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This system is based on the fifth edition of the System Reference Document rules, whose origins go back to the beginning of tabletop Rpgs. At its heart, the Srd presents a simple set of rules upon which detailed games can be built. The fundamentals of the game are simple, but the rules here add new options and details designed to give Everyday Heroes a “feel” that is both realistic and faithful to the style of the action movie genre.

This page details the core rules, useful for both players and Gms.

Contents

Dice Rules

If you’re new to tabletop roleplaying games, be sure to review the section in the Introduction regarding polyhedral dice and how their use is presented in these rules. This section assumes you know what 2d8 + 2 and similar annotations mean.

Advantage and Disadvantage

Advantage and disadvantage are applied only to d20 rolls. Advantage means you roll the d20 twice and use the higher roll. Disadvantage means you roll the d20 twice and use the lower roll.

Example: Arjun Mehta wants to vault over a security fence. He’s got a long pole he’s going to use to help him vault the fence. The GM decides he needs to succeed on a DC 15 Strength (Athletics) check, but he gets advantage due to the pole. Arjun rolls two d20s instead of one. He rolls a 6 and a 15. Because he has advantage, he uses the 15. If Arjun had disadvantage for some reason, he would have to use the 6.

You can never roll more than two dice due to advantage or disadvantage. If two or more different effects would individually give you advantage or disadvantage on a roll, you still roll two dice.

If different effects grant you advantage and disadvantage on the same roll, they cancel each other out and you make the roll normally. This is true even if you have multiple effects providing advantage and only one effect providing disadvantage, or vice versa.

Example: Daxx has snuck up behind a mob boss in a dark alley and wants to blast the criminal with their shotgun. Because Daxx is hidden, they get advantage. They also get advantage from the shot property of the shotgun. But because there is low visibility due to the darkness, Daxx also has disadvantage on the ranged attack. Because Daxx has both advantage and disadvantage, they are canceled out, and the attack roll is normal, rolling a single d20.

If some effect allows you to reroll a d20 after you have rolled with advantage or disadvantage, you choose which one of the two dice to reroll, then take the higher or lower roll from both dice, as appropriate.

Assigning Advantage and Disadvantage

Advantage and disadvantage are meant to be situational bonuses. The GM can assign advantage and disadvantage on any roll made by heroes or NPCs before the roll is made and should cite what effect is creating the advantage or disadvantage.

Some hero talents automatically grant advantage in specific situations, and many rules automatically grant disadvantage in specific situations.

Players are also encouraged to ask for advantage if they feel the situation justifies it, but the GM always has final say on when advantage and disadvantage are applied.

Rerolls

If an effect allows you to reroll a d20, you can choose to roll the die again after determining if the original roll is successful or not. If you reroll, you must accept the rerolled outcome even if it is worse than your initial roll. If you are allowed to reroll a d20 while you have advantage or disadvantage, you choose which of the two dice to reroll, then take the higher or lower roll from both dice, as appropriate.

Die Steps

When making a damage roll, the rules sometimes tell you to increase or decrease a die by one or more steps, allowing you to use a higher- or lower-numbered die accordingly. If you are rolling multiple dice and are told to increase or decrease a die, all the dice are increased or decreased. (This is uncommon.)

Die Steps: d4, d6, d8, d10, d12

Dice can’t be decreased past d4 or increased past d12.

Adding or Removing Dice

Some effects add or remove dice from a damage roll. The added dice are of the same type you normally roll.

Example: If a weapon does 2d6 + 4 damage, adding one damage die increases the damage to 3d6 + 4. If you remove one die, the weapon deals 1d6 + 4 damage.

If an effect calls for removing as many or more dice than would normally be rolled, no dice are rolled and the dice portion deals 1 point of damage. For example, if a weapon normally does 1d6 + 2 damage and an effect removes one or more dice, the result would be 1 + 2 damage.

Abilities

Six different abilities represent the raw potential of both heroes and their foes, helping to define the characters in the game both physically and mentally:

Strength, measuring physical power and might.

Dexterity, measuring a character’s agility and grace

Constitution, representing physical health and endurance

Intelligence, measuring a character’s reasoning ability and wits

Wisdom, representing intuitive understanding and willpower

Charisma, measuring personal magnetism and ego

Most of the die rolls made during a game are modified by one of these abilities.

Ability Scores

Each ability score is assigned a value. Human ability scores range between 3 and 20, with 11 being an average. Nonhuman creatures might have ability scores as low as 1 and as high as 30. A character’s ability scores are used to determine their ability modifiers.

Ability Modifiers

Each ability score has a modifier. Modifiers are negative for low scores and positive for high scores. You can calculate an ability modifier by taking the ability score and subtracting 10, then dividing by 2 and rounding down. The Ability Modifier table shows the modifiers for the range of human ability scores, from -4 for a score of 3, to +5 for a score of 20.

Ability Modifier: (Ability score ? 10)/2, rounded down.

Ability Modifier Score Modifier
3 -4
4–5 -3
6–7 -2
8–9 -1
10–11 +0
12–13 +1
14–15 +2
16–17 +3
18–19 +4
20 +5

Proficiency

Proficiency represents the training and experience that allows a hero to undertake challenging tasks and activities. Proficiencies cover a broad category of activities that modern heroes can potentially attempt, with each hero having both a list of proficiencies and a proficiency bonus.

Proficiency Bonus

Your hero’s proficiency bonus is based on their level. You can’t add your proficiency bonus more than once to a given roll, even if multiple proficiencies or talents grant a proficiency bonus. You also can’t multiply or divide the bonus more than once.

Hero Level Proficiency Bonus
1–4 +2
5–8 +3
9–10 +4

Your hero’s proficiency bonus is a modifier that can be added to the d20 roll when you attack, make a saving throw, or make an ability check using a skill, depending on whether you have the necessary proficiency.

Proficiency Uses

Proficiency Type Applicable d20 Roll

Equipment proficiency (weapons) Attack roll Equipment proficiency (armor)

Armor saving throw

Skill proficiency Ability check

Saving throw proficiency Saving throw

Equipment Proficiencies

An equipment proficiency represents basic training with a specific category of weapons, armor, ammunition, or combat gear. All weapons, armor, and explosives belong to one of the equipment proficiency categories.

Equipment proficiencies are arranged by tiers, as seen in the diagram below. Heroes gain proficiency with Basic Equipment before Advanced Equipment, Historical Equipment, or Improvised Equipment. Likewise, they gain Advanced Equipment proficiency before acquiring Military Equipment. A hero can attempt to use any equipment even without proficiency, but they can’t use their proficiency bonus on checks made with that equipment.

Basic Equipment

Equipment nearly anyone can use well

Advanced Equipment

Modern Equipment that require more practice

Military Equipment

Advanced armaments meant for modern war

Improvised Equipment

Use anything as a deadly weapon

Historical Equipment

Equipment of war from past ages equipment tree.

Armor

If your character wears armor they have proficiency with, you apply your proficiency bonus to your armor saving throws.

Weapons

If your character wields a weapon they have proficiency with, you apply your proficiency bonus to your attack rolls made for that weapon.

Explosives. Attacks with explosives are made using a launcher or a specific throwing attack, both of which are treated as weapons. There is no separate proficiency with explosives, which only detail the effect of the attack.

Improvised Weapons. Improvised weapons are items not designed to be used as weapons. Heroes not proficient with Improvised Equipment have disadvantage on attack rolls made with anything not meant to be used as a weapon or with a weapon being wielded in a way it was not designed for.

Saving Throw Proficiencies

Characters can have proficiency in saving throws making use of any of the six ability scores. If your character has proficiency in saving throws for a given ability score, you add your proficiency bonus when rolling such saving throws.

Skill Proficiencies

The Everyday Heroes core rules feature twenty-two different skills, designed to cover a wide range of activities heroes can perform outside of combat. Skill proficiencies allow you to add your proficiency bonus to ability checks that can use the skill your character has proficiency in. For example, a character with proficiency in the Athletics skill can apply their proficiency bonus to Strength (Athletics) checks.

Expertise

Expertise in a skill allows you to double your proficiency bonus when making ability checks using that skill. Your character must be proficient in a skill to be able to gain expertise in it. You can’t double your proficiency bonus more than once on an ability check.

Acquiring Skill Proficiencies and Expertise

If you acquire a skill proficiency a second time while creating your character, you can instead gain proficiency in any other skill. If you acquire expertise in a skill you already have expertise in, you can select a different skill you’re already proficient in and gain expertise in that skill.

Example: Mac Williams chooses the student athlete background and gains proficiency in the Athletics skill. Mac also gains proficiency in the Athletics skill when he chooses Athletics as his profession. This allows him to instead take proficiency with Acrobatics or any other skill he is not already proficient in.

Ability Checks

The most universal mechanic in Everyday Heroes is the ability check. Heroes make ability checks for just about everything they can try to do, other than attacking in combat. Ability checks can be used to determine the outcome of any activity where there is some chance of failure, or any situation where two characters are competing against one another.

Ability checks are not needed to perform mundane activities such as driving a car to work, doing your job, making dinner, and so forth. Rather, the GM calls for ability checks when the outcome of an action is in doubt and the consequences of success and failure are meaningful events in the course of the game. Leaping across a chasm, bribing a guard, hacking a computer system, or seducing an enemy spy are all examples of actions where an ability check would be used.

Making Ability Checks

An ability check is made by rolling a d20 and applying one of a character’s ability modifiers. When you make a Strength check, you roll a d20 and add your Strength modifier. A wisdom check is a d20 plus your Wisdom modifier, and so forth.

Additionally, ability checks often specify a skill that can be used to also add your proficiency bonus on the ability check. If you have expertise in a skill, you can double your proficiency bonus on the ability check.

Ability Check: d20 + ability score modifier + proficiency bonus (conditional)

Example: Miho Kato wants to convince the bartender at a local watering hole to tell her if he’s seen a wanted fugitive. The GM calls for a Charisma (Persuasion) check. Miho is not only proficient in Persuasion, she has expertise in that skill. Rolling a 15 on the d20, Miho adds +3 for her Charisma of 17, then adds her +2 proficiency bonus to the roll twice (a total of +4). The result of her check is 22!

Difficulty Class (DC)

Most activities requiring an ability check are made against a Difficulty Class (Dc) set by the GM. If your check result is equal to or higher than the DC, you succeed at the task represented by the check. For example, to diagnose the symptoms of a sick NPC, the GM might call for a DC 15 Intelligence (Medicine) check. By succeeding on that check, a character recognizes the symptoms of scarlet fever.

Some checks have fixed DC values, while others can have variable Dcs expressed as a formula.

Typical Difficulty Class Values
Difficulty DC
Trivial 5
Easy 10
Challenging 15
Difficult 20
Daunting 25
Near impossible 30

When a hero is initiating an effect that creates a DC for an opponent to save against, there is a default formula for determining the DC. Most of the time, a specific formula is given, but if you need to create a DC on the fly, you can use this default.

Default hero-generated DC = 8 + ability score modifier + proficiency bonus

Types of Ability Checks

When characters undertake activities requiring ability checks, those checks can be made in four different ways, as determined by the GM.

Challenge

A challenge is the default type of ability check. It covers typical situations in which a character undertakes a specific activity and needs to determine if they succeed or fail.

Example: Dr. Wunderkind wants to swing down from a second-floor apartment balcony and land on a car moving past in the street below. The GM decides this is a difficult task, requiring a DC 20 Dexterity (Acrobatics) check. Dr. Wunderkind is proficient in the Acrobatics skill and is 5th level, so he adds both his +4 Dexterity modifier and his +3 proficiency bonus to the check. A roll of 17 on the check thus gives a result of 24. Dr. Wunderkind valiantly sticks the landing and is now hanging onto a moving car.

Contests

When two opponents are trying to best one another at a specific task, they make ability checks as a contest. Instead of the GM assigning a DC to the checks, each opponent makes their check and the one who has the higher result is the winner. If the checks are tied, the GM might determine that no one wins the contest, or that the situation the characters were competing over remains unchanged. Ability checks made as a contest can be made using the same type of check for each side or a different check for each side.

Under some circumstances, the GM might call for one character to make an ability check while the other character makes a saving throw. If a saving throw is used in a contest, a tie should be interpreted such that the participant making the saving throw resists whatever ill effect the other participant is trying to impose on them.

Example: Jimmy the Brute is trying to force open a door while Miho Kato tries to keep it closed. The GM calls for a contest of Strength (Athletics) checks. Jimmy rolls a 12 and adds his Strength modifier and proficiency bonus for a result of 17. Miho rolls a 15 but doesn’t have proficiency in Athletics—and her Strength is low enough that gives her a -1 penalty to the check, so that her result is only 14. Jimmy wins the contest and pushes the door open, forcing Miho away from the door.

Group Challenges

When a number of characters are attempting the same task and could collectively fail, the GM might call for a group challenge. Each character makes an individual ability check against a DC set by the GM, but the characters don’t succeed individually. Rather, if half or more of the characters succeed, then all the characters succeed as a team. Otherwise, all the characters fail.

Example: Four heroes want to sneak up on a criminal safe house, so the GM calls for a DC 15 Dexterity (Stealth) group challenge. Kat Whitlock, Luis Garza, and Johnny Blaze all succeed on their Dexterity (Stealth) checks, but Mack Williams botches his roll with a result of 3. However, even though Mack is a klutz, the other characters can keep him out of trouble, allowing the team to approach undetected.

Group Contests

When two or more teams of characters collectively oppose each other in a task where having more people involved doesn’t automatically give a greater chance of success, the GM can call for a group contest. In a group contest, the number of successes and failures against a set DC is tracked for the characters. Each participant in the contest makes their own ability check, adding a success to their team’s total if they succeed, and subtracting a success if they fail. The team with the most total successes wins the contest.

Example: Five heroes scramble to swim across a river, chased by four poachers. The GM has each player make a DC 15 Strength (Athletics) check for their heroes and rolls the same checks for the four NPCs. Three of the heroes succeed while two fail, leaving their final successes at one. Two of the four poachers also succeed, but two failures leave them with a total of zero successes, meaning the heroes get safely to the other side of the river as a team.

Passive Checks

Passive ability checks can be used whenever the GM wants to use a hero’s abilities and skills without alerting the players to what’s happening. This often comes up when determining surprise in combat, giving the heroes a chance to notice traps, and other times when asking for ability checks might warn the players of danger even if their characters fail to notice it. In particular, the GM should keep a record of every character’s passive Perception check on hand for just such occasions.

A passive check is calculated by assuming that the character rolled a 10 on their check (the average of rolling a d20). In general, the GM tells the players the result of a passive ability check only if one or more characters succeed on the check.

Passive Check: 10 + ability modifier + proficiency bonus (if applicable); Because no roll is made, advantage on a passive check becomes a +5 bonus instead. Likewise, disadvantage on a passive check becomes a -5 penalty instead.

Example: Four heroes enter a room in the secret base of Dr. Crow, unaware that a trap has been set for them. The GM decides that a successful DC 15 Wisdom (Perception) check allows a character to notice the dried blood of earlier victims. The GM doesn’t want to tip the players off by calling for Wisdom (Perception) checks but does want them to have a chance to avoid the trap.

