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In the modern world, most people own a vast array of personal property: homes, vehicles, clothing, electronics, tools, furniture, books, and so on. Given costs and availability, characters can acquire a wide variety of goods. Detailing everything someone owns would be an impossible task, so Everyday Heroes focuses on the items that heroes have on hand and equipment that figures into the action of cinematic adventure.



Money doesn’t make a hero. However, money can open many doors and comes in handy no matter what a hero is trying to accomplish. It’s also a great motivator and can be the goal of adventurers, rogues, and villains alike.

Rather than tracking exactly how much money and income heroes, villains, and NPCs have, Everyday Heroes uses a simple score that ranks overall wealth. This score represents a character’s income, lines of credit they can access, and the capital assets they own.

Your profession sets your starting Wealth Level, which can be further adjusted by class features, feats, and events in game.

Everyday Heroes doesn’t allow heroes to attain Wealth Level 6 through the standard rules. Those kinds of riches are reserved for archvillains and other NPCs, but they might be attained at the GM’s discretion.

Wealth Level Description
0 You are nearly penniless, owning nothing more than what you carry with you.
1 You are considered poor, having only minimal income, meager shelter, and modest possessions. Your transportation is unreliable, and you are likely in debt.
2 You are in the lower-middle-income range, probably renting an apartment with modest furnishings and driving a reliable car. You likely have some debt but are managing it.
3 You are in the upper-middle-income range. You likely own a home and one or more cars. Money might be tight at times, but your finances are secure and any debt you have is less than the assets you own.
4 You are modestly wealthy. As long as you don’t spend extravagantly, you don’t need to worry about money. You have a large home, one or more nice vehicles, conveniences that anyone might wish for, and significant savings.
5 You are a multimillionaire, probably owning more than one home, multiple vehicles, a yacht, and whatever other luxuries you desire. You have extensive assets and savings, which might include owning one or more businesses.
6 You are filthy rich, enjoying all the benefits of being a billionaire owning and profiting from some huge corporation or massive financial enterprise.

Making Purchases

In the modern world, nearly anything that isn’t illegal is readily available provided one has the money to buy it. As a result, even people on limited incomes might own vast arrays of stuff. Keeping track of everything a hero owns is well beyond the scope of these rules. Instead, it is assumed that heroes can buy—or that they already have—anything they need as long as it comports with their income level.

That doesn’t mean that a hero always has everything they need on their person when they need it. Rather, players should note the things their characters carry and consider useful on a day-to-day basis. This includes any weapons their heroes own that they are likely to take with them into a dangerous situation.

When making purchases, players and characters should keep in mind two factors: price level and access.

Price Level

A character can freely buy, or can assume they already own, any item that has a price level equal to or lower than the character’s Wealth Level. Wealth doesn’t change when a character acquires equipment, as it’s assumed their discretionary budget can handle such purchases.

If a hero wants to buy something that has a price level above their Wealth Level, the GM determines how much money they need to raise. Alternatively, it’s fine for one hero to give or loan equipment to another hero, or to make purchases for their team.

The price level noted for expensive items such as vehicles and homes assumes that a character is taking out a loan and making monthly payments toward the purchase, a process not readily available for most other consumer goods. If an item’s price level is below a character’s Wealth Level, it is likely that the character owns it outright. It is also assumed that a character has only one of each expensive item with a price level equal to their Wealth Level (for example, a vehicle). If the price level is lower than the character’s Wealth Level, it is reasonable for a character to have more than one.


In the modern age, most anything a character can legally buy can be ordered online and delivered to all but the most remote locations. That said, certain illicit or restricted goods can be obtained only if a character has a special license to buy them or knows illegal vendors willing to sell them. Access to military gear, illicit weapons, and any items with the restricted property is always at the GM’s discretion.

The GM or the scenario being played might further limit what goods are available in a campaign, or what goods can be carried openly without attracting legal attention. Likewise, specific scenarios might dictate that characters don’t have the time to buy something or don’t have the ability to go shopping.

Gaining and Losing Wealth

Every day, people make and spend money within their normal level of wealth. But any big change to that overall wealth is a potentially life-altering event. Getting a paycheck or finding some small amount of money in the course of play is more of a roleplaying event than a concern of the game rules, except in a few special scenarios.

Changing Professions

If a hero changes their profession through roleplay and with the GM’s blessing, they normally change their Wealth Level to match their new profession.

Everyday Heroes doesn’t have any rules that would force a character to lose their job, with that scenario left up to the GM and the hero’s player. Generally speaking, it should be possible for a hero who leaves a job to find the same type of employment with a different employer under most circumstances. But if they fail to do so, they’ll start to see their wealth decline. For each full year a hero remains unemployed, their Wealth Level drops by 1 until they reach level 0.


Whether characters are pulling off a brilliant heist, siphoning funds from an evil genius, or recovering a lost treasure, an adventure might result in a significant financial windfall. Such a windfall has a Wealth Level noted for it, and heroes sharing the windfall can temporarily raise their own wealth to that level. Each year that subsequently passes, a character’s Wealth Level drops by 1 until it returns to the level they held before the windfall.

Heroes with extreme spending habits, from those who donate their newfound wealth to those who spend it all on lavish parties, can burn through a windfall more quickly. In that case, a character’s Wealth Level drops by 1 each month until it returns to its pre-windfall level.

Financial Disasters

Unfortunate circumstances or villains draining a hero’s bank accounts can create a financial disaster. In such instances, the GM assigns a decrease to the hero’s Wealth Level. The hero might be able to restore their wealth through windfalls or by reversing their circumstances relatively quickly. If that isn’t possible, the character must build their wealth back up using the income from their day job, reversing the decrease by 1 each year until it reaches the level the character held before the disaster.

Starting Equipment

As a 1st-level character, you have equipment from your background, your profession, and your class.

The iconic equipment noted for your background and profession is a starting point, which you can modify as befits your Wealth Level. Similarly, you can change the pack recommended for your class to suit your character.

You might also have one or more proficiencies with categories of equipment: Basic, Advanced, Improvised, Historical, and Military. Your possessions can include items from those categories, if they are lower than or equal to your Wealth Level and don’t have the restricted property.

Everyday Stuff

These collections of “stuff” include items that are either common or especially useful. The bulk values listed include the items in the collection (see “Bulk and Encumbrance”). You can simply note that you have one or more of these collections or detail all the contents individually; the entries below offer suggestions you can tailor to your liking. Contents may include any unrestricted items appropriate for your Wealth Level.

Collection Price Level Bulk
Bag stuff 1 1
Car stuff (stored in a car) 2 10
Pocket stuff 1 0

Bag Stuff. A purse, messenger bag, satchel, or small backpack lets you prepare for life’s adventures with items slightly too big for pockets, such as a book, a small electronic tablet, ring of keys, makeup, emergency toiletries, tissues, a pen, mini notebook, medication, lotion or sunscreen bottle, energy bar, and sunglasses.

Car Stuff. Cars naturally become repositories for useful items: paper, pens, spare change, a spare tire, a tire iron, a small toolkit, a radio, extra fuses, road flares, a first aid kit, snacks, tissues, a bottle of water, hand soap, a utility knife, batteries, random bags, sunglasses, and a map of the local area.

Pocket Stuff. Pockets don’t hold much, but they might contain a smartphone, wallet, credit cards, cash, ID cards, keys, a pocketknife/tool, and lip balm.

Equipment Packs

Equipment packs are sets of gear intended to quickly equip your hero. They include things you might need both in and out of combat. Many packs also include kits (described below), sets of equipment used for a specific skill or task or packages of common items. You can customize a pack or mix and match to your liking.

Not every item in a pack or kit can be detailed in this book. Otherwise, if you can find it on sale in the real world, you can buy that item for your character.

Badass Pack (Price Level 3)

  • Clothes. Jeans, tank top, steel-toe boots
  • Gear. Bag stuff, pocket stuff, utility knife
  • Vehicle. An old muscle car, car stuff
  • Weapons. None (unarmed strike)
  • Armor. Heavy leather jacket (armored clothing)

Bodyguard Pack (Price Level 3)

  • Clothes. Dark 3-piece suit, dress shoes, concealed holster, earpiece
  • Gear. Bag stuff, pocket stuff
  • Vehicle. Luxury car with tinted windows
  • Weapons. 9mm semi-auto pistol, stun gun
  • Armor. Light ballistic vest

Detective Pack (Price Level 2)

  • Clothes. Business casual shirt and pants, overcoat, rugged shoes
  • Gear. Bag stuff, pocket stuff
  • Vehicle. Common car, car stuff, evidence kit
  • Weapons. Pocket .38 pistol, stun gun
  • Armor. None

Entertainer Pack (Price Level 4)

  • Clothes. Stylish clothing and footwear, a brimmed hat or cap
  • Gear. Bag stuff, pocket stuff
  • Vehicle. A sports car (or common car for –2 price level), car stuff, makeup kit, disguise kit
  • Weapons. Pepper spray
  • Armor. None

Everyday Pack (Price Level 2)

  • Clothes. Jeans, t-shirt, light jacket, sneakers
  • Gear. Bag stuff, pocket stuff
  • Vehicle. Common car, car stuff
  • Weapons. None
  • Armor. None

Executive Pack (Price Level 4)

  • Clothes. Designer 3-piece suit or designer business dress, dress shoes or sensible heels
  • Gear. Bag stuff, pocket stuff, expensive watch
  • Vehicle. Luxury car, car stuff
  • Weapons. None
  • Armor. None

Duelist Pack (Price Level 2)

  • Clothes. Fencing uniform, cage helmet, stylish urban clothing, athletic shoes
  • Gear. Bag stuff, pocket stuff
  • Vehicle. Common car, car stuff
  • Weapons. Rapier, dagger
  • Armor. Fencing gear (armored clothing)

Fitness Pack (Price Level 2)

  • Clothes. Sweatpants, t-shirt, hoodie, sneakers
  • Gear. Bag stuff, pocket stuff, fitness watch, water bottle, gym bag with sporting equipment
  • Vehicle. Standard car, car stuff
  • Weapons. None (unarmed strike)
  • Armor. None

Hacker Pack (Price Level 2)

  • Clothes. Comfortable pants, geek shirt, sneakers, hoodie, small backpack
  • Gear. Bag stuff, pocket stuff, laptop computer, hacking kit
  • Vehicle. Common car, car stuff
  • Weapons. None
  • Armor. None

Hunter Pack (Price Level 2)

  • Clothes. Camouflage pants, t-shirt, camouflage hunting jacket, hiking boots
  • Gear. Bag stuff, pocket stuff, survival kit, camping kit
  • Vehicle. Pickup truck, ATV, car stuff
  • Weapons. Hunting rifle, large knife
  • Armor. None

Martial Artist Pack (Price Level 2)

  • Clothes. Traditional martial arts uniform, tabi slippers
  • Gear. Bag stuff, pocket stuff
  • Vehicle. Common car, car stuff
  • Weapons. None (unarmed strike)
  • Armor. None

Mechanic Pack (Price Level 2)

  • Clothes. A set of overalls with many pockets, stained t-shirt, work boots
  • Gear. Bag stuff, pocket stuff, utility knife
  • Vehicle. A white panel van, car stuff, mechanic’s kit, welder’s kit, machine parts
  • Weapons. None
  • Armor. None

Parent Pack (Price Level 2)

  • Clothes. Everyday urban clothing
  • Gear. Bag stuff, pocket stuff, stroller, children’s toys, extra clothes, snacks
  • Vehicle. Minivan, booster seats, magazines, stuffed animals, car stuff
  • Weapons. None
  • Armor. None

Police Pack (On Duty Police Only)

  • Clothes. Police uniform
  • Gear. Bag stuff, pocket stuff, police kit
  • Vehicle. Police cruiser, police cruiser kit
  • Weapons. 9mm semi-auto pistol, Taser, nightstick (small wooden club)
  • Armor. Medium ballistic armor

Riot Control Pack (On Duty Police Only)

  • Clothes. Police uniform, police shoes, riot helmet with face shield
  • Gear. Bag stuff, pocket stuff, police kit, 10 zip ties
  • Vehicle. Police van, car stuff, police cruiser kit
  • Weapons. Baton (large wooden club), 2 tear gas grenades
  • Armor. Modern combat armor

Scientist Pack (Price Level 2)

  • Clothes. Straight leg pants, long sleeve shirt, lab coat, safety goggles
  • Gear. Bag stuff, pocket stuff, laptop computer, chemistry kit or first aid kit
  • Vehicle. Common car, car stuff
  • Weapons. None
  • Armor. None

Sniper Pack (Price Level 4)

  • Clothes. Inconspicuous clothing
  • Gear. Bag stuff, pocket stuff, wind speed gauge, monocular
  • Vehicle. Common car, car stuff
  • Weapons. Sniper rifle in carrying case or hunting rifle in duffle bag (–2 price level)
  • Armor. None

Socialite Pack (Price Level 4)

