 0 2 2 2 3 2 3 3
3 2 1 1 3 2 1 3 1 2 2 2 3 2 3 3
4 2 1 1 4 2 1 4 1 2 2 2 4 2 4 4
4 3 1 1 4 3 1 4 1 3 3 3 4 3 4 4
5 3 2 2 5 3 2 5 2 3 3 3 5 3 5 5
5 4 2 2 5 4 2 5 2 4 4 4 5 4 5 5
6 4 2 2 6 4 2 6 2 4 4 4 6 4 6 6
6 4 3 3 6 4 3 6 3 4 4 4 6 4 6 6
7 5 3 3 7 5 3 7 3 5 5 5 7 5 7 7
0 0 0 3 7 0 0 0 0 0 0 0 0 0 0 0
0 0 0 4 8 0 0 0 0 0 0 0 0 0 0 0
0 0 0 4 8 0 0 0 0 0 0 0 0 0 0 0
0 0 0 4 9 0 0 0 0 0 0 0 0 0 0 0
0 0 0 5 9 0 0 0 0 0 0 0 0 0 0 0
0 0 0 5 10 0 0 0 0 0 0 0 0 0 0 0
0 0 0 5 10 0 0 0 0 0 0 0 0 0 0 0
0 0 0 6 11 0 0 0 0 0 0 0 0 0 0 0
0 0 0 6 11 0 0 0 0 0 0 0 0 0 0 0
0 0 0 6 12 0 0 0 0 0 0 0 0 0 0 0

Detective
Doppelganger
Examiner
FacemanFixerForward
Goodfella
Grifter GruntHacker Hunter Inventor Journalist Mariner Medic
Negotiator
0 2 2 1 0 0 2 0 2 1 0 0 1 0 2 1
0 3 3 2 0 0 3 0 3 2 0 0 2 0 3 2
1 3 3 2 1 1 3 1 3 2 1 1 2 1 3 2
1 4 4 2 1 1 4 1 4 2 1 1 2 1 4 2
1 4 4 3 1 1 4 1 4 3 1 1 3 1 4 3
2 5 5 3 2 2 5 2 5 3 2 2 3 2 5 3
2 5 5 4 2 2 5 2 5 4 2 2 4 2 5 4
2 6 6 4 2 2 6 2 6 4 2 2 4 2 6 4
3 6 6 4 3 3 6 3 6 4 3 3 4 3 6 4
3 7 7 5 3 3 7 3 7 5 3 3 5 3 7 5
0 0 0 5 3 0 0 0 0 0 0 0 0 0 0 0
0 0 0 6 4 0 0 0 0 0 0 0 0 0 0 0
0 0 0 6 4 0 0 0 0 0 0 0 0 0 0 0
0 0 0 6 4 0 0 0 0 0 0 0 0 0 0 0
0 0 0 7 5 0 0 0 0 0 0 0 0 0 0 0
0 0 0 7 5 0 0 0 0 0 0 0 0 0 0 0
0 0 0 8 5 0 0 0 0 0 0 0 0 0 0 0
0 0 0 8 6 0 0 0 0 0 0 0 0 0 0 0
0 0 0 8 6 0 0 0 0 0 0 0 0 0 0 0
0 0 0 9 6 0 0 0 0 0 0 0 0 0 0 0

Detective
Doppelganger
Examiner
FacemanFixerForward
Goodfella
Grifter GruntHacker Hunter Inventor Journalist Mariner Medic
Negotiator
1 1 1 1 1 0 1 1 0 1 1 1 1 0 0 1
1 1 1 1 2 1 1 1 1 1 1 2 1 1 1 1
2 2 2 2 3 1 2 2 1 2 2 3 2 1 1 2
2 2 2 2 3 2 2 2 2 2 2 3 2 2 2 2
3 3 3 3 4 2 3 3 2 3 3 4 3 2 2 3
4 4 4 4 5 2 4 4 2 4 4 5 4 2 2 4
4 4 4 4 6 3 4 4 3 4 4 6 4 3 3 4
5 5 5 5 6 3 5 5 3 5 5 6 5 3 3 5
5 5 5 5 7 4 5 5 4 5 5 7 5 4 4 5
6 6 6 6 8 4 6 6 4 6 6 8 6 4 4 6
0 0 0 7 9 0 0 0 0 0 0 0 0 0 0 0
0 0 0 7 10 0 0 0 0 0 0 0 0 0 0 0
0 0 0 8 10 0 0 0 0 0 0 0 0 0 0 0
0 0 0 8 11 0 0 0 0 0 0 0 0 0 0 0
0 0 0 9 12 0 0 0 0 0 0 0 0 0 0 0
0 0 0 10 13 0 0 0 0 0 0 0 0 0 0 0
0 0 0 10 14 0 0 0 0 0 0 0 0 0 0 0
0 0 0 11 14 0 0 0 0 0 0 0 0 0 0 0
0 0 0 11 15 0 0 0 0 0 0 0 0 0 0 0
0 0 0 12 16 0 0 0 0 0 0 0 0 0 0 0
Detective
Doppelganger
Examiner
FacemanFixerForward
Goodfella
Grifter GruntHacker Hunter Inventor Journalist Mariner Medic
Negotiator
1 1 0 1 0 1 1 1 1 1 1 0 0 1 0 1
2 2 1 2 1 2 1 2 1 1 1 0 1 2 1 2
3 3 1 3 1 3 2 3 2 2 2 1 1 3 1 3
3 3 2 3 2 3 2 3 2 2 2 1 2 3 2 3
4 4 2 4 2 4 3 4 3 3 3 2 2 4 2 4
5 5 2 5 2 5 4 5 4 4 4 2 2 5 2 5
6 6 3 6 3 6 4 6 4 4 4 2 3 6 3 6
6 6 3 6 3 6 5 6 5 5 5 3 3 6 3 6
7 7 4 7 4 7 5 7 5 5 5 3 4 7 4 7
8 8 4 8 4 8 6 8 6 6 6 4 4 8 4 8
0 0 0 9 4 0 0 0 0 0 0 0 0 0 0 0
0 0 0 10 5 0 0 0 0 0 0 0 0 0 0 0
0 0 0 10 5 0 0 0 0 0 0 0 0 0 0 0
0 0 0 11 6 0 0 0 0 0 0 0 0 0 0 0
0 0 0 12 6 0 0 0 0 0 0 0 0 0 0 0
0 0 0 13 6 0 0 0 0 0 0 0 0 0 0 0
0 0 0 14 7 0 0 0 0 0 0 0 0 0 0 0
0 0 0 14 7 0 0 0 0 0 0 0 0 0 0 0
0 0 0 15 8 0 0 0 0 0 0 0 0 0 0 0
0 0 0 16 8 0 0 0 0 0 0 0 0 0 0 0

Detective
Doppelganger
Examiner
FacemanFixerForward
Goodfella
Grifter GruntHacker Hunter Inventor Journalist Mariner Medic
Negotiator
1 1 2 3 1 1 3 2 3 3 2 3 2 2 2 1
2 2 4 6 2 2 6 4 6 6 4 6 4 4 4 2
3 3 6 9 3 3 9 6 9 9 6 9 6 6 6 3
4 4 8 12 4 4 12 8 12 12 8 12 8 8 8 4
5 5 10 15 5 5 15 10 15 15 10 15 10 10 10 5
6 6 12 18 6 6 18 12 18 18 12 18 12 12 12 6
7 7 14 21 7 7 21 14 21 21 14 21 14 14 14 7
8 8 16 24 8 8 24 16 24 24 16 24 16 16 16 8
9 9 18 27 9 9 27 18 27 27 18 27 18 18 18 9
10 10 20 30 10 10 30 20 30 30 20 30 20 20 20 10
0 0 0 33 11 0 0 0 0 0 0 0 0 0 0 0
0 0 0 36 12 0 0 0 0 0 0 0 0 0 0 0
0 0 0 39 13 0 0 0 0 0 0 0 0 0 0 0
0 0 0 42 14 0 0 0 0 0 0 0 0 0 0 0
0 0 0 45 15 0 0 0 0 0 0 0 0 0 0 0
0 0 0 48 16 0 0 0 0 0 0 0 0 0 0 0
0 0 0 51 17 0 0 0 0 0 0 0 0 0 0 0
0 0 0 54 18 0 0 0 0 0 0 0 0 0 0 0
0 0 0 57 19 0 0 0 0 0 0 0 0 0 0 0
0 0 0 60 20 0 0 0 0 0 0 0 0 0 0 0

Detective
Doppelganger
Examiner
FacemanFixerForward
Goodfella
Grifter GruntHacker Hunter Inventor Journalist Mariner Medic
Negotiator
0 0 1 0 1 1 0 0 0 1 0 1 0 1 1 1
1 1 2 1 2 2 1 1 1 2 1 2 1 2 2 2
1 2 3 1 3 3 1 2 1 3 1 3 2 3 3 3
2 3 4 2 4 4 2 3 2 4 2 4 3 4 4 4
2 3 5 2 5 5 2 3 2 5 2 5 3 5 5 5
3 4 6 3 6 6 3 4 3 6 3 6 4 6 6 6
3 5 7 3 7 7 3 5 3 7 3 7 5 7 7 7
4 6 8 4 8 8 4 6 4 8 4 8 6 8 8 8
4 6 9 4 9 9 4 6 4 9 4 9 6 9 9 9
5 7 10 5 10 10 5 7 5 10 5 10 7 10 10 10
0 0 0 5 11 0 0 0 0 0 0 0 0 0 0 0
0 0 0 6 12 0 0 0 0 0 0 0 0 0 0 0
0 0 0 6 13 0 0 0 0 0 0 0 0 0 0 0
0 0 0 7 14 0 0 0 0 0 0 0 0 0 0 0
0 0 0 7 15 0 0 0 0 0 0 0 0 0 0 0
0 0 0 8 16 0 0 0 0 0 0 0 0 0 0 0
0 0 0 8 17 0 0 0 0 0 0 0 0 0 0 0
0 0 0 9 18 0 0 0 0 0 0 0 0 0 0 0
0 0 0 9 19 0 0 0 0 0 0 0 0 0 0 0
0 0 0 10 20 0 0 0 0 0 0 0 0 0 0 0

Light
Level BAB Fort Ref Will Def Init BP GP Dept Ability Class Med Hvy
0 0 +1 to all action die rolls 4th/each 4 Ace X
0 0 2 cross-class become class Armorer X X
0 0 Bodyguard X X
0 0 Armor/Weap Bounty Hunte X
0 0 0 0 0 0 0 0 0 Light Casanova
Handgun Cat Burglar
Cleaner X
Counter-TerrorX X
Courier
Detective X
Doppelganger
Examiner
Faceman X
Fixer
Forward X
Goodfella X
Grifter
Grunt X X
Hacker
Hunter X
Inventor
Journalist X
Mariner X
Medic X
Negotiator X
Networker
Ninja
Officer
Oracle
Pointman X
Politico X
Profiler
Provocateur X
Ranger X
Saboteur
Sentry
Slammer X
Smuggler
Sniper
Snoop
Soldier X X
Stingray X
Street Fighter
Street Knight X
Tactician X X
Triggerman
Wheelman X

Current
### ###

0 0
Networker
Ninja
Officer
Oracle
Pointman Politico Profiler Provocateur Ranger Saboteur Sentry Slammer Smuggler
0 0 0 0 0 0 0 0 1 0 0 1 0
1 1 1 1 1 1 1 1 2 1 1 2 1
2 1 2 1 2 1 2 2 3 2 2 3 2
3 2 3 2 3 2 3 3 4 3 3 4 3
3 2 3 2 3 2 3 3 5 3 3 5 3
4 3 4 3 4 3 4 4 6 4 4 6 4
5 3 5 3 5 3 5 5 7 5 5 7 5
6 4 6 4 6 4 6 6 8 6 6 8 6
6 4 6 4 6 4 6 6 9 6 6 9 6
7 5 7 5 7 5 7 7 10 7 7 10 7
0 0 0 0 8 0 0 0 0 0 0 0 0
0 0 0 0 9 0 0 0 0 0 0 0 0
0 0 0 0 9 0 0 0 0 0 0 0 0
0 0 0 0 10 0 0 0 0 0 0 0 0
0 0 0 0 11 0 0 0 0 0 0 0 0
0 0 0 0 12 0 0 0 0 0 0 0 0
0 0 0 0 12 0 0 0 0 0 0 0 0
0 0 0 0 13 0 0 0 0 0 0 0 0
0 0 0 0 14 0 0 0 0 0 0 0 0
0 0 0 0 15 0 0 0 0 0 0 0 0

Networker
Ninja
Officer
Oracle
Pointman Politico Profiler Provocateur Ranger Saboteur Sentry Slammer Smuggler
0 0 1 0 1 0 1 0 2 0 0 0 0
0 0 2 0 2 0 2 0 3 0 0 0 0
1 1 2 1 2 1 2 1 3 1 1 1 1
1 1 2 1 2 1 2 1 4 1 1 1 1
1 1 3 1 3 1 3 1 4 1 1 1 1
2 2 3 2 3 2 3 2 5 2 2 2 2
2 2 4 2 4 2 4 2 5 2 2 2 2
2 2 4 2 4 2 4 2 6 2 2 2 2
3 3 4 3 4 3 4 3 6 3 3 3 3
3 3 5 3 5 3 5 3 7 3 3 3 3
0 0 0 0 5 0 0 0 0 0 0 0 0
0 0 0 0 6 0 0 0 0 0 0 0 0
0 0 0 0 6 0 0 0 0 0 0 0 0
0 0 0 0 6 0 0 0 0 0 0 0 0
0 0 0 0 7 0 0 0 0 0 0 0 0
0 0 0 0 7 0 0 0 0 0 0 0 0
0 0 0 0 8 0 0 0 0 0 0 0 0
0 0 0 0 8 0 0 0 0 0 0 0 0
0 0 0 0 8 0 0 0 0 0 0 0 0
0 0 0 0 9 0 0 0 0 0 0 0 0

Networker
Ninja
Officer
Oracle
Pointman Politico Profiler Provocateur Ranger Saboteur Sentry Slammer Smuggler
1 2 1 1 1 0 0 0 0 1 0 1 1
2 3 2 2 2 0 0 0 1 2 0 2 2
2 3 2 2 2 1 1 1 1 2 1 2 2
2 4 2 2 2 1 1 1 1 2 1 2 2
3 4 3 3 3 1 1 1 2 3 1 3 3
3 5 3 3 3 2 2 2 2 3 2 3 3
4 5 4 4 4 2 2 2 3 4 2 4 4
4 6 4 4 4 2 2 2 3 4 2 4 4
4 6 4 4 4 3 3 3 3 4 3 4 4
5 7 5 5 5 3 3 3 4 5 3 5 5
0 0 0 0 5 0 0 0 0 0 0 0 0
0 0 0 0 6 0 0 0 0 0 0 0 0
0 0 0 0 6 0 0 0 0 0 0 0 0
0 0 0 0 6 0 0 0 0 0 0 0 0
0 0 0 0 7 0 0 0 0 0 0 0 0
0 0 0 0 7 0 0 0 0 0 0 0 0
0 0 0 0 8 0 0 0 0 0 0 0 0
0 0 0 0 8 0 0 0 0 0 0 0 0
0 0 0 0 8 0 0 0 0 0 0 0 0
0 0 0 0 9 0 0 0 0 0 0 0 0