The GM already has a list of the heroes’ passive Perception checks, derived by adding 10 to their Wisdom (Perception) modifiers. Both Mel Stackhouse and Katie Paige have passive Wisdom (Perception) checks of 15 or higher, so the GM lets them know about the blood on the carpet as they enter the room.

Helping

When a character makes an ability check, another character can help them, granting advantage to the character making the check. In combat, helping another character requires an action. Out of combat, a helping character needs only to declare their intention to do so. The helper must have some reasonable means of giving assistance, and the GM has discretion as to when help can reasonably be given.

Skills

Skills represent areas of practical knowledge that are useful in the life of a hero. Heroes gain proficiencies with specific skills through their background, profession, feats, or class. Being proficient in a skill allows a hero to add their proficiency bonus when making an ability check to perform an action covered by the skill.

Heroes don’t need to be proficient in a skill to make an ability check covered by that skill. The only benefit of being proficient is the proficiency bonus. The GM has the discretion to say that certain ability checks require proficiency with a specific skill if they so choose, but this is the exception, not the norm.

Different skills can be used to accomplish similar tasks. For example, characters trying to avoid a security camera might do so by using Intelligence (Computers) checks to hack the system controlling the camera, Intelligence (Security) checks to cause the camera to stop working, or Dexterity (Stealth) checks to move through the shadows out of the camera’s view.

Default Ability Score

Each skill is linked with a specific ability score. This is the ability check the skill is most often associated with, but it’s possible to use a skill with a different ability check when it makes sense to do so.

Example: Wesley Scott, the boy genius, is trying to intimidate an Fbi agent threatening his team with arrest by explaining exactly how his team of lawyers will bury the agency in red tape if they persist in hassling the heroes. The GM decides to allow Wesley to attempt an Intelligence (Intimidation) check instead of using Charisma, the ability normally associated with the Intimidation skill.

Skill Descriptions

This section describes the default skills available to characters in the game, with the ability score normally associated with that skill in parentheses. Each skill has a number of suggested uses, intended to provide players and Gms with inspiration and guidance. These suggestions are not meant to be absolute or exhaustive.

Suggested uses sometimes appear under multiple skills. This represents the idea that heroes can attempt different approaches to problems in the game and helps ensure that characters of different types have a chance to succeed at specific activities.

Acrobatics (Dexterity)

Acrobatics covers physical activities focused around quick movement, balance, hand-eye coordination, and grace. Heroes proficient in Acrobatics are typically avid sports or health enthusiasts, or even professional athletes.

Skill Uses: Balance objects, balance on a ledge, catch objects, juggle, land properly after falling, perform gymnastics, shoot arrows in a noncombat situation, skate, swing from a rope, throw objects in noncombat situations, tumble, walk a tightrope, walk on slippery surfaces.

Arts and Crafts (Wisdom)

The Arts and Crafts skill covers the activities involved in creating finely crafted and beautiful objects, as well as knowledge of the arts. Heroes proficient in Arts and Crafts include both professional artists and dedicated hobbyists.

Skill Uses: Analyze art, appraise objects, build things, cook, create art, create artistic forgeries, decorate objects, disguise objects, illustrate, make films, make furniture, make prop weapons, perform carpentry, sculpt, sew, repair everyday objects, write and edit, write calligraphy.

Athletics (Strength)

Athletics includes a wide range of physical activities centered around physical strength. Heroes proficient in Athletics are typically avid sports or health enthusiasts, or even professional athletes.

Skill Uses: Carry or lift someone, climb, hold a door open or closed, jump, kick open a door, lift heavy objects, open a stuck window, play field sports, push a car, run, swim, throw or kick something (outside of combat), wrestle.

Computers (Intelligence)

The Computers skill covers anything having to do with computers and electronics. It can be used to overcome a wide variety of technical and technological challenges. Heroes proficient in Computers might be professional programmers, diligent hobbyists, or dedicated hackers.

Skill Uses: Analyze data, build a computer, bypass login security, change data, defeat electronic security, encrypt or decrypt information, hack a system, operate a computer, operate a robot, plant a computer virus, plant data, play a computer game, program a computer, read computer code, repair electronics, use computer knowledge, use a smartphone.

Deception (Charisma)

Deception involves the creation of false beliefs, but this skill is useful for more than simply lying. While most people occasionally resort to momentary dishonesty, heroes proficient in Deception are practiced experts in the field, whether natural storytellers, professional salespeople, or con artists.

Skill Uses: Bluff, confuse people, counterfeit or forge documents, fast-talk, forge signatures, lie or dissemble, make promises that can’t be kept, misdirect or divert someone, perform stage magic, scam someone, sell or market something, spoof biometric security, wear a disguise.

Endurance (Constitution)

Endurance represents the ability to withstand hardship and continue to function at a high level of physical performance. Heroes proficient in Endurance are often amateur or professional athletes, survivalists, or people who work under extreme conditions, training their bodies to resist vigorous exertion and perform under highly adverse conditions.

Skill Uses: Have a staring contest, hold one’s breath, make a forced march, play long-distance sports, overcome injury, resist pain, survive on minimal food and water, work at high altitudes, work in freezing cold, work in high heat, work underwater.

Insight (Wisdom)

The Insight skill indicates an intuitive understanding of other people—their motivations, how they think, and how they behave—and covers a huge range of personal and professional uses. Heroes proficient in Insight include those with a natural knack for reading people, as well as professionals whose jobs involve gleaning the truth of other people’s thoughts.

Skill Uses: Analyze art and literature, conduct an interview, create marketing materials, design a product, detect lies, determine hidden motives, give advice, negotiate, preach, predict others’ actions, profile criminals, profile customers, psychoanalyze a person, see through a disguise, show empathy, understand religious texts.

Intimidation (Charisma)

The Intimidation skill is used to manipulate people through awe or fear. Doing so can be as subtle as adopting a posture that gives a character a sense of authority, or as direct as threatening a prisoner who knows information. Heroes proficient in Intimidation include those with a naturally menacing demeanor, as well as those whose professions demand threatening behavior from time to time.

Skill Uses: Avoid violence, clear a room, demand surrender, extort money or favors, give orders, inspire respect, inspire fear, interrogate, negotiate deals.

Investigation (Intelligence)

Investigation covers activities useful for learning hidden details about people, places, and events. Heroes proficient in Investigation are experts at solving mysteries of all kinds, whether amateur sleuths or professional detectives, spies, and investigative journalists.

Skill Uses: Analyze a crime scene, analyze evidence, analyze financial statements, analyze photographs, analyze sound recordings, collect evidence, conduct surveillance, do research, find government records, find hidden cameras and microphones, read contracts, trace phone calls, use civil law knowledge, use criminal law knowledge, use police procedure, use tracking devices.

Mechanics (Intelligence)

Mechanics covers a wide range of disciplines involving the design and construction of useful machines and mechanisms. Heroes proficient in Mechanics are happiest with a good set of tools and a problem to solve, whether amateur grease monkeys or professional architects, technicians, and engineers.

Skill Uses: Build vehicles, create machines, demolish structures, draft blueprints, engineer products, fix electrical systems, fix plumbing, maintain machinery, make traps, make weapons, operate machinery, repair broken machines, sabotage machinery, tune up a vehicle, use 3D printing, use physics knowledge, weld, work with metal.

Medicine (Intelligence)

The Medicine skill covers knowledge from modern medicine as well as lesser-known medical practices, encompassing a broad range of healing and diagnostic arts. Many heroes proficient in Medicine work in the medical field, but others have learned what they know in the course of undertaking highrisk activities.

Skill Uses: Administer medicine or poison, analyze blood, care for patients, create medicine or poison, design prosthetics, diagnose ailments, identify poison, perform an autopsy, perform surgery, prescribe medication, provide first aid, provide massage, resuscitate a dying character, set broken bones, treat poison and disease, use biology knowledge, use chemistry knowledge, use drug knowledge.

Natural Sciences (Intelligence)

The Natural Sciences skill covers the various mathematics-driven sciences that seek to understand the workings of the natural world. Heroes proficient in Natural Sciences might focus on knowledge and research for their own ends or have a background in the academic world.

Skill Uses: Analyze materials, create acids, create explosives, create gases, create incendiary compounds, create toxins, identify minerals, identify plants, navigate, perform genetic analysis, predict the weather, solve math problems, use astronomy knowledge, use biology knowledge, use botanical knowledge, use chemistry knowledge, use geology knowledge, use physics knowledge.

Perception (Wisdom)

Perception involves all a character’s senses, though sight and hearing are the most common applications of this skill. Heroes proficient in Perception have trained themselves to pick out minute details and maintain a high level of awareness, whether instinctively or as part of formal training.

Skill Uses: Analyze food or drink, avoid ambushes, estimate temperature, feel fine details, find secret doors, hear faint sounds, locate hidden objects or creatures, navigate dark places, notice minor details in the environment, smell dangerous materials, read lips, spot distant creatures or objects.

Performance (Charisma)

Performance entertains people, whether a full crowd of spectators or an audience of one. Heroes proficient in Performance might make their living as actors, musicians, or writers, or they might simply have a knack for influencing people by stirring up specific emotions and ideas.

Skill Uses: Act, apply makeup, busk for cash, conduct an orchestra, create empathy, dance, draw attention to oneself, evoke emotions, impersonate someone, lead other performers, play musical instruments, seduce others, tell stories, write music.

Persuasion (Charisma)

The Persuasion skill covers the various methods of convincing others, shaping their impressions, or outright manipulating them. Heroes proficient in Persuasion might have a natural knack for making others see things their way, or they might be professionally dedicated to the arts of negotiation or manipulation.

Skill Uses: Ask for favors, bargain, beg for charity, hypnotize a person, lead people, make deals, make friends, engage in politics, negotiate, offer bribes, seduce others, sell products, win arguments.

Security (Intelligence)

The Security skill covers both creating security systems and defeating them. Heroes proficient in Security might have gained their expertise through general interest, as security experts, or as professional criminals.

Skill Uses: Break a lock, bypass a fence, defeat alarm systems, defeat electronic locks, defeat security cameras, detect booby traps, disarm booby traps, find hidden valuables, infiltrate a building or site, install and operate security systems, open a safe, pick a lock, plant false evidence, pry open doors, spoof biometric security.

Sleight of Hand (Dexterity)

The Sleight of Hand skill covers a wide range of dexterous activities used for entertainment and petty crime, such as card tricks, juggling, and picking pockets. Heroes proficient in Sleight of Hand might be hobbyists, professional entertainers, or experienced con artists and sneak thieves.

Skill Uses: Cheat at games, do card tricks, escape from bonds, hide small objects, juggle, make shadow puppets, perform magic tricks, pick someone’s pocket, plant evidence, steal small objects in plain sight.

Social Sciences (Intelligence)

The Social Sciences skill covers the various observation-driven sciences dealing with the study of people and culture. Heroes proficient in Social Sciences might be well-traveled lovers of foreign cultures, or professionals dedicated to academia or public service.

Skill Uses: Engage in academic debate, engage in library research, psychoanalyze a person, read ancient languages, use ancient cultures knowledge, use author knowledge, use economics knowledge, use etiquette knowledge, use foreign cultures knowledge, use government knowledge, use history knowledge, use literary works knowledge, use philosophy knowledge, use psychology knowledge, use religion knowledge.

Stealth (Dexterity)

Stealth is the ideal skill for anyone who wants to avoid trouble—or to create trouble for those not expecting it. Heroes proficient in Stealth might be hunters (professional or casual), soldiers, thieves, or spies.

Skill Uses: Blend into a crowd, cover your tracks, create an ambush, create and use camouflage, create distractions, hide objects, hide yourself or others, move quietly.

Streetwise (Wisdom)

The Streetwise skill is focused on urban environments, allowing characters to understand the nature of the city, where to find what they need, and how to get where they need to go. Heroes proficient in Streetwise might have lived all their lives in cities, or they might be experienced in activities and professions commonly found in an urban environment.

Skill Uses: Avoid the authorities, buy and sell illegal goods and services, call in favors, collect rumors, contact and hire criminals, fence stolen property, find food and drink, find goods and services, find local residents, find shelter, gamble, have perfect knowledge of a public transportation system, know current events, know local history, navigate a city, shadow someone, use criminal etiquette, use criminal knowledge.

Survival (Wisdom)

The Survival skill focuses on working in and exploring the outdoors and the wilderness, allowing characters to provide for themselves from the bounty of the wild. Heroes proficient in Survival feel at home in natural settings, whether from having lived in the wilds all their lives or engaging in work connected with nature.

Skill Uses: Avoid predators, build a fire, build a shelter, catch fish, collect natural resources, cook with open fire, find potable water, grow crops, hunt animals, identify plants and animals, make simple tools, make snares and traps, navigate outdoors, predict the weather and tides, raise animals, ride a horse or other mount, track in the outdoors, treat simple injuries, use botanical knowledge.

Vehicles (Dexterity)

The Vehicles skill allows characters to specialize in operating and controlling a wide range of vehicles and conveyances and lets them handle dangerous situations involving those vehicles with aplomb. Heroes proficient with Vehicles might be professional pilots or ship captains, or they might simply have a knack for operating all manner of exotic transportation.

Skill Uses: Avoid accidents, diagnose problems with vehicles, drive a truck, fly an airplane, maintain vehicles, navigate, operate heavy machinery, perform vehicle stunts, pilot a boat, race vehicles, tune up a vehicle, use vehicle knowledge

Saving Throws

A saving throw is a d20 roll made to resist or avoid some kind of imminent danger. When you’re asked to make a saving throw by the Game Master, the GM will tell you what ability score to use. If you’re proficient with that type of saving throw, you can add your proficiency bonus to your roll.

Saving Throw: d20 + ability modifier + proficiency bonus (conditional)

Saving throws are made against a given Difficulty Class (Dc). In the event of an ability contest between two characters, one character might make an ability check while the other character makes a saving throw, effectively using the check to set the DC for the save. On a result equal to or higher than the DC, a character succeeds on the saving throw and avoids or lessens the effect of the threat they face.

Effects that require a save describe the consequences of success and failure. If an attack or threat has multiple effects resisted by the same type of saving throw, the target makes one save for all effects unless otherwise noted.

Example: Sue Fairfield throws a flashbang grenade into a crowded room, knowing that it can both blind and stun people in proximity when it goes off. Both effects call for a Constitution saving throw (Dc = 8 + Sue’s proficiency bonus + Sue’s Dexterity modifier). Each character affected by the grenade makes only one Constitution saving throw, avoiding being both Blinded and Stunned if they succeed.

Strength Saving Throws

Strength saving throws are called for when a character is unexpectedly challenged by an effect that can be resisted with sheer physical power. You might make a Strength save to resist being tripped, to shield yourself from falling debris, to avoid being pushed off a cliff, or to reduce the damage taken if you fall.

Dexterity Saving Throws

Dexterity saving throws are called for whenever a character’s quick reflexes or innate sense of balance and stability can avoid danger. A successful Dexterity save can help you roll away from an explosion, reduce the damage taken from a fall, or dodge an oncoming car.

Constitution Saving Throws

Constitution saving throws are called for when a character needs to resist effects that can make them Sickened, gain Exhaustion, or impose other unhealthy conditions. You might make a Constitution save to reduce the damage taken from poison, avoid illness, or resist being Stunned.