  • Clothes. Fashionable designer clothing and shoes
  • Gear. Bag stuff, pocket stuff
  • Vehicle. Luxury car or sports car, car stuff
  • Weapons. Pepper spray
  • Armor. None

Soldier Pack (On Duty Military Personnel Only)

  • Clothes. Military fatigues, combat boots
  • Gear. Soldier’s kit
  • Vehicle. 4-Wheel Drive vehicle, car stuff
  • Weapons. Assault carbine rifle, 2 fragmentation grenades
  • Armor. Heavy ballistic vest

Spy Pack (Price Level 3)

  • Clothes. Professional attire appropriate to the local area, concealed holster, secret pocket
  • Gear. Bag stuff and/or pocket stuff, cell phone, disguise kit, surveillance kit
  • Vehicle. A luxury or sports car (agency property), car stuff
  • Weapons. Concealed carry 9mm pistol
  • Armor. None

Street Criminal Pack (Price Level 2)

  • Clothes. Jeans, t-shirt, hoodie, sneakers, small backpack
  • Gear. Bag stuff, pocket stuff, burglar’s kit
  • Vehicle. A street motorcycle
  • Weapons. 9mm semi-auto pistol
  • Armor. None

Thug Pack (Price Level 2)

  • Clothes. Jeans, an old t-shirt, combat boots
  • Gear. Bag stuff, pocket stuff
  • Vehicle. Junker car, car stuff
  • Weapons. Brass knuckles, pocket .38 pistol
  • Armor. Heavy leather jacket (armored clothing)

Underworld Pack (Price Level 2)

  • Clothes. Stylish club outfit, trendy jacket, fashionable shoes, concealed carry holsters
  • Gear. Bag stuff, pocket stuff, stylish watch
  • Vehicle. A sedan with tinted windows, car stuff
  • Weapons. Two concealed carry pistols
  • Armor. Ballistic vest, light

Weekend Warrior Pack (Price Level 3)

  • Clothes. Camouflage clothing, combat boots, baseball hat
  • Gear. Bag stuff, pocket stuff
  • Vehicle. 4-Wheel Drive vehicle, car stuff
  • Weapons. Tactical rifle, 9mm semi-auto pistol
  • Armor. Ballistic vest, medium

Specialized Kits

These kits represent collections of items required for certain types of jobs. They are a quick way to equip a character with the tools they need to use their skills or to do their professional work. Kits don’t include weapons or armor. Some listings have game statistics or offer an advantage with ability checks in the game, called out in the entry.

Price Level Bulk
Burglar’s kit 2 3
Camping kit 2 4
Chemistry kit 3 3
Climber’s kit 2 2
Demolition kit 3 3
Disguise kit 2 4
Electrician’s kit 2 3
Evidence kit 2 2
First Aid kit 1 2
Forgery kit 3 3
Hacking kit 2 1
Mechanic’s kit 2 4
Police kit 3 2
Police cruiser kit 3 20
Soldier’s kit 3 4
Surveillance kit 3 2
Survival kit 1 1
Welder’s kit 3 4

Specialized Kits

Burglar’s Kit. This set of tools proves useful for breaking into cars and homes with minimal security. A typical kit might include a tough canvas bag, set of lockpicks, crowbar or sturdy screwdriver, slim jim, window-breaking tool, bolt cutters or angle grinder, can of spray paint, mask, and gloves.

Camping Kit. A camping kit is designed to make spending time outdoors comfortable and fun. Typically, everything fits into a frame backpack. Camping kits can contain a flashlight, compact shovel, tent, sleeping bag, camp stove with fuel, hand radio, batteries, Gps unit, camp stool, food, bottled water, binoculars, hand warmers, gloves, change of clothes, soap, and solar charger.

Chemistry Kit. Most chemists work in a laboratory, but you can buy mobile chemistry sets designed for a particular kind of work. Typically, these include a set of stable compounds and implements to mix or heat the chemicals. These kits are relatively delicate since they contain glass vials and equipment.

Climber’s Kit. Different surfaces call for different tools, but serious climbing requires certain basics. A typical kit includes a harness, belaying device, pitons, carabiners, anchors, rope, small hammer/pick, chalk and chalk bag, climbing shoes, and helmet. A climber’s kit gives advantage on Strength (Athletic) checks when rappelling and to climb natural cliffs or masonry buildings.

Demolition Kit. This kit contains tools and supplies to set off explosive charges in a safe and controlled manner. It includes detonators, tape, fuses, wire cutters, transmitters, and one or more control boxes. A demolition kit is a required tool for rigging explosives.

Disguise Kit. This extended collection of makeup goes beyond beauty products, allowing you to create a range of appearances. It is often accompanied by a wardrobe of common clothing styles and uniforms. Having both makeup and costumes offers advantage on Charisma checks made to hide your identity. Both are required for Charisma checks to impersonate another person.

Electrician’s Kit. This kit contains tools needed for household wiring as well as repairing electrical appliances and tools. These tools are required for any electrical and electronics hardware work.

Evidence Kit. Professional detectives carry a collection of supplies useful for preserving and collecting crime scene evidence. It includes luminol, UV light, fingerprint kit, evidence bags and boxes, small flags, tape rule, magnifying glass, utility knife, rubber gloves, Sharpie, crime scene tape, and swabs. An evidence kit gives advantage on Intelligence (Investigation) checks made to find clues in a crime scene.

First Aid Kit. A first aid kit helps treat injuries and the symptoms of illness at home or in the field. Sizes range from tiny survival kits to large Emt kits. The entry assumes a briefcase-sized kit. A first aid kit is required for some uses of the First Aid action and specific actions from feats, class talents, and professions. Usage calls for an Intelligence (Medicine) or Wisdom (Survival) check.

Forgery Kit. This collection of stationery supplies and tools alters or creates false documents. A computer and printer are used alongside such tools. These tools are required to make convincing forgeries.

Hacking Kit. Also known among ethical hackers as a pentest kit, this collection of common hacking tools is designed to penetrate computer security measures. It can contain a variety of devices including sniffers, cloners, ducks, deauthers, microcomputers, and useful cabling. Simple tools like a screwdriver, pliers, and components from an electrician’s kit are also commonly included. A hacking kit gives advantage on Intelligence (Computers) or Intelligence (Security) attempts to defeat network security or to steal data from a network.

Mechanic’s Kit. Mechanical builds and repairs require a set of mechanic’s tools. It contains a mix of hand tools and power tools. Mechanic’s tools are required for construction or making basic mechanical repairs.

Police Kit. The police kit contains the items a typical U.s. law enforcement officer might carry with them when on duty outside the station. The centerpiece is a duty belt that holds most of the items. The kit includes uniform, body camera, watch, set of handcuffs, zip ties, two weapon magazines, pepper spray, flashlight, latex gloves, mini-first aid kit, utility knife, and radio.

Police Cruiser Kit. Police cruisers contain items police need for special situations or that are too big for officers to routinely carry. A cruiser usually contains two medium ballistic vests, a pump-action shotgun with extra ammunition, large first aid kit, portable defibrillator, bolt cutters, additional ammunition, laptop computer, dashboard camera, siren system, evidence kit, extra batteries, and car stuff.

Soldier’s Kit. Soldiers carry a lot of equipment when deployed for combat. Exactly what they carry depends on the mission, their role in their unit, and the environment in which they are fighting. This kit offers the essentials, including a frame backpack, combat fatigues, military ID, chemlight, ear and eye protection, multitool, notebook and pen, a woobie (a blanket/poncho), seven magazines of ammunition, night vision goggles, batteries, rations for three days, water, first aid kit, hygiene kit, snacks, and radio (unit leader only).

Surveillance Kit. As technology advances, surveillance grows more pervasive. Cameras and microphones can be hidden nearly anywhere, and computer hacking can access the ever-growing number of smart surveillance devices found in every business and home. A typical surveillance kit includes tiny remote cameras, hidden microphones, trackers, batteries, receivers, and transmitters.

Survival Kit. A survival kit is a set of tools and supplies that help keep you alive when stranded away from civilization. The exact supplies vary based on the environment, but the basics can include a knife, hatchet, fire starter kit, fishing line, fishing hooks, plastic sheeting, water filter device, signaling device, emergency food, signal whistle, flashlight, solar blanket, fresh batteries, 50 feet of cord, minimal first aid kit, reusable water bottle, and compass. Having a survival kit gives you advantage on Wisdom (Survival) checks where these supplies are useful.

Welder’s Kit. A welder’s kit is necessary to safely weld metal together but can be used to cut it as well. There are two standard types: gas torch and electrical. The electrical systems must be plugged in but are simpler to use. A typical kit includes a welding device, wire, safety gloves and glasses, and wire brush. A welder’s kit is required for any task involving welding.

Equipment Rules

The following rules apply to the equipment tables.

Reading The Tables

The tables here describe items using the following values. Some categories of items (such as vehicles) have additional specific values.

Armor Value (AV). Armor Value measures how well armor or a shield protects you against weapons. See “Armor and Shields” below for more information.

Bulk. Bulk provides an indicator for how heavy and/or unwieldy the item is. See “Bulk and Encumbrance,” below.

Damage. This is how much damage the weapon does before bonuses are applied, as well as what type of damage it deals.

Penetration Value (PV). This measures a weapon’s ability to punch through armor and shields. See “Weapons” below for more information.

Price Level. Price level is a general measure of how expensive something is. If the price level is equal or lower than your Wealth Level, then you can buy the item freely.

Properties. The properties of the weapon, as described in the next section.

Radius. This value lists the blast radius for explosives, measured in feet. Each combatant in that radius is subject to the effects of the explosion.

Range. This is the distance at which you can target a ranged weapon. If two numbers are listed, the second number is its long range. Attacks made at a distance farther than its range but within its long range have disadvantage on the attack roll.

Reload. Reload tells you what type of action you need to reload a weapon: an action, bonus action, or free action.

Rounds. This value shows how many rounds of ammunition you can fire before you must reload. Each time you fire the weapon, you use a number of rounds. Normally each attack uses a single round, but certain special attacks use more.

Bulk and Encumbrance

Everyday Heroes includes an optional bulk system that represents a combination of the size and weight of equipment with a single bulk rating. Consult with your GM if they want you to track bulk and encumbrance.

Most items you can realistically carry have a bulk rating between 0 and 4. Heroes have a bulk limit (5 + Strength modifier, whether positive or negative) that determines how much bulk they can carry. This limit presumes you have sufficient packs, belts, and pockets to stow these items when not using them.

Bulk limit = 5 + Strength modifier

Exceeding Your Bulk Limit

If you exceed your bulk limit, you are Encumbered and must carry the excess stuff in your hands. If you exceed double your bulk limit, you gain the Restrained condition. You can use a carrying case when exceeding your bulk limit to help free up your hands. If you use a carrying case, you should note which items are inside, since they are more difficult to retrieve. Removing an item from a carrying case is an action, rather than a free action.

You can also put items in your car or keep them at home. They don’t count against your bulk limit unless you are actively carrying them. When using the bulk limit guidelines, you should note where you normally keep the items listed on your character sheet.

Bulk Examples

The following entries explain what each bulk value represents.

0 Bulk. Anything about the size of a cell phone or smaller isn’t tracked individually. You can easily carry these things in your pockets or a bag. This also includes worn clothing. Examples include lipstick, bubblegum, car keys, facial tissue, earbuds, headphones, and sunglasses.

1 Bulk. You can comfortably hold and use these items with one hand. They are big for a pants pocket but easy to conceal if wearing a coat. Examples include pistol, ammunition clips, combat knife, flashlight, baton, handcuffs, bear spray, and book.

2 Bulk. These items are long or wide and usually take two hands to use. They are difficult to conceal unless they are disassembled. Examples include rifle, shotgun, baseball bat, fire axe, doctor’s bag, laptop computer, and first aid kit.

3 Bulk. These items take two hands to handle and are especially unwieldy or especially heavy, but not both. Examples include 8 lb. sledgehammer, chainsaw, desktop computer, and strung longbow.

4 Bulk. These items are both heavy and large. They are impossible to conceal and challenging to carry without a case of some kind. Examples include anti-materiel rifle, rocket launcher, light or medium machine gun, 20 lb. sledgehammer, and big screen TV.

Armor and Shields

The following properties apply to armor and shields.

Awkward. Awkward armor and shields slow your movement by 10 feet when worn and impose disadvantage on Dexterity saving throws and Dexterity (Acrobatics) checks. If a character is wearing both, apply the penalties only once.

Ballistic. Ballistic armor defends only against ranged attacks.

Concealable. Concealable armor gives advantage on ability checks to conceal it.

Small. A small shield provides less protection against ranged attacks, only offering 1/2 cover instead of the normal 3/4 cover.

Stab Proof. This armor defends only against piercing and slashing damage.


Mainly used by police and soldiers, modern armor doesn’t make you harder to hit or reduce damage from every attack made against you. Instead, it has a chance to block potentially fatal attacks. Personal armor rules come into play only when your hero would be reduced to 0 hit points by a weapon attack. This includes attacks from unarmed strikes and similar natural attacks such as claws, teeth, horns, and so on. But if you fall off a cliff, your armor won’t save you; GM discretion applies.