Networker
Ninja
Officer
Oracle
Pointman Politico Profiler Provocateur Ranger Saboteur Sentry Slammer Smuggler
1 1 2 2 2 2 2 2 2 0 1 1 1
2 2 3 3 3 3 3 3 3 0 2 2 2
2 2 3 3 3 3 3 3 3 1 2 2 2
2 2 4 4 4 4 4 4 4 1 2 2 3
3 3 4 4 4 4 4 4 4 1 3 3 3
3 3 5 5 5 5 5 5 5 2 3 3 3
4 4 5 5 5 5 5 5 5 2 4 4 4
4 4 6 6 6 6 6 6 6 2 4 4 4
4 4 6 6 6 6 6 6 6 3 4 4 4
5 5 7 7 7 7 7 7 7 3 5 5 5
0 0 0 0 7 0 0 0 0 0 0 0 0
0 0 0 0 8 0 0 0 0 0 0 0 0
0 0 0 0 8 0 0 0 0 0 0 0 0
0 0 0 0 9 0 0 0 0 0 0 0 0
0 0 0 0 9 0 0 0 0 0 0 0 0
0 0 0 0 10 0 0 0 0 0 0 0 0
0 0 0 0 10 0 0 0 0 0 0 0 0
0 0 0 0 11 0 0 0 0 0 0 0 0
0 0 0 0 11 0 0 0 0 0 0 0 0
0 0 0 0 12 0 0 0 0 0 0 0 0

Networker
Ninja
Officer
Oracle
Pointman
Politico Profiler Provocateur Ranger Saboteur Sentry Slammer Smuggler
1 1 0 1 0 1 1 1 1 1 1 0 0
1 2 1 1 1 2 1 1 1 2 1 1 1
2 3 1 2 1 3 2 2 2 3 2 1 1
2 3 2 2 2 3 2 2 2 3 2 2 2
3 4 2 3 2 4 3 3 3 4 3 2 2
4 5 2 4 2 5 4 4 4 5 4 2 2
4 6 3 4 3 6 4 4 4 6 4 3 3
5 6 3 5 3 6 5 5 5 6 5 3 3
5 7 4 5 4 7 5 5 5 7 5 4 4
6 8 4 6 4 8 6 6 6 8 6 4 4
0 0 0 0 4 0 0 0 0 0 0 0 0
0 0 0 0 5 0 0 0 0 0 0 0 0
0 0 0 0 5 0 0 0 0 0 0 0 0
0 0 0 0 6 0 0 0 0 0 0 0 0
0 0 0 0 6 0 0 0 0 0 0 0 0
0 0 0 0 6 0 0 0 0 0 0 0 0
0 0 0 0 7 0 0 0 0 0 0 0 0
0 0 0 0 7 0 0 0 0 0 0 0 0
0 0 0 0 8 0 0 0 0 0 0 0 0
0 0 0 0 8 0 0 0 0 0 0 0 0
Networker
Ninja
Officer
Oracle
Pointman Politico Profiler Provocateur Ranger Saboteur Sentry Slammer Smuggler
1 1 1 0 0 0 1 1 1 1 1 1 1
2 2 2 1 1 1 2 2 1 1 2 1 2
3 3 3 1 1 1 3 3 2 2 3 2 3
3 3 3 2 2 2 3 3 2 2 3 2 3
4 4 4 2 2 2 4 4 3 3 4 3 4
5 5 5 2 2 2 5 5 4 4 5 4 5
6 6 6 3 3 3 6 6 4 4 6 4 6
6 6 6 3 3 3 6 6 5 5 6 5 6
7 7 7 4 4 4 7 7 5 5 7 5 7
8 8 8 4 4 4 8 8 6 6 8 6 8
0 0 0 0 4 0 0 0 0 0 0 0 0
0 0 0 0 5 0 0 0 0 0 0 0 0
0 0 0 0 5 0 0 0 0 0 0 0 0
0 0 0 0 6 0 0 0 0 0 0 0 0
0 0 0 0 6 0 0 0 0 0 0 0 0
0 0 0 0 6 0 0 0 0 0 0 0 0
0 0 0 0 7 0 0 0 0 0 0 0 0
0 0 0 0 7 0 0 0 0 0 0 0 0
0 0 0 0 8 0 0 0 0 0 0 0 0
0 0 0 0 8 0 0 0 0 0 0 0 0

Networker
Ninja
Officer
Oracle
Pointman Politico Profiler Provocateur Ranger Saboteur Sentry Slammer Smuggler
2 1 2 3 3 3 2 2 1 3 2 2 3
4 2 4 6 6 6 4 4 2 6 4 4 6
6 3 6 9 9 9 6 6 3 9 6 6 9
8 4 8 12 12 12 8 8 4 12 8 8 12
10 5 10 15 15 15 10 10 5 15 10 10 15
12 6 12 18 18 18 12 12 6 18 12 12 18
14 7 14 21 21 21 14 14 7 21 14 14 21
16 8 16 24 24 24 16 16 8 24 16 16 24
18 9 18 27 27 27 18 18 9 27 18 18 27
20 10 20 30 30 30 20 20 10 30 20 20 30
0 0 0 0 33 0 0 0 0 0 0 0 0
0 0 0 0 36 0 0 0 0 0 0 0 0
0 0 0 0 39 0 0 0 0 0 0 0 0
0 0 0 0 42 0 0 0 0 0 0 0 0
0 0 0 0 45 0 0 0 0 0 0 0 0
0 0 0 0 48 0 0 0 0 0 0 0 0
0 0 0 0 51 0 0 0 0 0 0 0 0
0 0 0 0 54 0 0 0 0 0 0 0 0
0 0 0 0 57 0 0 0 0 0 0 0 0
0 0 0 0 60 0 0 0 0 0 0 0 0

Networker
Ninja
Officer
Oracle
Pointman Politico Profiler Provocateur Ranger Saboteur Sentry Slammer Smuggler
1 0 0 1 0 1 0 0 0 0 1 1 0
2 1 1 2 1 2 1 1 1 1 2 2 1
3 2 1 3 2 3 1 2 1 2 3 3 2
4 3 2 4 3 4 2 3 2 3 4 4 3
5 3 2 5 3 5 2 3 2 3 5 5 3
6 4 3 6 4 6 3 4 3 4 6 6 4
7 5 3 7 5 7 3 5 3 5 7 7 5
8 6 4 8 6 8 4 6 4 6 8 8 6
9 6 4 9 6 9 4 6 4 6 9 9 6
10 7 5 10 7 10 5 7 5 7 10 10 7
0 0 0 0 8 0 0 0 0 0 0 0 0
0 0 0 0 9 0 0 0 0 0 0 0 0
0 0 0 0 9 0 0 0 0 0 0 0 0
0 0 0 0 10 0 0 0 0 0 0 0 0
0 0 0 0 11 0 0 0 0 0 0 0 0
0 0 0 0 12 0 0 0 0 0 0 0 0
0 0 0 0 12 0 0 0 0 0 0 0 0
0 0 0 0 13 0 0 0 0 0 0 0 0
0 0 0 0 14 0 0 0 0 0 0 0 0
0 0 0 0 15 0 0 0 0 0 0 0 0

Hgun
Hurl Rifl Tact MelExotic

X
X X
X X
X
X X
X X X
X X X
X
X X
X X
X
X X X
X X X
X X X
X X
X X
X X X

X X X
X X
X
X

X
X
X X X
X X

X X

X X
X X X X
X X
X
X
X
X
X
X X X X
X X X X
X X
X X
X X

X X X

### ### ### ## ###

0 0 0 0 0
Sniper Snoop Soldier Stingray Street FighterStreet Knight Tactician Triggerman Wheelman
1 0 1 1 1 1 1 1 1
2 1 2 2 2 2 2 2 2
3 1 3 3 3 3 3 3 3
4 2 4 4 4 4 4 4 4
5 2 5 5 5 5 5 5 5
6 3 6 6 6 6 6 6 6
7 3 7 7 7 7 7 7 7
8 4 8 8 8 8 8 8 8
9 4 9 9 9 9 9 9 9
10 5 10 10 10 10 10 10 10
0 5 11 0 0 0 0 0 11
0 6 12 0 0 0 0 0 12
0 6 13 0 0 0 0 0 13
0 7 14 0 0 0 0 0 14
0 7 15 0 0 0 0 0 15
0 8 16 0 0 0 0 0 16
0 8 17 0 0 0 0 0 17
0 9 18 0 0 0 0 0 18
0 9 19 0 0 0 0 0 19
0 10 20 0 0 0 0 0 20

Sniper Snoop Soldier Stingray Street FighterStreet Knight Tactician Triggerman Wheelman
0 0 2 2 2 0 0 0 0
0 0 3 3 3 0 0 0 0
1 1 3 3 3 1 1 1 1
1 1 4 4 4 1 1 1 1
1 1 4 4 4 1 1 1 1
2 2 5 5 5 2 2 2 2
2 2 5 5 5 2 2 2 2
2 2 6 6 6 2 2 2 2
3 3 6 6 6 3 3 3 3
3 3 7 7 7 3 3 3 3
0 3 7 0 0 0 0 0 3
0 4 8 0 0 0 0 0 4
0 4 8 0 0 0 0 0 4
0 4 9 0 0 0 0 0 4
0 5 9 0 0 0 0 0 5
0 5 10 0 0 0 0 0 5
0 5 10 0 0 0 0 0 5
0 6 11 0 0 0 0 0 6
0 6 11 0 0 0 0 0 6
0 6 12 0 0 0 0 0 6

Sniper Snoop Soldier Stingray Street FighterStreet Knight Tactician Triggerman Wheelman
2 1 1 0 1 2 1 1 2
3 2 2 0 2 3 2 2 3
3 2 2 1 2 3 2 2 3
4 2 2 1 2 4 2 2 4
5 3 3 1 3 4 3 3 4
5 3 3 2 3 5 3 3 5
6 4 4 2 4 5 4 4 5
6 4 4 2 4 6 4 4 6
7 4 4 3 4 6 4 4 6
7 5 5 3 5 7 5 5 7
0 5 5 0 0 0 0 0 7
0 6 6 0 0 0 0 0 8
0 6 6 0 0 0 0 0 8
0 6 6 0 0 0 0 0 9
0 7 7 0 0 0 0 0 9
0 7 7 0 0 0 0 0 10
0 8 8 0 0 0 0 0 10
0 8 8 0 0 0 0 0 11
0 8 8 0 0 0 0 0 11
0 9 9 0 0 0 0 0 12

Sniper Snoop Soldier Stingray Street FighterStreet Knight Tactician Triggerman Wheelman
0 1 0 1 0 0 1 1 0
0 2 0 2 0 0 2 2 0
1 2 1 2 1 1 2 2 1
1 2 1 2 1 1 2 2 1
1 3 1 3 1 1 3 3 1
2 3 2 3 2 2 3 3 2
2 4 2 4 2 2 4 4 2
2 4 2 4 2 2 4 4 2
3 4 3 4 3 3 4 4 3
3 5 3 5 3 3 5 5 3
0 5 3 0 0 0 0 0 3
0 6 4 0 0 0 0 0 4
0 6 4 0 0 0 0 0 4
0 6 4 0 0 0 0 0 4
0 7 5 0 0 0 0 0 5
0 7 5 0 0 0 0 0 5
0 8 5 0 0 0 0 0 5
0 8 6 0 0 0 0 0 6
0 8 6 0 0 0 0 0 6
0 9 6 0 0 0 0 0 6

Sniper Snoop Soldier Stingray Street FighterStreet Knight Tactician Triggerman Wheelman
1 1 0 0 1 1 1 1 1
1 2 1 1 1 2 1 1 1
2 3 1 1 2 3 2 2 2
2 3 2 2 2 3 2 2 2
3 4 2 2 3 4 3 3 3
4 5 2 2 4 5 4 4 4
4 6 3 3 4 6 4 4 4
5 6 3 3 5 6 5 5 5
5 7 4 4 5 7 5 5 5
6 8 4 4 6 8 6 6 6
0 9 4 0 0 0 0 0 7
0 10 5 0 0 0 0 0 7
0 10 5 0 0 0 0 0 8
0 11 6 0 0 0 0 0 8
0 12 6 0 0 0 0 0 9
0 13 6 0 0 0 0 0 10
0 14 7 0 0 0 0 0 10
0 14 7 0 0 0 0 0 11
0 15 8 0 0 0 0 0 11
0 16 8 0 0 0 0 0 12
Sniper Snoop Soldier Stingray Street FighterStreet Knight Tactician Triggerman Wheelman
1 1 1 0 1 0 1 1 1
2 1 2 1 1 1 2 2 1
3 2 3 1 2 1 3 3 2
3 2 3 2 2 2 3 3 2
4 3 4 2 3 2 4 4 3
5 4 5 2 4 2 5 5 4
6 4 6 3 4 3 6 6 4
6 5 6 3 5 3 6 6 5
7 5 7 4 5 4 7 7 5
8 6 8 4 6 4 8 8 6
0 7 9 0 0 0 0 0 7
0 7 10 0 0 0 0 0 7
0 8 10 0 0 0 0 0 8
0 8 11 0 0 0 0 0 8
0 9 12 0 0 0 0 0 9
0 10 13 0 0 0 0 0 10
0 10 14 0 0 0 0 0 10
0 11 14 0 0 0 0 0 11
0 11 15 0 0 0 0 0 11
0 12 16 0 0 0 0 0 12

Sniper Snoop Soldier Stingray Street FighterStreet Knight Tactician Triggerman Wheelman
1 2 2 3 2 2 2 2 2
2 4 4 6 4 4 4 4 4
3 6 6 9 6 6 6 6 6
4 8 8 12 8 8 8 8 8
5 10 10 15 10 10 10 10 10
6 12 12 18 12 12 12 12 12
7 14 14 21 14 14 14 14 14
8 16 16 24 16 16 16 16 16
9 18 18 27 18 18 18 18 18
10 20 20 30 20 20 20 20 20
0 22 22 0 0 0 0 0 22
0 24 24 0 0 0 0 0 24
0 26 26 0 0 0 0 0 26
0 28 28 0 0 0 0 0 28
0 30 30 0 0 0 0 0 30
0 32 32 0 0 0 0 0 32
0 34 34 0 0 0 0 0 34
0 36 36 0 0 0 0 0 36
0 38 38 0 0 0 0 0 38
0 40 40 0 0 0 0 0 40

Sniper Snoop Soldier Stingray Street FighterStreet Knight Tactician Triggerman Wheelman
0 1 0 0 0 0 0 0 0
1 2 1 1 1 1 1 1 1
2 3 1 2 1 2 1 1 2
3 4 2 3 2 3 2 2 3
3 5 2 3 2 3 2 2 3
4 6 3 4 3 4 3 3 4
5 7 3 5 3 5 3 3 5
6 8 4 6 4 6 4 4 6
6 9 4 6 4 6 4 4 6
7 10 5 7 5 7 5 5 7
0 11 5 0 0 0 0 0 8
0 12 6 0 0 0 0 0 9
0 13 6 0 0 0 0 0 9
0 14 7 0 0 0 0 0 10
0 15 7 0 0 0 0 0 11
0 16 8 0 0 0 0 0 12
0 17 8 0 0 0 0 0 12
0 18 9 0 0 0 0 0 13
0 19 9 0 0 0 0 0 14
0 20 10 0 0 0 0 0 15
Num Class Req1 Req2 Req3 Req4 Req5 Req6 Req7 Req8
1
2 Ace 0 0 0 0 0 0 0 0
3 Armorer 0 0 0 0 0 0
4 Bodyguard 0 0 0 0 0 0 0 0
5 Bounty Hun 0 0 0 0 0 0
6 Casanova 0 0 0 0 0 0 0
7 Cat Burglar 0 0 0 0 0
8 Cleaner 0 0 0 0 0
9 Counter-Ter 0 0 0 0
10 Courier 0 0 0 0 0 0
11 Detective 0 0 0 0 0 0
12 Doppelgan 0 0 0 0 0 0 0
13 Examiner 0 0 0 0 0 0
14 Forward 0 0 0 0 0 0 0
15 Goodfella 0 0 0 0 0 0
16 Grifter 0 0 0 0 0 0
17 Grunt 0 0 0 0 0 0
18 Hacker 0 0 0 0
19 Hunter 0 0 0 0 0 0 0 0
20 Inventor 0 0 0 0 0 0 0
21 Journalist 0 0 0 0 0
22 Mariner 0 0 0 0 0
23 Medic 0 0 0 0 0 0
24 Negotiator 0 0 0 0 0 0 0
25 Networker 0 0 0 0 0 0
26 Ninja 0 0 0 0 0 0 0 0
27 Officer 0 0 0 0 0 0 0 0
28 Oracle 0 0 0 0 0 0 0
29 Politico 0 0 0 0 0 0 0
30 Profiler 0 0 0 0 0 0
31 Provocateu 0 0 0 0 0 0 0
32 Ranger 0 0 0 0 0 0 0 0
33 Saboteur 0 0 0 0 0 0
34 Sentry 0 0 0 0 0 0
35 Slammer 0 0 0 0 0 0 0 0
36 Smuggler 0 0 0 0 0
37 Sniper 0 0 0 0 0 0
38 Stingray 0 0 0 0 0 0 0 0
39 Street Figh 0 0 0 0 0 0 0
40 Street Knig 0 0 0 0 0 0 0 0
41 Tactician 0 0 0 0 0 0
42 Triggerman 0 0 0 0 0 0
Req9 Available