Intelligence Saving Throws

Intelligence saving throws are called for when a character must think clearly under difficult circumstances or is attempting to avoid being tricked. A successful Intelligence save lets you see through a scam, quickly respond to an insult, or avoid becoming confused.

Wisdom Saving Throws

Wisdom saving throws are called for when a character wants to resist emotional compulsion, or when a character must trust their intuition to help overcome deception. You might make a Wisdom save to see through a lie, overcome temptation, or shake off fear.

Charisma Saving Throws

Charisma saving throws are called for when a character’s reputation, identity, or image are under attack in some way. A successful Charisma saving throw allows you to properly respond to being accused of a crime, to quickly counter someone’s defamatory statements, or to keep looking cool even while covered in mud.

Special Saving Throws

Special saving throws are used in various situations that do not involve one of the six ability scores. Each has its own modifiers and specified outcomes.

Armor Saving Throws. These are made to see if personal armor is effective at stopping someone from being reduced to zero hit points. The roll uses no ability score modifiers but can include proficiency bonus if the wearer is proficient with the armor.

Death Saving Throws. These are made when a hero is reduced to zero hit points. The roll has a DC 10 and uses no modifiers (see Combat for more information).

Luck Saving Throws. Gms can call for a luck saving throw when they want to leave some event entirely up to chance. The roll has a DC of 11 and allows no modifiers.

Vehicle Damage Saving Throws. These are made when a vehicle takes damage that gets through its armor. The DC is based on the damage taken and the roll adds only the vehicle’s Constitution modifier to the roll.

Conditions

Conditions are special states that alter a character’s capabilities. They can apply to heroes and NPCs alike. All conditions impose adverse effects, which sometimes include other conditions.

Whenever the GM or the players are unsure what effect a certain situation might have on characters, they can check this section for a condition that might fit.

Blinded

A Blinded character can’t see and fails any ability check requiring sight.

The character has disadvantage on attack rolls.

Attack rolls made against a Blinded character have advantage.

Burning

A character that is Burning takes 1d4 fire damage at the start of each of their turns. This damage ignores armor.

A DC 10 Dexterity, Wisdom (Survival), or Intelligence (Medicine) check can be made as an action to extinguish the fire.

Immersion in water or the use of a fire extinguisher automatically extinguishes the fire.

Deafened

A Deafened character can’t hear and fails any ability check requiring hearing.

Distracted

A Distracted character can’t take bonus actions or reactions.

The character has disadvantage on Intelligence and Wisdom checks unless those checks are directed at the source of the distraction.

Encumbered

An Encumbered character’s speed is halved, and it can’t use the Dash action.

The character has disadvantage on Dexterity saving throws.

Exhaustion

Environmental hazards and other effects, including starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called Exhaustion. Exhaustion is measured in six levels, each of which has a cumulative effect. Whenever a character becomes exhausted, they gain one level of Exhaustion. Finishing a long rest reduces Exhaustion by one level provided that food and drink are available.

Exhaustion Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

Frightened

A Frightened character has disadvantage on ability checks and attack rolls while the source of their fear is visible to them.

Grappled

A Grappled character’s speed becomes 0, and they can’t benefit from any bonus to their speed.

The condition ends if the grappler is Incapacitated.

The condition ends if an effect removes the Grappled character from the reach of the grappler or grappling effect.

Incapacitated

An Incapacitated character can’t take actions, bonus actions, free actions, or reactions.

Intoxication

An intoxicated character is suffering from the effects of drugs and other substances that depress the function of the central nervous system. Intoxication is measured in four levels, each of which has a cumulative effect.

Whenever a character becomes intoxicated, they gain the indicated level of Intoxication. If the character is already intoxicated and another intoxicating effect is applied, their Intoxication level does not increase. Rather, the highest level applies. Unless otherwise noted, for every 2 hours that a character is not exposed to the source of their Intoxication, they reduce their Intoxication by one level.

Intoxication Level Effect
1 Disadvantage on Dexterity, Intelligence, and Wisdom checks and saving throws
2 Speed halved, and Sickened
3 Unconscious
4 Reduced to 0 hit points and must make death saving throws.

Paralyzed

A Paralyzed character is Incapacitated and can’t move or speak. They automatically fail Strength and Dexterity saving throws.

Attack rolls against the character have advantage.

Any attack that hits the character is a critical hit if the attacker is within 5 feet.

Prone

A Prone character’s only movement option is to stand up or crawl.

The character has disadvantage on attack rolls with melee weapons.

Melee attack rolls against a Prone target have advantage.

Restrained

A Restrained character’s speed becomes 0, and the character can’t benefit from any bonus to their speed.

Attack rolls against them have advantage, and their attack rolls have disadvantage.

The character has disadvantage on Dexterity saving throws.

Sickened

A Sickened character has disadvantage on attack rolls and ability checks.

Stunned

A Stunned character is Incapacitated, can’t move, and can speak only falteringly.

The character automatically fails Strength and Dexterity saving throws.

Attack rolls against them have advantage.

Unconscious

An Unconscious character is Incapacitated, can’t move or speak, and is unaware of their surroundings.

The character drops whatever they’re holding and falls Prone.

The character automatically fails Strength and Dexterity saving throws.

Attack rolls against the character have advantage.

Any attack that hits the character is a critical hit if the attacker is within 5 feet.

Combat

Bullets flying. Glass breaking. Determined combatants putting their lives on the line to fight for what they think is right, for a big payday—or maybe just for fun. At the heart of every action movie lies the action, and at the heart of the Everyday Heroes rules is its combat system. Combat doesn’t need to be a part of every adventure, but in an action-oriented game, it often will be.

The combat rules for Everyday Heroes are simple at their core. Each turn, combatants move, attack one another, and interact with their environment. The game tries to strike a balance so combat doesn’t take too long to play out, even as it offers suitable tactical and strategic depth. It also balances the desire for realism with the needs of telling a fun story.

Because the rules of the game can’t be designed to suit every player’s tastes and every adventure’s needs, each group is encouraged to use as much or as little of the combat system as makes sense for their game. To this end, the rules are presented in a modular fashion, so that any aspect of those rules can be easily changed or ignored. Likewise, this modularity makes Everyday Heroes an easy system to build and expand upon.

Starting Combat

Combat starts as soon as a hero or NPC decides they want to attack someone. A common situation is for a team of bad guys to decide to attack the heroes, but it’s not unheard of for the heroes to start the fight.

This section lays out the basic order of combat, with specific details on movement, actions, and other rules following throughout the chapter.

Combat Structure and Time

Real-life combat happens all at once, but in Everyday Heroes, fights focus on one combatant at a time. It’s up to the imaginations of the players and GM to picture how the individual actions of the heroes and their foes play out together.

The overall structure of combat in the game works as follows: During combat, time is measured in rounds, each of which is about 6 seconds long (so that 10 rounds equals about 1 minute of game time).

During a round, each combat participant takes a turn. During their turn, each combatant can move and perform certain actions.

A round ends when all combatants have taken their turns.

Another round then starts, with subsequent rounds continuing until combat ends.

Maps or Mapless

Combat in Everyday Heroes is designed so that players can choose whether to play with a battle map and miniatures, a digital map, or no map at all. Playing with a map makes it easier for everyone to understand and keep track of where all the combatants are, especially as the number of participants increases. That said, combat in the modern era can take place at a considerable distance thanks to modern firearms, in or on a moving vehicle, or even between combatants in different vehicles—all scenarios that can make maps impractical. Chapter 12 has advice for the GM on handling all kinds of combat encounters.

Whether a game uses maps or not, Everyday Heroes measures movement and range in 5-foot increments. Maps with other scales perform equally as well for combat encounters, as long as the GM makes the scale of the maps clear.

Step 1: Surprise

Characters can be taken by surprise when combat starts. For this to happen, the attackers need to catch the defenders completely unaware. The most common scenario occurs when the attackers are in hiding, but surprise can also happen when an attack comes from someone the defenders didn’t see as a potential threat. Either way, combatants that are surprised roll initiative normally (see below), but they can’t move or take any actions during the first round of combat.

Surprise is determined in one of two ways, depending on whether the heroes are the defenders or the attackers.

If the heroes are the defenders:

The GM determines a DC for the heroes to detect the attackers before they strike.

The GM makes a passive Perception check for all the heroes. Those that succeed are not surprised, those that fail are surprised.

If the heroes are the attackers:

The players designate which hero is leading the ambush who makes a Dexterity (Stealth) check. The result sets a DC for the NPCs.

The GM makes a passive perception check for all the NPCs against the DC. Those that succeed are not surprised, those that fail are surprised.

Alternate Types of Surprise. In the case of the attackers pretending to be harmless, use Charisma (Deception) for attackers and passive Wisdom (Insight) for the defenders. You can use this same pattern, but with appropriate ability score checks for other situations that might initiate combat unexpectedly.

Example: Kat Whitlock and her three companions walk into an abandoned warehouse where members of the dreaded Black Scorpion gang lie in wait for them. The GM sets the check for the heroes to notice the hidden gang members at DC 14. Kat, ever perceptive, has a passive Perception check of 19, so she isn’t surprised. Luis Garza has a 14, just enough to avoid surprise, but Johnny Blaze and Mack Williams aren’t so perceptive. Johnny and Mack are surprised and unable to respond in the first round of combat.

Step 2: Position

As the fight gets underway, the GM will establish where all visible combatants are located with respect to one another. This includes distance, direction, and the environment of the battlefield.

Step 3: Initiative

When combat starts, each combatant makes an initiative roll. This is a Dexterity check made with no proficiency bonus or other modifiers, though class talents and other features might grant you advantage on initiative, give you a bonus to your initiative checks, or let you swap your Dexterity modifier for a different ability. Combatants then take turns in initiative order, from highest initiative to lowest each round.

If any combatants tie on their initiative rolls, the GM decides in what order the tied combatants act. The GM can also decide to make one initiative roll for a number of enemies as a group, or for all enemies as one group, to help speed up combat. Initiative is rolled only once during the course of combat.

Initiative: d20 + Dexterity modifier

Any player can choose to lower their hero’s initiative after it is rolled but before combat starts, allowing them to act after opponents or after an ally if they so choose.

Step 4: Combat Turns

Every character participating in the combat encounter takes a turn according to the initiative order. Each participant’s turn consists of a wide variety of potential activities, described throughout this chapter.

During a turn, a combatant can do all the following things, in any order they like: Move up to their speed (see “Movement” below)

Take one action, which might include an Attack action (see “Actions” and “Attacks” below)

Take one bonus action, if available (see “Bonus Actions” below)

Perform free actions (see “Free Actions” below)

Use your reaction under certain circumstances (see “Reactions” below)

None of these activities are required, and a combatant’s turn happens even if they choose to take no actions or to not move.

The round ends once every combatant has taken a turn.

Step 5: Repeat Until Done

The fight continues in a new round at the top of the initiative order and proceeds as long as the fight persists. Combat ends when the fighting stops, whether that means some or all of the opposing forces have been knocked out, killed, called for a truce, escaped, or are otherwise no longer actively battling each other.

Movement

During a combatant’s turn, they can move a distance up to their speed, measured in feet. They can use as much or as little of this movement as they like during their turn. Furthermore, they can use their movement allowance at any time during their turn, even breaking it up into multiple shorter moves before, between, or after other actions or attacks.

Movement Modes

Movement includes running, jumping, climbing, swimming, flying, and so forth. These are called Movement Modes. The default mode is running, which means someone is moving on the ground in a way that is normal to them. Humans have a default speed of 30 when running. Other movement modes can include but are not limited to Crawling, Climbing, Flying, and Swimming. Some combatants may have multiple speeds listed, with different values for different modes. This means these types of movement are normal for them.

Normal and Difficult Movement

Normal movement is when a character can move at their full speed. Difficult movement is when they can only move half as far. When movement is difficult they spend twice as much of their distance allowance. Movement can be difficult for various reasons.

The first is when the terrain or conditions you are moving in make it difficult. This is referred to as Difficult Terrain. A sandy beach, rocky slope, or tangled thicket of weeds could all be considered difficult terrain. The GM has the final say on what constitutes difficult terrain.

The second reason for difficult movement is moving in a mode that is not natural or normal for the combatant. Humans are slower when crawling on the ground, swimming in the water, or climbing a rope than when they are running on even ground. Penguins, while fast in the water, are pretty slow when waddling around an ice flow. This is usually just referred to as difficult movement. Like with terrain, the GM has the final say on what is difficult and what isn’t.

When a hero or NPC has a speed listed with a movement mode, it means that is a normal way for them to move. Running is assumed if speed is listed without any mode specified. Modes that aren’t listed are assumed to be either difficult or impossible without some kind of assistance or tools. Common sense should be a good guide as to what is difficult and what is impossible, but the GM has the final say.

Even if multiple circumstances make movement difficult, they do not add up. Movement is either difficult, or it is normal. Effects that actually reduce a combatant’s speed by some number of feet can be effectively combined with difficult movement.

Example: Mack Williams wants to smash a Black Scorpion assassin in the face, but the villain is standing on top of a 10-foot-high rock. Mack can move 30 feet in a turn and the rock is only 10 feet away, but the terrain is difficult due to being rocky and uneven. Mack moves up to the rock, traveling 10 feet in difficult terrain which uses 20 feet of his available movement.

Mack then wants to climb up the 10-foot-high rock, but because climbing is difficult movement, it would cost him 20 feet of movement, and he only has 10 left. Black Scorpion laughs from his high perch.

Mixing Movement

Some combatants may have multiple speeds in different modes. They can freely mix the use of these as circumstances allow or demand, but there are some limitations. The combatant’s total movement can’t be more than their fastest speed. Also, they can’t move farther in a given mode than their speed in that mode. These limits include the added costs for difficult movement.

Example: Katie Paige has engaged her emergency jet pack, which gives her a flying speed of 60 feet alongside her normal speed of 30 feet. She runs 20 feet to an open window, then flies 30 feet to a nearby rooftop. After she touches down, she can walk or fly another 10 feet across the rooftop before using up all her movement for the turn.

Falling Prone

Combatants can end up Prone (see “Conditions,” below) either because they were knocked down or because they dropped down intentionally. A character can drop Prone as a free action without using any of its movement. Standing up after being knocked Prone costs half of a combatant’s movement (rounded down to the nearest 5-foot increment).

To move while Prone, a character must usually crawl, which is difficult movement (see above).

Jumping

Characters can normally jump without making ability checks. If a character can get at least a 10-foot running start, they can automatically make the following jumps:

A vertical leap covering a number of feet equal to the character’s Strength modifier (minimum 1 foot)

A horizontal jump covering a number of feet equal to the character’s Strength score (minimum 1 foot)

Without a running start, a character can jump only shorter distances:

A vertical leap of 1 foot

A horizontal jump covering a number of feet equal to the character’s Strength Modifier

The GM might allow longer jumps to be made using a successful Strength (Athletics) check, with the DC based on the difficulty of the jump. Whenever a character jumps, the distance they jump is counted against their overall movement.

Moving Through Other Combatants

Combatants can move freely through spaces occupied by their allies. They can’t move through spaces occupied by opponents unless those opponents are two sizes smaller (Tiny for Medium combatants, see Opponents and Allies). In either case, spaces occupied by another combatant are considered difficult terrain.