Armor Value (AV). This measures how well your armor protects you against weapons. It is compared against the Penetration Value of weapons, with higher AV offering better protection.

To determine if your armor protects against a weapon attack, use the following steps.

Step 1. Compare the Armor Value (AV) of the personal armor to the Penetration Value (PV) of the attack.

  • If the AV is equal to or higher than the PV, you can make an armor saving throw (go to step 2).
  • If the PV is higher than the AV, the armor does not help.

Step 2. Make an armor saving throw. The DC is 10 or half the damage from the attack (rounded down), whichever is higher. If you are proficient with the armor, you can add your proficiency bonus to the armor saving throw. If the armor is damaged, you have disadvantage on the armor saving throw.

  • If you succeed, you take no damage but your armor is now damaged.
  • If you fail, you take full damage.


Shields do not offer a bonus to your Defense. Instead, a shield is a portable form of cover. They are rarely used because most environments can provide cover without carrying these bulky objects around with you.

  • A shield is treated as half cover against melee attacks when you are wielding it.
  • A shield is treated as three-quarters cover against ranged attacks when you are wielding it and moving.
  • A shield can provide full cover if you do not move during your turn, and you crouch down behind the shield.

These rules assume the shield is at least 3 feet tall and 2 feet wide, like a typical riot shield or antique kite shield. Smaller shields only provide half cover against ranged attacks and cannot provide full cover unless used with another source of half cover. They still provide the same half cover in melee combat.

The Armor Value of a shield works exactly like the Armor Value of cover. If the Penetration Value of a weapon is higher than the Armor Value of the shield, it provides no benefit against that attack, since the weapon can easily punch through the shield.

Example: If a shield has an AR of 2, it could be used as cover against a weapon with a PV of 2 or less. If the weapon has a PV of 3 or more, it can go right through the shield, and it won’t provide any defense.


Anything capable of causing damage in the hands of a skilled combatant can be considered a weapon. The list of weapons includes those commonly seen in action cinema. It is by no means exhaustive, and many of the listed weapons represent categories of weapons with similar properties. If you don’t see exactly what you’re looking for, find something close and work with the GM to tweak it to your liking.

Melee. Melee weapons are used to attack adjacent opponents. Melee weapons use your Strength modifier for attack and damage rolls unless otherwise specified.

Ranged. Ranged weapons can attack targets at a distance. Ranged weapons use your Dexterity modifier for attack and damage rolls unless otherwise specified.

Weapon Properties

The following properties apply to weapons.

Aquatic. Aquatic ranged weapons can be used underwater without penalty.

Belt. Belt-fed weapons have a chain of ammunition on a belt. The size of the belt can vary, but 100-round belts are a common length. You should note the size of the belt you are using. Weapons with this property will also list Belt in the Rounds column to indicate the number is variable.

Blinding. Blinding weapons use chemical agents or intense light to temporarily blind opponents. In addition to the listed damage, the target must make a Constitution saving throw (Dc = 8 + attacker’s proficiency bonus + attacker’s Dexterity modifier) or be Blinded for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. Chemical blinding agents are ineffective against anyone wearing a full face covering or eye protection. Blinding weapons do not add an ability score bonus to their damage rolls.

Burst. Weapons with the burst fire property can expend additional ammunition to deal increased damage. The number indicates the number of ammo rounds required. Using burst fire imposes disadvantage on the attack roll but adds one damage die if the attack succeeds. Combatants must declare they are using burst fire before they roll their attack. Burst fire cannot be used at long range.

Deafening. Deafening weapons use intense noise to temporarily deafen opponents. In addition to any damage, the target must make a Constitution saving throw (Dc 8 + proficiency + attacker’s Dexterity modifier) or gain the Deafened condition and suffer disadvantage on Dexterity ability checks due to temporary inner ear damage, both for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.

Disguised. This weapon is designed to look like a mundane item until it is readied for use. It can be identified only by a hands-on inspection.

Finesse. When you use this weapon to make a melee attack, you can choose to use your Dexterity modifier for the attack and damage rolls instead of Strength.

Full-Auto. A full-auto mechanism cocks the gun and loads a new round from the magazine each time a round is fired. The gun fires continuously as long as the trigger is held down. This allows you to use the Suppressive Fire action (see Core Rules).

Grenade. Grenades are explosives designed to be charged and then quickly thrown or launched. They require one hand to throw, and a free hand to arm them. They have special attack rules detailed in Combat.

Heavy. Heavy weapons are especially large and difficult to wield. Anyone with less than 15 Strength has disadvantage on attack rolls while wielding a heavy weapon. Heavy firearms can be fired without this penalty if they are fired from a stationary position, braced on the ground or a sturdy platform.

Illuminating. This explosive creates a field of bright light within its radius. It is not blinding. It provides illumination for up to 30 minutes.

Improvised. These objects are not well suited to be used as weapons. Wielders suffer disadvantage on attack rolls with these weapons unless they have the Improvised Equipment proficiency.

Indirect. Indirect weapons are almost always some kind of thrown explosive. See the special rules for targeting and attacking with thrown explosives detailed in Combat.

Light. Light weapons are small enough to effectively wield one in each hand. For details, see “Bonus Action: Off-Hand Attack” in Combat.

Loud. Loud weapons can be heard up to 2 miles away and are easily detected through building walls.

Reach. This is the distance at which you can strike an opponent with a melee weapon. Unless otherwise noted, melee weapons have a reach of 5 feet.

Restricted. This equipment is limited to police and military in most or all of the US, and in many other jurisdictions worldwide. Even where it isn’t properly illegal, when in the hands of anyone but known authority figures, it raises eyebrows and draws attention.

Restricted Items

People don’t generally walk around armed to the teeth, carrying military grade weapons and wearing battlefield armor. Even military personnel only don weapons and armor when deployed for a fight. Your GM has the final say on what you’re allowed to buy and carry with you during the course of an adventure. The GM can outright prohibit some items, or they might discourage such behavior through law enforcement or the public’s reaction in the course of play.

Before buying any item marked as restricted, talk to your GM about the circumstances in which you can carry it around without drawing undue attention or breaking the law. Apply common sense to the setting you’re playing in—and have fun!

Returning. A returning weapon is designed to return to the person throwing it if the attack misses its target. If the thrower rolls a critical miss, the weapon does not return.

Semi-Auto. A semi-auto mechanism cocks the gun and loads a new round from the magazine each time a round is fired. Each pull of the trigger fires one bullet.

Shot. Shotguns typically fire buckshot rounds that make it easier to hit targets at close range. This weapon has advantage on attack rolls at ranges up to 30 feet.

Slow-Firing. A slow-firing weapon takes significant time to prepare each shot. As a result, you cannot attack more than once during your turn with a slow-firing weapon, even if you have the Advanced Combat Training talent.

Special. This weapon has additional detailed rules listed in its description.

Stationary. Guns with this property are too large to effectively fire while held. They are fired on the ground, from a platform, or mounted to a vehicle.

Stunning. Stunning weapons use electrical pulses to temporarily incapacitate opponents. In addition to any electrical damage, a Medium size or smaller target must make a Constitution saving throw (Dc 8 + proficiency + Dexterity modifier) or gain the Stunned condition until the end of their next turn. Stunning weapons do not add an ability score bonus to their damage rolls.

Thrown. Melee weapons that have the thrown property can be used either for a melee attack or thrown at an opponent as a ranged attack. If thrown, they use the same ability modifier for attack and damage as for a melee attack. For example, a hatchet uses your Strength modifier whether melee or thrown. If you throw a dagger, the attack can use either your Strength or your Dexterity modifier, since the dagger has the finesse property. Weapons with the thrown property have their range in feet noted in parentheses (normal/long range). You must be holding a weapon to attack with it. Once thrown, it must be recovered before it can be thrown again.

Two-Handed. These weapons require two hands to attack with, but they can be carried in one hand.

Unreliable. Firearms with the unreliable property jam on a critical miss. A jammed gun cannot fire until an action is used to clear the jam.

Versatile. These melee weapons can be used in one hand or two. When used with two hands, they deal the additional damage listed in parentheses.


Most explosives are not listed directly as weapons. Instead, they are listed separately as ammunition. Attacks with grenades are covered by thrown explosives or grenade launchers, rockets are covered by rocket launchers, and mines are used as traps and don’t use an attack roll.

Explosives create an area of effect when they detonate. Some deal damage, others have nonlethal effects. When an explosive detonates, anyone within the radius may use the Dive for Cover reaction if they choose and their reaction is available. If successful, they escape the explosion entirely. Dive for Cover is detailed in Combat, under “Reactions.”

Damage. This is how much damage the explosive does, as well as what type of damage it deals. Unlike weapons, explosives do not apply ability modifiers to their damage.

Saving Throws Against Explosive Damage

Damaging explosions allow anyone caught in the blast to make a Dexterity saving throw to take half damage. If the explosive is from an attack, the DC is 8 + attacker’s total attack bonus for ranged attacks. Otherwise, the DC is listed by the device.

Basic Equipment

Basic weapons and armor are commonplace and fairly easy to use. While not everyone is proficient at fighting, most heroes know how to use basic weapons through their class. Despite their simple nature, basic weapons are still potentially deadly.

Basic Melee Weapons
Weapon Damage PV Properties Price Level Bulk
Club, small metal 1d6 bludgeoning 1 1 1
Club, small wooden 1d4 bludgeoning 1 Light 1 1
Club, large metal 1d10 bludgeoning 1 Two-Handed 1 2
Club, large wooden 1d6 bludgeoning 1 Versatile (1d8) 1 2
Dagger 1d4 piercing 2 Finesse, Light, Thrown (40/80) 1 1
Knife, small 1d4 slashing 1 Finesse, Light, Thrown (30/60) 1 1
Machete or large knife 1d6 slashing 1 1 2
Stun gun 1d4 electrical 0 Finesse, Stunning 1 1
Unarmed strike 1d4 bludgeoning 1 Finesse, Light, Special 0
Basic Ranged Weapons
Weapon Damage Range Rounds Reload PV Properties Price Level Bulk
Crossbow, modern 1d8 piercing 200/400 1 Slow-Firing, Two-Handed 2 2
Pepper spray 1d4 poison 10 10 0 Blinding 1
Pistol, heavy revolver 1d10 ballistic 100/200 6 Action 3 Loud 2 1
Pistol, pocket .38 1d6 ballistic 50/100 5 Action 2 Light, Loud, Versatile (1d8) 2 1
Rifle, hunting 1d10 ballistic 750/2200 6 Bonus 4 Loud, Slow-Firing, Two-Handed 22
Slingshot 1d4 bludgeoning 50/100 1 11
Shotgun, double-barrel 2d6 ballistic 200/4002 Action 3 Burst 2, Loud, Shot, Two-Handed22

Basic Armor

Armor AV Properties Price Level Bulk
Armored clothing 1 11

Basic Equipment Descriptions

Armored Clothing. This category includes heavy leather jackets, padded vests, chain shirts, or other partial armor made of non-ballistic materials. It offers slim protection against melee weapons but does nothing against bullets and other projectiles. A favorite of street punks and biker gangs.

  • Club. When all else fails, there is always a trusty club at hand. From a carefully crafted police baton to an awkward but effective pipe wrench, clubs come in varying shapes and sizes.
  • Club, small metal: hammer, wrench
  • Club, small wooden: baton, nightstick
  • Club, large metal: crowbar, pipe, pipe wrench
  • Club, large wooden: baseball bat

Crossbow, Modern. These hunting weapons remain popular in the modern era. Modern crossbows are smaller and easier to load than their ancient counterparts, firing smaller projectiles with less force at higher speeds.

Dagger. Daggers are designed for stabbing rather than cutting and feature thin blades that puncture through or slip around armor. They can also be thrown with excellent accuracy.

Knife. This entry represents knives suitable for fighting, with a good sturdy handle and a strong blade. Smaller utility knives and utensils are considered improvised weapons if used in a fight.

Machete. These single-edged blades are a lesson in simplicity. Little more than a sharpened piece of metal with a handle, they can help navigate a dense jungle or cut through an opponent. Large combat knives perform a similar role in combat.

Pepper Spray. This chemical poison spray in an aerosol canister must be sprayed into an opponent’s face to have an effect, but a direct hit can take the fight out of someone. Opponents with eye protection won’t enjoy it but are immune to its effects.

Pistol, Heavy Revolver. This type of pistol “won the West.” It was the standard army sidearm of the Civil War and post-Civil War period. Today, these revolvers are popular sporting pistols and collectibles.

Pistol, Pocket .38. These small .38 revolvers can be carried in a jacket pocket. They are designed with smooth lines so they can be pulled out quickly with no snags. Due to a snub nose barrel, they are not accurate, but they do pack a punch.