0/8 met Wind Rider


0/6 met Grease Monkey, Over Torque
0/8 met Alertness, Imp Init, Quick Draw
0/6 met Always get your man, Track
0/7 met The Look, Silver Tounge
0/5 met Acrobatic, Master Fence
0/5 met Traceless,Persuasive
0/4 met Precise Shot
0/6 met Speed Demon, Mingling Basics
0/6 met Police Training, Undermine
0/7 met Flawless Identity, Mimic
0/6 met Eye for Detail, Scholarly
0/7 met Drone Operations, Outdoorsman
0/6 met Undermine
0/6 met Magician, Nimble Fingers
0/6 met End, Iron Will, Weap(Tact)
0/4 met Mathematical Genius
0/8 met Outdoorsman, Tracking
0/7 met Improvised Weapon, Grease Monkey
0/5 met World Traveler
0/5 met Wave Runner
0/6 met Bandage
0/7 met Hard Core, Persuasive
0/6 met Charmer, 'contacts'
0/8 met Stealthy, Blindfight
0 0/9 met Hard Core, Persuasive
0/7 met Cipher, Mathematical Genius
0/7 met Political Favors, Rousing Speech
0/6 met Field Operative, Undermine
0/7 met Mingling Basics, Stealthy
0 0/9 met Track
0/6 met Stealthy, Explosive Basics
0/6 met Buggin Basics
0/7 met It only hits the door, Rough Rider, Weap(tact)
0/5 met Safe House
0/6 met Far Shot, Marksman
0/8 met Athletic, End
0/7 met Expertise, Mobility, Sidestep
0/7 met Acrobatic, Lane Dancer, Ride Shotgun
0/6 met Combat Instincts
0/6 met Sidestep, Speed Trigger, Two-weap fight
Gained Prof Ability Bonus Description
X Faceman Adaptable Bonus action die with Cha or Wis skill
Faceman Linguist +6 Bonus languages
Faceman Cold read 3/session 3 personal questions asked about NPC
Faceman Quick change #VALUE! Disguise skill as half-action
Faceman Backup #VALUE! Call upon friend for aid
Faceman Fake it #VALUE! Pretend to have skill you don't have
Faceman 1,000 faces 2/Session Perfectly imitate one person
Faceman Bald-faced lie May tell one NPC a believable lie
Fixer Dexterous Bonus action die with Dex skill
Fixer Procure Requisition items in the field
Fixer Evasion fail save for 1/4 If make Reflex save for 1/2 dam, take none
Fixer Sneak attack #VALUE! Bonus damage when Flank or no Dex bonus
Fixer Uncanny dodge Always keep Dex bonus in combat
Fixer Special ability #VALUE! Choose a special ability
Fixer Defensive roll #VALUE! Take half wound damage with Ref save
Fixer Wildcard gadget Summon any single function gadget
Pointman Generous Spend an action die on an ally
Pointman Versatility #VALUE! Cross class skills become class
Pointman Assistance 1/4 time Reduce time to perform an action
Pointman Lead #VALUE! Use skill result for entire team
Pointman Tactics #VALUE! Issue orders to allies
Pointman Cross-class #VALUE! Gain one class ability
Pointman Serendipity #VALUE! GM helps the team
Pointman Strategy All allies gain one-half action
Snoop Astute Bonus action die with Int skill
Snoop Flawless Search Never fail a Spot or Search check
Snoop Intuition 3/session Receive a hint from GM
Snoop Jury-rig #VALUE! Bonus to Comp or Elec repair checks
Snoop Back Door #VALUE! Free access to a system prev. hacked
Snoop Special ability #VALUE! Choose a special ability
Snoop Master Cracker #VALUE! Automatically figure out password
Snoop Global Search Find what city someone is in.
Soldier Accurate Bonus action die with attack, Str, or Con
Soldier Bonus Feat #VALUE! Bonus feat
Soldier Damage Reduct3/- Reduce damage
Soldier Armor Use #VALUE! Increase armor defensive bonus
Soldier Weapon Spec #VALUE! +2 damage with specific weapon type
Soldier Portable Cover 1/4 cover Considered to always have cover
Soldier One in a Million Natural 20 with physical skill or attack
Wheelman Lucky Bonus action die with vehicle related check
Wheelman Custom Ride 9 GP Bonus points for custom vehicle
Wheelman Daredevil May use daredevil-only manuevers
Wheelman Kick start 3/session Change a failed Mechanic to success
Wheelman Bonus Feat #VALUE! Bonus feat
Wheelman Familiarity #VALUE! Bonus to Mech, Drive, Boat, and pilot with category
Wheelman Elbow grease +10 Bonus to Mech when jury-rog repairs
Wheelman Soup her up 50% Increase vehicle traits
Wheelman "That's Impossible!" May perform "That's Impossible!" maneuver
TriggermanTrigger-Happy Spend an action die to make bonus attack
TriggermanGun-fu basics When grappling, use weapon damage
TriggermanGunplay +2 Bonus to initiative when successful pistol attack
TriggermanBonus feat 4 feats Bonus feat
TriggermanWeapons exper8 bonus points Skill points to be spent on Craft or Knowledge
TriggermanImproved two weap fight Gain Improved two weapon fighting feat
TriggermanPersonal arsenal Pay 1/2 BP cost for all firearms for all team members
TriggermanGun-fu mastery If make unarmed disarm, may attack victim with weapon
TriggermanVengeance 1/session, may make immediate free attack if hit at +lvl/2 damage
Ace Custom Rider Levels count as Wheelman levels
Ace Battle Born Bonus action die to increase air attack or damage
Ace Taking Wing (Perfect) Bonus to Know(Aircraft), Pilot, and Spot. Increase threat
Ace Fancy Flying (Def/Hard) Bonus equal to 1/2 Reflex
Ace Bonus Feat #VALUE! Bonus feat
Ace Top Gun #VALUE! May perform impossible maneuvers
Ace "Bail Out!" +5 bonus to Jump when escaping vehicle
Ace Test Pilot No penalties when piloting exotic planes
Ace Ace of Aces Pilot and air attack error range -2. Threats automatically critical
Armorer Clever +1 bonus to Int skills
Armorer Engineer (Perfect) Bonus to Grease Monkey
Armorer Field Test x2 Reduces error range on a piece of equipment
Armorer Rush Job (Quick/False) Gain feats for Craft(Gunsmith) or Mechanics
Armorer Breakdown May attempt to disable a device within reach
Armorer Personal arsenal Pay 1/2 BP cost for all firearms for all team members
Armorer "I Want All of That..." 4 bonus gadget points
Armorer Gunnery Fire vehicle-mounted weapons as half action
Armorer Heavily Armed +10 budget points for armor and weapons
Armorer "in Here!" No upper limit to gadget points in vehicle
Bodyguard Safeguard Spend action die for defense, may apply bonus to adjacent as well
Bodyguard Ward (Ref save/Def/InitInit and Reflex bonus to designated character (ward)
Bodyguard Armor Use (+4/-4) Increase armor defensive bonus
Bodyguard Heavily Armed +20 Bonus budget points for armor and weapons
Bodyguard Take a Blow May switch places with adjacent char in melee
Bodyguard Awareness +2 +2 to all awareness during surprise
Bodyguard Take a bullet May switch places with adjacent char in ranged combat
Bodyguard Prevention 1/session, may make immediate free attack if ward is targetted
Grunt Hot-blooded Bonus 2 action dice at start of each combat
Grunt Alpha-strike When given half-action in surprise may use full action attack
Grunt Bonus Feat 2 feats Bonus feat
Grunt Overkill (+2d8,4/session) Bonus damage with tactical weapons
Grunt Fire Team All teamates and Grunt gain Coordniate Fire feat during combat
Grunt Forced March (team) Increased carrying capacity
Grunt Improved Iron Will +2 to Will saves
Grunt Dead to Rights No need to spend action die to activate critical
Grunt Battle Cry 1/session may cry. For 5 rounds all attacks vs. grunts must make Will
Hunter Strider Move full speed while tracking, may determine exact position
Hunter Stalker points to Surviva Bonus points for Survival and Outdoorsman feat
Hunter Keen Senses (smell/blind-sight Gain more acute senses
Hunter Game Hunter +4 Attacks vs. animals have threat range increased
Hunter Bonus Feat #VALUE! Bonus chase or covert feat
Hunter Man Hunter Use Survival skill for tracking, even indoors
Hunter Woodcraft +4 Bonus to team with Climb, Hide, Move Silently, Search, and Swim
Hunter Trail Signs Track from inside a moving vehicle or on mount
Hunter Rough and Tumble Natural armor bonus equal to 1/2 base Fort
Mariner Custom Rider Levels count as Wheelman levels
Mariner Weather Eye Spend action die to guess weather
Mariner Sea Legs points to Surviva Bonus points to Boating, also to Balance, Boating, Use Ropes
Mariner Full Ahead +20% Increase to vehicles speed and MPH
Mariner Water Wings Initiative and Defense when operating a water vehicle increase
Mariner Slick Moves #VALUE! May perform impossible maneuvers
Mariner Bonus Feat 2 feats Bonus Grease Monkey or chase feat
Mariner Gunnery Fire vehicle-mounted weapons as half action
Mariner Old Hand +2 bonus to all water vechicles
Medic Angel Stabilize as free action when total defense
Medic Buddy Care Aid as many characters as Wis bonus
Medic Field Medic (long term/First A Always has a first aid kit, bonus to long term care
Medic Healer #VALUE! Bonus to First Aid checks
Medic Armor Use +2 Increase armor defensive bonus
Medic Medicine Chest Medical gear costs 1/2 BP
Medic Self Aid All teamates gain Bandage feat
Medic "On Your Feet!" +3 to stabilize checks, free criticals with First Aid
Medic Resuscitation 1/session May attempt to revive recently killed character
Slammer Custom Rider Levels count as Wheelman levels
Slammer Hulldown Bonus action die when adding to hardness of vehicle
Slammer Firing Platform +2 to all attack rolls from a vehicle driven by Slammer
Slammer Hide and Seek (Hide/Def) Bonus to Defense and Hide checks of vehicle
Slammer Flow Like Water Bonus to manuevers' threat range
Slammer Big-Rig (Obstacles/HandlBonus to handling heavy vehicles
Slammer Gunnery Fire vehicle-mounted weapons as half action
Slammer Foxhunt Gain Team Driving feat
Slammer Following Fire Bonus to vehicle-mounted attack if viewable
Slammer Ironsides -1 to threat ranges for all attacks made on Slammer's vehicle
Stingray Unrelenting +1 to all Con checks and all Con skills, spend action die to avoid drownin
Stingray Competitor (Perfect) Advanced skill feats for Athletic feat
Stingray Flippers +10 ft Bonus to underwater speed
Stingray Bonus Feat 2 feats Bonus melee or covert feat
Stingray Clear Waters Vision underwater is doubled
Stingray Sneak Attack #VALUE! Bonus damage when Flank or no Dex bonus
Stingray Go Deep Resistant to the perils of deep dives. 2 min/50 ft.
Stingray SEAL Training Native to water with no penalties while underwater.
Stingray Ghost Walk May make normal movements with complete stealth (+20)
Street Figh Ferocious Bonus Action Die when adding to unarmed damage
Street Figh Bonus Feat Bonus Melee or Unarmed feat
Street Figh Hurricane (Swift Strike/WhirGain Swift Strike/Whirlwind attack for unarmed attacks
Street Figh Ploy Bonus abilities
Street Figh Shrug It Off Add Fort to agent level to see how much subdual recover each hour
Street Figh Conditioning +2 Bonus to either Str or Con
Street Figh Cheap Shot If score threat but dont make it a critical in unarmed combat, do max da
Street Figh Warrior's Glory Improve disposition by 1 grade if target has two or more unarmed comba
Street Figh Juggernaught Convert regular damage to subdual damage up to 1/2 Fort
Street KnigCustom Rider Levels count as Wheelman levels
Street KnigPoise May increase defense of personal vehicle by 1/2 Def
Street KnigPower Swerve /session Choose type of critical hit received on vehicle
Street KnigNo Hands! (No penalty/One May drive without hands, gain feat
Street KnigGymnast (grand) Advanced skill feats for Acrobatic feat
Street KnigFull-Tilt (x3) Make melee attacks with bonus damage
Street KnigDeft Swerve #VALUE! Automatically succeed obstable check
Street KnigGet Radical #VALUE! May perform impossible maneuvers
Street KnigMounted great cleave Gain Great Cleave while mounted
Street KnigMounted trail of blood Gain Trail of Blood while mounted
Tactician Wily Spend action die for free Regroup
Tactician Stratagem (team) Increase Regroup initiative bonus
Tactician Tempo (share) Gains Surge of Speed, may share
Tactician Bonus feat 2 feats Bonus basic combat or covert feat
Tactician Ambush Tactics +2 to all awareness checks for surprise
Tactician Break Away (assist prey) When retreating, add class level to teams defense
Tactician Soldier's Soldie2 grades Bonus when interacting with military members
Tactician No Escape Team gains Combat Instincts or +1 if already have it
Tactician Seize the Moment Bonus action die to each member of team during a round
Cleaner MIB Error ranges for all Search and Surveillance are increased by level
Cleaner Glib Explanatio (perfect) Bonus feats for Persuasive Feats
Cleaner Priority Reques+8 Bonus to favor checks
Cleaner "I Was Never H+8 Bonus to Traceless feat
Cleaner Red Herrings May take an action to give -15 to a search for clues
Cleaner Ruthless (free action) Coup de Grace performed faster
Cleaner "This Meeting Never Took Place" All members gain Traceless feat or +2 if they have it
Cleaner Must Complete the Mission If stunned, then staggered, does not fall unconscious at 0 wounds
Cleaner Fatal Attack Attack against flank or no-Dex may spend action die to perform fatal atta
Courier Custom Rider Levels count as Wheelman levels
Courier Frequent Flier May call for transportation check without spending action die
Courier Protect the Pa +9 1/session designate a "package." It gains hardness bonus.
Courier All Over the Wo(Grand) Bonus feats for World Traveller feat
Courier Stash It May conceal one object weighing 1lb or less
Courier A to B (20%/50%) Reduce travel time
Courier Scamper (predict) Gain Defensive Driving feat, may choose maneuver after opponent reve
Courier Bonus Feat 2 feats Bonus chase or covert feat
Courier Quick Use (Bureaucracy) Gains Quick Use for the Bureacracy skill
Courier Switcharoo 1/session if package is taken or destroyed may claim that it was a fake.
Forward Drone Devil #VALUE! Gain Daredevil ability with drones. Bonus GPs for Drones
Forward Spotter +4 Bonus to teammate against target
Forward Electric Warrior(Supremacy) Bonus Electronic Warfare Feats
Forward Bonus Feat 4 feats Bonus covert or gear feat
Forward Drone Operations Gain Drone Operations feat
Forward Drone Support GP cost of drones is halved, gain access to advanced drones
Forward Cache 1/session may reveal one gear bundle
Forward Precision Strike Gains Sniper and Master Sniper feats when attacking with drones
Goodfella Omerta Error ranges for all Gather Info and Sense Motive are increased by level
Goodfella Strong Arm Gain Str & Cha to Bureaucracy, Diplomacy, Gather Info, and Intimidate
Goodfella This Thing of O+8 Bonus to all education, favor, and inspiration checks involving crime
Goodfella Sneak Attack +2d6 Bonus damage when Flank or no Dex bonus
Goodfella Family Ties #VALUE! 1/session may summon 2d6 minion gangsters to aid in a task
Goodfella Made Man May add class level to Intimidate checks
Goodfella Bonus Feat 2 feats Bonus basic combat or style feat
Goodfella Enforcer May make an Intimidate check as free action if target level <
Goodfella Executioner +2 to threat range and no action die for criticals if target is flank or no De
Goodfella Rub Out Increase DC to find evidence of a person's existance
Grifter Larcenous Increase action die type when Appraise,Bluff,Climb,Escape Art,Hide,List
Grifter "Do I want to k ($400) Spend one hour to acquire funds or equipment
Grifter Toss (hide trace) Gain Quick Use for search and +10 to DC to find traces of Grifter's searc
Grifter Robber (Grand) Skill feats for Magician feat
Grifter "By Hook" When make a melee or unarmed attack, may make Sleight of Hand at s
Grifter Flawless Search Never fail a Spot or Search check
Grifter Bonus Feat 3 feats Bonus covert or advanced skill feat
Grifter On the Job Cooperation bonus raises to +3 for Appraise, Bluff, Climb, Escape Artist,
Grifter Revolving Door Avoid incarceration
Grifter "Or by Crook" May take 10 to find contact for street or underworld support. In constant
Inventor Ingenious 1/session, spend action die to add to budget points in the field
Inventor Gizmos +3 May place up to 20 BP in a "device pool"
Inventor Kit Bash (+2) Reduces penalty for incorrect kit and give bonus for correct kit
Inventor Improvisation 4/session Improvise an object out of whatever is lying around
Inventor More Parts (60 BP) Bonus points for device pool
Inventor Upgrade Gear May add masterwork modifications with device pool
Inventor Rebuild Masterwork mods are priced as if they are the first mod to the item
Inventor Assembly Build any standard issue gear of Medium siz or smaller from device poo
Inventor Edison Create gadgets on the fly with device pool. Cannot be used on vehicles
Ninja Backstab When making hurled, melee, or unarmed attack vs flat footed, BAB=age
Ninja Like a Whisper (Perfect) Advanced skill feats for Stealthy feat
Ninja Ambusher (critical) Opponents remain flat-footed after sneak attack, later critical without act
Ninja Ki Sense (Sense Motive) May make skill checks regardless of lighting
Ninja Sneak Attack +3d6 Bonus damage when Flank or no Dex bonus
Ninja Special Ability 3 abilities Bundle, Fast Movement, melee or cover feat, Intrusion engineer