Characters can’t choose to end their movement in the same space as another combatant. If a character is moved by some other character, and that movement ends with them in in the same square as some other combatant, the character falls prone in that combatant’s space.

Flying and Other Special Movement

The stat blocks of certain creatures might list a special type of movement such as flying or swimming. Such a creature can move up to the indicated distance using that type of movement, and normally doesn’t need to make ability checks for that movement.

Flying combatants can end their movement in the air and should keep track of their distance from the ground to determine range and area of effects. Swimming combatants can end their movement at any depth below the surface.

A flying combatant can fall out of the sky if the GM determines that their condition no longer allows them to fly. For example, an eagle that becomes Paralyzed falls to the ground, but a character attached to a helium balloon who falls asleep continues to float. A combatant that falls while flying takes damage from the fall as normal when they hit the ground (see “Falling” in Misc. Rules).

Actions

Taking an action is usually the most important thing a combatant does each combat round. A number of actions are available to nearly all characters, and certain class talents or feats might allow a character to take special actions or to modify the actions noted below.

Attack

Covering the most common activities in combat, the Attack action allows a character to make a single melee, ranged, or special attack against an opponent. Some class talents allow combatants to make multiple attacks using the Attack action. See the “The Attack Action” section below for details.

Brace

During a chase, a combatant can focus on preparing for the next complication they encounter, giving them advantage on their next ability check or saving throw to deal with an encounter. See Chases and Vehicles for details.

Clear Jam

If a combatant’s weapon is jammed, they can use an action to clear the jam. A combatant must have a hand free to use the Clear Jam action.

Dash

Taking the Dash action allows a combatant to move a distance up to their current speed. This is in addition to their normal movement during their turn.

Disengage

The Disengage action can be useful when a combatant wants to escape a melee opponent or run past other enemies. If a combatant uses the Disengage action, their movement for the rest of their turn does not provoke opportunity attacks.

Dodge

Using the Dodge action lets a character focus on avoiding being hit in combat. When a character uses the Dodge action, anyone attacking them has disadvantage on their attack rolls, and the character has advantage on Dexterity saving throws. These effects last until the start of the character’s next turn.

First Aid

By using the First Aid action, a character can make an Intelligence (Medicine) check to provide first aid to an ally or to themself during combat. Some activities associated with the First Aid action require a first aid kit for essential supplies (see Equipment).

First Aid Checks
Intelligence (Medicine) Check DC Result First Aid Kit Required?
10 Stabilize an ally at 0 hit points. No
10 Stabilize an ally at 0 hit points using a first aid kit. If the check succeeds by 5 or more, the ally regains 1 hit point. Yes
10 End the Blinded or Deafened condition imposed by a weapon on one combatant. No
10 Smother the flames on one combatant that is Burning. No
Poison DC Give a combatant advantage on their next saving throw against poison. Yes
Poison DC Allow a combatant to make a saving throw to end an ongoing effect imposed by a poison or drug. Yes

Gain Ground

During a chase, a combatant can try to get an advantage over their opponents by using the current circumstances of the chase to their advantage or to the detriment of their opponents. This usually involves a challenge between the combatant and one of their opponents. See Chases and Vehicles for details.

Help

A character can use the Help action to assist an ally within reach with something they are doing. The ally gains advantage on one ability check or attack roll made before the start of the helping character’s next turn.

Hide

A character can use the Hide action to attempt to get out of sight, making a Dexterity (Stealth) check as part of a contest with combatants that might notice them. See “Hiding and Seeking” in Misc. Rules for more information.

Object Interaction

The Object Interaction action allows a character to do something with an object that requires focus and concentration, or which goes beyond the limits of what is allowed as a free action (see below). The activities covered by Object Interaction might include any of the following:

  • Operating a cell phone, a remote control, a computer, or any other relatively complex device
  • Controlling heavy machinery to perform a specific task
  • Pulling a second item from inventory (pulling the first item is a free action)
  • Picking up a large or awkward item
  • Unlocking a door using the key

Reload

The Reload action allows a character to pull ammunition from their inventory, then load their weapon with that ammunition, giving it a full number of rounds. A combatant must have a hand free to use the Reload action.

Ready

A character can use the Ready action to delay an action, specifying a chosen action to take place if a given trigger condition occurs. For example, a character might say, “I ready an action to run using the Dash action if the bomb is activated.” If the trigger condition occurs before the start of the character’s next turn, they can use their reaction to take the action specified. A character can’t use the Ready action to prepare another Ready action.

Example: Luis Garza wants to get the drop on enemy soldiers who have been firing at his friends and ducking back behind cover on their turns. On Luis’s turn, all the enemies are hiding, so he uses the Ready action, preparing to attack using his rifle the first time an enemy pops up from cover. Later in the round, one of the soldiers rises up to take a shot. Before they can fire, Luis’s Ready action triggers and he makes his attack. If the soldier survives, they can continue their turn.

Search

A character uses the Search action to deliberately observe their environment using either a Wisdom (Perception) or Intelligence (Investigation) check.

Second Wind

The Second Wind action allows a character to refocus themself in combat. When taking this action, a character can spend up to half their maximum number of Hit Dice (rounded up), adding their Constitution modifier to each die rolled and regaining hit points equal to the total. The character must decide how many dice they want to roll before rolling.

When a hero uses the Second Wind action, they can’t do so again until finishing a short or long rest. NPCs and companions normally can’t take this action.

Suppressive Fire

By taking the Suppressive Fire action, a combatant sprays an area with bullets, endangering everyone in the field of fire. Suppressive fire can be used to threaten a large group of opponents at once, or as cover fire that gives teammates a chance to move or act in the open by forcing enemies to get out of the way.

Performing Suppressive Fire. Suppressive fire can be laid down with a semi-auto or full-auto weapon (see “Weapon Properties” in Equipment). To take the Suppressive Fire action, a combatant designates a target area within the weapon’s normal range. The target area is either a line or a series of contiguous spaces up to the size of the allowed target area and is based on the type of weapon.

With a semi-auto weapon:

  • The target area is 10 feet wide.
  • The attacker needs to have 8 or more rounds left in their weapon’s magazine.
  • Taking the Suppressive Fire action expends 8 rounds of ammunition.

With a full-auto weapon:

  • The target area is up to 30 feet wide.
  • The attacker needs to have 20 or more rounds left in their weapon’s magazine.
  • Taking the Suppressive Fire action expends 20 rounds of ammunition.

Example: Romeo Sinclair is facing off against a cadre of criminals firing at his allies from behind a concrete barrier. He carries a light machine gun, which as a full-auto weapon can cover a target area up to 30 feet wide. Because the barrier is 25 feet across, Romeo targets the full length of it with the Suppressive Fire action, threatening each enemy behind the barrier.

Field of Fire. The field of fire for a suppressive fire attack is defined as the targeted area plus the area between that targeted area and the shooter. Any combatant in the field of fire who is not behind effective total cover is hit by the suppressive fire, which requires no attack roll (and thus can’t be a critical hit). Combatants in the field of fire can use the Dive for Cover reaction (see below) to avoid the damage, but they must decide to do so before damage is rolled. A character using the Suppressive Fire action rolls damage once for all targets. (If you use a battle map for combat, you can draw a line connecting the right and left ends of the target area to the shooter. Any target whose space has its center within the field of fire area is affected by the suppressive fire attack.)

The field of fire stays in effect until the start of the shooter’s next turn, until the shooter moves or is moved by an external effect, or until the shooter suffers a condition that stops them from firing. While the field of fire is in effect, anyone entering that area or coming out of total cover within it takes damage automatically.

Example: Sue Fairfield and Mack Williams are pinned down by violent gangsters, three of whom are kneeling behind a barrier with guns drawn. Sue wants to lay down cover fire for Mack, allowing him to charge up and jump over the barricade. On her turn, she leans around the corner and uses the Suppressive Fire action with her M4 carbine on full-auto. She places the target area to cover the area of the barrier where the three criminals are located, but she leaves some room at the end so Mack doesn’t have to cross into the field of fire on his turn.

The three criminals now have a choice—use the Dive for Cover reaction to get down behind the barrier, or stay where they are and get hit. Two decide to take cover, but the other is hit by part of the hail of bullets from Sue’s gun. The M4 does 1d12 ballistic damage plus Sue’s Dexterity modifier of +3, with a roll of 7 dealing 10 damage to the gangster.

Using the Suppressive Fire action is not considered an attack by the shooter. As such, talents that add bonus damage to attacks can’t be used with suppressive fire, but talents that modify weapon damage do affect suppressive fire damage. Suppressive fire can be considered a type of attack by a defender using talents or reactions triggered by being attacked with a ranged attack, but talents that modify an opponent’s attack roll have no effect.

Bonus Actions

Alongside their actions, each combatant can take one bonus action during their turn. Most bonus actions are granted by special class talents or feats. If none of your features explicitly use a bonus action, you don’t have one to use . . . with the following two exceptions.

These bonus actions can be used by all characters if circumstances allow.

Off-Hand Attack

An off-hand attack is an attack made as a bonus action. A character can make an off-hand attack only when both of the following conditions are true:

They have already made an attack in the same turn with a light weapon (including an unarmed strike).

They are wielding another light weapon in their other hand, or that hand is free to make an unarmed strike.

When a character uses the Off-Hand Attack bonus action, the attack is made with the second light weapon or an unarmed strike. Off-hand attacks don’t add ability modifiers to damage. Special attacks can be made with off-hand attacks.

Example: Mel Stackhouse, a bodyguard, is wielding two concealed-carry pistols, one in each hand. On her turn, she uses an action to make an attack using the pistol in her right hand. After resolving that attack, and because both weapons are light, she decides to use the Off-Hand Attack bonus action with the pistol in her left hand. For the second attack, Mel does not add her Dexterity modifier to the damage if she hits.

Reload

The Reload bonus action functions as the Reload action (see above), but it applies only to weapons whose reload value indicates that they can be reloaded as a bonus action.

Free Actions

Since a turn is about 6 seconds long, combatants can also perform various quick activities alongside their standard action and bonus action. Such actions are deemed to be free actions—activities that typically require minimal concentration and less than 1 second in time.

Examples of free actions include:

  • Pulling the first item from inventory during a turn (pulling additional items requires the Object Interaction action)
  • Drawing one weapon
  • Opening an unlocked door
  • Communicating quickly (making a brief comment, speaking a short statement, whistling to alert a companion, and so forth)
  • Using an object in a simple way (dropping something held, opening an unlocked cupboard, pushing a button, and so forth)
  • Picking up a small item close at hand Picking up more than one item or pulling more than one item out of inventory requires the use of the Object Interaction action. The GM is the arbiter of what actions can be taken as free actions during a turn.

Reactions

Reactions represent activities that can be undertaken during anyone’s turn, and which are triggered by specific effects or circumstances. Each combatant can use only one reaction per round. When a combatant takes a reaction, they can’t do so again until the start of their next turn.

Reactions can be used only when the circumstance that triggers them occurs. When a reaction is finished, play continues with the active combatant’s turn. Most reactions are granted by class talents or feats, but the following two reactions can be used by all characters.

Dive For Cover

When a combatant is about to take damage from or otherwise be affected by an area effect, such as an explosion, sleep gas, or another character taking the Suppressive Fire action, they can use the Dive for Cover reaction to avoid damage.

When diving for cover, a combatant can move up to half their speed to try to reach the nearest safe space or location. Typically this means:

  • Getting behind total cover capable of blocking the effect (see “Cover”)
  • Getting out of the field of fire (see the Suppressive Fire action above)
  • Getting outside the area of effect

Normal movement rules apply to the movement granted by this reaction, which is not deducted from your normal movement on your turn. If a character reaches a suitable safe space, they avoid all damage and effects, and they fall Prone at the end of their movement, if not already Prone.

If the character doesn’t reach a suitable safe space, they suffer the specified damage and effects, then fall Prone at the end of their movement, if not already Prone.

Example: A guerilla fighter throws a fragmentation grenade right where Dexter Lafontaine is standing, inspiring Dexter to want to dive for cover. The grenade’s radius is 20 feet, but half of Dexter’s movement is only 15 feet. Luckily, an open window stands 10 feet away. Using the Dive for Cover reaction, Dexter leaps through the window and lands Prone on the other side. The GM determines that the wall of the building will contain the shrapnel from the grenade, so Dexter is safe.

Even if a combatant can’t escape using the Dive for Cover reaction, diving for cover can at least get them farther away from the center of an effect if it’s advantageous to do so.

If you are not using a battle map for combat, whether a safe space can be reached by a character is at the GM’s discretion. It is recommended that a GM allow success with the Dive for Cover reaction unless that makes absolutely no sense in the given situation. The limitations placed on Dive for Cover are to keep it from feeling too unrealistic, not to make it difficult to use.

Opportunity Attack

If one combatant is within the reach of an opponent armed with a melee weapon and then moves away from that opponent, the opponent can use the Opportunity Attack reaction to attack the moving combatant using their melee weapon. This is resolved as a normal melee attack.

A combatant who uses the Disengage action does not provoke opportunity attacks for their movement in this way on their turn. Forced movement, including falling or being pushed, does not provoke opportunity attacks.

Example: Mack Williams has been smashing Dr. Dismembered in the face with a two-by-four. Dr. Dismembered panics and makes a run for his escape pod, allowing Mack to take an opportunity attack as a reaction. Mack successfully brings the two-by-four down one last time as the terrified villain moves away.

The Attack Action

Making an attack is the most common action taken in a combat encounter. Just about any time a combatant wants to physically engage with another combatant, they’ll make an attack of some kind using the Attack action.

Attack Basics

Making an attack involves a combatant first choosing a target by declaring what character, object, or location they are directing their attack against. The combatant then makes an attack roll to see if the attack hits, followed by rolling for damage and applying other effects of the attack.

Attacks are divided into melee attacks, made with melee weapons against targets within the attacker’s reach (usually 5 feet for heroes); and ranged attacks, made with ranged weapons and usually at a distance. See the “Melee Attacks” and “Ranged Attacks” sections below for the differences.

Additional Attacks

Some combatants can make more than one attack when they use the Attack action. Though each attack is made as part of the same action, attacks are resolved one at a time.

Targeting Attacks

When making an attack, a combatant must identify a target. Most of the time, this target is an opponent the combatant can see, but it’s also possible to target objects or a specific location, usually an area where a foe might be hidden.

The target of an attack must be within reach (melee attacks) or range (ranged attacks) of the combatant making the attack.

Defense

Defense is a measure of how difficult it is to hit or otherwise endanger a target in combat. An attack roll whose result is equal to or higher than a target’s Defense hits the target.

For heroes, Defense is determined by a special formula based on the hero’s archetype. For NPC combatants, Defense is a fixed number defined by a creature’s stat block.

Immobile targets such as objects have no Defense against melee attacks and are automatically hit on any roll other than a critical miss. Against ranged attacks, an immobile target has a Defense of 5, assuming the target is about 5 feet across. If an immobile target is bigger, it is automatically hit on any roll other than a critical miss.

Attack Rolls

When making an attack, a combatant rolls a d20, then adds one of their ability modifiers and their proficiency bonus, if applicable. If the result is equal to or higher than the target’s Defense, the attack hits. If the attack roll is lower than the target’s Defense, the attack misses.