Rifle, Hunting. A huge variety of rifles have been designed for hunting. Range and accuracy are more important than ammunition capacity or reloading speed. For this reason, most are bolt-action weapons. They are dangerous firearms in the hands of a skilled sharpshooter.

Shotguns, Double-Barrel. Shotguns are produced as long-barrel hunting guns, but short-barreled versions are employed as self-defense weapons. The barrels can be fired separately or together. Like most shotguns, they are deadly at short ranges and one of the most versatile and reliable firearms ever devised.

Slingshot. Modern slingshots use a rubber strap on a metal frame strapped to the wrist. When used with a sling bullet, it’s a deadly weapon against small pest animals.

Stun Gun. Not a true gun, a stun gun is a handheld device that delivers a strong electric shock when it touches a person. Stun guns work only against exposed skin or through thin clothing.

Unarmed Strike. Unarmed strikes are most commonly punches, but they include any move that has the potential to deliver a punishing blow whether via kicks, headbutts, knees to the groin, or elbows to the face. It’s one of the few attacks you don’t need a hand to perform and you are always armed with it.

Advanced Equipment

Advanced weapons include the majority of modern civilian firearms along with melee weapons that take training and practice to use effectively. The advanced equipment tables include some armor and weapons commonly used by the military, but which are basically identical to their civilian counterparts.

Advanced Melee Weapons
Weapon Damage PV Properties Price Level Bulk
Brass knuckles 1d6 bludgeoning 1
Finesse, Light 1
Fire axe 1d8 slashing 2
Versatile (1d10) 1 2
Hatchet 1d6 slashing 1
Light, Thrown (20/40) 1 2
Sledgehammer (8 lb. hammer) 1d12 bludgeoning 2
Heavy, Two-Handed 1 3
Advanced Ranged Weapons
Weapon Damage Range Rounds Reload PV Properties Price Level Bulk
Bow, modern compound 1d10 piercing 200/600 —1 Two-Handed 2 2
Harpoon gun 1d8 piercing 30/60 2 Action 2 Aquatic 2 2
Pistol, 9mm semi-auto 1d10 ballistic 100/20021 Bonus 2 Loud, Semi-Auto 2 1
Pistol, concealed carry 1d8 ballistic 100/2008 Bonus 2 Light, Loud, Semi-Auto, Versatile (1d10)21
Pistol, hand cannon 1d12 ballistic 100/2007 Bonus 3 Loud, Semi-Auto 3 1
Pistol, holdout 1d6 ballistic 50/1001 Action 2 Disguised, Light, Loud, Slow-Firing2-
Rifle, sniper 2d8 ballistic 2,000/6,000 10 Bonus 4 Heavy, Loud, Slow-Firing, Two-Handed43
Rifle, tactical 1d12 ballistic 600/1200 30 Bonus 3 Loud, Semi-Auto, Two-Handed32
Rifle, tranquilizer 1 piercing 50/1001 Action 1 Slow-Firing, Restricted, Special, Two-Handed32
Shotgun, pump-action 2d6 ballistic 200/4009 Action 3 Loud, Shot, Two-Handed 2 2
Taser 1d4 electrical 15 2 – 0 Light, Stunning 2 1
Thrown explosive per explosive 40/80 Indirect

Advanced Explosives

Thrown Grenades
Damage PV Radius Properties Price Level Bulk
Grenade, flare —— 30 feet Grenade, Illuminating, Thrown 1 1 Grenade, smoke——15 feet Grenade, Special, Thrown 1 1
Advanced Armor
AV Properties Price Level Bulk
Ballistic vest, light 2 Ballistic, Concealable 2 —
Ballistic vest, medium 3 Ballistic 2 1
Stab vest 2 Stab Proof 2 1
Advanced Shields
AV Properties Price Level Bulk
Shield, riot 1 Awkward 1 3

Advanced Equipment Descriptions

Ballistic Vest, Light. These vests are made entirely of flexible ballistic fabric and padding. They can be worn under a jacket without drawing attention. They effectively block light caliber pistol rounds and other conventional projectiles.

Ballistic Vest, Medium. Thicker than a light ballistic vest, these vests have more layers of thick ballistic fabric as well as light armored plates. They can block most pistol rounds as well as low caliber rifle rounds.

Bow, Modern. Modern bows for hunting or sport are more compact than their ancient counterparts, but they pack as much or greater power. Hunting arrows use bladed tips, while target arrows are pointed.

Brass Knuckles. This entry covers a range of implements you can use to protect your fists while delivering heavier blows. Brass knuckles do more damage than an unarmed strike.

Grenade, Flare. Flare grenades are used at night to provide illumination on targets or to light up a landing area for a helicopter or the like.

Grenade, Smoke. These grenades create a cloud of smoke in a 15-foot radius, useful both as a signaling device for aircraft and to reduce enemy sight. The area covered by the smoke has no visibility. The smoke lasts for 1 minute. Strong winds can blow the smoke in the direction of the wind, reducing the duration by half.

Hatchet. Hatchets are excellent tools to have in the wilderness, and as a weapon it is useful both up close and at short range.

Harpoon Gun. This weapon is designed to be fired underwater. The range is short, but the harpoons are designed to minimize resistance and deliver a fatal wound to sea creatures.

Fire Axe. The trusty fire axe is a versatile implement, meant to save lives rather than take them. Any woodcutting axe can be covered by this entry.

Pistol, 9mm Semi-Auto. These standard sidearms are used by the armed forces and police and exceedingly popular on the civilian market. They balance stopping power with ammunition capacity and use inexpensive cartridges.

Pistol, Concealed Carry. These compact versions of the standard 9mm pistol are used by undercover police and civilians who want to be armed but keep a low profile. They are typically carried in a concealed holster and chambered for 9mm rounds.

Pistol, Hand Cannon. Heavy pistols fire large caliber rounds such as .50s and .45 magnums. While they have considerable stopping power and penetration, they are difficult to handle and have limited ammunition capacity.

Pistol, Holdout. These small firearms are designed to be concealed nearly anywhere. They have one or two shots and are breech loaded. Larger models can have two shots.

Rifle, Sniper. Sniper rifles are designed for accuracy and penetrating power at long range. They fire high-caliber, armor-piercing rounds and use high-magnification scopes to assist in aiming. While it is possible to fire a sniper rifle while standing, most prefer to fire from a braced position for better accuracy.

Rifle, Tactical. The tactical rifle is the civilian equivalent of the military assault rifle, but without fully automatic fire. In the civilian world, they are used as a self-defense weapon, though there is intense debate as to whether they are appropriate for civilian use.

Rifle, Tranquilizer. This air rifle is specially designed to fire a hypodermic dart intended to tranquilize an animal. Each dart must be prepared with enough tranquilizer for the animal’s weight and metabolism to bring them down, but not permanently harm them. They have a short range due to the large and delicate projectile they fire. (See “Poison” in GM’s Toolbox for details.)

Shield, Riot. This heavy plastic shield can be held in one hand, though it’s at least four feet tall and at least two-and-a-half feet wide. Police use it to push back crowds and to protect themselves from fists and thrown objects. It offers no protection against firearms but defends against sticks and rocks.

Shotgun, Pump-Action. Pump-action shotguns offer high reliability and a good number of shots from their internal magazines. Individual cartridges can be quickly loaded. Hunters use this feature to load different cartridges depending on the intended target and range. Police and military sometimes use shotguns for clearing buildings.

Sledgehammer. In reality a sledgehammer makes for an unwieldy weapon, but if you have the strength, it can put the hurt on your opponents and bypasses conventional armor, brick walls, and other obstacles.

Stab Vest. These vests cover vital areas of the torso with a mesh that is nearly impossible to penetrate with a bladed or spiked weapon. They are not strong enough to stop ballistic weapons, but unlike a ballistic vest, they leave no vulnerable areas unprotected.

Taser. These nonlethal guns fire small metal darts connected by thin wires to the device. Once embedded, these darts deliver a strong electric shock intended to stun the target for a short time. Taser is a trademark held by the company that makes these devices rather than a generic term.

Thrown Explosive. Thrown explosives cover any kind of grenade or grenade like object such as smoke and flare grenades.

Historical Equipment

Historical weapons were once a mainstay of warfare and violent conflict but have become rarities in the modern world. Most are used by hobbyists who practice older forms of martial arts or do historical reenactments. They are still deadly weapons, but they tend to be less effective than modern firearms.

Historical Melee Weapons
Weapon Damage PV Properties Price Level Bulk
Boomerang 1d6 bludgeoning 1
Returning, Thrown (40/80) 1 1
Javelin 1d6 piercing 1 Thrown (100/200) 2 1
Net 0 Special, Thrown (10) 2 2
Nunchaku 1d6 bludgeoning 1 Finesse, Light 1 1
Poignard 1d6 piercing 1 Finesse, Light 2 1
Quarterstaff 1d8 bludgeoning 1 Finesse, Two-Handed 1 2
Rapier 1d8 piercing 1 Finesse 2 2
Shuriken 1d4 piercing 1 Finesse, Light, Thrown (30/60) 1
Spear 1d10 piercing 1 Reach 10 feet, Thrown (30/60), Two-Handed 2 2
Sword 1d8 slashing 1 Versatile (1d10) 3 2
Sword cane 1d8 piercing 1 Disguised 3 2
Sword, two-handed 2d6 slashing 1 Heavy, Two-Handed 3 3
Whip 1d4 slashing 0 Finesse, Reach 15 feet 1 1
Historical Ranged Weapons
Weapon Damage Range Rounds Reload PV Properties Price Level Bulk
Blowgun 1 piercing 30/60 1 Bonus 0 Slow-Firing 21
Crossbow 1d10 piercing 200/400 1 Action 2 Slow-Firing, Two-Handed 23
Crossbow, hand 1d4 piercing 60/120 1 Bonus 1 Light, Slow-Firing 22
Longbow 1d10 piercing 250/750 1 Two-Handed
Historical Armor
Armor AV Properties Price Level Bulk
Historical Armor 1 Awkward 3 4

Historical Shields

AV Properties Price Level
Bulk Shield, kite1Awkward13
Shield, round 1 Small 1 2

Historical Equipment Descriptions

Blowgun. Blowguns consist of a hollow tube fitted with small, feathered darts. When the user blows into the tube, it propels the dart toward the target. With their short range they are mainly used to deliver poisoned darts, since otherwise they are little more than a painful nuisance.

Boomerang. These unique wooden throwing weapons originated with Aboriginal Australians. They are used to hunt small game, but they can deliver a telling blow. Boomerangs that return when thrown are more useful for recreation than hunting.

Crossbow. Archaic crossbows are easy weapons to use: you load, point, and shoot. They can range from massive siege weapons to tiny toys; the statistics represent an average-sized crossbow.

Crossbow, Hand. Scholars debate whether these items were toys or weapons. They don’t have much power but can be loaded quickly and fired in one hand. If used with a poison bolt they might pose a danger, but they’re otherwise too slow to be a significant threat.

Historical Armor. In medieval times, knights and other warriors wore this complete set of full body armor. It offers protection against conventional melee and ranged weapons, but bullets go right through it and you look out of place wearing it outside of a Renaissance fair.

Javelin. These thin shafts about two to four feet in length have a sharp metal tip designed for throwing at long distances.

Longbow. Before rifles, the longbow was the terror of the battlefield. These large ancient bows can fire arrows over huge distances and with startling accuracy in the hands of a skilled archer.

Net. A net can be used against Small, Medium, or Large targets. A successful attack does not cause damage, but the target is Restrained. The target can free itself by making a successful DC 10 Strength check as an action or by dealing 15 points of slashing damage to the net.

Nunchaku. These are made by linking two short wooden rods with a short chain or rope. They are associated with traditional Eastern martial arts.

Poniard. A poniard is a long steel dagger meant for stabbing and parrying, popular in the Renaissance period but first documented in the Middle Ages.

Quarterstaff. A smooth wooden stick about 5 feet long, the quarterstaff is both an effective, easy-to-use weapon and a practical walking stick.

Rapier. These thin-bladed swords are popular with fencers and Renaissance fair actors. Among the range of fencing swords, the rapier is one of the heavier options.

Shield, Kite. Kite shields are large wooden shields used by infantry to protect against ranged missile fire from enemy archers and crossbowmen. While they can be used in melee combat, they are heavy and awkward to wield.

Shield, Round. Ancient shields made sense on a battlefield dominated by longbows, but in the era of guns, they’re cumbersome pieces of wood.

Shuriken. These small, sharpened bits of metal are easy to throw but rarely deliver a fatal wound. Traditionally they were used as a distraction or poisoned to facilitate an assassination.

Spear. Among the most versatile weapons, spears are cheap, light, can be thrown, and have the advantage of reach in comparison to other melee weapons.

Sword. This entry represents a typical fantasy longsword, cavalry saber, or katana. It’s a one-handed blade, but it can be used two-handed for additional speed and power.

Sword Cane. This thin blade disguised as a walking stick isn’t especially durable or well balanced, but it is dangerous in the right hands and difficult to detect.

