Modern Fantasy Craft

Origins

Talents

Airforce

Through Struggle to the Stars.
Attributes: +2 Intelligence, –2 to any 1 attribute
Base Speed: 30 ft.
Basic Training: You gain the Rifle Proficiency and a Military study.
Heroism: You gain a +1 bonus with all attack and skill checks you make during dramatic scenes.
Origin Skill: You gain Ride as an origin skill.
Sharp Mind: you gain 1 additional skill point per level.

Army

Duty and honour.
Attributes: +2 Wisdom, –2 to any 1 attribute
Base Speed: 30 ft.
Basic Training: You gain the Rifle Proficiency and a Military study.
Enlightened Survival: Your maximum Survival rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
Heroism: You gain a +1 bonus with all attack and skill checks you make during dramatic scenes.
Tenacious Spirit: You gain 1 additional vitality per level.

Marine

Semper Fidelis.
Attributes: +2 Strength, –2 to any 1 attribute
Base Speed: 30 ft.
Basic Training: You gain the Rifle Proficiency and a Military study.
Heroism: You gain a +1 bonus with all attack and skill checks you make during dramatic scenes.
Last Chance: You may spend and roll 2 AD to boost any save.
Rock Solid: You gain 1 additional wound per level.

Navy

Si vis pacem, para bellum. If you wish for peace, prepare for war.
Attributes: +2 Dexterity, –2 to any 1 attribute
Base Speed: 30 ft.
Basic Training: You gain the Rifle Proficiency and a Military study.
Heroism: You gain a +1 bonus with all attack and skill checks you make during dramatic scenes.
Siege Proficiency: You gain the Siege Weapon Proficiency.
Superior Swimmer: You gain the Superior Swimmer I NPC quality.
Sure-footed: Your encumbrance loads are increased by 50% and when you run, your move multiplier is increased by 1 (typically to x 5).

Specialties

Infantryman

You're a member of an infantry unit, the cornerstone of any military.
Bonus Feat: Any Basic Combat feat.
Agile Defence: Your base Defence increases by 1.
Pack March: Once per session you may reduce the overland travel time of any 1 trip to 3/4 standard (rounded down).
Paired Skills: Each time you gain 1 or more ranks in the Survival skill, you also gain an equal number of ranks in the Tactics skill. This may not increase your Tactics skill beyond its maximum rank.
Stand Together: You gain a +2 morale bonus to Defence and all saves when at least 2 adjacent characters share your Species.

Operative

You steal and protect secrets for a living — almost certainly for a national power, major corporation, or rogue organization.
Bonus Feat: Any Covert feat.
Charming: Once per session, you may improve the disposition of any 1 non-adversary NPC by 5.
Linguist: You gain 2 additional languages.
Paired Skills: Each time you gain 1 or more ranks in the Blend skill, you also gain an equal number of ranks in the Impress skill. This may not increase your Impress skill beyond it's maximum rank.
Thrifty: Your Prudence increases by 2.

Sniper

You're a sharpshooter of great skill.
Bonus Feat: Marksmanship Basics.
Attribute Training: The lower of your Dexterity or Wisdom increases by 1 (your choice in the case of a tie). This bonus is applied after any attribute modifiers from your Species or Talent.
Called Shot: You gain the Called Shot trick.
Game Hunter: You inflict +2 damage when attacking standard animals or beasts.
Ranged Combat Expert: You’re considered to have 2 additional Ranged Combat feats for any ability based on the number of Ranged Combat feats you have.
Rifle Proficiency: You gain the Rifle proficiency.

Suit

You’re a corporate warrior, a high-power paper slinger easily weaving your way through organizations.
Bonus Feat: Any Style feat.
Charming: Once per session, you may improve the disposition of any 1 non-adversary NPC by 5.
Flashy: Your Panache rises by 2.
Paired Skills: Each time you gain 1 or more ranks in the Investigate skill, you also gain an equal number of ranks in the Bluff skill. This may not increase your Bluff skill beyond its maximum rank.
Skill Focus: You gain the Crafting skill's Inscription focus.