Attack Roll: d20 + ability modifier + proficiency bonus (conditional) = attack result

Attack Result ? Defense: attack hits

Attack Result < Defense: attack misses

The ability modifier used for an attack roll depends on the type of attack being made, whether melee or ranged.

Certain class talents, feats, and other benefits allow different ability modifiers to be used for certain types of attacks. For example, a sleuth can use Wisdom for attack and damage rolls that ordinarily use Dexterity, but they cannot substitute Wisdom for rolls that require Strength. An attack can never benefit from more than one ability modifier unless otherwise noted.

For an attack to use a combatant’s proficiency bonus, the combatant must be proficient with the equipment category the weapon is associated with. Unarmed strikes are considered a basic weapon for this purpose.

Critical Hits and Critical Misses

Attack rolls have a special feature such that if a 20 is rolled on the die, the attack automatically hits no matter what the target’s Defense is. This is called a critical hit, and it deals additional damage (see “Damage Rolls” below for details).

Likewise, if a 1 is rolled on attack roll, the attack automatically misses no matter what the target’s Defense is. This is called a critical miss, and it can result in extra difficulty for the attacker in certain situations (having a weapon jam, for example). A critical miss is defined in circumstances when it applies, such as in the following notable situations.

On a critical miss:

  • Any attack automatically misses
  • A weapon with the returning weapon property does not return
  • Firearms with the unreliable property become jammed
  • Ranged attacks into melee combat can hit an ally (see “Ranged Attacks into Close Combat” below)

Melee Attacks

A melee attack is a close combat fight, whether a combatant uses an unarmed strike or a club or a sword.

Close Combat. Any situation in which two combatants on different sides of a fight are adjacent (within 5 feet) of one another. Those combatants are considered to be in close combat.

The default reach of a melee attack is 5 feet. Some weapons have an extended reach noted and can be used against targets up to that distance away. Certain creatures also have natural attacks with an extended reach.

Melee attacks include off-hand attacks and opportunity attacks, described above.

Melee Attack Roll: d20 + ability modifier + proficiency bonus (if proficient with the weapon)

The ability modifier used for a melee attack roll depends on the type of attack being made: Strength modifier for melee attacks

Strength modifier for melee attacks using weapons with the thrown property

Strength or Dexterity modifier for melee attacks using weapons with the finesse property (combatant’s choice)

Ranged Attacks

A ranged attack is made from a distance, whether a combatant uses a firearm or a crossbow or a thrown weapon. Attacks with a melee weapon using its reach property is a melee attack.

Each ranged weapon notes its range values, measured in feet. A weapon with only one range number has only a normal range and can be used up to that range. If two numbers are noted, the first is normal range and the second is long range. Combatants can target enemies anywhere up to long range, but attacks made outside normal range have disadvantage on the attack roll.

Ranged Attack Roll: d20 + ability modifier + proficiency bonus (if proficient with the weapon)

The ability modifier used for a ranged attack roll depends on the type of attack being made: Dexterity modifier for ranged attacks Strength modifier for ranged attacks using weapons with the thrown property Strength or Dexterity modifier for ranged attacks using weapons with the finesse property (combatant’s choice)

Ranged Attack Variables

A number of circumstances can potentially complicate or modify ranged attacks.

Long Range

Ranged attacks made at long range (the second number in a weapon’s range entry) have disadvantage on the attack roll. An attack is made at long range if the distance to the target is beyond the weapon’s normal range (the first number in the range entry) but still within long range.

Ranged Attacks From Close Combat

It is difficult to make ranged attacks while being attacked in melee combat, because the need for a combatant to be aware of opponents around them can interfere with the aiming and timing of the ranged attack. A combatant making a ranged attack while an opponent is within 5 feet of them and is capable of attacking them has disadvantage on the ranged attack roll.

Ranged Attacks Into Close Combat

It is both difficult and dangerous to fire a ranged weapon at an opponent in close combat with an ally. Anyone engaged in close combat with an ally of the attacker has half cover. Additionally, if the attack is a critical miss, the ally in close combat is hit by the attack, regardless of their Defense. If multiple allies are involved in the close combat, the GM selects which ally is hit.

Firearm Attacks

Special rules apply to ranged attacks made with firearms.

Attacks Using Ammunition Rounds

All firearms use ammunition rounds, noted by the weapon having the rounds property (see the “Weapons” section in Equipment). A weapon with the rounds value must have at least 1 round of ammunition in it to be used, and it must have the appropriate amount of ammunition for attacks that use more than 1 round. To track ammunition use, rounds should be marked off as attacks are made.

Burst Fire

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

Line of Fire

Line of fire is the path ammunition travels from an attacker making a ranged attack to their target. If you use a battle map for combat, any space in a line traced from the center of an attacker to the center of the target is in the line of fire.

A character must have direct line of fire to a target to attack them with a ranged weapon. Any substantial object between attacker and target grants the target some measure of cover. Having other combatants between an attacker and a target (whether friend or foe) provides half cover. See “Cover” in the next section for details.

Suppressive fire laid down with the Suppressive Fire action (see above) has a field of fire rather than a line of fire. Only total cover provides any meaningful defense to targets in a field of fire.

Thrown Explosives

Throwing explosives works differently than other ranged attacks. An attacker throws an explosive at a location rather than a specific combatant. The location must be within the explosive’s range, and there must be a clear path to that location. It is possible to throw an explosive at a space that is behind an obstacle as long as the explosive can reasonably be thrown over, under or through the obstacle.

Grenades launched from handheld grenade launchers use the same rules but have longer ranges.

A result of 5 or higher on an attack roll is needed to successfully throw the explosive to the desired location. If the attacker cannot see the location due to an obstacle or less than good visibility, the attack has disadvantage. If the attacker misses, you need to figure out where the explosive detonates.

Roll a d4 to see where the explosive detonates.

  • 1: it detonates 10 feet short of the target
  • 2: it detonates 10 feet left of the target
  • 3: it detonates 10 feet right of the target
  • 4: it detonates 10 feet behind the target

Example: Dr. Margaret Wellington wants to make her escape from a pack of Dragon Tooth gang members who have her pinned down from their firing position up on a roof top. She decides to throw a flash-bang grenade up there to blind them. Margaret targets a space in the middle of the gunmen, that she can’t see (since it is up on a roof), but is within range and reachable by her grenade. She has disadvantage since she can’t see the space. She rolls two d20s, a 1 and a 17. Unfortunately, the 1 is a critical miss no matter her bonus to attack. She rolls a d4 and gets a 1 so the grenade will fall 10 feet short of the target.

Rocket Launchers

Primarily used as anti-vehicle weapons, rocket launchers can also be used to target walls, equipment, or other hard targets. Rockets are designed to detonate when striking a hard surface, with their explosive penetrating inward to destroy armor rather than radiating outward to injure personnel.

A rocket launcher must have a clear line of fire, so it can’t be used to target an object or location the attacker can’t see. If the target is an immobile object, the attacker needs only a 10 or higher on the attack roll to hit. If the target is a vehicle or a character, the attack uses a normal attack roll against the target’s Defense.

Area of Effect

Some attacks create an area of effect. An attack might describe exactly what its area of effect is, or it will note a radius or use the phrase “within X feet,” where X is the distance from the center of the attack. If you use a battle map for combat, the radius of an area of effect is measured from the center of the target square. If you divide the radius by the size of a square, you get the number of squares away from the center square that are affected. For example, a 10-foot-radius explosive attack depicted on a battle map with 5-foot squares affects targets up to two squares away from the center square.

Special Attacks

A special attack is one that can be made instead of a regular melee or ranged attack, but which has its own distinct rules. Most often, they are made as part of the Attack action. However they can also be used instead of opportunity attacks, off-hand attacks, or other regular attacks granted through talents.

Special attacks are granted by class talents, feats, or other unique rules, but the following special attacks are available to all characters. If a combatant can make multiple attacks as an action, any of those attacks can be replaced by one of the following special attacks.

Disarm, Grapple, Shove, or Trip Attack: Attacker’s Strength (Athletics) check against the target’s Strength (Athletics) or Dexterity (Acrobatics) check

Disarm

The disarm special attack allows a combatant to force an opponent to relinquish their weapon. The target of a disarm attempt must be within the attacker’s reach, and the attacker must either have a free hand or be wielding a melee weapon.

Disarming an opponent is an ability contest. The attacker makes a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. The target chooses which check they make. If the attacker wins the contest, the defender drops their weapon. If the attacker has a free hand, they can instead take the weapon.

To disarm an opponent with a weapon that deals slashing damage, an attacker must be wielding a melee weapon, and can’t grab the weapon if the defender drops it.

Grapple

The grapple special attack allows a combatant to grab onto and secure another combatant with a melee attack. A combatant can attempt to grapple an opponent as long as they have at least one hand free. The target of a grapple attempt must be within the attacker’s reach and can be no more than one size category larger than the attacker.

Grappling is an ability contest. The attacker makes a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. The target chooses which check they make. If the attacker wins the contest, the defender is Grappled (see “Conditions” in Core Rules).

A combatant that has a target Grappled can release that target on their turn as a free action. A combatant that has a target Grappled drags or carries a Grappled target with them when they move, but this counts as difficult movement unless the Grappled opponent is two or more size categories smaller than they are.

A combatant that is Grappled can take an action to attempt escape with an ability contest, making a Strength (Athletics) check or a Dexterity (Acrobatics) check contested by the Strength (Athletics) check of the combatant grappling them. If the target wins the contest, they escape the grapple.

Shove or Trip

The shove and trip special attacks allow a combatant to force an opponent back or down onto the ground. The target of a shove or trip attempt must be within the attacker’s reach and can be no more than one size category larger than the attacker.

Shoving or tripping is an ability contest. The attacker makes a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. The target chooses which check they make. If the attacker wins the contest, they can either knock the target Prone or push the target 5 feet away from them.

Combat Circumstances

The conditions under which combat takes place and the circumstances of the combatants can have a significant impact on the outcome of any fight.

Cover

Walls, trees, cars, obstacles, and other combatants can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

Cover offers combatants a fixed Defense score, so that combatants in cover can use either their normal Defense or the cover’s Defense, whichever is higher. Three degrees of cover can help protect a target, each with its own Defense score. If a target is behind multiple sources of cover, only the most protective cover applies.

Cover also has an Armor Value in addition to the Defense it provides for combatants behind it, indicating how easy or difficult it is for an attack to break through that cover. (See “Penetrating through Cover” below.)

Half Cover

Half cover provides Defense 16 to combatants behind it. A target has half cover if an obstacle blocks approximately half its body. Such an obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, a medium-sized automobile, or another character, whether that character is an opponent or a friend. A character leaning around a corner or preparing to hop over a wall typically has half cover.

Three-Quarters Cover

Three-quarters cover provides Defense 20 to combatants behind it. A target has three-quarters cover if an obstacle blocks approximately threequarters of its body. Such an obstacle might be a tall wall, a large truck, or a thick tree trunk. A character poking their head around a corner or peeking over a wall typically has three-quarters cover.

Total Cover

A target with total cover can’t be targeted directly by an attack, although some attacks can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

Positioning and Cover

Combatants can position themselves with respect to suitable obstacles to gain half cover, threequarters cover, or total cover. The GM ultimately decides how much cover an obstacle provides. For example, a combatant worried about being attacked goes Prone behind a two-foot-high wall, taking total cover and preventing them from being attacked. Wanting to get a look at their foes, they can decide to rise to their knees behind the wall and crouch for half cover. Or they could peek around the end of the wall while Prone, giving them three-quarters cover. However, the GM might determine that if the combatant stands up fully, the wall provides no cover at all even though it continues to block their feet and lower legs.

Penetrating Through Cover

If the attacker is using a weapon with a greater Penetration Value than the Armor Value of the cover, the attacker can ignore the Defense provided by the cover, so that targets behind the cover use their normal Defense.

If a target has total cover, an attacker whose weapon’s Penetration Value is greater than the cover’s Armor Value can attack a target behind the cover, but they are attacking an unseen target (see below).

Destroying Cover

A melee weapon or explosive can be used to destroy cover. If the Penetration Value of the weapon is greater than the Armor Value of the cover, a hit against the cover effectively destroys it. A melee attack can destroy a 5-foot section of cover, while explosives can destroy an area of cover up to the size of the explosion.

Materials’ Armor Value Material Armor Value Plate glass, cloth partition 0 Light interior wall, hollowcore door, upholstered furniture, plywood furniture, reinforced glass1Metal door, exterior wall, thick wooden table, bulletproof glass, sheet metal, car door and exterior2Brick wall, sandbags, tree trunk, light armor plating3Engine block, concrete wall, heavy armor plating4Earthworks bunker, battleship armor, massive stone wall5Though they are not considered a protective material as such, people have an Armor Value of 2 when determining what kind of cover they provide.

Firing Blind From Behind Total Cover

It’s possible for a combatant to fire a weapon while remaining behind total cover, exposing only the weapon and perhaps their hands. A combatant firing blind is treated as though they are firing at unseen targets (see below).

It’s also possible for a combatant to use their movement to stand up or peek around cover, attack, and then use the rest of their movement to return to cover. This is more effective than firing blindly, but it can be countered by opponents using the Ready action or the Suppressive Fire action.

Transparent or Mixed Cover

If a combatant is completely or partially behind a transparent barrier, they are considered to have cover as long as the transparent barrier is capable of stopping the attack targeting them.

Example: Wesley Scott sits in a car with the windows rolled up. A hopeful assailant attacks with a slingshot, but that weapon’s Penetration Value of 1 can’t get through the reinforced glass’s Armor Value of 1. As such, Wesley has total cover against the slingshot attack. However, if a betterprepared assailant takes a shot using a pistol with a Penetration Value of 2, the glass ceases to become a sufficient barrier, and Wesley has only threequarters cover from the body of the car (with an Armor Value of 2).

If the second assailant instead had a sniper rifle (Penetration Value of 4), then Wesley would have no cover at all from their attack, with the sniper rifle able to shoot through the window or the car door—and the window allowing him to be seen and freely targeted.

Unseen Attackers

When an attacker is completely hidden from the target and the target is visible to the attacker, the attacker has advantage on attack rolls against the target.

Unseen Targets

Whether firing a weapon into a smoke-filled room, shooting through a wall, or fighting while Blinded, a combatant might want to attack a location where they suspect a foe is, but they don’t know for certain. When attacking an unseen target, the attacker first chooses a location they are attacking or shooting at, or chooses a direction for their fire. They then make their attack roll with disadvantage.

The GM determines which target, if any, is in a position that would make them eligible to be hit by the attack. If there is such a target, the GM asks the attacker to roll damage, then determines whether the attack was a hit or a miss. (Asking for damage allows the GM to not reveal whether the attack hits or misses, assuming they want to maintain that mystery. If they want to reveal the status of the attack, they can certainly do so.)

Example: Romeo Sinclair knows that an assassin is waiting for him just inside an office door. He decides to play it safe and uses his action to fire his Desert Eagle pistol through the door, hoping to hit the unseen target on the other side. The GM calls for Romeo to make an attack roll, with Romeo rolling two d20s because he has disadvantage. His lowest result is a 14. The GM then asks Romeo to roll damage, with a result of 16 points for the massive pistol. The GM describes how Romeo’s shot blasts straight through the door, with Romeo then taking a free action to peek through the hole—only to discover no one was waiting for him after all.