Ninja Ninja Master +2 to Dex
Officer Encouragement Increase allies action die roll by 1/3rd officer's class level
Officer Tactics 5/session(+4) May issue orders to allies with bonus to all rolls
Officer Lead the Charg(DR) Gaim bonus to damage roll and DR when charging
Officer Field Logistics 1/serial gain bonus BP equal to Bureaucracy bonus
Officer Blood of Heroe +16 Increase vitality of officer and allies
Officer Gallantry Gain initiative bonus for officer and allies equal to Cha mod
Officer Iron Glare May make opposed Cha Intimidate check against opponent. If win, oppo
Officer Commanding Presence +2 to Charisma
ProvocateuAbrasive 1/round, spend action die to perform a taunt as free action adding die to
ProvocateuGremlin May increase error range of items he handles or to vehicles
ProvocateuPsy-ops -4 May attempt to lower reduce loyalty ratings of minions
ProvocateuUndermine Gain the Undermine feat
ProvocateuScare Tactics If benefits from surprise, may take half action and force Will save for all
ProvocateuWork the Syst (Grand) Gain advanced skill feats for Police Training
ProvocateuSneak Attack +2d6 Bonus damage when Flank or no Dex bonus
ProvocateuMind Games (2 levels) 1/session may lower the level of a target. Takes hours
ProvocateuImproved Undermine Doubles the Undermine feat's effects
ProvocateuSleeper Hold Threat range with grapple checks increase by 2 and may do double dam
Ranger Trailblazer Spend action die to give Terrain feat to team for 24 hours
Ranger Bushmaster +4 Gain free training feats and competance bonus increases
Ranger Trail Boss +8 When in terrain matching a feat, cooperation bonus for skills increases
Ranger All-Terrain Expert Any vehicle Ranger operates is considered to have ORD quality
Ranger Sneak Attack +2d6 Bonus damage when Flank or no Dex bonus
Ranger Silent Rush In terrain matching a feat, gain Hidden Run feat
Ranger No Quarter Gain No Quarter feat
Ranger Overrun 1/session during first round of combat, team gains modified Great Cleav
Saboteur Anti-tampering Error ranges to Spot devices placed and to disable are increased by Sab
Saboteur Demolition Man points(Quick UseGain skill points for Demolitions. Gains feats and bonuses for Demolition
Saboteur "If you see me running" When fail or critically fail Demo check, may take half action to Move. +2
Saboteur Chain Reaction Any ability that reduces damage by explosives to less than half cannot b
Saboteur Like a Whisper (Grand) Advanced skill feats for Stealthy feat
Saboteur Cookbook Pay half normal BP cost for explosives
Saboteur "try to keep up!" Saboteur's and teammates gain +4 to Reflex save vs. explosives
Saboteur Rock Steady Take 20 when using Demolitions skill, even if he could normally not
Saboteur Blowout 1/session may double the damage or blast increment of an explosive. N
Smuggler Custom Rider Levels count as Wheelman levels
Smuggler False Panels Each vehicle has cargo space and a number of hidden options
Smuggler Border Crossin 3/session Smuggler may slip several people and vehicles through any internationa
Smuggler In the Market Assumed to be in constant contact with the black market
Smuggler Jackrabbit Star +2d6 Gets the Jackrabbit Start feat
Smuggler Bolt Bonus to all maneuver checks when he is the prey equal to 1/2 his level
Smuggler Moneymaker (10 hours) May Profession(Smuggler) checks for income
Smuggler Bonus Feat 2 feats Bonus chase or covert feat
Smuggler Illicit Barter 1/serial gains a number of BP equal to Prof(Smuggler) skill bonus
Smuggler Wheel and DeaThreat Black market results are improved by one rank and threat range increas
Smuggler The Getaway 1/session, may perform "That's Impossible!" maneuver
Bounty HunCustom Rider Levels count as Wheelman levels
Bounty HunKidd Gloves Add class level to subdual damage.
Bounty HunWanted +6 1/serial designate target. Bonus to skills, manuevers, or Defense
Bounty HunSpreading the (threats) Need not spend Action Die to initiate area pursuit, also increases threat
Bounty HunComb the Stree2/session Locate someone within a city by having an ID of someone.
Bounty HunFlawless Search Never fail a Spot or Search check
Bounty HunPosse (wanted) Increases DC to detect an ambush set up by player. Share wanted bonu
Bounty HunClosing the Net2/session 1/session if predator, may perform "That's Impossible!" maneuver.
Bounty HunBehind the Shield Increase the dispositions of all law-enforcement
Bounty HunDead or Alive No Action Die for critical with Gather Information, Intimidate, Search, Se
Casanova Acquaintances Levels count as Faceman levels for backup
Casanova Scoundrel If target makes Sense Motive roll, may spend Action Die for reroll
Casanova Animal Magnetism May make "quick & dirty" seduction attempts
Casanova Steal ID (become victim) Gain Superior Documentation feat. May also steal target's identity
Casanova Forked Tounge +6 Bonus from Silver Tounge increased and threat ranges increase
Casanova "Can I Borrow (gear) 1/session may borrow either money or posessions. Must specify target
Casanova Pyramid Scheme Bonus to team members to seduce a target already seduced by Casano
Casanova Dupe Add Silver Tounge bonus to all favor and education checks
Casanova "He Did It!" May divert police attention from self to a target previously seduced
Casanova "I'd Do Anything for You!" 1/session, may convice target previously seduced to do any single task.
Detective Street Smart Add class level to all rolls dealing with street-level support.
Detective P.I. pts (Grand) Bonus to Gather Info, Intimidate, and Sense Motive
Detective Grill Gain Breaking Point feat, reduce interval between skill checks
Detective Deep Cover +1 When creating a cover identity, bonus to power rating
Detective Friends on the #VALUE! Call upon police to perform a background check on individual
Detective Fluster When using Undermine feat, the Will save is reduced by 1/2 class level
Detective Shakedown 1/session may convince one target to give up his weapons
Detective Unleash the Hounds No Action Die to initiate area pursuit
Doppelgan Convincing 1/session may spend one Action Die to force re-roll to penetrate disguise
Doppelgan Copycat pts (Perfect) Bonus to Disguise skill
Doppelgan Flawless Impersonation Given significant time, a target's identity can become a character's flawle
Doppelgan Replicate Skill 4 skills Use mark's skills as if they were your own
Doppelgan Ready for the (+6) Bonus for determining surprise.
Doppelgan Replicate Feat Choose one feat owned by target and when in that identity gains the fea
Doppelgan Follow My Lead Bonus to allies to maintain cover equal to Cha mod
Doppelgan Replicate Ability Chose one ability score of a target and when in that identity gain that sco
Doppelgan One and the Same Total duplication of the target
Examiner Sharp +1 to all Int skill checks
Examiner CSI pts (Grand) Bonus to First Aid, Know(Forensics), and Search. Also increase threat ra
Examiner "2 + 2=" (+4) Increase all synergy bonuses
Examiner Infallible Search Error ranges for Search and Spot are reduced by Wis mod
Examiner Careful Conside2/session May reroll one failed Int-based skill check.
Examiner Anatomy of a C2/session Make search check after an incident. Gain significant information
Examiner Quick Examinat1/4 time Evidence collection and analysis time is reduced
Examiner Hypothesize 1/session may make inspiration check without spending an Action Die
Examiner Veteran Investigator +2 to Wisdom score
Journalist Acquaintances Levels count as Faceman levels for backup
Journalist Nosy When spend Action Die on Gather Info, Listen, Prof(Journal), or info che
Journalist Interview +4 Bonus to Gather Info skill when talking to people
Journalist Press Pass (checks) Gain bonus equal to 1/2 Prof(Journal) for favore and Bluff checks
Journalist Bonus Feat 2 feats Bonus Gear or Style feat
Journalist Just the Facts 2/session 30 minutes of verbal contact allows char to ask Cha mod + 1 questions w
Journalist On Assignment Choose a beneficial assignement
Journalist Smooth Talker 2/session May reroll one failed Diplomacy or Bureaucracy check
Journalist Hot Tip 1/session, receive critical piece of information when needed
Negotiator Acquaintances Levels count as Faceman levels for backup
Negotiator Soothing Voice When score a threat with Diplomacy, target's disposition improves 1 grad
Negotiator Diplomat pts (Perfect) Bonus to Diplomacy
Negotiator Last Resort +10 Bonus to Sleight of Hand to conceal a weapon
Negotiator Trade Off 2/session May offer a trade to a target. If target fails Will roll, they agree.
Negotiator Compromise (2 shifts) May improve the disposition of two parties
Negotiator Lookout Gain a bonus to Defense and initiative equal to Wis mod
Negotiator Final Offer 1/session may make special inspiration check without spending Action D
Negotiator Extraction Team May request immediate assistance by making a favor check
Negotiator Talk down Choose one target group make a roll and talk them out of combat
Networker Acquaintances Levels count as Faceman levels for backup
Networker Social Engineering Spend Action Die for favor check, may also roll the Action Die
Networker Backup 5/session Call on an acquaintance with friendly disposition
Networker Old Debts Gain Old Debts feat
Networker "Cover for Me" (team) Make skill checks for complex skills even when not present
Networker "A Friend in Need" Use backup ability to re-roll favor check
Networker "It's Not What 2/session May choose any "friends" or "contacts" Style feat to use until end of sess
Networker The Hookup Gain Instant Backup feat
Networker "Is a Friend Indeed" May use backup ability to gain bonus to favor checks made by team equ
Networker "It's Who You Know" 1/session may choose a single NPC in line of sight. That NPC become a
Oracle Web Monger May call for an information favor without spending an Action Die
Oracle Master Key pts (Supremacy) Bonus to Cryptography skill
Oracle Wetware Datab(class) Gain synergy bonus for education or Knowledge checks
Oracle Back Door Choose a computer system that has been hacked. Now have unlimited a
Oracle Ice Man +10 Increase the DC for others to hack systems
Oracle Intelligence Analysis Quickly sift through information. 10 minutes per CD-ROM
Oracle Hacker Culture Increase disposition check by one grade for any with Comp bonus 8+
Oracle Living Cipher Gain Living Cipher feat
Oracle Delphi 1/session may amass a superior bigraphical profile with only a name
Politico Acquaintances Levels count as Faceman levels for backup
Politico Statesman Gain bonus equal to class level to Bureaucracy and Know(Politics)
Politico Red Flag Gain Red Flag feat
Politico Entourage (security team) Gain Personal Staf feat. Later gain security team
Politico Favor for a Favor 1/session, may use Bureaucract to gain assistance of someone who can
Politico Bulletproof Rep(2 grades) If a disposition is reduced, the total reduction is reduced.
Politico Deep Pockets Add class level to die roll for field expenses
Politico Friends on Em +8 Bonus to all government intervention favor checks
Politico Dressed to impress Gain bouns of +1/style feat he has for disposition, persuasion, presence
Politico Behind Closed Doors Gain synergy bonus to Diplomacy equal to 1/2 Intimidate ranks and vice
Politico Executive Decision 1/session may requsition gov't assets without attention and make any on
Profiler Understanding Spend Action Die for inspiration check, may also roll the Action Die
Profiler Shrink pts (Perfect) Bonus to Sense Motive
Profiler Actions Speak 2/session Observe NPC and ask one personal question
Profiler Second Guess 2/session Re-roll one inspiration check
Profiler Dark Secrets Opponents suffer -1 penalty per point of background they have
Profiler Keen Intellect +10 Increase check caps for all skill checks to develop a profile
Profiler Head Games 2/session Target makes Will roll. If fail, may choose what happens
Profiler Mind of a Killer Gain bonuses to discover information target linked to a crime
Sentry Discreet Increase the error range for all Spot checks to notice surveillance increa
Sentry Eavesdrop pts (Grand) Points to Surveillance skill. Bonus to Surveillance, Electronics, and Liste
Sentry Customized Ge+4/10 Increase skill check cap and power rating for surveillance gear
Sentry Bugging Mastery Gain Bugging Mastery feat
Sentry Intercept Comm2/session May intercept one telephone call, email or other communications
Sentry Wired for Sound Searchs to find hidden surveillance gear automatically fail
Sentry Undivided Atten2/session May re-roll a failed Listen or Surveillance check
Sentry Shutterbug 1/2 cost for optics and surveillance gear
Sentry Bugging Supremacy Gain Bugging Supremacy geat
Sentry Eye in the Sky Has a spy satellite assigned to character at all times
Sentry Big Brother Cover an area so well that all events that happen there are recoreded an
Cat BurglarNimble +1 bonus to all Dex skill checks
Cat BurglarCase (penetrate) May learn the sec rating of facility, may acquire plans to foil sec, may red
Cat BurglarHonor Among T2 grades Improves disposition of criminals
Cat BurglarBonus Feat (4 feats) Bonus covert or skill feat
Cat BurglarGo to Ground (chases) Never fail Move Silently, in chase lead is +5 lengths for finishing moves
Cat BurglarImprovise Tools No penalty to Climb and Open Lock for lack of equipment
Cat Burglar"Do I want to k /session May acquire any item <= $200
Cat BurglarSucker Punch For subdual attacks, does not have to spend Action Die for critical
Cat BurglarImpossible Dodge Make Ref save (DC = damage taken). If suceed, critical cancelled
Counter-TerQuick-thinking Roll 2 dice when spending an Action Die to add to initiative roll. May regr
Counter-TerSpecial Tactics (improved locate)Ignore penalties due to crowds, convert to subdual with no penalty, neve
Counter-TerPrecision Take (-50% cover) Reduce enemy cover
Counter-TerBonus Feat (4 feats) Bonus basic combat or cover feat
Counter-TerCrowd Control (2 levels) 1/session may improve the disposition of a crowd
Counter-TerSafe Attack GM must spend extra Action Die to make an error hit a bystander or age
Counter-TerNegotiator Attempts to defuse a situation by negotiation gain +1 grade
Counter-TerTactical Commander 1/session may give Safe Attack to whole team
Counter-TerMoment of Truth 1/session may make one extra half-action that comes before all characte
Hacker Custom-Built System The hacker's PC is considered to have +2 power rating
Hacker Hard-wired (persevere) +4 to Concentration checks, go 24 hours without food or sleep, ignore In
Hacker Synchronize (solo) Give one agent +2 to penetrate security system, give whole team ability
Hacker Math Wiz (perfect) Bonus skill feats for Matehmatical Genius
Hacker Lockout (all) Cut users off from a system
Hacker Sift Never fail Gather Information when using internet
Hacker Fingerprints Determine who cracked a system using Education (DC 10+level)
Hacker Hacker Culture Increase disposition check by one grade for any with Comp bonus 8+
Hacker Ghost in the Machine May invade and perform actions in a computer without detection
Sniper Precise When use an Action Die for damage, roll 2 dice
Sniper Reposition (Increased SpeedGain feat
Sniper Magic Touch (+2) Bonus to BAB when using firearms
Sniper Bonus Feat (4 feats) Bonus covert or ranged feat
Sniper Deadly Aim (2d6) Bonus damage if within 1 range increment
Sniper One Shot Reduce error range for firearms by 1
Sniper Surprise Shot Increase threat range by 2 when opponent is denied Dex bonus
Sniper Disappear Any attempt to detect sniper position after shot is Spot vs. Hide
Sniper Million Dollar Skill May take 10 when making a firearm attack
Levels
Cha or Wis skill Faceman
Fixer
asked about NPC Pointman
Snoop
Soldier
you don't have Wheelman
Triggerman
elievable lie Ace
Armorer
Bodyguard
or 1/2 dam, take none Grunt
Flank or no Dex bonus Hunter
nus in combat Mariner
Medic
age with Ref save Slammer
unction gadget Stingray
Street Figh
Street Knig
rm an action Tactician
Cleaner
Courier
Forward
Goodfella
Grifter
Inventor
Search check Ninja
Officer
ec repair checks Provocateu
em prev. hacked Ranger
Saboteur
out password Smuggler
Bounty Hun
attack, Str, or Con Casanova
Detective
Doppelgan
Examiner
ific weapon type Journalist
s have cover Negotiator
cal skill or attack Networker
vehicle related check Oracle
Politico
nly manuevers Profiler
hanic to success Sentry
Cat Burglar
e, Boat, and pilot with category Counter-Ter
jury-rog repairs Hacker
Sniper
Impossible!" maneuver
o make bonus attack
weapon damage
en successful pistol attack