Equipment

Armour

Reading the Tables

Disguise: If the entry for disguise is "Clothing" the piece of armour in question is actually a piece of clothing (usually a Jacket, or outfit of some kind). While it provides no penalty to disguise the character wearing the armour, the armour itself can only be disguised as a similar article of clothing (such as a Tactical Jacket being disguised as a jacket for a sports team).
Era/Year:  [PLACEHOLDER]

Table: Armour

Name DR Resistances DP ACP Speed Disguise Const Comp Weight Era Cost
Partial Armour (Torso only)
Class II Vest 2 Firearms 3 -0 -0 - -2 Soft 2 17W 4 lbs ?/$500
Class III Vest 3 Firearms 3 -1 -1 - -4 Soft 2 20W 5 lbs ?/$700
Class IV Vest 4 Firearms 3 -2 -1 - -4 Soft 3 20W 6 lbs ?/$900
Low Profile Armour 2 - -1 -0 - +0 Soft 2 15W 5 lbs ?/$400
Motorcycle Jacket 0 Cold 3, Edged 1, Falling 1 -1 -0 - Clothing Soft 2 15W 5 lbs ?/$200
Tactical Jacket 3 Explosives 3 -3 -3 - Clothing Soft 2 20W 9 lbs ?/$200
Moderate (Torso and Legs)
Low Profile Armour 3 - -1 -1 - -2 Soft 3 15W 7 lbs ?/$600
Motorcycle Leathers 1 Cold 5, Edged 2, Falling 2 -1 -1 - Clothing Soft 3 15W 12 lbs ?/$600
Full
EOD Suit 8 Bang 10, Explosive 20 -7 -6 -15 ft. Obvious Hard 4 20M 50 lbs ?/$6000
Riot Gear 10 Bang 2, Explosive 5, Falling 2 -6 -5 -10 ft. Obvious Hard 4 25M 20 lbs ?/$1500
Firefighter Suit 2 Acid 5, Cold 5, Electricity 5, Fire 10, Heat 5 -4 -3 -5 ft. Obvious Hard 3 20M 45 lbs ?/$1000

Armour Descriptions

Duty Vest (Class II-IV): This standard "bullet resistant" vest is worn by military and police personnel.  The class determines what caliber of firearm it is designed to protect against, with higher classes offering more protection at a cost of higher weight and less freedom of movement.
EOD Suit: This heavily armoured suit is worn by bomb disposal personnel.
Firefighter Suit: This standard firefighter outfit consists of a heavy coat, pants, boots, gloves and a helmet with face shield - all of which are heavily flame resistant.  As a fringe benefit, the suit also provides a degree of protection against other potential damage sources.  A gas mask is commonly added to the ensemble, to protect the wearer from smoke inhalation or chemicals aerosolised from the fire.
Low Profile Armour: This armour is designed to look like a regular vest, jacket or polo shirt in order to allow the wearer to avoid suspicion while still being well protected.  Some variants come in a form fitting underwear, allowing any outfit to be worn over the armour.
Motorcycle Jacket / Leathers: While not actual armour, motorcycle leathers provide some protection from cold, falling and edge weapons.
Riot Gear: This armour consists of hardened plates that cover the torso, groin, thighs, shins, upper arms, and forearms.  While heavy and difficult to move around in, Riot Gear offers unparalleled personal protection.
Tactical Jacket: This windbreaker incorporates armour panels to protect the wearer and often features pull off velcro panels that conceal law enforcement markings or pockets that can hold Diminutive or Fine items.