Sword, Two-Handed. These large, two-handed blades are potentially devastating but rarely carried in modern times. Nothing attracts unwanted attention like wandering around with a greatsword strapped to your back.

Whip. What robber of ancient tombs would be complete without a cracking bullwhip? It’s employed more often as a tool for ranchers to intimidate livestock, but in a pinch it could be used as a weapon.

Improvised Equipment

Improvised weapons include objects not normally intended as weapons and weapons manipulated in a way they are not designed to be used. The statistics for these weapons are based on the size of the object and the type of damage it inflicts (see “Thing” below).

Improvised weapons also include introducing your opponent’s face or body into nearby objects by slamming the opponent into them (see “Object” below).

An object sufficiently similar to a standard weapon can be treated as a standard weapon at the GM’s discretion. A steel pipe is essentially a metal club and can be treated as a basic weapon instead of an improvised one. Wielding an Oscar statue as a bludgeon would not qualify, since it’s too awkward to wield accurately.

All weapons with the improvised property impose disadvantage on attack rolls unless the attacker has the Improvised Equipment proficiency.

Improvised Explosives Explosive Damage
Weapon Damage PV Properties Price Level Bulk
Chainsaw 1d12 slashing 2 Heavy, Improvised, Loud, Two-Handed 2 3
Object, breakable 1d6 bludgeoning 1 Improvised, Special
Object, unbreakable 1d8 bludgeoning 1 Improvised, Special
Object, scary-dangerous 1d12 slashing or piercing 1 Improvised, Special
Salon flamer 1d4 fire 0 Improvised, Light, Two-Handed 1 1
Thing, tiny ouchie 1d4 variable 1 Finesse, Improvised, Light, Thrown (40/80)
Thing, small painful 1d6 variable 1 Improvised, Thrown (70/140) 1
Thing, medium hurtful 1d8 variable 1 Improvised, Thrown (50/100), Versatile (1d10) 2
Thing, large agonizing 1d12 variable 2 Heavy, Improvised, Thrown (20/40), Two-Handed 3
Improvised Explosive 40/80 Improvised, Indirect
Improvised Ranged Weapons
Weapon Damage Range Rounds Reload PV Properties Price Level Bulk PV Radius Properties Price Level Bulk
Molotov cocktail 1d4 fire 10 feet Grenade, Special 1 1
T.N.T. stick 3d6 explosive 4 10 feet Grenade, Restricted11 3
Improvised Armor AV Properties Price Level Bulk
Duct-taped junk 2 Awkward 1 4 3

Improvised Shields

AV Properties Price Level Bulk
Car door 2 Awkward N/A 4
Garbage can lid 1 Small 1 2 3

Improvised Equipment Descriptions

Car Door. A sturdy car door can make for a last-ditch bulletproof shield, provided you happen to have one lying around when bullets start flying.

Chainsaw. Chainsaws are not intended for hand-to-hand combat, but few tools are more intimidating when used as melee weapons. A favorite of deranged killers and aggrieved foresters, they make short work of doors, tables, and other obstacles.

Duct-Taped Junk. Phone books and cookware taped to your body probably aren’t going to save your life or make you look cool, but sometimes heroes have to improvise.

Garbage Can Lid. If you are really strapped for personal protection, a garbage can lid can give you a feeling of discount derring-do in a pinch.

Molotov Cocktail. A Molotov cocktail is a bottle of highly flammable liquid with a cloth wick. When lit and thrown, it is designed to break on a hard surface and ignite surrounding material. Like other grenades, it is thrown at a location rather than a combatant. Any flammable material in the area of effect gains the Burning condition, including combatants who fail their Dexterity saving throw against explosives and did not successfully dive for cover.

Object, Breakable. This category of objects, when adjacent to you and your opponent, hurt to smash into but will break or give way under the assault. Examples include a bathroom stall, a mirror, a window, a bookshelf, or a big screen TV.

Object, Unbreakable. This category of objects, when adjacent to you and your opponent, hurt to smash into and probably won’t break. Examples include a marble countertop, a steel railing, a brick wall, or a flagpole.

Object, Scary-Dangerous. This category of objects, when adjacent to you and your opponent, have brutal effects when you smash someone into them. Examples include a mass of sharp spikes, the whirling blades of a woodchipper, a boat propeller, and similar delights.

Salon Flamer. The salon flamer consists of a lighter and a can of hairspray or other propellant. You hold the lighter in front of the spray and blast people with fire. It’s not tremendously effective, but it can be intimidating. You can also apply this entry to a blowtorch or similar tool used as a weapon.

Thing, Various. Things are objects you pick up and turn into weapons. You and the GM decide on the size and if it deals bludgeoning, piercing, or slashing damage. None of these things are fun to get hit with!

Some examples include:

  • Tiny ouchie things: stabbing someone with a shard of glass (slashing), throwing a metal d20 (bludgeoning), or stabbing with a sharpened toothbrush (piercing)
  • Small painful things: pistol whipping someone (bludgeoning), stabbing with a knitting needle (piercing), or cutting with a bread knife (slashing)
  • Medium hurtful things: stabbing with a fireplace poker (piercing), slamming with a printer (bludgeoning), or slicing with a sod cutter (slashing)
  • A large agonizing thing: slashing with a scythe (slashing), stabbing with a flagpole (piercing), or beating some poor fool with an exercise bicycle (bludgeoning)
  • T.N.T. Stick. T.N.T. is dangerous, but more to those trying to throw it than those having it thrown at them. It’s not designed for anti-personnel use and the actual blast is dangerous only at close ranges.

Military Equipment

The list of military weapons includes the most powerful firearms and explosives a hero could realistically employ. Most of these weapons are restricted to military personnel. Swat forces and other special police units are trained to employ these weapons as well. A few are civilian legal, but these are rare due to their price and lack of practical use in civilian life.

Military Ranged Weapons
Weapon Damage Range Rounds Reload PV Properties Price Level Bulk
Grenade launcher Grenade 300/600 1 Bonus Indirect, Restricted, Two-Handed 3 2
Machine gun, light 2d6 ballistic 900/1,800 30 or Belt Bonus or action 3 Belt, Full-Auto, Heavy, Loud, Restricted, Two-Handed 34
Machine gun, medium 2d8 ballistic 900/1,80030or Belt Action 4 Belt, Full-Auto, Heavy, Loud, Restricted, Stationary, Two-Handed 46
Machine gun, heavy 2d10 ballistic 1,200/2,400 Belt Action 5 Belt, Full-Auto, Heavy, Loud, Stationary, Restricted, Two-Handed 48
Rifle, anti-material 2d10 ballistic 2,000/6,000 10 Action 5 Heavy, Loud, Semi-Auto, Stationary, Two-Handed 44
Rifle, assault 1d12 ballistic 900/1,800 30 Bonus 3 Burst 3, Full-Auto, Loud, Restricted, Two-Handed 23
Rifle, assault carbine 1d12 ballistic 800/1,600 30 Bonus 3 Burst 3, Full-Auto, Loud, Restricted, Two-Handed 32
Rocket launcher Rocket 500/1,500 1 Restricted, Two-Handed 5 4
Smg 1d10 ballistic 100/200 30 Bonus 2 Burst 3, Full-Auto, Loud, Restricted 3 1
Smg, spec-ops 1d8 ballistic 350/700 5 0 Bonus 3 Burst 3, Full-Auto, Restricted 3 2
Grenade, Thrown Grenade 75/150 Indirect 1  

Military Explosives

Grenades, Rockets, Mines, and Charges
Damage PV Radius Properties Price Level Bulk
C4 plastic explosive 4d6 explosive 3 10 feet Loud, Restricted, DC 15 2 1
Grenade, flashbang 1d4 explosive 1 30 feet Deafening, Grenade, Loud, Restricted, Stunning 1 1
Grenade, fragmentation 4d8 explosive 3 20 feet Grenade, Loud, Restricted 1 1
Grenade, incendiary 5 Grenade, Restricted, Special 1 1
Mine, blast 2d6 explosive 4 NA Loud, Restricted, DC 15 1 1
Mine, fragmentation 4d8 explosive 3 20 feet Loud, Restricted, DC 15 1 1
Rocket, anti-tank 8d8 explosive 6 10 feet Heavy, Loud, Restricted 5 4

Military Armor Table

AV Properties Price Level Bulk
Ballistic vest, heavy 4 Ballistic 3 2
Modern combat armor 3 Awkward 3 4
Military Shields Table
AV Properties Price Level Bulk
Shield, tactical 3 Awkward 3 4

Military Equipment Descriptions

Ballistic Vest, Heavy. This is similar to medium ballistic armor, with the addition of heavier armor plates. It can block all but the most powerful rounds from handheld firearms.

C4 Plastic Explosive. C4 is used as a demolition charge and delivers an incredibly fast and damaging explosion. For anti-personnel purposes, it needs to be combined with shrapnel to increase its lethal range.

Grenade, Flashbang. Flashbangs are incredibly useful tactical weapons. They both stun and deafen enemies for a short time, creating the perfect opportunity for an assault or to force a surrender. Targets make one saving throw to resist both effects.

Grenade, Fragmentation. Frag grenades are the standard anti-personnel grenade used by militaries the world over. They are lethal and cheap to make. The biggest limitation on grenades is their short range, which explains the creation of grenade launchers.

Grenade, Incendiary. Incendiary grenades are intended to set equipment and structures on fire. They are not useful directly against personnel in combat since they are easily avoided and do not explode. They burn at incredibly high temperatures, enough to melt through thick steel and ignite nearly any combustible material. It takes 1 round per AV of the target material to burn through and ignite.

Grenade Launcher. Grenade launchers are often attached to an assault rifle, but standalone launchers exist. They fire a large grenade cartridge at greater ranges than they could be thrown. Launched grenades are designed to explode on impact rather than based on a timer.

Grenade, Thrown. Hand grenades have a short fuse that is hand activated before the grenade is thrown. The most common type of hand grenade is the fragmentation grenade.

Machine Gun, Light. Machine guns are strictly military weapons designed to create fire superiority and provide covering fire for troops. They are fed by an ammunition belt, though light machine guns may use magazines rather than belts and fire the same ammunition as assault rifles. Machine guns can be used to make a normal attack.

Machine Gun, Heavy. An individual soldier can barely carry this massive gun, so they’re usually mounted onto a vehicle or defensive position. These weapons can shred light vehicles and fortifications as well as infantry. Machine guns can be used to make a normal attack.

Machine Gun, Medium. Medium machine guns use larger caliber rounds than their light counterparts and are too heavy to be fired without being mount or braced on the ground. They are always belt-fed and their primary mission is to provide covering fire on enemy positions or to threaten light vehicles. Machine guns can be used to make a normal attack.

Mine, Blast. Blast mines are the scourge of the battlefield, designed more to maim than kill. They are especially horrifying weapons of war because they remain dangerous long after the battles have ended.

Mine, Fragmentation. These mines are designed to eject a small fragmentation grenade that sprays shrapnel in a wide swath. They are far more lethal than blasting mines, but more expensive and prone to misfires.

Modern Combat Armor. This armor combines the benefits of a ballistic vest with knife-proof materials and covers almost the entire body. It is restrictive, hot, and uncomfortable, but it does provide impressive protection.

Rifle, Anti-Materiel. Similar to sniper rifles, these rifles are intended for taking out military equipment rather than people. Their powerful armor-piercing rounds can rip through concrete walls and crack an engine block from more than a mile away.

Rifle, Assault. The AK-47 is a Cold War era design from the Ussr. It is the most common gun on Earth with more than 150 million in circulation. While not as accurate as the M-16, it is legendary for its simplicity and reliability. Most of those sold today are copycat guns using the same design.

Rifle, Assault Carbine. Assault carbine rifles are a military classification for fully automatic combat rifles that strike a balance between accuracy at range, automatic fire, ammunition capacity, weight, and reliability. Most combat troops carry them into battle in the modern era. The M4 Carbine is the U.s. standard combat weapon, replacing the M-16. The two designs are similar but the M4 is a shorter and lighter configuration.

Rocket, Anti-Tank. Anti-tank rockets employ a number of tricks to defeat armor and other defensive measures. One of the most effective is a Russian rocket that fires two rockets in tandem: the first defeats countermeasures while the second goes for the kill.

Rocket Launcher. Rocket launchers are single-use anti-tank or anti-air weapons, primarily designed for use against vehicles or fortified positions. Among the multiple types of rockets, the most common are armor-piercing rockets for use against tanks.

Shield, Tactical. Military and Swat teams use this large and heavy shield to protect them from gunfire in situations where normal cover is not available. It has a narrow window so it can be held in front of the user’s face.

Smg. Submachine guns are fully automatic, short-barreled firearms designed for relatively short ranges. They offer considerable stopping power for a small weapon but are not effective against military body armor. The Mac 10 is a famous Smg that packs serious firepower but with questionable accuracy. It was designed for use with an attached suppressor that acted as a forward grip.