Damage Rolls

When an attack hits, it deals damage to the target or targets of the attack. Damage is determined by a damage roll, using dice noted in the description of the attacker’s weapon or in the description of a special attack.

For most weapon attacks, an ability modifier is also added to the damage roll:

  • Strength modifier for melee attacks
  • Dexterity modifier for ranged attacks
  • Strength or Dexterity modifier for melee attacks using weapons with the finesse property
  • Strength or Dexterity modifier for ranged attacks using weapons with the finesse and thrown properties
  • No ability modifier applies to attacks with explosives.

Example: Saoirse O’connor hits an opponent with her Desert Eagle pistol, which deals 1d12 ballistic damage. This is a ranged attack, so Saoirse adds her +4 Dexterity modifier to the damage roll of 5, for a result of 9 damage.

If an attack or other source of damage affects more than one combatant, the damage is rolled once and applied to all affected combatants.

Critical Hits

When an attack roll comes up as a 20 on the die, the attack is a critical hit. On a critical hit, the attack’s damage dice are rolled twice and the rolls are added together. Extra damage that is not rolled for, including damage from ability modifiers or talents, is still added only once to the result.

Explosives do not do extra damage on a critical hit.

Example: Saoirse O’connor rolls a critical hit with her Desert Eagle pistol. The pistol deals 1d12 ballistic damage, so Saoirse rolls the d12 twice, getting 7 on the first roll and 12 on the second for a total of 19. Then she adds her +4 Dexterity modifier for a result of 23 damage.

Damage Types

Every attack that deals damage has a damage type. Certain rules, including the rules for damage reduction and armor, depend on what type of damage an attack deals.

The following damage types are used in Everyday Heroes:

  • Acid (any type of corrosive effect)
  • Ballistic (from bullets)
  • Bludgeoning (from blunt weapons or unarmed strikes)
  • Cold (frostbite and other effects of extreme cold)
  • Electrical (electric shocks and burns)
  • Explosive (intense shock waves in air or water)
  • Fire (heat and open flame)
  • Piercing (from arrows, daggers, spears, and other stabbing weapons)
  • Poison (both natural and synthetic toxins)
  • Psychic (damage to the mind)
  • Slashing (from knives, swords, and other cutting weapons)

Explosion Damage

Damage-dealing explosions always allow a Dexterity saving throw to take half damage to anyone caught in the blast. If the explosive is the result of an attack, the DC for the saving throw is 8 + the attacker’s attack bonus for ranged attacks. Otherwise, the DC is noted for the specific device, trap, and so forth.

Any effect that deals explosive damage is considered an explosion, but explosions can also deal other types of damage from devices noted as explosives, such as the Molotov cocktail.

Damage Reduction

Damage reduction is a special property that reduces the amount of damage taken by a combatant from certain damage types. Damage reduction can be gained from specific equipment a combatant is wearing, class talents, and other features. The amount of the damage reduction is noted alongside the damage type, for example: “damage reduction 10 against cold.” Whenever a combatant takes damage from the given types, reduce the damage by the noted amount, to a minimum of 0.

Example: Leticia Wright is wearing a fire suit and runs into a burning building to save a puppy. The GM decides the intense flames are going to deal 3d6 fire damage, rolling a result of 15. But because Leticia’s fire suit has damage reduction 10 against fire, she takes only 5 damage in the end.

Taking Damage

Whenever a creature or object takes damage, that damage lowers the creature or object’s hit points. As long as a creature has 1 hit point or more, they can act normally. Hit points can’t be reduced below 0.

What IT Means TO Lose Hit Points

In terms of game mechanics, losing hit points simply means that someone is closer to being knocked out or killed. In terms of story, things can be more nuanced. Losing hit points might mean suffering a physical injury. It might mean a character got lucky as a potentially devastating attack glanced off them, but that their luck is running out. It could also mean a character dodged or deflected an attack at the last moment, but that doing so took some of the fight out of them.

In Everyday Heroes, every hit doesn’t necessarily make physical contact. This is why it’s relatively easy to restore hit points simply by resting, and why armor only kicks in when damage is about to reduce a character to 0 hit points. Ultimately, it’s up to the GM and the players to use their imaginations and decide exactly what happens when an attack is a hit.

0 Hit Points

When a hero takes damage that reduces them to 0 hit points, they immediately either die or fall Unconscious. If the damage dealt to the hero in excess of the amount needed to reduce them to 0 hit points is greater than their hit point maximum, they die immediately. Otherwise, they immediately become Unconscious and fall Prone. If the character restores any hit points, they become conscious again.

NPCs controlled by the GM die immediately at 0 hit points, though important NPCs can follow the same rules used for heroes if the GM chooses. Gms can even have NPCs always fall Unconscious but stay stable at 0 hit points if they like. It all depends on the tone desired for the adventure.

Death Saving Throws

Any time a hero starts their turn with 0 hit points, they must make a death saving throw. This special saving throw is a d20 roll that takes no modifiers, with results as follows:

d20 Result
20 The character regains 1 hit point, regains consciousness, and can take their turn normally.
10–19 The character gains one success. If this gives them their third success, they stabilize.
2–9 The character gains one failure. If this gives them their third failure, they die.
1 The character gains two failures. If this gives them their third failure or more, they die.

Taking Damage at 0 Hit Points

Each time a hero takes damage while at 0 hit points, they remain at 0 hit points but gain one failed death saving throw. If the damage is from a critical hit, the character gains two failures.

Additionally, if the damage taken is greater than the character’s hit point maximum, the character dies immediately.

Stabilizing

A hero is stabilized when they make their third successful death saving throw, or when another character successfully uses the First Aid action (see “Actions” earlier in this chapter). A stabilized character remains at 0 hit points, but they no longer need to make death saving throws on their turn. If a stabilized character is damaged while at 0 hit points, they resume making death saving throws each round, including gaining one or more failed death saving throws immediately for the damage taken.

When a hero at 0 hit points regains 1 or more hit points, any death saving throws they made while at 0 hit points are cleared.

Personal Armor

Personal armor in Everyday Heroes does not make a character harder to hit. Instead, armor offers a chance to block potentially fatal attacks. The rules for personal armor are used only when damage a combatant is about to take will reduce them to 0 Hit Points.

When personal armor comes into play, compare the Armor Value of the personal armor to the Penetration Value of the attack as follows:

If the Armor Value is equal to or higher than the Penetration Value, the character can make an armor saving throw.

If the Penetration Value is higher than the Armor Value, the armor is of no benefit.

When a character makes an armor saving throw, the DC equals 10 or half the damage dealt by the attack, whichever is higher. If the character is proficient with their armor, they add their proficiency bonus to the armor saving throw. If the armor is damaged, they have disadvantage on the save. On a successful saving throw, the character takes no damage, but their armor is now damaged. On a failure, the character takes full damage.

Armor Saving Throw: d20 + proficiency bonus (conditional)

Certain types of personal armor protect only against certain types of damage or attacks. See the armor descriptions in Equipment for details.

Nonlethal Finish

Whenever a melee attack would reduce a combatant to 0 hit points, the attacker can choose to avoid killing the target by pulling the full force of the attack, intentionally targeting a less critical area of the body, and so forth. The target falls Unconscious but is considered stable.

Restoring Lost Hit Points

Heroes can restore lost hit points in a number of ways. Taking time for rest and recuperation can allow characters to regain their fighting spirit, as can restoring hit points through medical care and attention. As well, all heroes can use the Second Wind action to collect themselves and renew the will to fight.

Heroes can restore hit points only up to their hit point maximum, ignoring any additional hit points that would otherwise be restored. Many modes of restoring hit points involve spending Hit Dice, usually by rolling those Hit Dice to see how many hit points are recovered. Hit dice are typically regained during a long rest.

Resting

Taking some time to catch one’s breath, clean and bandage wounds, and get something to eat and drink can do wonders for any hero. Resting is the primary way that characters regain lost hit points and replenish limited-use talents.

The game features both a short rest and a long rest, each of which allows characters to gain different benefits. Each type of rest covers a specific length of time, so that any interruption to a rest extends the time needed to finish the rest by the duration of the interruption.

Short Rest

A short rest lasts for 1 hour or more, during which time participants can eat, drink, nap, read, chat, and tend to their wounds. At the end of a short rest, a character can spend one or more Hit Dice, up to their maximum number of Hit Dice, to recover lost hit points. For each Hit Die spent, the character rolls the appropriate die and adds their Constitution modifier. Hit Dice can be spent one at a time, allowing players to determine how many hit points their character restores before deciding whether to roll more Hit Dice.

Long Rest

A long rest lasts for 8 hours or more, during which time participants must sleep for at least 6 hours. The remainder of the time can be spent keeping watch, eating, drinking, or otherwise relaxing. At the end of a long rest, each participant recovers hit points up to their hit point maximum and regains a number of spent Hit Dice up to half their maximum Hit Dice (rounded up).

A character can take only one long rest in a 24-hour period. A character must have 1 hit point or more to benefit from a long rest, and must have access to basic food, water, and hospitable resting conditions.

Medical Care During Rest

When a hero takes a short rest, their healing can be improved through medical attention. This requires a first aid kit or other medical supplies, which can be used by the hero or by another character providing the medical attention. The care provider must attempt a DC 10 Intelligence (Medicine) check. On a success, any characters being cared for gain a reroll for each Hit Die they spend to restore hit points. On a failure, each character recovers hit points normally. An assistant can help the character using the first aid kit or medical supplies, providing advantage on the check.

Any characters who work to care for one or more other characters during a long rest, or helps a character doing so, can’t restore hit points themselves.

Resting With Robots

Robots such as the engineer’s mechanical companion (see Archetypes and Classes) can use the normal resting rules to restore hit points and Hit Dice with a few differences. If the robot does not have a special self-repairing ability, they must be with an ally who has proficiency in the Mechanics skill and a mechanic’s kit to regain hit points. A robot does not benefit from the same medical care that other beings benefit from, but the rules above can be used with an Intelligence (Mechanics) check rather than Intelligence (Medicine) to achieve the same results.

Temporary Hit Points

Temporary hit points are granted by certain class talents and equipment and are tracked differently than normal hit points. A character has no maximum number of temporary hit points, which instead sit on top of their regular current hit points. While a character has temporary hit points, any damage taken is first applied to those temporary hit points. Only when the temporary hit points are depleted are the character’s regular hit points reduced.

Temporary hit points can’t be recovered once they are lost. An Unconscious combatant can receive temporary hit points to help protect them from further damage, but temporary hit points can’t stabilize a character or return them to consciousness. Any temporary hit points a character has are lost at the end of a short or long rest.

If a character has temporary hit points and receives more temporary hit points, those temporary hit points aren’t added together. Rather, the new temporary hit points are compared to the old, and the character’s temporary hit points become the larger of the two.

Example: Romeo Sinclair has 6 temporary hit points bestowed by an ally. He then receives an adrenaline shot from Doc Jefferson, which grants 2d6 + 3 temporary hit points, rolling a result of 10 that replaces the lower temporary hit points he currently has. Later, Romeo is fighting a bunch of hot-yoga hooligans when one of them hits him with a baseball bat for 12 bludgeoning damage. The damage depletes the 10 temporary hit points, with the remaining 2 damage applied to Romeo’s normal hit points.

Miscellaneous Rules

This section collects rules for a number of unique facets of the game that don’t fit neatly into the other sections, including companions and mounts, unusual environments and situations, traps, and more.

Companions

A companion is an ally granted to certain heroes by their class. Companions follow special rules both in and out of combat. They can be human, animal, or even robotic and are loyal only to the hero they are associated with. Only NPCs specifically granted as companions through a character’s class follow these rules.

Companions have Hit Dice like heroes do, and can use them while resting in the same way heroes can. A companion automatically stabilizes when reduced to 0 hit points, and does not need to make death saving throws as long as their hero is alive.

A hero can have only one companion with them at any given time. If a hero has multiple talents that grant a companion, they must choose which companion they are partnering with.

The effects of class talents that specify “companion” apply to any companion, while those specifying a specific companion type such as “animal companion” apply only to companions of that type.

Companion Statistics

A companion’s statistics are defined with the class they are associated with and are similar to the stats of NPCs. One notable difference is that companions have a number of Hit Dice equal to their hero’s Hit Dice. They recalculate their hit point maximum each time their hero gains a level. Class talents can modify a companion’s statistics further.

Companions In Combat

A companion acts on their hero’s initiative, but they can do so only when their hero issues a command (sometimes requiring an action of their own) that the companion can see or hear. As normal, a companion can take only one move and one action per turn.

The following table shows the commands a hero can issue to a companion.

Companion Actions

Command Hero’s Action Companion’s Action

Assist (during a chase only) Action The companion uses the Gain Ground action as long as the GM agrees doing so makes sense for the situation.

Evade Bonus action The companion uses the Dodge action.

Flee Bonus action The companion uses the Disengage action.

Kill Action

The companion uses the Attack action against a valid target in any way they are capable of, including using Multiattack if they have that action.

Move Free action (once per turn)

The companion moves up to their speed at any point during the turn.

Run Bonus action The companion uses the Dash action.

A companion can use the Dive for Cover reaction without being commanded to do so, but does not use other reactions unless specifically noted in the description of the class that grants the companion.

Because of the close relationship between hero and companion, neither suffers disadvantage on ranged attacks against opponents engaged in close combat with the other, and neither can hit the other on a critical miss in that situation.

Companions Outside of Combat

Outside of combat, a companion can be commanded to perform tasks that would be normal for any other creature of their type. They obey the command automatically, provided doing so does not put their life in immediate danger. When not commanded, a companion follows their hero wherever they go to the best of their ability.

During a chase, a companion does their best to keep up with their hero and does not need to make ability checks or saving throws to deal with complications. A companion can be commanded during a chase but can’t perform any actions that a hero wouldn’t be allowed to perform within the rules for a chase.

Independent Companions

When a hero is incapacitated or is not present, their companion acts according to their own instincts. The GM can allow the character’s player to continue to control the companion, or the GM can control the companion.

Mounts In Combat

Fighting from horseback isn’t common in the modern age, but horses are impressive as allterrain vehicles, and can provide characters with a serious edge in a fight when extra speed and mobility are needed.

Only a creature specifically trained to accept and be directed by a rider can serve as a mount. Animals not so trained typically attack or flee if a character attempts to ride them.

In combat, a mount moves and acts on their rider’s initiative. The mount moves as the rider directs them, but can be commanded only to take the Dash action, the Disengage action, or the Dodge action. Directing a mount in this way is a bonus action for the rider.

A combatant making ranged attacks from a moving mount (as from a moving vehicle) has disadvantage on their attack rolls.

Environmental Challenges

Trudging through deep snow and icy winds toward the secret base of a doomsday cult. Holding your breath long enough to defuse the bomb planted beneath the pier, and dealing with attacks from the shark circling around you. Plummeting from a rooftop while looking desperately for some way to break your fall. Dangerous environments of all kinds make for exciting adventures, but they require special rules.

Falling

When a character falls a distance greater than 10 feet, they take 1d8 bludgeoning damage for each 10 feet fallen when they land. If they take any damage from a fall, they land Prone.