Weapons

Reading the Tables

Weapons are grouped by proficiency (Rifle and Handgun) on the following tables. The table has a few new entries from Fantasy Craft, which work as follows:
Acc: This is the weapon's Accuracy value. You gain the listed value as a bonus to your attack checks after you make an Aim action.
Rec: This is the weapon's Recoil value. It determines how easy it is to hit a single target with multiple attacks. Despite the name, Recoil is a function of physical recoil, relative accuracy, and balance of the weapon - so even a laser weapon (which would produce no physical recoil) will have a recoil value (representing how hard it is to produce a tight shot grouping).
Rng: This is the weapon's range increment. Unless otherwise listed (such as 30 ft. x6), each ranged weapon has a maximum of 10 range increments.
Ammo: This is the amount of Ammo that the weapon holds within it's body, either in an internal or detachable magazine. The weapon can make the listed number of attacks before needing to be reloaded.
Mode: This lists the firing modes of the weapon. S for Single Shot, B for Burst, and A for Automatic. Certain actions, feats, and tricks require certain firing modes. Autofire has a value listed in parenthesis that is called for when taking Autofire, Suppressive Fire and other related combat actions. If a weapon only possess Burst or Automatic options it can never be fired in Single Shot mode - all attacks use multiple ammo, and single shot tricks are unavailable with this weapon.
Era/Year: [PLACEHOLDER]
Cost: This is the weapon's cost. The number before the slash represents the number of Gear Points required to take the weapon, while the number after is it's cash cost (for freelance, or cash and carry games).

Table: Pistols

Name Damage Threat Acc Rec Rng Ammo Mode Qualities Sz Comp Weight Era Cost
Holdout Pistols
.25 ACP 1d6 Lethal 20 1 3 15ft. 6 S Load 1  F 17W 0.8lbs   1/$400
.380 ACP 2d4 Lethal 20 1 5 15ft. 6 S Load 1  F 20W 1.2lbs   1/$400
Machine Pistols
.380 ACP 2d4 Lethal 20 2 5 25ft. 30 B/A(10) Imprecise, Load 1, Unreliable D 22W 3.5lbs   1/$2500
9mm 1d10 Lethal 20 2 6 25ft. 30 B/A(10) Imprecise, Load 1, Unreliable D 22W 6.3lbs   1/$2500
Revolvers
.357 Magnum 2d6 Lethal 19 2 6 30ft. 6 S Load 1/3  D 15W 3.2lbs   1/$550
.38 Special 1d8 Lethal 20 2 5 25ft. 6 S Load 1/3  D 15W 1.2lbs   1/$400
.44 Magnum 2d8 Lethal 19 2 7 35ft. 6 S Load 1/3  D 15W 3.6lbs   1/$750
Service Pistols
.45 ACP 1d12 Lethal 20 2 6 30ft. 7 S Load 1  D 17W 2.5lbs   1/$550
9mm 1d10 Lethal 20 2 5 30ft. 13 S Load 1  D 15W 1.7lbs   1/$600
10mm Auto 2d6 Lethal 20 2 7 30ft. 9 S Load 1  D 22W 1.9lbs   1/$800

Table: Rifles

Name Damage Threat Acc Rec Rng Ammo Mode Qualities Sz Comp Weight Era Cost
Assault Rifles
5.45mm Russian 2d8 20 3 5 125ft. 30 S/B/A(10) Load 1 S 22M 7.1lbs   2/$500
5.56mm NATO 2d8 20 4 5 125ft. 30 S/B/A(10) Load 1, Unreliable S 25M 8.3lbs   2/$700
7.62mm Russian 3d6 20 3 6 125ft. 30 S/B/A(10) Load 1 S 22M 9.5lbs   2/$500
7.62mm NATO 4d4 19 4 7 175ft. 20 S/B Load 1, Unreliable S 25M 9.9lbs   2/$1100
Shotguns
Break-Action Shell 20 1 Shell 30ft. 1 S Dependable, Imprecise, Load 1 S 15M 7lbs 1/$600
Pump-Action Shell 20 1 Shell 30ft. 4 S Imprecise, Load 1/3 S 17M 7lbs 2/$350
Semi-Automatic Shell 20 1 Shell 30ft. 8 S Imprecise, Load 1 S 22M 7lbs 2/$700
Assault Shell 20 1 Shell 30ft. 20 S/B/A(10) Imprecise, Load 1 S 22M 15lbs 3/$4000
Squad Automatic Weapons (SAWs)
5.56mm NATO 2d8 20 4 5 175ft. 200 S/B/A(18) Load 2, Unreliable S 25M 15.7lbs   3/$4100
7.62mm NATO 4d4 19 4 6 175ft. 200 S/B/A(14) Load 2, Unreliable S 25M 15.7lbs   3/$4100
Submachine Guns (SMGs)
9mm 1d10 Lethal 20 3 4 60ft. 30 S/B/A(10) Load 1, Unreliable D 22W 5.6lbs   2/$1500