Smg, Spec-Ops. This class of submachine guns was designed for use by support personnel to counter armored paratroopers from the Soviet Union. While they were never used for that purpose, they became popular for special forces units that want a small armor penetrating, fully automatic weapon.

Everything Else

Combat equipment may get lead billing, but modern adventures are about a lot more than gun battles and fist fights. Professional tools help heroes flex their intellectual and creative skills to overcome their foes. Whether your team is breaking into the lair of a villainous mastermind, hacking the computers of a rival government, or rescuing civilians from a massive earthquake, it’s best to come prepared!


The default rules for Everyday Heroes ask players to track the ammunition in their guns, but not the ammunition they otherwise carry. Tracking the ammunition in the weapon adds a tactical element to the game, since certain actions use up more or less ammunition, and more damaging guns have lower ammunition capacities and longer loading times. These rules make choosing a gun more interesting and using it feel more realistic.

By default, you don’t need to track how much backup ammunition you are carrying. There are situations where the GM may decide it’s important to track ammunition, for example if you’re fighting behind enemy lines, or you have been stripped of all your gear.

If you’re tracking all your ammunition, assume that ammunition price levels are the same as the gun itself, and that about 30 rounds of ammunition equals 1 bulk for encumbrance purposes.

Ammunition Types

In the real world, ammunition is a complicated subject since there are thousands of different types of cartridges available for different uses. Everyday Heroes tries to simplify this by creating statistics for the guns assuming the most popular type of ammunition used for such weapons. The following are optional rules for those who want to simulate ammunition choices with more detail.

Pistol and Smg Ammunition

Pistols by default use anti-personnel rounds, better known as hollow-point bullets. They are designed to stop targets in their tracks and not fire through to hit bystanders, because they expand when they hit the target.

Switch to Armor-Piercing Rounds. Decrease the damage die by one step and increase the PV by 1.

Rifle and Ammunition

Rifles, including assault rifles, use armor-piercing rounds by default. These are sometimes known as “full metal jacket” rounds. They are accurate at long ranges and remain intact when encountering armor, hopefully punching through to their victim. It’s rare to find rifle cartridges with hollow-point bullets.

Shotgun Ammunition

Shotguns use buckshot by default. This is a common load for hunting, though there is a huge range of shotgun ammunition and each is favored for a different situation. It’s largely a myth that shotgun blasts cover a wide area. Even buckshot rounds spread out only a couple of feet over lethal distances. They are easier to hit with, but they are still designed to be used against a single target.

Switch to Slugs. Shotgun slugs are huge single bullets. They are enormously powerful short-range munitions. Increase the PV by 2 and lose the Shot property.

Machine Gun Ammunition

Machine gun ammunition is rarely anything but armor-piercing rounds with a tracer round every fifth round or so. The tracer rounds are necessary for aiming since using the sights on a big machine gun rattling away can be challenging, especially when fired from moving vehicles.

Most machine guns are belt-fed. Ammunition belts vary in size from smaller 50-round belts to massive 500-round belts. Belts are carried in an ammunition box that can be attached to the weapon or to a weapon mount. For every 50 rounds a belt has, it has 1 bulk.

  • It eliminates disadvantage on attack rolls due to firing from a moving vehicle.

Scope. A scope is an optical magnifier used to aim at longer ranges. It is assumed that weapons with ranges that make scopes useful have a scope attached. Therefore, scopes don’t have any additional game effects.

Suppressor/Silencer. A suppressor is a real-world device attached to or built into a gun barrel that muffles the sound of the gun firing to some degree. Often, subsonic bullets are used with the suppressor to avoid the supersonic crack made by the bullet itself. Suppressors reduce the noise made by firearms, but they are still easily heard by anyone nearby. Silencers are used in action movies. They make firearms whisper quiet no matter what ammunition you’re using. It isn’t realistic, but it’s very much appropriate for action story themes. Using a silencer removes the Loud property from a firearm.

Carrying Cases

Carrying cases make it easier to haul around objects past your bulk limit, either by freeing up a hand or helping you avoid being Encumbered. Your normal bulk limit assumes you already have places to put your usual allotment of bulky stuff: holsters, pockets, belts, shoulder bags, or small backpacks.

Firearm Accessories Accessory
Price Level Bulk
Integrated grenade launcher 3 1
Laser sight 2 0
Scope 2 1
Suppressor/silencer 2 1

Integrated Grenade Launcher. A grenade launcher attachment propels grenades farther and with more accuracy than you could achieve by throwing them. It uses the same stats as a normal grenade launcher except for the listed bulk value. This can only be attached to an assault rifle or carbine.

Laser Sight. A laser sight positions a laser dot on an intended target. It can be useful in a number of situations.

  • It gives you advantage on Charisma (Intimidation) checks when you aim at a target with a laser sight.
  • It eliminates disadvantage on attack rolls due to low visibility.

These cases allow you to exceed your bulk limit. Pulling one item from a carrying case is an action in combat rather than a free action.

Carrying Cases

Case Price Level Bulk
Combat harness 2 4
Duffle bag 1 8
Frame backpack 2 5
Rolling suitcase 2 5

Combat Harness. A combat harness is composed of belts and straps with pockets and attachment points to carry weapons, ammunition, and other useful combat gear. It can carry 4 bulk beyond your usual bulk limit while keeping your hands free. In addition, items in the harness can be accessed normally (one free pull per round).

Duffle Bag. This large and sturdy canvas bag allows you to carry up to 8 bulk worth of stuff in one hand. This doesn’t negate encumbrance, but it can let you carry lots of different things in one hand when you are Encumbered.

Frame Backpack. This large backpack can carry 5 bulk beyond your normal bulk limit while keeping your hands free. This does not help you avoid encumbrance, but it does make it possible to carry more stuff.

Rolling Suitcase. This nice hard-body suitcase has wheels and a long telescoping handle. It’s great for trips abroad, and also useful for lugging equipment around. It can carry up to 5 bulk that does not count against your encumbrance as long as you’re wheeling it around instead of carrying it. If you cross difficult terrain, you must pick it up. It always requires the use of one of your hands.


The modern world is full of electronic gadgets and tools. Everyday Heroes focuses on hacking and security related equipment as well as universal consumer electronics.

Item Price Level Bulk
Alarm system 2 2
Cloner 2 0
Deauther 2 0
Desktop computer 2 3
Drone 2 2
Duck 2 0
Earpiece 2 0
Faraday pouch 2 0
Laptop computer 2 1
Microcomputer 1 0
Robot 5 8
Smartphone 2 0
Smart watch or fitness watch 2 0
Sniffer 2 0
Toy robot 3 1

Alarm System. This electronic alarm system consists of a series of sensors and a central alarm mechanism. The alarm can be a silent signal sent to a monitor or an audible or visual alarm. Many types of sensors can be used including motion sensors, light sensors, sound sensors, or contact sensors.

Cloner. A cloner is paired with a sniffer to receive and then mimic a wireless signal, usually from a wireless key or similar device.

Deauther. This device can identify a user on a computer network and deauthorize them. This forces the user to re-enter their network credentials so they can then be stolen.

Desktop Computer. Desktop computer systems come in a wide range of sizes and performance capabilities. Every year, personal computers become more powerful and more versatile.

Drone. Flying drones have become popular tools and toys. They are remote controlled but can be programmed for various tasks and fitted with a range of tools. A camera is a standard piece of equipment on most drones. A use Device action is required to control a drone during combat. (Detailed stats for drones can be found in Opponents and Allies.)

Duck. Ducks are Usb devices that act as a virtual keyboard. When inserted into a target computer, they can be programmed to execute keyboard commands or allow a hacker to remotely control the computer.

Earpiece. This piece of covert gear consists of a hidden earpiece and a hidden microphone, both of which connect wirelessly to a cell phone or other hidden transmitter-receiver. This allows the wearer to secretly communicate with others. Battery life tends to be about 1 hour of active use. A DC 20 Wisdom (Perception) check can detect such a device in use by seeing it, overhearing it being used, or observing the behavior of the person using it.

Faraday Pouch. By placing an electronic device inside of a Faraday pouch, you can block it from sending or receiving wireless signals. It prevents unwanted snooping or hacking on the device.

Laptop Computer. Laptop computers can range in size from small tablets to large folding computers. While their power varies, most can perform the same functions as larger desktop machines and have a battery to allow for remote operation.

Microcomputer. Microcomputers are small computer chips used by hobbyists and manufacturers to make small electronic “smart” devices. Though inexpensive, they require programming and electronics knowledge to use.

Robot. Robots come in many shapes and sizes, but this entry represents the future of multi-function robotics. Such robots can be programmed for simple interactions but their capabilities are rapidly advancing. (Statistics for consumer robots can be found in Opponents and Allies.)

Smartphone. The smartphone is a revolutionary tool that takes professional photos, allows for wireless global communication, has access to nearly all the world’s accumulated knowledge through the internet, and even makes for a good flashlight. “There’s an app for that” is pretty much a truism.

Smart Watch or Fitness Watch. These devices are computerized watches that include a digital display and are capable of running software and wireless connectivity. Most use an IR sensor and accelerometer to measure exercise, heart rate, and other vital health statistics.

Sniffer. A sniffer is a hacking tool designed to pick up and decode network traffic. Wireless sniffers decode wireless signals while wired sniffers plug physically into a network. What a sniffer can do depends on the security of the network it is sniffing.

Toy Robot. A toy robot is a simple robot designed for amusement and play. Their programming is limited to simple responses to simple commands, or to accomplish a well-defined task. Robot vacuum cleaners and other simple consumer robots also fall into this category.


This category of equipment includes the tools and items that tradespeople use for their work. They can come in handy for heroics as well.

Item Price Level Bulk
Crowbar 1 2
Duct tape 1 1
Ear protection 1 0
Fire suit 2 2
Flashlight and headlamp 1 1
Gas mask 2 1
Hazmat suit 2 1
Safety goggles 1 0
Utility knife/multitool 1 0
Zip ties 1 0

Crowbar. A crowbar is designed to give you leverage when pulling things apart. You can also use it as a weapon if you need to, equivalent to a large metal club. Using a crowbar grants advantage on Strength checks made to move a heavy object, break something, or to open doors, windows, or containers.

Duct Tape. Duct tape is a tough, single-sided fabric tape widely renowned for its toughness and versatility. It is especially popular for making quick repairs to broken objects. When used as a restraint, it requires a DC 20 ability check to escape from, typically Dexterity (Sleight of Hand) or Strength (Athletics).

Ear Protection. This can take the form of earplugs or headphones designed to block loud noises from damaging your hearing. They offer advantage on Constitution saving throws against being Deafened.

Fire Suit. A fire suit covers the entire body, protecting the wearer from heat and flames. A fire suit grants the wearer damage reduction 10 against fire.

Flashlight and Headlamp. Flashlights and headlamps project light in front of you up to 60 feet. This negates the penalties for low light and darkness within reach of the device but makes the user visible up to a mile away in clear terrain.

Gas Mask. A gas mask, when properly worn, protects the wearer from inhaled poisonous gases and airborne chemical irritants targeting the nose, eyes, or mouth.

Hazmat Suit. Hazmat suits offer full body protection against a range or chemical and biological hazards. They include full face protection, full body protection, and air filtration. Different suits protect against different types of hazards.

Safety Goggles. Safety goggles are designed to protect your eyes from irritants or small objects. They render you largely immune from pepper spray or similar blinding chemical attacks.

Utility Knife/Multitool. This pocket-sized, foldable knife includes a range of other handy tools incorporated into the design. They can deal with a number of simple jobs. They are not intended for fighting but could be used as a weapon in a pinch.

Zip Ties. In addition to organizing cables and the like, these ties can be used as improvised restraints. A DC 20 Strength check can break them. A DC 20 Dexterity (Sleight of Hand) check allows escape. They can also easily be cut with any bladed instrument.

Specialty Goods

Though this game imagines the characters as heroes, the tools of the criminal trades can come in handy. In the U.s., most of these tools are legal, provided you aren’t using them for illegal purposes.Specialty GoodsItemPrice LevelBulkCaltrops11Handcuffs10Lockpicks10Slim jim11

Caltrops. Caltrops are tiny metal objects which, when thrown on the ground, always have an upward facing spike. They can impede people, animals, and soft-tire vehicles when strewn on the ground in the path of travel. They are detailed under “Traps” in Misc. Rules.

Handcuffs. Typical law enforcement handcuffs are difficult to break free from when properly applied. A DC 30 Strength check can break them. A DC 25 Dexterity (Sleight of hand) check allows escape. Finally, they can be picked with a DC 20 Intelligence (Security) check, though this check has disadvantage if they are behind your back. You can buy escape keys that open most handcuffs.

Lockpicks. A set of lockpicks includes a number of tools useful for picking locks. The two essentials are a tension bar and a pick which, when used together, can open most locks. Lockpicks are necessary to pick locks, but you can improvise a pick using stiff wire.