Depending on the circumstances, the GM might allow a combatant to make a Strength (Athletics) or Dexterity (Acrobatics) check to reduce the damage taken from a fall, or to avoid all damage by interacting with the environment to slow or arrest their descent.

Suffocation

Any creature that needs to breathe and is deprived of air is subject to suffocation. A hero can hold their breath for a number of minutes equal to their Constitution modifier (minimum 1 minute). Once their breath runs out, they must attempt a DC 15 Constitution (Endurance) check at the end of each turn. On a failed check, the character is reduced to 0 hit points, but instead of making death saving throws, they must attempt a DC 15 Constitution saving throw at the end of each turn. If they fail three saving throws before being rescued, they die immediately.

Visibility

Smoke, fog, and a lack of light can all impact visibility, as can any effect that causes a character’s vision to be sufficiently impaired. At any point in the game, characters might experience good visibility, poor visibility, or no visibility, with effects as noted on the table below.

Level Description Effect Good visibility Good lighting and minimal particulates None Poor visibility Light fog, light smoke, blurry vision, dim lighting Disadvantage on Wisdom (Perception) checks based on sight; disadvantage on ranged attacks beyond 5 feet No visibility Heavy fog or smoke, minimal to no illumination Combatants can’t see and are effectively Blinded

Night vision goggles and similar equipment allow characters to overcome poor visibility from dim lighting or darkness, but not from fog, smoke, or similar effects.

Chapter 9 includes information on attacking and being attacked by unseen opponents.

Dehydration

A human typically needs about one gallon of water per day to remain healthy. If a character drinks less than half a gallon of water over 24 hours, they must succeed on a DC 15 Constitution (Endurance) check or gain one level of Exhaustion.

Starvation

A human typically needs about one pound of food per day to remain healthy. A character can go a number of days without food equal to 3 + their Constitution modifier (minimum 3 days). At the end of each subsequent day, the character gains one level of Exhaustion until they are able to eat properly again.

Underwater Combat

Underwater combat can add an element of stress and danger to any encounter. That said, it’s tough to fight while swimming for creatures not born with fins. Creatures that live in the water can fight underwater normally. For everyone else, the following rules apply: An attacker using a melee weapon underwater has disadvantage on attack rolls unless the weapon deals piercing damage.

A combatant has disadvantage on Wisdom (Perception) checks made underwater.

Ranged weapons can’t be used underwater unless they have the aquatic property.

Weapons and effects that deal fire damage don’t work underwater.

Combatants treat all movement in water or underwater as difficult movement unless they are wearing swim fins or have an underwater vehicle.

Hiding and Seeking

A combatant can attempt to hide from others by making a Dexterity (Stealth) check. Until a hiding combatant is revealed or decides to leave hiding, another creature actively looking for them must contest the combatant’s check with a Wisdom (Perception) check. A creature not actively looking but which the GM determines could reasonably detect the hiding combatant given the circumstances is allowed a passive Perception check to discover the hiding character.

A combatant can’t normally hide from anyone who can clearly see them trying to do so. Furthermore, a hiding combatant gives their position away if they make significant noise, if they can be scented by a creature, or if they make an attack.

The GM is the final arbiter of when heroes are able to hide and when they aren’t, especially when other combatants are keeping a watchful eye out for danger. Under other circumstances, the GM might decide that heroes can sneak up on an enemy without hiding if the enemy is busy or preoccupied.

Applying and Escaping Restraints

Preventing a creature from moving can be accomplished by use of restraints. A combatant can have their limbs restrained together, can have a limb attached to a nearby object, or both, depending on the type of restraints used.

A character who wants to apply restraints to another combatant that is not Incapacitated must either be grappling with that combatant, or have the combatant submit to the process voluntarily. If a creature is grappling, applying restraints requires an action and a contested Strength (Athletics) check against the target’s choice of a Strength (Athletics) or Dexterity (Acrobatics) check. If the target is Incapacitated or submits to being Restrained, success is automatic.

Once bound by restraints, a character has the Restrained condition. The character can attempt to escape using an action and a successful Strength (Athletics) check to break the restraints, a Dexterity (Sleight of Hand) check to slip out of the restraints, or an Intelligence (Security) check to defeat the restraints by lock picking or some other clever means.

Concealing Items

Many situations might inspire a character to want to hide something on their person. Concealing a weapon from public view is one such scenario, but plenty of other items sometimes need to be hidden from criminals or the authorities.

When concealing an item, a character attempts to make something difficult to find, whether by casual observation or a careful search. For example, quickly dropping a pistol into a backpack doesn’t truly hide it, as anyone opening the backpack can see it. Properly concealing the pistol requires securing it in the backpack so that someone who looks through the pack won’t find the gun. Likewise, a character concealing a weapon on their person requires that neither someone looking at the character intently nor casually patting them down will notice it.

Concealing an item requires a successful Dexterity (Sleight of Hand) or Dexterity (Stealth) check, contested by the Wisdom (Perception) check of the combatant looking at or searching for the item. Dexterity (Sleight of Hand) checks should be used for concealing an item while being observed, while Dexterity (Stealth) checks can be used when not observed. Equipment with the concealable property grants advantage on ability checks made to conceal it.

A character can make a check to conceal an item when they actively attempt to do so, or the first time a situation arises where the concealment matters. The latter case assumes that the character had a previous opportunity to conceal the item.

Only items with a bulk 2 or lower can be reasonably concealed on a character. Larger items could be hidden in a room or vehicle. The clothing a character wears also makes a difference in determining what they can conceal.

Equipment Concealment
Bulk Level Clothing Needed
0 Any clothing
1 Jacket, hoodie, or other baggy clothing.
2 Trench coat, winter coat, cloak, or similarly concealing and cumbersome clothing

Breaking Stuff

There comes a time in nearly every hero’s life when they just need to break something. Whether blowing stuff up with explosives, kicking open a door, or smashing through a security gate in an Suv, sometimes it feels good to solve a problem using brute force.

Armor Value and Penetration Value

Armor Value (Av) and Penetration Value (Pv) are used in Everyday Heroes to represent the toughness of objects and the ability of weapons to break those objects. They come into play during combat when armor or cover is involved, and when characters need to destroy objects of various kinds.

Armor Value is always compared to Penetration Value, with three general outcomes:

  • If the Armor Value of an object is greater than the Penetration Value of the attack or effect targeting it, the object is unharmed by the attack, and blocks attacks from passing through it.
  • If the Armor Value of an object is less than the Penetration Value of an attack or effect, the object is destroyed or penetrated by the attack, and the attack can effectively pass through the object.
  • If Armor Value and Penetration Value are the same, it takes 10 minutes or more for the attack or effect to destroy the object, during which time the object blocks attacks from passing through it.

Example: Katie Paige has closed and locked the door to a hotel bathroom to escape Madsaw Max, but Max decides he wants to use his chainsaw to destroy the door. The chainsaw has a Penetration Value of 2, which is more than the interior door’s Armor Value of 1. Madsaw attacks the door and cuts it to pieces. Katie needs a plan B!

In many cases, certain objects are specifically designed to destroy other objects. For example, a chainsaw is made to cut down trees and a cutting torch is made to cut through steel. Such tools are often too slow for combat use, but they can cut through the materials they were designed to regardless of Armor Values and Penetration Values.

Material Armor Values
Plate glass, cloth partition 0
Light interior walls, hollowcore door, upholstered furniture, plywood furniture, reinforced glass 1
Metal door, exterior wall, thick wooden table, bulletproof glass, sheet metal, car door and exterior 2
Brick wall, sandbags, tree trunk, light armor plating 3
Engine block, concrete wall, heavy armor plating 4
Earthworks bunker, battleship armor, massive stone wall 5

Kicking Open Doors

Kicking open a door requires a Strength (Athletics) check. The DC for the check varies depending on how tough the door and lock are, as determined by the GM. Kicking in an interior door might be an easy DC 10 check, while kicking in a typical front door on a home is likely a difficult DC 20 check.

Traps

Characters who know that the enemy is coming for them need every defensive advantage they can get. That’s when setting up traps and alarms becomes a most useful talent. Likewise, for characters on the offense who know their enemies have boobytrapped every inch of their position, knowing how to detect and defeat traps and alarms becomes essential to success.

Traps include alarms and similar devices. The rules for traps are asymmetrical, meaning that traps the characters set and traps the characters encounter are different. This helps keep the focus of play on what the characters are doing, not what their opponents are doing.

Setting Traps

The most common ability check used in setting traps is Intelligence (Security). Characters can use that check for any type of trap or alarm they want to put together. A wisdom (Survival) check can also be used to set up traps and alarms, but only in a wilderness setting. A character doesn’t need to be proficient with those checks to set traps, but it certainly helps.

The process of a character setting a trap starts with a description of what kind of trap they want to set. Players can make use of the sample traps in this section or can describe a unique trap they want their character to make, with the GM finalizing the trap’s effects and the DC to set it. Setting up a trap successfully requires the appropriate materials and the necessary time.

A character who sets up a trap makes the ability check covering that setup only when the trap has an opportunity to be sprung by a target, not when the trap is set up. The GM notifies the player when their character’s check needs to be made, with the Intelligence (Security) or Wisdom (Survival) check made against the DC to set the trap. On a success, the trap works as intended. On a failure, the trap either failed to work correctly or was bypassed by the intended victim and no longer poses a threat.

Detecting Traps

Characters can detect traps in two different ways—passively or actively. Passive detection uses a character’s passive Perception check against the DC to detect the trap. The GM initiates passive ability checks, but players might want to remind the GM of their characters’ passive Perception modifier if they think there might be traps around.

Example: Kat Whitlock is exploring an abandoned warehouse looking for evidence of human trafficking. Being the stellar detective she is, her passive Perception check is 15. A bear trap hidden in the darkness to catch unwanted snoops like Kat has a DC of 13 to detect it. The GM tells Kat that she can see the dangerous bear trap hidden in the shadows.

Active detection can be handled one of two ways. The GM can call on a character to make an Intelligence (Security) or Wisdom (Perception) check (usually the player’s choice) to search an area for traps. The DC to detect the trap determines how difficult it is to find, and the check can be made only once. If the trap is detected, the GM describes what the character has found.

Alternatively, certain scenarios might allow characters to simply roleplay the search for traps by telling the GM exactly where they’re looking and what they’re looking for. Based on the character’s perceptiveness and the location of a prospective trap, the GM can then decide if the search finds it or not.

Dealing with Traps

Once a character finds a trap, they need to decide what to do about it—typically either by first analyzing it, then by avoiding the trap or disabling it in some fashion. All these activities can be handled through roleplaying or ability checks.

Analyzing a Trap

Analyzing a trap typically involves making an Intelligence (Security) check against the DC to disable the trap. On a success, the GM describes the trap in detail, including how it triggers and what happens when it does. On a failure, a character knows only what the GM has already revealed about the trap.

Example: Mel Stackhouse has discovered that a lounge chair in her hotel room has C-4 explosives strapped to the bottom of it. She takes a close and careful look by rolling a DC 15 Intelligence (Security) check, reflecting the DC to disable the trap. The result is 22, so the GM explains that someone has rigged the C-4 with an accelerometer that will detonate the explosives if the chair is disturbed in any way.

Disabling a Trap

A character can disable a trap by making an Intelligence (Security) check against the appropriate DC. On a success, the trap is disabled safely. On a failure, the trap is triggered. A character who first succeeds at analyzing a trap has advantage on the check to disable it.

Example: Knowing how the explosive in her room is set up, Mel—an expert at security devices—decides to disarm it. Her careful examination gives her advantage on her DC 15 Intelligence (Security) check, and the result of 15 is just enough. Sweating after the close call, she disengages the accelerometer trigger mechanism and recovers the explosives.

Heroes can also use roleplaying to help disable a trap, by having a player tell the GM exactly what plan their character has for doing so. If the GM thinks the idea is a good one, they might grant advantage on the check to disable the trap, or allow the attempt to succeed automatically.

Example: Daxx found a trip wire in a doorway and spots a shotgun bolted to the kitchen table clearly visible across the room. Daxx’s player tells the GM that Daxx wants to carefully cut the trip wire, making an educated guess regarding the setup of the trap. After a dramatic pause, the GM reports that nothing happens, and the trap has been disabled.

Some traps can be effectively disabled by setting them off in a way that doesn’t endanger anyone.

Avoiding Traps

Especially for traps that can’t be properly analyzed, the best approach is sometimes to simply avoid the trap. Doing so can be as easy as walking around a pressure plate, stepping over a trip wire, or calling in professionals to deal with a trap.

Example: If Mel had decided that dealing with an exploding lounge chair really isn’t her style, she might have called the front desk and asked them to summon the bomb squad. As long as no one else disturbs the trap, Mel can easily avoid it while waiting for someone else to deal with it.

Other traps might require characters to dodge one or more trigger mechanisms in the area around the trap. Generally, players tell the GM what they want their characters to do to avoid the trap, and the GM advises whether an ability check is needed and how difficult that check is.

Example: Daxx discovers that a hallway is lined with hidden holes, each of which is set with darts ready to fire at anyone walking past them. Daxx decides they’re going to run down the hallway and hope for the best. The GM calls for a DC 15 Strength (Athletics) check to see if this strategy works out.

Sample Traps

This section summarizes a number of common traps that heroes might come up against or make use of.

Caltrops

Caltrops are small metal devices with between three and four spikes, one of which always points up. They are used to injure feet or shred tires when thrown in the path of foes.

Materials: Caltrops (10 or more)

Setup Time: 1 action

Effect: 1d4 piercing damage to creatures. Land vehicles with tires of Armor Value 1 suffer a flat tire, and the vehicle risks a crash.

Difficulty: DC 5 to set, DC 15 to detect, DC 10 to disable*

*During a chase, characters on foot can make Dexterity (Acrobatics) checks, and drivers can make Dexterity (Vehicles) checks, to avoid the caltrops if they are detected.

Door and Window Alarm System

A series of small remote sensors are placed on the doors and windows of a building. Opening the doors or windows while the system is armed trips the sensors and triggers a central silent alarm.

Materials: Silent alarm system

Setup Time: 10 minutes per entrance

Effect: The alarm triggers, alerting anyone monitoring it.

Difficulty: DC 10 to set, DC 15 to detect, DC 15 to disable

Door Gun

A shotgun is rigged so that it points toward a door, to which it is connected by a simple pull line. When the door is opened from the other side, the unseen gun fires.

Materials: Shotgun (or other firearm), string, tape or clamp

Setup Time: 10 minutes

Effect: The shotgun fires, dealing 2d6 ballistic damage with Penetration Value 3 to anyone in the doorway.

Difficulty: DC 13 to set, DC 20 to detect,* DC 5 to disable

*For detecting the trap from the other side of the door. If encountered on the inside of the door, the trap is discovered automatically.

Explosive Trap?

An explosive trap is usually composed of a quantity of explosives with an electrical trigger mechanism. Triggers vary, but can include accelerometers, proximity detectors, sound sensors, and timers.

Materials: Explosives, electronics kit

Setup Time: 2 hours

Effect: If the triggering condition occurs, the explosive goes off. Damage depends on the explosive used (see Equipment).

Difficulty: DC 20 to set, DC 20 to detect, DC 20 to disable

Hunting Snares?

Hunting snares include a variety of traps designed to catch or kill small animals. They are ineffective against people but useful for wilderness survival.