Table: Siege

Name Damage Threat Acc Rec Rng Ammo Mode Qualities Sz Comp Weight Era Cost
Explosives and Mines
Breaching Charge 5d6 Explosive 20 - - - 1 - AP10, Blast 1, Unreliable S 22M 3lbs   ?/$120
Mine, Directional 3d10 Explosive 20 - - - 1 - Blast 2 (Cone), Unreliable D 20M 3.5lbs   ?/$150
Plastic Explosive 5d6 Explosive 20 - - - 1 - Blast 2, Unreliable F 20M 0.25lbs   ?/$100
Grenade Launcher
Underbarrel Grenade 20 2 6 60ft. 1 S Inaccurate, Indirect, Load 2, Unreliable S 22M 2.3lbs   ?/$600
Stand Alone Grenade 20 3 6 60ft. 1 S Inaccurate, Indirect, Load 2, Unreliable S 25M 3lbs   ?/$900
Drum Fed Grenade 20 3 6 60ft. 6 S Inaccurate, Indirect, Load 2/1, Unreliable S 27M 11.7lbs   ?/$4000
Heavy Machine Guns
7.62mm NATO 4d4 19 4 5 200ft. 200 B/A(12) Heavy, Imprecise, Load 2, Unreliable S 25M 25.4lbs   3/$4000
.50 BMG 2d12 18 4 5 300ft. 200 B/A(10) AP5, Heavy, Imprecise, Load 2, Unreliable S 25M 128lbs   4/$14000

Table: Ammunition

Name Damage Threat Rec Rng Qualities Comp Era Cost
Arrows and Bolts
High Explosive (2) 2d8 - - -10ft. Unreliable 25D 1/$150
Grenades
40mm Flash/Bang (2) 4d10 Flash & Bang - - - Blast 2 25 1/$50
40mm High Explosive (1) 4d12 Explosive - - - Blast 2 25 1/$50
40mm High Explosive Anti-Tank (1) 4d10 Explosive +1 - - AP10, Blast 1 25 1/$50
Shotgun Shells
12G Beanbag (25) 2d12 Subdual +1 7 - - ?D 1/$400
12G Dragon's Breath (2) 2d12 Fire - 7 40ft. x1 AP2, Spread ?D 1/$15
12G X-Rep Taser (10) 2d12 Electrical Subdual +1 7 - - ?D 1/$800
12G Flare (2) - - 7 - Illumination (50 ft) ?D 1/$15
12G Flechette (25) 5d4 Lethal - 7 - AP2, Spread ?D 1/$125
12G High Explosive (1) 2d12 Explosive - 7 - Blast 2 ?D 1/$150
12G High Explosive Armour Piercing (1) 2d10 Explosive - 7 - AP5, Blast 1 ?D 1/$200
12G Pepper Blast (2) 5d4 Flash & Stress - 7 20ft x1 Spread ?D 1/$15
12G Shot (50) 5d4 Lethal - 7 - Spread 10D 1/$80
12G Slug (50) 2d12 Lethal +1 7 - - 10D 1/$80
16G Shot (50) 4d4 Lethal - 5 - Spread 10D 1/$50
16G Slug (50) 2d8 Lethal +1 5 - - 10D 1/$50

Weapon Qualities

Imprecise: This weapon isn't noted for pinpoint accuracy, and firing it into melee may be just as dangerous to allies as it is to enemies. Attacks with this weapon may not use the Called Shot trick, or use any feat or ability that negates or reduces an enemies cover.
Load: When a weapon's with Load has a split value (ex: 1/3) it requires a number of handle item actions equal to the first value to reload a quantity of ammo equal to the second. The weapon may be fired while partially reloaded (such as loading only 3 of a potential 6 ammo). In the 1/3 example, a player must take a single handle item action to reload 3 ammo.
Non-Lethal: The weapon is designed specifically not to kill it's target. Even after falling unconscious, further Subdual damage from this weapon does not become lethal and the user may never convert the damage to any lethal type. This quality can only be applied to weapons that inflict Subdual damage.

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