Slim Jim. A slim jim is a thin piece of metal about two to three feet long with a small hook on one end. It can slip into a car door to switch the lock open. It works only on older cars, or inexpensive cars without power locks and shielded locking mechanisms. With such cars, it offers advantage on Intelligence or Dexterity (Security) checks made to open them.

Sporting Goods

Sporting goods stores are a wonderland for heroes. Along with weapons, they offer a huge range of useful tools, clothing, and equipment for all kinds of adventures.

Sporting Goods
Outdoor Equipment Price Level Bulk
Binoculars 1 1
Camouflage clothing 2 0
Diver propulsion vehicle 3 4
Ghillie suit 2 2
Ice skates 2 0
Metal detector 2 3
Night vision devices 3 1
Parachute 3 3
Periscope 1 1
Roller skates 2 0
Rope, 50 feet 1 1
Scuba gear 3
Skateboard 1 2
Swim fins 1 2
Swim goggles 1 0
Trap camera 2 0
Trap, shell 1 0
Trap, steel jaw 2 1
Winter clothing 2 2

Binoculars. Binoculars help you see farther than you otherwise could, though with a narrower field of view. They come in a wide range of magnifications and sizes. Typically, the GM will assign a higher DC to spot people or objects at a great distance. Binoculars reduce that DC.

Camouflage Clothing. Hunters and combatants often wear clothing and use equipment with a camouflage pattern. Each pattern is specific to a given environment. Anyone trying to spot someone or something that is camouflaged for the given environment has disadvantage on their Wisdom (Perception) check.

Diver Propulsion Vehicle. Known as a Dpv, this device consists of a waterproof housing for a battery and propeller that you hold on to while diving to provide you with propulsion. This both increases your speed and stamina while diving allowing for longer dives. Use of a Dpv increases dive times by 50 percent and allows for normal movement underwater.

Ghillie Suit. A ghillie suit covers the entire body in a mesh designed with camouflage patterns and material simulating the texture of the targeted environment. In addition to the effect of regular camouflage, anyone wearing a ghillie suit has advantage on Dexterity (Stealth) checks to hide in the matching environment.

Ice Skates. Ice skates are essential for moving quickly on ice. A hero wearing ice skates and who is proficient in either Athletics or Acrobatics can treat ice as normal terrain. Anyone wearing ice skates treats all other terrain as difficult terrain.

Metal Detector. This tool finds metal objects using a magnetic field generator and sensor. It works only in places that don’t otherwise contain metal objects. It offers advantage on Wisdom (Perception) checks to locate metal objects in a given location.

Night Vision Devices. These devices date back to Wwii and allow the wearer to see reasonably well in low light conditions. Night vision scopes allow you to ignore the combat penalties from low light and darkness. Night vision goggles remove all penalties from low light and darkness.

Parachute. If you plan to jump out of an airplane, you need one of these. They take some training to use correctly. Controlled descent requires a DC 13 Dexterity (Acrobatics) or Dexterity (Vehicles) check. A parachute, when used correctly, prevents all falling damage.

Periscope. A periscope allows you to see around a corner, over a wall, and so forth using either optical mirrors or a digital camera. Using a periscope offers advantage on Dexterity (Stealth) checks made while spying.

Roller Skates. Whether four-wheeled skates or inline roller blades, these devices move fast on hard and flat terrain. A hero wearing roller skates and proficient in either Athletics or Acrobatics increases their movement speed by 10 feet when on hard, flat terrain. All other terrain is considered difficult terrain while wearing roller skates. They do not afford bonus movement.

Scuba Gear. Scuba gear allows you to breathe underwater using an oxygen tank. Typical gear allows you about one hour of dive time. Scuba gear may include a dry or wetsuit for colder water and includes swim fins.

Skateboard. Skateboards allow their riders to move quickly and perform fun tricks in an urban environment. Heroes using a skateboard who are proficient in either Athletics or Acrobatics can increase their movement speed by 10 feet on flat and hard surfaces. Unlike skates, heroes can quickly switch to foot in other terrain provided they have a hand free to carry the board.

Swim Fins. Swim fins attach to your feet, giving you greater traction in the water. Wearing fins grants advantage on Strength (Athletics) checks made to swim.

Swim Goggles. Swim goggles protect your eyes from irritants in water, allowing you unimpaired vision in clear water. Swim goggles negate disadvantage to Wisdom (Perception) checks made to see underwater.

Trap Camera. A trap camera combines a motion sensor and a digital camera. When the sensor is tripped, the camera takes a series of pictures. The pictures are stored in the camera and can be wirelessly transmitted to a nearby device.

Trap, Shell. A shell trap is a small metal frame designed to fire a shotshell using a simple spring action firing pin. The shell trap is attached to something, the shell placed inside, the spring set, and a string or wire is rigged to set off the trap, firing the shell. As there is no barrel, the range is short. It can be used as an alarm with blank shells.

Trap, Steel Jaw. Steel jaw traps, often called bear traps, consist of spring-powered steel teeth that snap shut when the trigger in the center of the trap is pressed or pulled. The jaws are meant to hold an animal’s arm or leg in the trap as well as to wound the animal.

Winter Clothing. When operating in extreme cold, it’s critical to have cold winter clothing and bedding. Winter clothing provides the wearer damage reduction 10 against cold.


Vehicles play an important role in action films, sometimes as the main focus of the story. Most of the time, vehicles come into play during chase scenes, but they can work as transportation, storage, and an element of a hero’s personal style.

Any machine that you can sit inside of or on top of and go places is considered a vehicle in Everyday Heroes. Vehicles are mainly used in the context of chases in the game, but they can become involved in other combat encounters as well. Rules for vehicles are covered in Chases and Vehicles.

Armor Value (AV). Like any object, a vehicle’s Armor Value determines what weapons can damage it. A vehicle’s windows and tires have their own AV of 1 by default.

Constitution (Con). A vehicle’s Constitution modifier is used when it must make a saving throw to avoid damage.

Dexterity (Dex). A vehicle’s Dexterity represents how well it handles. A vehicle’s Dexterity modifier applies when making an ability check to make tight turns, stay on the road, or perform other fancy tricks.

Pax. An abbreviation for “passengers,” this is the number of people who can comfortably fit in the vehicle, including the driver.

Strength (Str). A vehicle’s Strength modifier represents its acceleration and top speed. A vehicle’s Strength modifier applies when the rules call for making an ability check based on going fast.

Top Speed. A vehicle’s top speed is included for comparison purposes but is not used in the game mechanics for chases or combat.

Vehicles Properties

Accident Prone. Checks made to avoid crashing with this vehicle have disadvantage. It crashes automatically if it has no driver.

Airspeed. This vehicle travels at high speeds, easily outpacing any land vehicle.

All-Terrain. This vehicle does not suffer disadvantage when driving off-road or in other harsh conditions.

Bulletproof. The vehicle’s tires and windows are bulletproof and have an AV of 2.

Enclosed. The vehicle is encased in armor. Passengers always have total cover if they are inside the vehicle.

Exposed. This vehicle leaves its driver and passengers exposed to the elements.

Extra Wheels. This vehicle has more wheels than usual. It does not suffer the Blown Tires condition until three or more tires have been destroyed.

Gargantuan. This vehicle is Gargantuan size, making it the size of a small building or even larger.

Gliding. This vehicle cannot fly under its own power and cannot gain altitude without the help of the wind.

Huge. Huge is the typical size for a passenger car or light truck.

Large. Compact cars, big motorcycles, and other one- or two-passenger vehicles are considered Large.

Medium. This size category includes motorcycles, bicycles, and other one-person vehicles.

Muscle-Powered. This vehicle is powered by pedals or a similar mechanism. Add the driver’s Strength modifier to the vehicle’s. The driver uses Strength (Athletics) in place of Dexterity (Vehicles) when making checks to operate this vehicle.

Railed. Railed vehicles such as trains travel using steel wheels on steel rails. They cannot suffer the Blown Tires condition.

Stable. Attacks made while this vehicle is in motion do not suffer disadvantage due to that movement.

Tracked. Tracked vehicles drive on large metal belts sitting on metal wheels. They cannot suffer the Blown Tires condition.

Civilian Land Vehicles
Name Pax Str Dex Con AV Price Level Top Speed Properties
4-Wheel Drive vehicle 4 +2 2 3 2 3 150 mph All-Terrain Huge
Common car 5 +2 2 2 2 2 150 mph Huge
Junker 5 +1 1 1 2 1 100 mph Huge
Luxury car 5 +3 2 2 2 3 150 mph Huge
Mini 4 +1 4 1 2 2 150 mph Large
Muscle car 5 +5 2 3 2 3 200 mph Huge
Race car 2 +10 +2 –3 2 4 300-400 mph Huge
Sports car 2–4 4 4 0 2 4 250 mph Huge
Trucks and Vans
Minivan 7 +1 0 3 2 2 150 mph Huge
Pickup truck 3–5 2 0 4 2 2 150 mph Huge
Rv (mobile home) 3+ –2 –4 5 2 2 75 mph Gargantuan

Bikes and CartsATV2+0622275 mphAll-Terrain, Exposed, LargeBicycle2-4+9–21130 mphAccident Prone, Exposed, Medium, Muscle-PoweredGo kart1–2502250 mphExposed, LargeGolf cart4–4212215 mphExposed, LargeATVMotocross bike2+1+8-112100 mphAccident Prone, All-Terrain, Exposed, LargeMotorcycle2+56022200 mphAccident Prone, Exposed, Large


ATV. The All-Terrain Vehicle (ATV), also called a four-wheeler, is like a motorcycle with four wheels. As the name implies, the ATV functions well off-road.

4-Wheel Drive Vehicle. Four-wheel drive vehicles come in various shapes and sizes but are similar in that they offer high torque, high clearance, and the ability to go off-road.

Bicycle. You’ll have to pedal, but a bike can get you where you’re going. Eventually.

Common Car. Representing most sedans, coupes, Suvs, and station wagons, a common car is a run-of-the-mill, average civilian vehicle. Most are standard four-door models, but the same statistics apply to two-door cars, and all seat five passengers. Trunk size also varies widely.

Go Kart. These miniature racing vehicles don’t go as fast as their larger cousins, but they pack some real power in their tiny bodies.

Golf Cart. These little carts are meant to drive at a leisurely pace around golf courses, but you can drive them anywhere! Check your local laws first, though.

Junker. Like a common car, but old, beat up, or poorly maintained. and cheap! If you can’t afford anything else, a junker gets you where you’re going when you don’t want to walk.

Luxury Car. This car has all the bells and whistles—or at least some of them. Heated seats, souped-up engine, sweet paint job. It’s not much better than a common car, but it is more expensive, allowing you to flaunt your wealth.

Mini. These compact, two-door cars pack most of the power of a regular car in a smaller package, allowing for greater maneuverability and better gas mileage.

Minivan. A favorite of soccer moms, the minivan doesn’t get the best mileage, and it’s not built for performance, but it’s reliable and it seats seven. A sliding side door allows easy access for a minivan’s many passengers.

Motocross Bike. A motorized sports bike, this vehicle is great for off-roading, but it functions fine on the road as well.

Motorcycle. Two-wheeled, fast, and dangerous! With this baby, you could weave in and out of traffic at break-neck speeds!

Muscle Car. For when you want the strongest, loudest engine available. This baby can purr! While not the fastest cars around, muscle cars have incredible acceleration, making them a favorite for street racing.

Pickup Truck. When you need to haul a lot of stuff and get around reliably, a pickup truck is ideal. This truck is defined by its large cargo bed, which can fit a few extra people if they don’t mind being outside and without seatbelts. A typical pickup truck has a single bench in the front cabin, seating up to three, but some sacrifice some cargo space for a more traditional five-seat configuration with two in the front and three in back.

Race Car. Extremely fast, these cars are made for racing and not much else. Not usually seen on the road, a race car is hugely inefficient for everyday use, but when you have a need for speed, this is the vehicle for you.

Rv (Mobile Home). This mobile home is equipped with all the amenities, and you can drive it! The cabin seats three, but you can pack seven or eight more in the living area. There are no seatbelts back there though, so it’s not exactly safe.

Sports Car. The luxury car is for people who can’t afford this one. Faster, more maneuverable, and with way more trips to the mechanic, the sports car is the ultimate vehicle for the rich and powerful, as well as anyone experiencing a midlife crisis.