nt on Craft or Knowledge
eapon fighting feat
ll firearms for all team members
arm, may attack victim with weapon
immediate free attack if hit at +lvl/2 damage
elman levels
ncrease air attack or damage
aft), Pilot, and Spot. Increase threat

ble maneuvers
hen escaping vehicle
loting exotic planes
ror range -2. Threats automatically critical

on a piece of equipment
Gunsmith) or Mechanics
le a device within reach
ll firearms for all team members

weapons as half action


armor and weapons
get points in vehicle
defense, may apply bonus to adjacent as well
to designated character (ward)

for armor and weapons


th adjacent char in melee
uring surprise
th adjacent char in ranged combat
immediate free attack if ward is targetted
at start of each combat
on in surprise may use full action attack

actical weapons
nt gain Coordniate Fire feat during combat

tion die to activate critical


or 5 rounds all attacks vs. grunts must make Will
e tracking, may determine exact position
vival and Outdoorsman feat

ave threat range increased

tracking, even indoors


Climb, Hide, Move Silently, Search, and Swim
moving vehicle or on mount
equal to 1/2 base Fort
elman levels
uess weather
ng, also to Balance, Boating, Use Ropes
speed and MPH
e when operating a water vehicle increase
ble maneuvers
ey or chase feat
weapons as half action

on when total defense


ers as Wis bonus
kit, bonus to long term care

s, free criticals with First Aid


e recently killed character
elman levels
en adding to hardness of vehicle
rom a vehicle driven by Slammer
d Hide checks of vehicle
threat range
avy vehicles
weapons as half action

unted attack if viewable


r all attacks made on Slammer's vehicle
and all Con skills, spend action die to avoid drowning
or Athletic feat

Flank or no Dex bonus


s of deep dives. 2 min/50 ft.
no penalties while underwater.
ovements with complete stealth (+20)
en adding to unarmed damage

rlwind attack for unarmed attacks

el to see how much subdual recover each hour

nt make it a critical in unarmed combat, do max damage


y 1 grade if target has two or more unarmed combat feats
age to subdual damage up to 1/2 Fort
elman levels
e of personal vehicle by 1/2 Def
al hit received on vehicle
nds, gain feat
or Acrobatic feat
with bonus damage
d obstable check
ble maneuvers
hile mounted
hile mounted
free Regroup
tiative bonus
d, may share
or covert feat
hecks for surprise
class level to teams defense
ng with military members
nstincts or +1 if already have it
ach member of team during a round
earch and Surveillance are increased by level
uasive Feats

o give -15 to a search for clues

celess feat or +2 if they have it


gered, does not fall unconscious at 0 wounds
or no-Dex may spend action die to perform fatal attack
elman levels
ation check without spending action die
a "package." It gains hardness bonus.
d Traveller feat
ect weighing 1lb or less

ng feat, may choose maneuver after opponent reveals

the Bureacracy skill


is taken or destroyed may claim that it was a fake.
with drones. Bonus GPs for Drones
against target

halved, gain access to advanced drones


one gear bundle
ster Sniper feats when attacking with drones
ather Info and Sense Motive are increased by level
reaucracy, Diplomacy, Gather Info, and Intimidate
n, favor, and inspiration checks involving crime
Flank or no Dex bonus
on 2d6 minion gangsters to aid in a task
o Intimidate checks

ate check as free action if target level <


d no action die for criticals if target is flank or no Dex bonus
vidence of a person's existance
pe when Appraise,Bluff,Climb,Escape Art,Hide,Listen,Move Sil, Search, or Sleight Hand
cquire funds or equipment
earch and +10 to DC to find traces of Grifter's search

or unarmed attack, may make Sleight of Hand at same time with bonus
Search check
nced skill feat
aises to +3 for Appraise, Bluff, Climb, Escape Artist, Hide, Listen, Move Sil, Search, or Sleight Hand

ontact for street or underworld support. In constant contact with street contacts
on die to add to budget points in the field
P in a "device pool"
ncorrect kit and give bonus for correct kit
out of whatever is lying around

modifications with device pool


e priced as if they are the first mod to the item
sue gear of Medium siz or smaller from device pool
e fly with device pool. Cannot be used on vehicles
, melee, or unarmed attack vs flat footed, BAB=agent level
or Stealthy feat
at-footed after sneak attack, later critical without action die
s regardless of lighting
Flank or no Dex bonus
ent, melee or cover feat, Intrusion engineer

die roll by 1/3rd officer's class level


allies with bonus to all rolls
ge roll and DR when charging
P equal to Bureaucracy bonus
icer and allies
for officer and allies equal to Cha mod
Cha Intimidate check against opponent. If win, opponent entangles

n die to perform a taunt as free action adding die to toal


ange of items he handles or to vehicles
reduce loyalty ratings of minions

se, may take half action and force Will save for all in LOS. Fail get -1
eats for Police Training
Flank or no Dex bonus
the level of a target. Takes hours
ne feat's effects
apple checks increase by 2 and may do double damage
ive Terrain feat to team for 24 hours
ts and competance bonus increases
hing a feat, cooperation bonus for skills increases
operates is considered to have ORD quality
Flank or no Dex bonus
feat, gain Hidden Run feat

round of combat, team gains modified Great Cleave


devices placed and to disable are increased by Saboteur's level
emolitions. Gains feats and bonuses for Demolitions
fail Demo check, may take half action to Move. +2 Ref vs. explosions
es damage by explosives to less than half cannot be used
or Stealthy feat
ost for explosives
mates gain +4 to Reflex save vs. explosives
Demolitions skill, even if he could normally not
e the damage or blast increment of an explosive. No action die needed for crit
elman levels
go space and a number of hidden options
everal people and vehicles through any international border
nstant contact with the black market

er checks when he is the prey equal to 1/2 his level


ggler) checks for income

ber of BP equal to Prof(Smuggler) skill bonus


are improved by one rank and threat range increases
rm "That's Impossible!" maneuver
elman levels
bdual damage.
get. Bonus to skills, manuevers, or Defense
on Die to initiate area pursuit, also increases threat range
in a city by having an ID of someone.
Search check
ct an ambush set up by player. Share wanted bonus
may perform "That's Impossible!" maneuver.
ons of all law-enforcement
cal with Gather Information, Intimidate, Search, Sense Motive, and attacks.
man levels for backup
e Motive roll, may spend Action Die for reroll
irty" seduction attempts
mentation feat. May also steal target's identity
unge increased and threat ranges increase
w either money or posessions. Must specify target
bers to seduce a target already seduced by Casanova
onus to all favor and education checks
ntion from self to a target previously seduced
ce target previously seduced to do any single task.
rolls dealing with street-level support.
, Intimidate, and Sense Motive
eat, reduce interval between skill checks
er identity, bonus to power rating
erform a background check on individual
ne feat, the Will save is reduced by 1/2 class level
nce one target to give up his weapons
ate area pursuit
one Action Die to force re-roll to penetrate disguise

e, a target's identity can become a character's flawless identity


f they were your own

ed by target and when in that identity gains the feat


intain cover equal to Cha mod
ore of a target and when in that identity gain that score

now(Forensics), and Search. Also increase threat range

ch and Spot are reduced by Wis mod


Int-based skill check.
fter an incident. Gain significant information
nd analysis time is reduced
inspiration check without spending an Action Die

man levels for backup


Die on Gather Info, Listen, Prof(Journal), or info check, die type is increased by 1
skill when talking to people
1/2 Prof(Journal) for favore and Bluff checks

contact allows char to ask Cha mod + 1 questions which are truthfully answered
assignement
Diplomacy or Bureaucracy check
tical piece of information when needed
man levels for backup
with Diplomacy, target's disposition improves 1 grade

and to conceal a weapon


a target. If target fails Will roll, they agree.
position of two parties
ense and initiative equal to Wis mod
special inspiration check without spending Action Die
ate assistance by making a favor check
oup make a roll and talk them out of combat
man levels for backup
favor check, may also roll the Action Die
nce with friendly disposition

complex skills even when not present


re-roll favor check
nds" or "contacts" Style feat to use until end of session
ty to gain bonus to favor checks made by team equal to class level
e a single NPC in line of sight. That NPC become an old friend
mation favor without spending an Action Die

or education or Knowledge checks


system that has been hacked. Now have unlimited access.
others to hack systems
nformation. 10 minutes per CD-ROM
check by one grade for any with Comp bonus 8+

s a superior bigraphical profile with only a name


man levels for backup
class level to Bureaucracy and Know(Politics)

eat. Later gain security team


Bureaucract to gain assistance of someone who can't be bribed
uced, the total reduction is reduced.
roll for field expenses
ent intervention favor checks
e feat he has for disposition, persuasion, presence, or reptutation
o Diplomacy equal to 1/2 Intimidate ranks and vice versa
tion gov't assets without attention and make any one favor check with Agency
inspiration check, may also roll the Action Die

k one personal question

penalty per point of background they have


for all skill checks to develop a profile
l. If fail, may choose what happens
over information target linked to a crime
nge for all Spot checks to notice surveillance increased by class level
e skill. Bonus to Surveillance, Electronics, and Listen
ap and power rating for surveillance gear

ephone call, email or other communications


n surveillance gear automatically fail
sten or Surveillance check
d surveillance gear

signed to character at all times


l that all events that happen there are recoreded and analyzed.

ing of facility, may acquire plans to foil sec, may reduce sec rating for team.

tly, in chase lead is +5 lengths for finishing moves


and Open Lock for lack of equipment

does not have to spend Action Die for critical


= damage taken). If suceed, critical cancelled
nding an Action Die to add to initiative roll. May regroup while Defensive
to crowds, convert to subdual with no penalty, never fail when searching

or cover feat
ve the disposition of a crowd
a Action Die to make an error hit a bystander or agent
situation by negotiation gain +1 grade
afe Attack to whole team
one extra half-action that comes before all characters at +5.
onsidered to have +2 power rating
checks, go 24 hours without food or sleep, ignore Int penalty
penetrate security system, give whole team ability
Matehmatical Genius

ormation when using internet


ed a system using Education (DC 10+level)
check by one grade for any with Comp bonus 8+
orm actions in a computer without detection
Die for damage, roll 2 dice

using firearms

hin 1 range increment


or firearms by 1
e by 2 when opponent is denied Dex bonus
sniper position after shot is Spot vs. Hide
aking a firearm attack
Num Armor Type BP DB DR MDB ACP peed Weight Cost
1
2 Kevlar vest Light 30 1 4 4 -1 0 8 600
3 Kevlar vest w/insert Light 40 1 5 3 -1 0 12 800
4 Tuxedo liner Light 20 1 2 4 0 0 7 500
5 Chain shirt Med 20 0 5 3 -3 0 25 250
6 Steelweave vest Med 25 1 8 2 -5 -10 20 750
7 Kevlar BDU Med 35 1 5 5 -2 -5 15 1000
8 Assault Vest Heavy 40 0 8 1 -4 -10 25 1500
9 Assault Vest w/insert Heavy 50 0 10 2 -4 -10 32 2000
10 Bomb squad suit Heavy 35 -1 11 0 -6 -15 30 2000
11 Door-gunner vest Heavy 50 -2 14 0 -7 -15 40 3000

Weapons
Num Name Type BP AccDam Error Threat ange Weight Ammo Size SP
1
2 --Backup Pistols--
3 Beretta 8000 9mm R 13 1d10+1 1 20 25 2 10 S -
4 Beretta 8000 .40 S&W R 16 1d8+2 1 20 25 2 10/11 S TD
5 Beretta 8000 .45 ACP R 19 1d12 1 19-20 25 2 8 S TD
6 Beretta 9000S 9mm R 14 1d10+1 1 20 25 2 10/12 S SG
7 Beretta 9000S .40 S& R 17 1d8+2 1 20 25 2 10 S SG,TD
8 Beretta Cheetah .380 R 11 2d4 1 20 15 1 8 S FL
9 Colt Defender .45 ACP R 20 1d12 1 19-20 25 1 7 S DT,TD
10 Makarov 9mm R 10 2d4 1 20 20 2 8 S -
11 SIG-Sauer P-230 .380 R 12 2d4 1 20 15 1 7 S DP
12 SIG-Sauer P-232 .32 R 11 1d6+1 1 20 15 1 8 S DP
13 SIG-Sauer P-232 .380 R 12 2d4 1 20 15 1 7 S DP
14 Taurus PT-111 9mm R 10 1d10+1 1 20 20 1.2 10 S CP, DA
15 Taurus PT-132 .32 AC R 7 1d6+1 1 20 20 1.2 10 S CP, DA
16 Taurus PT-138 .380 A R 8 2d4 1 20 20 1.2 10 S CP, DA
17 Taurus PT-140 .40 S& R 12 1d8+2 1 20 20 1.2 10 S CP, DA, TD
18 Taurus PT-140 .45 AC R 15 1d12 1 20 20 1.2 10 S CP, DA, TD
19 Walther PP .32 ACP R 11 1d6+1 1 20 15 2 8 S -
20 --Pocket Pistols-- R S
21 ACCU-TEK AT-32 .32 R 9 1d6+1 1-2 20 15 1 5 S DS
22 ACCU-TEK AT-380 .38 R 8 1d8 1-2 20 20 1 10/13 S -
23 American Derringer LMR 18 1d12 1-2 19-20 10 1.5 4 S DT, SL, TD
24 Walther PPK 7.65mm R 12 2d4 1 20 20 1 7 S DS,DT
25 --Service Pistols-- R S
26 Beretta 1951 7.65mm R 10 2d4 1-2 20 20 2 8 S FL
27 Beretta 1951 9mm R 13 1d10+1 1-2 20 25 2 8 S FL
28 Beretta Model 92 9mm R 12 1d10+1 1-2 20 25 2 15 S -
29 Browning High-Power R 17 1d10+1 0 20 25 2 13 S DP
30 Calico 950 9mm R 14 1d10+1 1-2 20 25 6 50/100 S BF,CS
31 Colt M1911A1 .45 ACP R 22 1d12 0 19-20 25 2 7 S TG,TD
32 CZ100/101 9mm R 14 1d10+1 1-2 20 25 1 13 S CP
33 CZ100/101 .40 S&W R 17 1d8+2 1-2 20 25 1 10 S CP,TD
34 CZ75 9mm R 15 1d10+1 1 20 25 2 15 S DS,SL
35 CZ75 .40 S&W R 18 1d8+2 1 20 25 2 15 S DS,SL,TD
36 CZ75 auto 9mm R 15 1d10+1 1-2 20 25 2 15S DS,ST
37 CZ G2000 9mm R 12 1d10+1 1-2 20 25 2 15/19S -
38 CZ G2000 .40 S&W R 12 1d8+2 1-2 20 25 2 12/15S -
39 Daewoo DP 40 .40 S& R 15 1d8+2 1-2 20 25 2 13S TD
40 Daewoo DP 45 .45 AC R 18 1d12 1-2 19-20 25 2 13S TD
41 Daewoo DP 451 9mm R 12 1d10+1 1-2 20 25 2 13S -
42 FN Five-seveN 5.7mm R 16 1d10+1 1 20 25 2 20S AP,DS
43 FN Forty-Nine .40 S& R 17 1d8+2 1 20 25 2 10S AK,DP,DS,TD
44 Glock 17 9mm R 18 1d10+1 1 20 25 1 17/19S AA,CP
45 Glock 18 9mm R 21 1d10+1 1 20 25 1 17/19S AK,DP,DS,TD
46 Glock 20 10mm R 21 2d6 1 19-20 25 2 10/15S AA,CP
47 Glock 21 .45 ACP R 23 1d12 1 19-20 25 2 10/13S AA,CP,TD
48 Glock 22 .40 S&W R 20 1d8+2 1 20 25 1 10/15/17S AA,CP,TD
49 Glock 23 .40 S&W R 21 1d8+2 1 20 25 1 10/13/15S AA,CP,DT,TD
50 Glock 28 .380 Auto R 14 1d8 1 20 15 1 10/12S AA,CP,DT,TD
51 Glock 31 .357 Sig R 18 2d6 1 20 30 1 10/15/17S AA,CP,DP
52 H&K P9 7.65mm R 12 2d4 1 20 20 2 9S DP
53 H&K P9 9mm R 15 1d10+1 1 20 25 2 8S DP
54 H&K SOCOM .45 ACP R 24 1d12 1 19-20 25 3 12S TD,WL, IN laser sight
55 H&K SOCOM silenced R 24 1d12 1 19-20 25 4 12S SL, IN laser sight, std. supp
56 H&K USP 9mm R 15 1d10+1 1 20 25 2 10S DP
57 H&K USP .40 S&W R 18 1d8+2 1 20 25 2 10S DP,TD
58 H&K USP .45 ACP R 21 1d12 1 19-20 25 2 10S DP,TD
59 H&K VP70 9mm R 14 1d10+1 1 20 25 1.8 18S BF,MP
60 IMI Jericho 941 9mm R 12 1d10+1 1-2 20 25 2 16S -
61 IMI Uzi Pistol 9mm R 8 -1 0+1 1-3 20 25 4 20/25/30S -
62 Desert Eagle .357 Mag R 20 3d4+1 1-2 19-20 30 4 9S -
63 Desert Eagle .44 Mag R 24 2d6+2 1-2 19-20 35 4 8S TD
64 Desert Eagle .50 AE R 29 3d6+1 1-2 19-20 45 4 7S TD
65 RH-ALAN HS95 9mm R 18 1d10+1 1-2 20 25 2 15S RS,RG, IN 2nd gen night si
66 Ruger P89 9mm R 13 1d10+1 1-2 20 25 2 15S RG
67 Ruger P90 .45 ACP R 19 1d12 1-2 19-20 25 2 7S RG,TD
68 Ruger P94 9mm R 14 1d10+1 1-2 20 25 2 10S CP
69 Ruger P97 .45 ACP R 19 1d12 1-2 19-20 25 2 8S RG,TD
70 SIG Sauer P-220 9mm R 13 1d10+1 1 20 25 2 8S -
71 SIG Sauer P-220 .45 R 19 1d12 1 19-20 25 2 8S TD
72 SIG Sauer P-225 9mm R 14 1d10+1 1 20 25 2 9S DT
73 SIG Sauer P-225 .45 R 20 1d12 1 19-20 25 2 9S DT,TD
74 SIG Sauer P-226 9mm R 16 1d10+1 1 20 25 2 15S DP,RG
75 SIG Sauer P-226 .40 R 19 1d8+2 1 20 25 2 15S DP,RG,TD
76 SIG Sauer P-226 .45 R 22 1d12 1 19-20 25 2 15S DP,RG,TD
77 SIG Sauer P-228/P-22 R 14 1d10+1 1 20 25 2 13S DT
78 SIG Sauer P-245 .45 R 20 1d12 1 19-20 25 2 6S DT,TD
79 Steyer SPP 9mm R 12 1d10+1 1-2 20 25 3 15/30S -
80 Tzniit PSS Silent 7.62 R 11 1d6+1 1-2 20 15 2 6S DT,IN std. Suppressor
81 Tniit SPP-1 Underwate R 12 -1 8+1 1-2 20 Spec 2 4S -
82 Walther P5 9mm R 14 1d10+1 1 20 25 2 8S DS
83 --Target Pistols-- R S
84 Benelli MP90S .22 R 20 +2 4+2 1-2 20 10 3 6 S AA,SG
85 Browning Buck Mark .2 R 14 +1 4+2 1-2 20 10 2 10 S BB
86 Magnum Res .22/250 R 11 +1 1d6 1-2 20 50 4 1 S MC
87 Magnum Res .22 R 12 +1 4+2 1-2 20 10 4 1 S MC
88 Magnum Res 5.56mm R 13 +1 4+2 1-2 20 40 4 1 S MC
89 Magnum Res .357 MagR 24 +1 4+1 1-2 19-20 30 4 1 S MC
90 Magnum Res .243 Win R 26 +1 4+1 1-2 20 50 4 1 S MC
91 Magnum Res .30-30 WR 26 +1 4+1 1-2 20 50 4 1 S MC
92 Magnum Res .44 Mag R 28 +1 6+2 1-2 19-20 35 4 1 S MC,TD
93 Magnum Res 7.62mm SR 31 +1 3d6 1-2 19-20 45 4 1 S MC,TD
94 Magnum Res .30-06 R 32 +1 0+1 1-2 19-20 60 4 1 S MC
95 Magnum Res .444 MarlR 35 +1 0+1 1-2 19-20 65 4 1 S MC,TD
96 Magnum Res 7mm-08 R 35 +1 4+2 1-2 19-20 60 4 1 S MC,TD
97 Magnum Res 7.62mm R 35 +1 4+2 1-2 19-20 60 4 1 S MC,TD
98 Springfield Trophy Ma R 20 +1 8+2 1 20 25 2 7 S TD
99 Springfield Trophy Mat R 23 +1 d12 1 19-20 25 2 8 S TD
100 Thompson Center .22 R 12 +1 4+2 1-2 20 10 3 1 S -
101 Thompson Center 5.5 R 13 +1 4+2 1-2 20 40 3 1 S -
102 Thompson Center .45 LR 19 +1 8+2 1-2 20 25 4 1 S TD
103 Thompson Center .35 R 24 +1 4+1 1-2 19-20 30 3 1 S -
104 Thompson Center .44 R 28 +1 6+2 1-2 19-20 35 3 1 S TD
105 --Hunting Revolvers-- R S
106 Colt Anaconda .45 LongR 18 1d8+2 1 20 20 5 6 S DP,TD
107 Colt Anaconda .357 M R 23 3d4+1 1 19-20 30 5 6 S DP
108 Colt Anaconda .44 Ma R 26 2d6+2 1 19-20 25 5 6 S DP,TD
109 Ruger Super Redhawk R . 19 1d8+2 1 20 30 5 6 S DP,TD
110 Ruger Super Redhawk R 27 2d6+2 1 19-20 35 5 6 S DP,TD
111 Ruger Super Redhawk R 30 3d6 1 19-20 45 5 6 S DP,TD
112 Ruger Super Redhawk R . 33 3d6+1 1 19-20 55 5 6 S DP,TD
113 S&W Model 29 .44 Ma R 27 2d6+2 0 19-20 35 4 6 S TD
114 Taurus Model 608 .357 R 26 3d4+1 1 19-20 30 2.8 8 S DP
115 --Service Revolvers-- R S
116 Colt SAA .45 Long R 23 1d12 0 19-20 30 2.5 6 S TD
117 Colt SAA .44-40 R 27 1d12+2 0 19-20 30 2.5 6 S TD
118 Manurhin MR-73 9mm R 15 1d10+1 1 20 25 2 6 S DP
119 Manurhin MR-73 .357 R 23 3d4+1 1 19-20 30 2 6 S DP
120 Mateba Model 6 .357 R 18 3d4+1 1 20 30 3 6 S -
121 Phillips & Rogers Med R 24 1d8+1 1 20 20 2 6 S DP,MC,RG
122 Phillips & Rogers Med R 24 3d4+1 1 20 30 2 6 S DP,MC,RG
123 Phillips & Rogers Me R 24 1d10+1 1 20 25 2 6 S DP,MC,RG
124 Ruger SP-101 .22 R 12 1d4+2 1 20 10 2 6 S DP,SL
125 Ruger SP-101 .38 SpecR 16 1d8+1 1 20 20 2 5 S DP,SL
126 Ruger SP-101 .357 M R 21 3d4+1 1 20 30 2 5 S DP,SL
127 S&W Model 10 .38 SpeR 15 1d8+1 0 20 20 2 6 S DP
128 --Assault Rifles-- R
129 Beretta AR-70/90 5.5 R 25 4d4 1-2 20 125 9 30 L No burst
130 Beretta SC-70/90 5.5 R 26 4d4 1-2 20 125 8 30 L No burst,CS
131 Bofors AK5 5.56mm N R 25 4d4 1-2 20 125 9 30 L No burst,CS
132 Bofors AK5B 5.56mm R 27 4d4 1-2 20 125 10 30 L No burst,CS,IN 4x scope
133 Bofors AK5C 5.56mm R 50 4d4 1-2 20 125 12 30 L No burst,CS,IN M203 GL
134 Bofors AK5D 5.56mm R 27 4d4 1-2 20 125 6 30 L No burst,CS, IN 4x scope
135 Colt CAR-15 5.56mm R 27 4d4 1-2 20 125 7 20/30 L No burst,CS,DT
136 Colt M16A1 5.56mm N R 23 4d4 1-4 20 125 6 30 L No burst
137 Colt M16A2 5.56mm N R 23 4d4 1-3 20 125 9 30 L No strafe
138 Colt M16A3 5.56mm N R 24 4d4 1-2 20 125 9 30 L No strafe
139 Colt M4 5.56mm R 28 4d4 1-2 20 100 7.5 30 L No strafe, DT, MD (optics),
140 Colt M4A1 5.56mm R 29 4d4 1-2 20 100 7.5 30 L No strafe, DT, MD (optics),
141 Colt M4A1 SOPMOD 5 R 42 4d4 1-2 20 100 7.5 30 L No strafe, DT, MD, IN adj s
142 CZ2000 5.56mm NATOR 27 4d4 1-2 20 125 7 30 L CS
143 CZ2000 Carbine 5.56 R 28 4d4 1-2 20 125 6 30 L CS,DT
144 Daewoo DR-200 5.56 R 23 4d4 1-2 20 125 8 30 L Single shot
145 Daewoo DR-300 7.62mR 28 2d6 1-2 19-20 150 8 30 L Single shot
146 Daewoo K1 5.56mm N R 29 4d4 1-2 20 125 7 30 L CS,DT,IN 2x scope
147 Daewoo K2 5.56mm N R 27 4d4 1-2 20 125 8 30 L CS
148 FAMAS F1 5.56mm NAR 26 4d4 1-2 20 125 8 25 L BP
149 FAMAS G2 5.56mm N R 26 4d4 1-2 20 125 8 25 L BP
150 FN F2000 5.56mm NA R 28 4d4 1-2 20 125 8 30 L Modular, BP
151 FN FAL 7.62mm NATO R 39 4d4+2 1 19-20 175 10 20 L BB,DP,RG
152 H&K 33A2 5.56mm NA R 32 4d4 1 20 125 9 25/30 L DP,RG,IN muzzle brake
153 H&K 33A3 5.56mm NA R 33 4d4 1 20 125 9 25/30 L CS,DP,RG,IN muzzle brake
154 H&K G11 Caseless 4. R 34 +2 8+1 1-2 19-20 125 8 50 L Burst only,BP,IN 1.5x scope
155 H&K G3 7.62mm NATOR 38 4d4+2 1 19-20 125 18 20 L CS,DP,RG,IN bipod
156 H&K G36 5.56mm NATR 34 4d4 1 20 125 7 30 L Modular,CS,DP,RG,IN 2x s
157 H&K G36K 5.56mm N R 30 4d4 1 20 125 7 30 L Modular, AK,DP,RG
158 H&K G36 Compact 5. R 34 4d4 1 20 125 6 30 L Modular,CS,DP,DT,RG
159 HOWA Rigle Type 895.56mm
R NATO
30 4d4 1-2 20 125 8 20/30 L CS,DP,IN recoil comp
160 IMI Galil AR 5.56mm R 26 4d4 1-2 20 125 10 35/50 L CS, IN bipod
161 IMI Galil AR 7.62mm R 37 4d4+2 1-2 19-20 175 10 35/50 L CS, IN bipod
162 IMI Galil ARM 7.62mm R 36 4d4+2 1-2 19-20 175 9 25 L No burst, CS, IN bipod
163 IMI Galil MAR 5.56mm NATO
R 28 4d4 1-2 20 125 6 35 L CS,DT
164 IMI Galil SAR 5.56mm NATO
R 23 4d4 1-2 20 125 8 35 L Single shot
165 IMI Galil SARM 7.62mmRNATO 33 4d4+2 1-2 19-20 175 8 35 L Single shot,CS
166 IMI TAVOR CTAR-21 R 27 4d4 1-2 20 125 8 20/30 L BP,DT
167 IMI TAVOR MTAR-21 R 27 4d4 1-2 20 125 7 20/30 L BP,DT
168 IMI TAVOR STAR-21 R 28 4d4 1-2 20 125 8 20/30 L BB,BP,IN bipod
169 IMI TAVOR TAR-21 5. R 26 4d4 1-2 20 125 8 20/30 L BP
170 AK-102 5.56mm NATO R 22 -1 4d4 1-3 20 125 7 30 L CS
171 AK-104 7.62mm SovietR 27 -1 3d6 1-3 19-20 150 7 30 L CS
172 AK-105 5.45mm SovietR 31 3d6+1 1-3 20 175 7 30 L CS
173 AK-107 5.45mm SovietR 34 3d6+1 1-2 20 175 8 30 L CS,DP
174 AK-108 5.56mm NATO R 29 4d4 1-2 20 125 8 30 L CS,DP
175 AK-47 7.62mm Soviet R 35 3d6 1 19-20 150 9 30 L DP,RG
176 AK-74 5.45mm Soviet R 33 3d6+1 1 20 175 9 30 L RG
177 AKS-47 7.62mm SovietR 35 3d6 1 19-20 150 9 30 L CS,DP
178 AN-94 5.45mm Soviet R 31 3d6+1 1-3 20 175 9 30 L No single,CS,IN recoil com
179 NORINCO QBZ-95 5. R 34 3d6+1 1-2 19-20 175 8 30 L BP
180 NORINCO QBZ-97 5. R 26 4d4 1-2 20 125 8 30 L BP
181 Royal Small Arms L85 R 27 4d4 1-3 20 125 11 20 L BP,IN 4x scope
182 Royal Small Arms SA8 R 26 4d4 1-2 20 125 8 20 L BP
183 SIGArms SG551 SP R 32 4d4 1-2 20 125 8 25 L Modular,BB,CS,FL,IN bipod
184 ST Kinetics SAR-21 5 R 26 4d4 1-2 20 125 8 30 L BP
185 Steyr ACR 5.56mm Fle R 19 3d4 1-2 20 100 7 20 L No burst,BP
186 Steyr AUG 5.56mm NAR 28 4d4 1-2 20 125 8 30/40 L Modular BP,IN 2x scope
187 Steyr AUG Carbine 5 R 27 4d4 1-2 20 100 8 30/40 L Modular,BP,IN 2x scope
188 Tniit AS Silent Assault R 21 1d12+1 1-3 20 100 6 10/20 L CS,IN std suppressor
189 --Bolt Action Rifles-- R L
190 De Lisle Silent Carbin R 21 1d12 1-2 19-20 75 8 8 L WL;IN std suppressor
191 Remington 597 LR .22 R 11 1d4+2 1 20 50 6 10 L -
192 Royal Arms L86A1 5. R 24 4d4 1 20 125 9 10/30 L -
193 Savage Arms 116SE .3 R 39 3d6+2 1 19-20 225 9 3 L PB
194 Savage Arms 116SE .3 R 39 5d4 1 19-20 225 9 3 L PB
195 Savage Arms 116SE . R 39 5d4 1 19-20 225 9 3 L PB
196 Savage Arms 116SE .4 R 39 5d4 1 19-20 250 9 3 L PB
197 SIGArms Mauser M98 .R 38 2d10+2 1 19-20 250 9 4 L DP,RG
198 SIGArms Mauser M98 .R 39 2d12 1 19-20 275 9 4 L DP,RG
199 Springfield M6 Scount R 22 1d4+2 1 20 50 3 1/1 L CS
200 Springfield M6 Scount R 22 3d4+1 1 20 10 3 1/1 L CS
201 Springfield M6 Scount R 22 2d6+2 1 20 10 3 1/1 L CS
202 US Model 1903 .30 R 30 +1 2d8 1 20 125 8 5 L DP,RG
203 --Semiautomatic Rifles--
204 Springfiled M1 Garand R 37 2d10+1 1 19-20 150 9.5 8 L DP, FL, RG
205 --Sniper Rifles-- R L
206 Accuracy L96 5.56mm R 28 4d4 1 19-20 125 14 10 L BB,CT,RG
207 Accuracy L96 7.62mm R 37 4d4+2 1 18-20 175 14 10 L BB,CT,RG
208 Accuracy AW/L96A1 5 R 31 4d4 1 19-20 125 14 10 L BB,CT,RG
209 Accuracy AW/L96A1 7 R 37 4d4+2 1 18-20 175 14 10 L BB,CT,RG
210 Accuracy L96AW50 .5 R 58 2d12+2 1-2 17-20 375 33 5 L AP,BB,CT,RG,TD
211 Accuracy L96AWF 7. R 38 4d4+2 1 18-20 175 26 10 L BB,CS,CT,RG
212 Accuracy L96AWM .33 R 41 5d4 1 18-20 250 13 10 L BB,CT,RG
213 Accuracy L96AWP 2.43R 15 1d8 1-2 19-20 50 14 10 L BB,CT,PB,RG,IN std suppr
214 Accuracy L96AWP 7. R 18 1d8+1 1-2 19-20 75 14 10 L BB,CT,PB,RG,IN std suppr
215 Accuracy L96AWS 7. R 17 1d8+1 1-2 19-20 75 14 10 L BB,CT,RG,IN std suppresso