Commercial Land Vehicles
Name Pax Str Dex Con AV Top Speed Properties
Utility Vehicles
18-wheeler 2 +0 –3 +10 2 4 75 mph Extra Wheels, Gargantuan
Armored car 2 +0 –2 8 3 4 100 mph Bulletproof, Huge
Semi 2 +1 –2 8 2 3 100 mph Extra Wheels Huge
Truck 2 +1 –2 6 2 3 150 mph Huge
Van 3 +0 –1 4 2 2 150 mph
Huge Public Transportation
Bullet train 80–90 per car +5 –5 6 2 6 250 mph Enclosed, Gargantuan, Rails, Stable
Bus 40–80 –2 –3 8 2 4 75 mph Extra Wheels, Gargantuan
Passenger train 80–90 per car +3 –5 8 2 5 150 mph Enclosed, Gargantuan, Rails, Stable
Construction and Farm Equipment
Backhoe 1 –4 –2 6 2 3 20 mph All-Terrain Huge
Bulldozer 2 –2 –4 8 3 3 50 mph All-Terrain Huge
Crane 2 –2 –4 5 2 3 50 mph Huge
Forklift 1 –4 0 2 2 2 20 mph Exposed, Large
Tractor 2 –4 –2 6 2 3 25 mph All-Terrain Huge

18-Wheeler. The kings of the road, these trucks haul just about anything across the country. The cabin seats two, though a lot more people could fit in the trailer in a pinch (this is illegal in most countries).

Armored Car. These armored transport vehicles carry valuables. Most commonly, banks use them to move cash or jewelry.

Backhoe. A backhoe is a heavy, tracked, all-purpose construction vehicle. Typically, it has a hydraulic shovel on one end and a plow on the other.

Bulldozer. Another common heavy construction vehicle, the bulldozer pushes earth, stone, or other heavy materials as well as to level ground.

Bullet Train. So-called bullet trains are streamlined high-speed express trains that travel at speeds rivaling airplanes. They are common in Japan, but can be found in other select cities.

Bus. A bus might be a school bus or a common passenger bus. Either way, it may lack seatbelts for anyone but the driver.

Crane. Cranes are very heavy vehicles that operate only while stationary. They have a boom arm and winch to lift things up, and large counterweights to keep from tipping over.

Forklift. Most forklifts are electric vehicles. They feature a large fork for lifting crates and a significant counterweight to avoid tipping over.

Passenger Train. A standard train for commuting or long-distance travel. Any given car could also be used for cargo instead of passengers.

Law Enforcement Land Vehicles
Name Pax Str Dex Con AV Price Level Top Speed Properties
Police cruiser 5 +4 3 3 2 3 150 mph Bulletproof, Huge
Prison bus 50 -2 -3 8 2 4 75 mph Bulletproof, Gargantuan, Restricted
Prison van 6 +1 0 4 2 3 150 mph Bulletproof, Huge, Restricted
Surveillance Van 3 +1 -1 5 2 3 150 mph Bulletproof, Huge, Restricted
Swat Van 10 +0 -1 6 3 5 150 mph Bulletproof, Huge, Enclosed, Restricted

Semi. This is the front of an 18-wheeler without a trailer attached. With its powerful engine made to pull a heavy trailer, a semi-truck can accelerate fairly quickly despite its size.

Tractor. Designed for agriculture, these vehicles aren’t fast, but they are powerful and built to drive across rough terrain. They can be fitted with numerous useful farming implements.

Truck. This includes any large commercial truck such as a garbage truck, dump truck, fire engine, or ambulance. They aren’t fast, but you don’t want to be in their way.

Van. This represents a wide variety of commercial vans, such as postal vans, utility vans, and unmarked white vans.

Police Cruiser. A standard law enforcement vehicle, these cars come in regular police colors, but they can look just like any other car, too.

Prison Bus. This heavily armored bus moves a large number of prisoners at once. Prisoners are Restrained for their journey.

Prison Van. These simple vans are designed to move a small number of prisoners around with light security. For particularly dangerous criminals, a prison might use an armored car instead.

Surveillance Van. This van is equipped with the latest surveillance equipment, allowing agents to eavesdrop relatively unnoticed, so long as a van sitting around in one place for a long time doesn’t tip someone off.

Swat Van. Heavily armored and made for transporting Swat teams, these vans are deployed only in extreme circumstances. They carry riot equipment and tactical weapons.

Military Land Vehicles
Name Pax Str Dex Con AV Top Speed Price Level Properties Price Level
Apc 9 +0 –4 8 4 60 mph All-Terrain, Bulletproof, Huge, Restricted 5
Humvee 4 +1 2 5 2 75 mph All-Terrain, Huge, Bulletproof 3
Tank 4 –3 –1 +10 5 45 mph All-Terrain, Enclosed, Gargantuan, Restricted, Tracked 5

APC. An armored personnel carrier (or Apc) is a heavily armored troop transport used by the military to safely move soldiers. An Apc can have a weapon such as a machine gun or rocket launcher mounted to it.

Humvee. The Humvee, and similar light armored vehicles, are standard military trucks, able to drive off-road and withstand moderate gunfire. A humvee can mount a weapon such as a machine gun or rocket launcher.

Tank. Battle tanks are general purpose armored vehicles that combine massive firepower, heavy armor, and high mobility. A tank often has one or more stationary machine guns mounted on it, and one passenger can operate the main cannon, which has the following statistics.

Integrated Tank Weapons
Weapon Damage Range Rounds Reload PV Properties Price Level Bulk
Tank cannon 8d6 explosive 4,000/8,000 1 Action Loud, Restricted 5 N/A
Name Pax Str Dex Con AV Top Speed Properties Price Level
Fishing boat 6 –3 –2 4 2 25 mph Huge 3
Inflatable boat 4 –2 +2 -4 1 50 mph Exposed, Large 1
Jet ski 2 –2 +2 –2 2 35 mph Exposed, Large 2
Motorboat 4 –2 +0 -2 1 50 mph Exposed, Large 1
Personal submarine 6 –3 –3 4 3 25 mph Enclosed, Huge 5
Rowboat 4 –8 –2 -2 1 5 mph Exposed, Large, Muscle-Powered 1
Sailboat 12 –5 –5 4 2 15 mph Exposed, Huge 3
Yacht 12 –1 –5 2 2 80 mph Huge, Stable 4

Fishing Boat. This common utility boat is mostly used by anglers, as the name implies. They come in many sizes but this one is a smaller four-person vessel.

Inflatable Boat. This small lifeboat or other inflatable craft is quick and agile, at least for a boat.

Jet Ski. The motorcycle of the sea, this thing is all about fun! It goes fast for a boat but doesn’t stand up well to rough waters.

Motorboat. Motorized but still small, these boats are faster and easier to use than rowboats but are still mainly for personal use.

Personal Submarine. This small submarine might be used by scientists or nautical enthusiasts who can afford their steep price tags.

Rowboat. Small and usually powered by oars, this can also represent paddle boats, canoes, and other similar boats.

Sailboat. Powered by the wind like ships of old, these boats are mostly for sport, but are worthy vessels for short- and long-distance voyages.

Yacht. This small pleasure craft is the rich person’s money sink. The price level 4 is only the beginning for yachts, which can be as expensive as you can imagine.

Aircraft Name Pax Str Dex Con AV Top Speed Price Level Properties
Airliner100–850+0-473550 mph6Airspeed
Fighter jet 2 +10 6 4 2 Mach 2-3 6
Airspeed Helicopter 7 +8 2 1 2 250 mph 4
Hot air balloon 4 -5 –4 0 1 10 mph 3
Paraglider 1 -4 +1 -2 0 25 mph 2 Exposed, Gliding
Personal aircraft 2–9 6 0 2 1 200 mph 3
Regional aircraft 10–100 +0 –2 4 2 550 mph 5
Airspeed Wingsuit 1 +0 +8 -5 0 100 mph 2 Gliding

Airliner. Commercial airliners carry dozens or hundreds of passengers all across the world. They are nearly always owned by a company rather than individuals.

Fighter Jet. These fast military aircraft are often equipped with stationary machine guns, as well as ballistic missiles. See the table on the next page for statistics.

Helicopter. These flying vehicles are capable of taking off and landing vertically. Military helicopters are often equipped with one or more machine guns.

Hot Air Balloon. These recreational aircraft allow for a delightful, scenic time in the sky. They move only as fast as the wind permits.

Personal Aircraft. These small planes seat between one and nine passengers. They are nearly always propeller driven and typically have one set of wings.

Paraglider. These simple gliders vary from large, steerable parachutes to more kite-like gliders.

Regional Aircraft. These commercial aircraft carry ten or more passengers on regional trips from both major and smaller airfields. They tend to be propeller driven and have two to four engines.

Wingsuit. These base-jumping suits allow the wearer to glide like a flying squirrel! Surprisingly fast and highly maneuverable, the only downside is their reliance on jumping from a great height.

Integrated Aircraft Weapons
Weapon Damage Range Rounds Reload PV Price Level Bulk
2d8 ballistic 1,800 200 N/A 4 Full-Auto, Loud, Restricted 4 N/A
Missile launcher Missile 50 miles 4 N/A Loud, Restricted 5 N/A
Integrated Aircraft Explosives Missile
Damage PV Radius Properties Price Level Bulk
Air to ground missile 20d6 explosive 5 50 feet Loud, Restricted 5 N/A

Useful Places

Modern people and organizations own more than what they carry around with them. They often have rooms or buildings dedicated to storing useful equipment or for functions other than basic shelter. Such buildings are considered a major purchase.

In some adventures, having access to such locations can be helpful in overcoming certain challenges. These locations have a place level between 1 and 5, with 1 being the minimum accommodations and 5 being the upper end. The price level corresponds to the place level as shown on the Site table, with benefits of that level noted in the descriptions

As noted under “Wealth” in Equipment, a price level of 6 is the province of supervillains and elite corporations.

Site Price Level Place Level
Armory Price level = place level
Home Price level = place level
Laboratory Price level = place level1
Safe house Price level = place level1
Storage unit Price level = place level
Studio Price level = place level
Workshop Price level = place level1

Example: Shady Jim has a level 2 mechanics workshop where he can strip down luxury cars for parts, which he bought for price level 3.

Armory Place Level Price Level Armory Description
11 Weapons up to price level 1
22 Weapons up to price level 2
33 Weapons up to price level 3
44 Weapons up to price level 4
55 Weapons up to price level 5

Armory. An armory is a secure storehouse for weapons and ammunition. These may be maintained by an organization or a private individual. The level of an armory corresponds to the maximum price level of weapons you can find there. It should also be noted whether it contains restricted arms and/or explosives, which are available only at the GM’s discretion.

Place Level Price Level Home Description
11 Small apartment in a bad neighborhood, dated camper
22 Small house or apartment, typical mobile home
33 Average house or apartment, deluxe mobile home
44 Large house or luxury condo
55 Sizeable mansion

Home. They say home is where the heart is, but it’s also where your stuff is. If you have a Wealth Level above 0, it’s assumed you have a home commensurate with your income level. You probably rent or owe debt on your home unless you buy a home below your means, in which case you may own it outright. Homes don’t have any special game advantage. Higher-level homes are simply larger and more elaborate.

Place Level Price Level Experiment Check Difficulty
12 Up to DC 15
23 Up to DC 20
34 Up to DC 25
45 Up to DC 30
56 No limit

Laboratory. A laboratory contains scientific instruments and supplies needed to perform experiments within a given natural science discipline. Most labs are focused on a specific area of science such as chemistry, biology, physics, and so forth.

Using a lab grants advantage on Intelligence (Natural Sciences) checks. The level of a lab dictates the difficulty of checks that can be performed there.

Safe House/Room Place Level Price Level DC to Find
12 DC 15
23 DC 20
34 DC 25
45 DC 30
56 DC 35

Safe House or Safe Room. These places are meant for “lying low” in times of trouble. They can take many forms, but they are typically hard to find and stocked with essentials such as cash, food, and water.

The level of a safe house or safe room corresponds to the DC needed to find it; 10 + (5 × level). Finding a safe house can be done by making an Intelligence (Investigation) check. Finding a safe room, provided you’re in the building that contains it, can be done with a Wisdom (Perception) check.

Storage Unit
Place Level Price Level Storage Capacity
11 A duffle bag or gym bag
22 Several pieces of furniture
33 A car
44 A semi-truck
55 A full warehouse

Storage Unit. A storage locker down at the train station or the local gym is a great place to stash something you don’t want to be too closely associated with your name and usual residence. Larger lockers at self-storage facilities hold even more stuff, up to whatever you can afford. The level of a storage locker relates to how much stuff it can store.

Price Level Place Level Check Difficulty
11 DC 15
22 DC 20
33 DC 25
44 DC 30
55 No limit

Studio. A studio is a location designed for practicing and creating art. It has appropriate space as well as necessary supplies. The contents and space needed vary depending on the form of art being created. Sculpture, pottery, and woodworking studios veer toward workshop status. Studio level roughly corresponds to the size of the studio and its prestige.

Using a studio grants advantage on Intelligence (Arts and Crafts) or Charisma (Performance) checks. The level of a studio corresponds to the difficulty of checks that can be performed there.

Workshop Place Level Price Level Price Level of Items
12 123 234 345 456 5

Workshop. A workshop is a location that contains tools and materials needed to build anything from a car to a dollhouse to a bomb. Exactly what tools are found here depends on what the workshop was designed for. They can be as simple as a bench in a garage to just short of a full-on factory.

Using a workshop grants advantage on Intelligence (Mechanics) checks. The level of a workshop corresponds to the price level of items that can be built and repaired there.