216 AMP DSR-1 7.62mm NR 36 4d4+2 1 18-20 175 14 5 L BP,CU,FB,IN bipod
217 AMP DSR-1 .300 Win R 39 3d6+2 1 18-20 225 14 4 L BP,CU,FB,IN bipod
218 AMP DSR-1 .338 Lapu R 40 5d4 1 18-20 250 14 4 L BP,CU,FB,IN bipod
219 Armalite AR-50 .50 BM R 58 2d12+2 1-2 17-20 375 34 1 L AP,MP,TD,IN brake
220 Barrett M82A1 .50 BM R 56 2d12+2 1-2 17-20 375 28 10 L AP,TD,IN recoil comp
221 Barrett M99 .50 BMG R 56 2d12+2 1-2 17-20 375 25 1 L AP,MP,TD,IN brake
222 CZ M76 7.62mm NATOR 35 4d4+2 1 18-20 175 9 10 L IN 4x scope
223 CZ M76 7.92mm Maus R 35 4d4+2 1 18-20 175 9 10 L IN 4x scope
224 CZ M76 7.62mm Sovie R 36 2d10+1 1 18-20 200 9 10 L IN 4x scope
225 Dragunov SVD 7.62mmR 39 +1 0+1 1-2 18-20 200 10 10 L IN 4x scope
226 Dragunov SVU 7.62mmR 22 +1 8+2 1-2 19-20 75 10 10 L BP,IN 4x scope, bipod, std
227 Dragunov SVU-A 7.62mR 25 +1 8+2 1-3 19-20 75 10 10 L BP,BF,ST,IN 4x scope, bipo
228 FN Model 30-11 7.62 R 36 4d4+2 1 18-20 175 11 5 L DP,RG
229 FN Nemesis .50 BMG R 60 2d12+2 1-2 17-20 375 28 5 L Modular,AP,TD,IN bipod bra
230 Fudil FR-2 7.62mm NA R 34 4d4+2 1 18-20 175 11 10 L IN bipod
231 Gepard M1 12.7mm R 58 3d8+1 1-2 17-20 375 42 1 L AD,TD,IN 12x scope, bipod
232 Gepard M2 12.7mm R 55 3d8+1 1-2 17-20 375 26 5/10 L AD,TD,IN 12x scope, bipod
233 Gepard M2A1 12.7mm R 56 3d8+1 1-2 17-20 375 22 5/10 L AD,DT,TD,IN 12x scope, bi
234 Gepard M3 12.7mm R 69 3d10+1 1-2 17-20 525 26 5/10 L AD,TD,IN recoil comp, brak
235 H&K G3 SG/1 7.62mm R 50 4d4+2 1 18-20 175 9.7 20 L AA, DP, RG, ST, IN 6x scop
236 H&K MSG-90 7.62mm R 41 4d4+2 1 18-20 175 14 5/20 L AA,BB,CT,IN 10x scope
237 H&K PSG-1 7.62mm N R 40 4d4+2 1 18-20 175 18 5/20 L DP,RG,WL,IN bipod
238 IMI Galatz 5.56mm subR 18 1d6+1 1-2 19-20 25 18 20 L AA,BB,IN 6x scope, bipod,
239 KBP V-94 12.7mm R 54 3d8+1 1-2 18-20 375 40 1 L AD,TD,IN bipod, brake
240 Mauser Model 86 7.6 R 36 4d4+2 1 18-20 175 11 9 L BB,IN 6x scope
241 Mechem NTW-20 20m R 56 5d6 1-2 17-20 500 57 3 L AD,TD,IN bipod
242 Parker-Hale Model 82 R 40 4d4+2 1 18-20 175 11 4 L BB,CT,CU,WL
243 Parke-Hale Model 85 R 46 +2 4+2 1 18-20 175 30 10 L WL,IN bipod, std suppresso
244 PGM Hecatge II .50 B R 53 2d12+2 1-2 18-20 375 30 7 L AP,CU,MP,TD
245 Remington Model 700 R 25 4d4 1 19-20 125 13 10 L IN 3.9x scope
246 Remington Model 700 R 34 4d4+2 1 18-20 175 13 10 L IN 3.9x scope
247 RH-ALAN RH-20 20m R 74 4d8 1-2 17-20 625 42 1 L AD,BP,TD,IN recoil comp, b
248 Sako TRG-22 7.62mm R 41 +2 4+2 1 18-20 175 11 5 L -
249 Sako TRG-42 .300 WinR 44 +2 6+2 1 18-20 225 11 5 L -
250 Sako TRG-42 .338 LapR 45 +2 5d4 1 18-20 250 11 5 L -
251 SIG-Sauer SSG 3000 R 27 4d4 1 19-20 125 16 5 L BB,CS,IN bipod
252 Steyr IWS2000 15.2m R 72 +1 7d4 1-2 17-20 575 40 5 L AP,BP,IN recoil comp, brake
253 Steyr SSG-69 7.62mm R 41 +2 4+2 1 18-20 175 9 5 L -
254 Technicka Magnum 96 R 72 3d10+1 1-2 17-20 525 57 5 L AD,BP,TD,IN 12x scope, bi
255 Tzniit VSS Silent Snip R 22 1d12+1 1 19-20 100 6 10/20 L AP, IN std suppressor
256 US Carbine M21 7.62 R 36 4d4+2 1 18-20 175 12 10/20 L DT,FB,IN 2x scope
257 Walther WA2000 7.6 R 43 4d4+2 1 18-20 175 15 6 L AA,BB,BP,CU, IN 2.5x scop
258 Walther WA2000 .300 R 46 3d6+2 1 18-20 225 15 6 L AA,BB,BP,CU, IN 2.5x scop
259 --Break Action ShotgunR L
260 Sporting Arms Snake CR 20 3d4+1 1 20 5 4 2 L DT,MP
261 Sporting Arms Snake CR 20 2d6+2 1 20 5 4 2 L DT,MP
262 Stoeger/GA Uplander . R 15 -1 4+1 1 20 10 8 2 L -
263 Stoeger/GA Uplander . R 15 -1 6+2 1 20 10 8 2 L -
264 Stoeger/GA Uplander 2R 21 -1 4+1 1 20 15 8 2 L -
265 Stoeger/GA Uplander 2R 21 -1 4+2 1 19-20 20 8 2 L -
266 Stoeger/GA Uplander 1R 28 -1 5d4 1 20 30 8 2 L -
267 Stoeger/GA Uplander 1R 28 -1 d12 1 19-20 30 8 2 L -
268 Winchester Supreme FiR 33 5d4 1 20 30 7 2 L CU,DP
269 Winchester Supreme FiR 33 2d12 1 19-20 30 7 2 L CU,DP
270 Winchester Supreme Sp R 33 5d4 1 20 30 8 2 L CU,DP
271 Winchester Supreme Sp R 33 2d12 1 19-20 30 8 2 L CU,DP
272 --Combat Shotguns-- R L
273 Armsel Striker 12 12 shR 31 5d4 1-3 20 30 9 12 L BF,ST
274 Armsel Striker 12 12 sl R 31 2d12 1-3 19-20 30 9 12 L BF,ST
275 Benelli M1 Super 90 20R 28 4d4+1 1-3 20 15 7 3/7 L BF,ST,IN choke
276 Benelli M1 Super 90 20R 28 4d4+2 1-3 19-20 20 7 3/7 L BF,ST,IN choke
277 Benelli M1 Super 90 12R 32 5d4 1-3 20 30 7 3/7 L BF,ST,IN choke
278 Benelli M1 Super 90 12R 32 2d12 1-3 19-20 30 7 3/7 L BF,ST,IN choke
279 Benelli M3 Super 90 20R 28 4d4+1 1-3 20 15 9 3/7 L BF,ST,IN choke
280 Benelli M3 Super 90 20R 28 4d4+2 1-3 19-20 20 9 3/7 L BF,ST,IN choke
281 Benelli M3 Super 90 12R 31 5d4 1-3 20 30 9 3/7 L BF,ST,IN choke
282 Benelli M3 Super 90 12R 31 2d12 1-3 19-20 30 9 3/7 L BF,ST,IN choke
283 Benelli M3T Super 90 2R 28 4d4+1 1-3 20 15 9 7 L BF,ST,IN choke
284 Benelli M3T Super 90 2R 28 4d4+2 1-3 19-20 20 9 7 L BF,ST,IN choke
285 Benelli M3T Super 90 1R 30 5d4 1-3 20 30 9 7 L BF,ST,IN choke
286 Benelli M3T Super 90 1R 30 2d12 1-3 19-20 30 9 7 L BF,ST,IN choke
287 Benelli M4 Super 12 shR 31 5d4+ 1-2 20 30 8 6 L BF,CS
288 Benelli M4 Super 12 sl R 31 2d12 1-2 19-20 30 8 6 L BF,CS
289 Beretta Model 1201FP R 29 5d4 1-3 20 30 8 6 L CS
290 Beretta Model 1201FP R 29 2d12 1-3 19-20 30 8 6 L CS
291 Daewoo USAS-12 12 sR 28 5d4 1-3 20 30 12 10/20 L -
292 Daewoo USAS-12 12 sR 28 2d12 1-3 19-20 30 12 10/20 L -
293 Franchi SPAS-12 12 shR 33 5d4 1-2 20 30 9.7 8 L CS,DP,RG
294 Franchi SPAS-12 12 sl R 33 2d12 1-2 19-20 30 9.7 8 L CS,DP,RG
295 Franchi SPAS-15 12 shR 33 5d4 1-2 20 30 8 6 L CS,DP,RG
296 Franchi SPAS-15 12 sl R 33 2d12 1-2 19-20 30 8 6 L CS,DP,RG
297 H&K/Olin CAWS 12 flecR 33 5d4 1-3 19-20 30 10 10 L AP,BF,BP
298 Itaca MAG-10 RoadblocR 33 5d4+2 1-3 19-20 35 11 2 L -
299 Itaca MAG-10 RoadblocR 33 3d8+1 1-3 19-20 40 11 2 L AP,BF,BP
300 Kalashikov Saga 12K . R 16 3d4+1 1-4 20 10 8 5/7 L CS
301 Kalashikov Saga 12K . R 16 2d6+2 1-4 20 10 8 5/7 L CS
302 Kalashikov Saga 12K 1R 28 5d4 1-4 20 30 8 5/7 L CS
303 Kalashikov Saga 12K 1R 28 2d12 1-4 19-20 30 8 5/7 L CS
304 Kalashikov Saga 12K 2R 25 4d4+1 1-4 20 15 8 5/7 L CS
305 Kalashikov Saga 12K 2R 25 4d4+2 1-4 19-20 20 8 5/7 L CS
306 Pancor Jackhammer 12R 32 5d4 1-3 20 30 10 10 L BF,ST,IN std suppressor
307 Pancor Jackhammer 12R 32 2d12 1-3 19-20 30 10 10 L BF,ST,IN std suppressor
308 Neostead Pump Action R 29 5d4 1-3 20 30 9 6/6 L -
309 Neostead Pump Action R 29 2d12 1-3 19-20 30 9 6/6 L -
310 --Pump Action ShotgunR L
311 Gurza KS-23 23mm sh R 44 6d4+1 1-2 18-20 35 9 3 L AD,AK,SG
312 Gurza KS-23 23mm sluR 44 5d6 1-2 18-20 40 9 3 L AD,AK,SG
313 Ithaca Model 37 16 shoR 35 +1 4+2 1 20 20 7 5 L DP,RG,IN choke
314 Ithaca Model 37 16 slu R 35 +1 0+1 1 19-20 20 7 5 L DP,RG,IN choke
315 Ithaca Model 37 20 shoR 35 +1 4+1 1 20 15 7 5 L DP,RG,IN choke
316 Ithaca Model 37 20 slu R 35 +1 4+2 1 19-20 20 7 5 L DP,RG,IN choke
317 Ithaca Model 37 12 shoR 39 +1 5d4 1 20 30 7 5 L DP,RG,IN choke
318 Ithaca Model 37 12 slu R 39 +1 d12 1 19-20 30 7 5 L DP,RG,IN choke
319 Knight Masterkey 12 shR 19 -1 5d4 1-2 20 15 3 5.5 L AK, DP, RG
320 Knight Masterkey 12 sl R 19 -1 d12 1-2 19-20 15 3 5.5 L AK, DP, RG
321 Mossberg M500 "CrusieR 18 3d4+1 1-2 20 10 6 6 L DT
322 Mossberg M500 "CrusieR 18 2d6+2 1-2 20 10 6 6 L DT
323 Mossberg M500 "CrusieR 27 4d4+1 1-2 20 15 6 6 L DT
324 Mossberg M500 "CrusieR 27 4d4+2 1-2 19-20 10 6 6 L DT
325 Mossberg M500 "CrusieR 31 5d4 1-2 20 30 6 6 L DT
326 Mossberg M500 "CrusieR 31 2d12 1-2 19-20 30 6 6 L DT
327 Mossberg M500 .410 s R 19 3d4+1 1-2 20 10 7 6 L DP
328 Mossberg M500 .410 s R 19 2d6+2 1-2 20 10 7 6 L DP
329 Mossberg M500 20 shoR 28 4d4+1 1-2 20 15 7 6 L DP
330 Mossberg M500 20 slu R 28 4d4+2 1-2 19-20 20 7 6 L DP
331 Mossberg M500 12 shoR 31 5d4 1-2 20 30 7 6 L DP
332 Mossberg M500 12 slu R 31 2d12 1-2 19-20 30 7 6 L DP
333 Mossberg M500A "PolicR 19 3d4+1 1-2 20 10 7 6 L DP
334 Mossberg M500A "PolicR 19 2d6+2 1-2 20 10 7 6 L DP
335 Mossberg M500A "PolicR 28 4d4+1 1-2 20 15 7 6 L DP
336 Mossberg M500A "PolicR 28 4d4+2 1-2 19-20 20 7 6 L DP
337 Mossberg M500A "PolicR 31 5d4 1-2 20 30 7 6 L DP
338 Mossberg M500A "PolicR 31 2d12 1-2 19-20 30 7 6 L DP
339 Mossberg Model 590 12R 32 5d4 1-2 20 30 7 6/9 L BB,DP
340 Mossberg Model 590 12R 32 2d12 1-2 19-20 30 7 6/9 L BB,DP
341 Remington 870 16 shotR 31 4d4+2 1-2 20 20 7 4 L DP,IN choke
342 Remington 870 16 slugR 31 2d10+1 1-2 19-20 20 7 4 L DP,IN choke
343 Winchester 1300 12 shR 33 5d4 1-2 20 30 7 6/7 L IN detach bayonet
344 Winchester 1300 12 sl R 33 2d12 1-2 19-20 30 7 6/7 L IN detach bayonet
345 Winchester 1300 CostaR 30 5d4 1-2 20 30 7 6/7 L -
346 Winchester 1300 CostalR 30 2d12 1-2 19-20 30 7 6/7 L -
347 Winchester 1300 DefenR 30 5d4 1-2 20 30 7 6/7 L -
348 Winchester 1300 DefenR 30 2d12 1-2 19-20 30 7 6/7 L -
349 --Submachineguns-- R
350 Colt Commando 5.56 R 20 -1 4d4 1-2 20 45 7 20/30 M CS
351 Colt Model 635 9mm R 24 -1 0+1 1-2 20 30 6 20/32 M CS
352 CZ Scorpion 9mm R 10 -1 2d4 1-2 20 25 3 12/24/30 M CS,SS
353 CZ Scorpion .380 ACP R 9 -1 1d8 1-2 20 20 3 12/24/30 M CS,SS
354 CZ Scorpion .32 ACP R 9 -1 6+1 1-2 20 20 3 12/24/30 M CS,SS
355 Daewoo K1A 5.56mm R 22 -1 4d4 1-2 20 45 6 20/30 M CS,SS,IN brake, std suppre
356 FAMAE Mini-SAF 9mm R 25 -1 0+1 1-2 20 30 5 20/30 M CS,DT
357 FAMAE SAF Standard R 24 -1 0+1 1-2 20 30 6 20/30 M CS
358 FN P90 5.7mm R 31 -1 0+1 1-2 19-20 30 6 50 M DS,SL,SS,AP,BP,RG,IN nig
359 MP-40 9mm R 21 -1 0+1 1-3 20 30 9 32 M CS
360 H&K 53A2 5.56mm NA R 16 -1 6+1 1-2 20 20 9 25/30 M BP,SS, IN brake, suppresso
361 H&K 53A3 5.56mm NA R 17 -1 6+1 1-2 20 20 9 25/30 M CS,BP,SS, IN brake, suppr
362 H&K MP5A2 9mm R 26 -1 0+1 1-2 20 30 6 10/15/30 M DP,SS, IN brake, suppresso
363 H&K MP5A3 9mm R 27 -1 0+1 1-2 20 30 5 10/15/30 M DP,CS,SS, IN brake, suppr
364 H&K MP5K 9mm R 21 -3 0+1 1-2 20 30 4 15/30 M DP,DT,SS, IN brake, suppre
365 H&K MP5K-PDW 9mm R 27 -1 0+1 1-2 20 30 6 30 M CS,DP,SS, IN brake, suppr
366 H&K MP5-N 9mm R 28 -1 0+1 1-2 20 30 6 10/15/30 M CS,DP,RG,SS, IN brake, su
367 H&K MP5SD 9mm R 15 -1 1d8 1-2 20 25 7 15/30 M CS,DP,SS, IN brake, suppr
368 H&K MP5SF 9mm R 16 -1 0+1 1-2 20 30 5 10/15/30 M BF,CS,DP, IN brake, suppre
369 H&K MP7 4.6mm R 18 -1 4+1 1-2 20 30 2.6 20/40 M AP, CP, CS, ST, SS, no bur
370 H&K UMP-40A2 .40 S R 21 -1 8+2 1-2 20 30 5 25 M CS,DP,SS,TD, IN brake, su
371 H&K UMP-45A2 .45 A R 24 -1 d12 1-2 19-20 30 5 30 M CS,DP,SS,TD, IN brake, su
372 IMI Micro-Uzi 9mm R 8 -3 0+1 1-2 20 30 4 20 M CS,DT
373 IMI Mini-Uzi 9mm R 8 -3 0+1 1-2 20 30 6 20/25 M CS,DT
374 IMI Uzi 9mm R 10 -2 0+1 1-2 20 30 8 25/32 M CS
375 Indep Lusa A2 9mm R 15 -1 0+1 1-2 20 30 6 30 M CS,MP,RG
376 Ingram MAC-10 9mm R 10 -2 0+1 1-2 20 30 6 32 M -
377 Ingram MAC-10 .45 ACR 15 -2 d12 1-2 19-20 30 6 30 M TD
378 Ingram MAC-11 .380 A R 5 -2 1d8 1-2 20 20 4 16/32 M -
379 Milikor BXP 9mm R 10 -1 1d8 1-2 20 25 6 22/32 M PB,IN std suppressor
380 GG-95 PDW 9mm R 12 -1 0+1 1-3 20 30 4 20/40 M DT
381 Star Model Z84 9mm R 13 -1 0+1 1-2 20 30 7 25/30 M CS,LH
382 Ruger MP-9 9mm R 13 -1 0+1 1-2 20 30 7 34 M CS
383 MGP-84 9mm R 14 -1 0+1 1-2 20 30 5 20/30 M CS,DT
384 MGP-87 9mm R 13 -1 0+1 1-2 20 30 6 20/30 M CS
385 SITES Spectre M-4 9 R 16 1d10+1 1-2 20 30 6 32/50 M CS
386 Sterling L2A3 9mm R 16 -1 0+1 1-2 20 30 6 34 M CS,DP,RG
387 Steyr AUG 9mm Para R 15 -1 0+1 1-2 20 30 8 25/32 M Modular, BP, In 2x scope
388 Steyr TMP 9mm R 9 -3 0+1 1-2 20 30 3 15/30 M CP,DT
389 Thompson M1/M1A1 .4R 20 -1 d12 1 19-20 30 10 20/30 M RG,TD
390 Thompson M1928 .45 R 20 -1 d12 1 19-20 30 11 0/50/100 M RG,TD
391 Thompson M3 9mm R 15 -1 0+1 1-3 20 30 8 30 M RG,TD
392 Thompson M3 .45 ACPR 18 -1 d12 1-3 19-20 30 8 30 M RG,TD
393 Thompson M3A1 .45 A R 18 -1 d12 1-3 19-20 30 8 30 M RG,TD
394 --Melee Weapons--
395 Bayonet M 4 1d6 1 20 1 S -
396 Broken Bottle M 1d4 1-3 20 0.5 S -
397 Butt, pistol M 1d3+1 1 20 S Sub
398 Butt, rifle M 1d6 1-2 19-20 S -
399 Hook M 3 1-2 20 1 S -
400 Knife M 3 1d4 1 20 5 1 S -
401 Punch Dagger M 4 1d3+1 1-2 19-20 2 S -
402 Sap M 2 1d3+2 3 S Sub
403 Stiletto M 3 1d6 1-2 20 1 S -
404 Survival Knife M 4 1d6 1 20 5 3 S -
405 Switchblade M 5 1d4 1-3 18-20 1 S -
406 Taser M 12 1d8 1 5 2 S Sub
407 Axe, medium M 5 1d8 1-3 19-20 7 M -
408 Baton/club M 4 1d6 1 20 10 3 M -
409 Cattle Prod M 8 1d10 1 5 M Sub
410 Chain M 4 2d4 1-3 20 10 M -
411 Fencing foil M 7 1d6+1 1-3 18-20 3 M -
412 Lead pipe M 4 1d6+1 1-2 20 10 6 M -
413 Machete/sword M 4 1d8 1-2 20 4 M -
414 Swordcane M 7 1d6 1-2 19-20 4 L -
415 Axe, large M 7 1d12 1-3 19-20 20 L -
416 Baseball bat M 6 1d10 1 20 9 L -
417 Chainsaw M 11 2d8 1-3 18-20 15 L -
418 Spear M 6 1d10 1 20 20 9 L -
419 Sword, large M 6 1d12 1-2 20 15 L -
Armor Data for sheet

Weapondata
Name Type Acc Dam ErrorThre RangWeigSize AmmBonus SP

CP, DA, TD
CP, DA, TD

DT, SL, TD

DS,SL,TD
AK,DP,DS,TD

AK,DP,DS,TD

AA,CP,TD
AA,CP,TD
AA,CP,DT,TD
AA,CP,DT,TD
AA,CP,DP

TD,WL, IN laser sight


SL, IN laser sight, std. suppressor

RS,RG, IN 2nd gen night sight

DP,RG,TD
DP,RG,TD

DT,IN std. Suppressor


DP,MC,RG
DP,MC,RG
DP,MC,RG

No burst
No burst,CS
No burst,CS
No burst,CS,IN 4x scope
No burst,CS,IN M203 GL
No burst,CS, IN 4x scope
No burst,CS,DT
No burst
No strafe
No strafe
No strafe, DT, MD (optics), IN adj stock
No strafe, DT, MD (optics), IN adj stock
No strafe, DT, MD, IN adj stock

Single shot
Single shot
CS,DT,IN 2x scope

Modular, BP
BB,DP,RG
DP,RG,IN muzzle brake
CS,DP,RG,IN muzzle brake
Burst only,BP,IN 1.5x scope
CS,DP,RG,IN bipod
Modular,CS,DP,RG,IN 2x scope
Modular, AK,DP,RG
Modular,CS,DP,DT,RG
CS,DP,IN recoil comp
CS, IN bipod
CS, IN bipod
No burst, CS, IN bipod

Single shot
Single shot,CS

BB,BP,IN bipod

No single,CS,IN recoil comp

BP,IN 4x scope

Modular,BB,CS,FL,IN bipod

No burst,BP
Modular BP,IN 2x scope
Modular,BP,IN 2x scope
CS,IN std suppressor

WL;IN std suppressor

DP, FL, RG

BB,CT,RG
BB,CT,RG
BB,CT,RG
BB,CT,RG
AP,BB,CT,RG,TD
BB,CS,CT,RG
BB,CT,RG
BB,CT,PB,RG,IN std suppressor
BB,CT,PB,RG,IN std suppressor
BB,CT,RG,IN std suppressor
BP,CU,FB,IN bipod
BP,CU,FB,IN bipod
BP,CU,FB,IN bipod
AP,MP,TD,IN brake
AP,TD,IN recoil comp
AP,MP,TD,IN brake
IN 4x scope
IN 4x scope
IN 4x scope
IN 4x scope
BP,IN 4x scope, bipod, std suppressor
BP,BF,ST,IN 4x scope, bipod, std suppressor

Modular,AP,TD,IN bipod brake


IN bipod
AD,TD,IN 12x scope, bipod, recoil comp
AD,TD,IN 12x scope, bipod, recoil comp
AD,DT,TD,IN 12x scope, bipod, recoil comp
AD,TD,IN recoil comp, brake
AA, DP, RG, ST, IN 6x scope, bipod
AA,BB,CT,IN 10x scope
DP,RG,WL,IN bipod
AA,BB,IN 6x scope, bipod, std suppressor
AD,TD,IN bipod, brake
BB,IN 6x scope
AD,TD,IN bipod
BB,CT,CU,WL
WL,IN bipod, std suppressor
AP,CU,MP,TD
IN 3.9x scope
IN 3.9x scope
AD,BP,TD,IN recoil comp, brake

BB,CS,IN bipod
AP,BP,IN recoil comp, brake

AD,BP,TD,IN 12x scope, bipod, brake


AP, IN std suppressor
DT,FB,IN 2x scope
AA,BB,BP,CU, IN 2.5x scope, bipod, brake
AA,BB,BP,CU, IN 2.5x scope, bipod, brake

BF,ST,IN choke
BF,ST,IN choke
BF,ST,IN choke
BF,ST,IN choke
BF,ST,IN choke
BF,ST,IN choke
BF,ST,IN choke
BF,ST,IN choke
BF,ST,IN choke
BF,ST,IN choke
BF,ST,IN choke
BF,ST,IN choke

CS,DP,RG
CS,DP,RG
CS,DP,RG
CS,DP,RG
AP,BF,BP

AP,BF,BP

BF,ST,IN std suppressor


BF,ST,IN std suppressor

AD,AK,SG
AD,AK,SG
DP,RG,IN choke
DP,RG,IN choke
DP,RG,IN choke
DP,RG,IN choke
DP,RG,IN choke
DP,RG,IN choke
AK, DP, RG
AK, DP, RG
DP,IN choke
DP,IN choke
IN detach bayonet
IN detach bayonet

CS,SS,IN brake, std suppressor

DS,SL,SS,AP,BP,RG,IN night sight

BP,SS, IN brake, suppressor


CS,BP,SS, IN brake, suppressor
DP,SS, IN brake, suppressor
DP,CS,SS, IN brake, suppressor
DP,DT,SS, IN brake, suppressor
CS,DP,SS, IN brake, suppressor
CS,DP,RG,SS, IN brake, suppressor
CS,DP,SS, IN brake, suppressor
BF,CS,DP, IN brake, suppressor
AP, CP, CS, ST, SS, no burst
CS,DP,SS,TD, IN brake, suppressor
CS,DP,SS,TD, IN brake, suppressor

CS,MP,RG

PB,IN std suppressor


CS,DP,RG
Modular, BP, In 2x scope
OPEN GAME LICENSE Version 1.0a

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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collin
R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Spycraft Espionage Handbook, Modern Arms Guide, Soldier/Wheelman Class Book, Snoop/Fixer Class Book, Pointman/Faceman Class book copyright 2001

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