Materials: String, sticks, wire, cutting tool

Setup Time: 10 minutes

Effect: Small animals are either caught alive or take 1d4 bludgeoning damage, depending on the intent of the trap.

Difficulty: DC 15 to set, DC 15 to detect, DC 5 to disable

Land Mine?

Land mines come in different varieties, and are designed to be placed under a thin layer of earth, sand, or other loose materials. They are triggered when someone steps on or near them, and are extremely dangerous.

Materials: Land mine

Setup Time: 5 minutes

Effect: The mine explodes, dealing damage depending on the type of mine (see Equipment).

Difficulty: DC 5 to set, DC 20 to detect, DC 15 to disable

Nail Trap

A nail trap is a board or similar medium with a number of nails driven through it to stick out the other side. The trap is then hidden in a location where a target is likely to step or sit.

Materials: Nails, board, hammer

Setup Time: 5 minutes

Effect: A target who steps or sits on the trap takes 1d4 piercing damage with Penetration Value 1.

Difficulty: DC 10 to set, DC 15 to detect, DC 5 to disable

Shell Trap?

Shell traps use a trip wire connected to a small spring-loaded trigger that fires off a shotgun cartridge. They can be used with blank cartridges to create a loud alarm, or with a live round to injure or kill intruders. If targeting creatures, the trap must be close to the targets, as it is not accurate. The trip wire can be strung across an opening or tied to an object that might be moved.

Materials: Shell trap; or spring, mechanics tools, a piece of string, tape, shotgun cartridge

Setup Time: 10 minutes

Effect: The trap goes off, making a loud noise. If using a live round, each target within 10 feet and in the line of fire takes 2d6 ballistic damage with Penetration Value 3.

Difficulty: DC 15 to set, DC 15 to detect, DC 10 to disable

Spiked Pit

A deep pit is dug in a wilderness setting and sharpened wooden stakes are placed at the bottom. The opening is then covered with debris from the surrounding terrain.

Materials: Shovel, cutting tool, sticks, brush

Setup Time: 6 hours

Effect: The first victim to encounter the pit unawares falls in, taking 2d6 piercing damage from the fall onto the sharpened stakes. The victim takes half damage with a successful DC 15 Dexterity saving throw.

Difficulty: DC 15 to set, DC 13 to detect, DC 5 to disable

Steel Jaw Trap?

Designed for bears and other large animals, this trap is usually hidden either in darkness or under loose debris, and features a pair of spring-loaded steel jaws designed to catch and injure an animal’s foot. People can usually escape these traps easily, but the injuries they cause can be serious.

Materials: Steel jaw trap

Setup Time: 5 minutes

Effect: The victim takes 1d8 slashing damage from the trap and is Restrained. It takes an action and a successful DC 12 Strength (Athletics) check to open the trap and allow a target to escape it.

Difficulty: DC 13 to set, DC 13 to detect, DC 5 to disable

Trip Alarm

A trip line is strung across an entryway or path so that anyone walking through the area is likely to trigger it. The trip line is connected to one or more objects that come crashing down to sound the alarm.

Materials: String or wire, something that makes noise when it falls down

Setup Time: 5 minutes

Effect: The alarm makes a loud noise that is easily heard by anyone nearby.

Difficulty: DC 13 to set, DC 13 to detect, DC 5 to disable

Trip Trap

A sturdy wire or string is tied between two anchors along a likely path of movement, tripping the unwary. Alternatively, ball bearings or other slippery materials could be concealed along a path to achieve a similar effect.

Materials: A length of wire or string, solid anchor points; or slippery materials

Setup Time: 10 minutes

Effect: Anyone running through the area while unaware of the trap must succeed on a DC 15 Dexterity saving throw or take 1d4 bludgeoning damage and fall Prone.

Difficulty: DC 10 to set, DC 13 to detect, DC 5 to disable

Chases and Vehicles

Whether the heroes are engaged in a foot chase through a busy market, a high-speed pursuit through city streets, or a race between two helicopters in a slot canyon, the rules here can be used to create fast-paced narrativedriven chases, races, and combats on the move.

The chase rules are intentionally abstract. The exact distances between all participants involved in a chase aren’t tracked. It’s assumed that everyone is close enough to interact in meaningful ways, but not so close that the chase would conclude. Then it’s left to the GM and the players to take the events of the chase and describe what’s happening at any given moment.

Chases and Races

Chases and races both use the same rules for the most part. In a chase, one side (“the predators”) is chasing another side (“the prey.”) The chase resolves either when the prey escapes or when the predators catch their prey. In a race, everyone involved is trying to reach some goal before the others. Races can be every-character-for-themself, or can involve two or more sides trying to be the first to collectively reach the goal.

For simplicity, these rules use “chase” to refer to both chases and races. Where there is a meaningful difference, it will be noted.

Chase Overview

A chase follows the same basic structure as combat: Participating characters roll initiative.

The action happens during a series of rounds in which every participant takes a turn.

On their turn, a participant can take a regular action, a bonus action, and free actions.

A participant can take a reaction on or off their turn.

Chases differ from regular combat as follows: Chases usually have a time limit.

Each side in a chase tracks their progress using chase points.

Chases don’t use surprise.

All participants are assumed to constantly be on the move.

Each round features a complication that the heroes have to deal with.

All checks and saving throws made in response to complications typically use the same DC.

Starting A chase

A chase starts when one group decides to run away and another group decides to pursue them. The rules assume that both sides have a reasonable chance of succeeding at their goals. Participants that are fleeing are the prey side of the chase, while the participants doing the chasing are the predator side. (In a race, all sides are treated as predator sides.)

The GM then announces the chase DC. This is the default DC for all checks and saving throws involving complications during the chase. Everyone then rolls for initiative, with each hero rolling their own initiative and the GM rolling for NPCs, as normal. Participants act in initiative order after each round’s complication is introduced.

Shifting From Combat Into A chase

A combat can turn into a chase when one or more opponents decide to flee. If the NPCs are running, the GM should announce they are fleeing at the start of a round. If the heroes make a run for it, all the players need to agree that fleeing is what their characters want to do at the start of a round. If the players are split, the GM can either let some of them escape freely while continuing the combat, have all the NPCs pursue the fleeing characters, or split the scene into a chase involving some of the characters and a combat involving the others.

Once one side has decided to flee and the other side has decided to give chase, play out the current combat round. Participants on the prey side can’t make any attacks, instead using their turns to try to get away (and likely using the Disengage or Dodge actions). Participants on the predator side can attack freely.

Once the final round of combat is done, start the next round using the chase rules, keeping the same initiative order from the combat for the chase.

Chase Points

During a chase, each side keeps track of chase points, which start at 0. The participants on each side are aiming to earn points for their side, while avoiding giving points to the opposing side.

In a race, each racer (whether an individual or a team) has their own chase points. If a complication during a race would normally give the side opposing the heroes a chase point, it instead deducts a chase point from the heroes’ side.

Chase Rounds

As in combat, a chase is broken up into rounds, during which each participant can act once. The GM can have NPCs act as a team or individually in a chase. Heroes always act individually in their initiative order.

Round Limit

Most chases last a fixed number of rounds. At the end of the final round, whichever side has more points wins the chase. The GM decides whether to disclose the time limit.

Example: A group of gangsters tries to flee when the heroes burst in on them, racing for the exit of their hideout. The GM decides that it will take 4 rounds to reach the exit, at which point the chase ends either with the prey side escaping into the bustling city, or with the predator side cutting them off at the door. Because everyone involved knows that the chase will be over if the gangsters get outside, the GM tells the players how many rounds the chase will last.

Alternative Endings

In certain situations, a chase can end before reaching its turn limit. If all the participants on one side are completely incapacitated, that typically ends a chase. The GM can also end a chase when one side gains an overwhelming advantage in chase points. (Details and guidance for these situations are discussed in Opponents and Allies.)

Complications

At the start of each chase round, the GM announces a complication—either an obstacle that must be dealt with (a hazard) or a situation or circumstance to be overcome (a challenge). Complications set the stage for the action happening in the chase. Needing to navigate around boxes, dealing with heavy traffic, traversing rough ground, spotting a fruit stand dead ahead, and trying to make time on a wide-open freeway are all examples of complications.

At the start of each hero’s turn, that hero must deal with the round’s complication before taking their action for the round. This takes the form of an ability check or saving throw, depending on the type of complication. The GM can use their discretion to allow heroes to ignore complications that shouldn’t reasonably apply to them, and in some kinds of chases, only designated heroes roll for complications. For example, in a car chase, complications usually only affect the driver.

NPCs don’t need to make rolls for complications unless the GM decides they should. In most cases, the heroes’ rolls determine how much better or worse they’re doing than their opponents, and friendly NPCs in a chase are just along for the ride.

Hazards

If the round’s complication is a hazard, each character affected by it must make a saving throw of a type determined by the GM for that hazard. The DC is equal to the chase DC unless the GM selects a different difficulty. Use the following guidelines to resolve the saving throws: On a failed save, the opposing side gains 1 chase point.

If the save fails by 10 or more, the opposing side instead gains 2 chase points.

On a success, the character is safe! Nothing happens.

If the save succeeds by 5 or more, the character’s side gains 1 chase point.

Challenges

If the round’s complication is a challenge, each character affected by it must make an ability check of a type determined by the GM for that challenge. The DC is equal to the chase DC, unless the GM selects a different difficulty. Use the following guidelines to resolve the ability checks: On a successful check, the character’s side gains 1 chase point.

If the check succeeds by 10 or more, the character’s side gains 2 chase points.

On a failure, the character muddles through. Nothing happens.

If the check fails by 5 or more, the opposing side gains 1 chase point.

Chase Turns

Once the round’s complication is resolved for each participant in a chase, taking a turn is mostly the same as in combat. Chase participants can attempt to attack one another, subject to special limitations (see below). Additionally, characters can undertake two special actions available only in a chase.

Brace

A character’s focus on the chase environment allows them to get ready for whatever’s coming next. When a character takes the Brace action during a chase, they have advantage on the next ability check or saving throw they make involving a complication.

Using the Brace action is a safe and easy choice if a combatant isn’t sure what they can do to help their side.

Gain Ground

A character can try to gain ground on opponents during a chase either by making things more difficult for those opponents, or by making things easier for the character’s side. A character who takes the Gain Ground action undertakes an ability contest between them and one combatant on the other side, making use of specific gain ground options that are part of the current complication. If the intent is to hamper the other side, the character chooses which combatant contests their check. If the intent is to gain an edge, the GM chooses who opposes the character in the contest.

If the character using the Gain Ground action wins the ability contest, their side gains 1 chase point. If the character loses the challenge by 5 or more, they botch their attempt and the other side gains 1 chase point instead. In the event of a tie, no chase points are awarded.

Each complication (presented in the “Chase Encounters” section in Opponents and Allies) has a list of suggested actions that can be used to gain ground, and which make sense for the environment of a particular chase. The GM can provide this list to the players to let them know what kinds of actions are possible, and players can also come up with their own ideas if the GM agrees that they make sense for the situation underlying the chase.

Example: Dexter Lafontaine is running from a pack of criminals and ducks into a crowded market in an attempt to blend in with the crowd and lose his pursuers. Dexter takes the Gain Ground action, and the GM calls for a Charisma (Stealth) check contested by a Wisdom (Perception) check by the nearest criminal. Dexter’s result is a 15, while the criminal’s result is only 10, letting Dexter successfully blend into the crowd—and earning his side 1 chase point.

Combat Limitations During Chases

Characters can engage in combat during a chase much like in any other encounter. Trying to eliminate the other side is a good tactic if a group is getting behind that side on chase points, but being in a chase imposes some limitations on what kinds of combat can be undertaken.

Combat Range

The GM determines the range and visibility between combatants in a chase depending on the circumstances of the chase. Typically, the range in a chase is within the normal range of most ranged attacks, but ranged attacks from moving vehicles and mounts already have disadvantage.

Melee Attacks

Melee attacks are not possible in most chases. It’s assumed that characters on the prey side are trying to avoid physical contact, since that could result in being captured. That said, the GM might allow melee attacks under specific circumstances—for example, a fistfight that takes place between characters in the beds of two fast-moving trucks during a vehicle chase.

Out-OF-Reach Opponents

Because it is assumed that the two sides are some distance apart during a chase, opponents are never considered to be within each other’s reach. This prevents most opportunity attacks, as well as other actions that depend on being able to reach a target. As with melee attacks, the GM might make exceptions in specific circumstances.

Movement

It is assumed everyone is moving during a chase, whether on foot, in a vehicle, on a mount, and so forth. However, characters’ movement isn’t measured during a chase, and the regular effects of a move can’t impact a chase. Taking actions that provide extra movement—most commonly the Dash action—can be used to gain advantage on ability checks in appropriate complications at the GM’s discretion. Actions that affect movement (for example, the Disengage action) usually make no sense in the context of a chase, but the GM might rule otherwise.

Stopping Movement

Any action that would require a character to stop moving during a chase—including the First Aid and Hide actions—grants the opposing side 1 chase point. (In a race, this means the character who stops loses 1 chase point). If any participant in the chase spends more than one consecutive turn standing still, they are considered to have dropped out of the chase (see “Dropping Out” below).

Suppressive Fire

The Suppressive Fire action requires sustained fire on a fixed position, so it normally can’t be used during a chase. However, the GM might allow it in specific circumstances, or might allow suppressive fire to grant advantage or even an automatic success when a character uses the Gain Ground action.

Area Effects

Area effects, including explosions, can be used during a chase. Some effects provide specific guidance on how they impact chases. Otherwise, because of the fluid action of a chase scene, the impact of an area effect is at the GM’s determination, based on the circumstances of the chase.

If an area effect normally requires an attack against a target space, the attacker rolls the attack against a Defense of 10. Success indicates that one or more participants in the chase are affected, while a failure indicates that none of the chase participants are affected. (Bystanders might not be so lucky, though, as the GM determines.) If the effect does not require an attack roll, the combatant creating the effect can designate one member or vehicle of the other side that they can see to be the target.

Based on the area of the effect and the situation, the GM then determines if any other combatants are affected. Because the participants on the predator side are chasing the prey side, area effects used by the predator side might also affect participants on that side if they run forward into the effect.

Area affects impact a chase only for 1 round, even if the effect normally lasts longer, since the participants are on the move. The only exception is if the effect stops a participant’s movement, in which case the effect continues to impact the affected participants and anyone else who stops at the location of the effect.

Dive For Cover

Participants can use the Dive for Cover reaction to escape an explosion or other area effect. A character does not need to satisfy the normal requirements to seek cover or get out of the area of effect, and they do not fall Prone. However, for each participant using the Dive for Cover reaction, the opposing side gains 1 chase point.

Movement Penalties During A Chase

Because normal movement is not tracked during a chase, effects and conditions that reduce or prevent movement for one side in a chase award chase points to the other side. If any event, action, or effect normally causes one of the following scenarios, the opposing side gains 1 chase point for each turn the effect persists for each participant affected by it:

  • Having a participant’s speed reduced by half or more, while participants on the other side are not similarly affected.
  • Having participants fall Prone. A participant can elect to drop out of the chase to avoid a scenario that would grant a chase point to the other side (see “Dropping Out” for details). As well, if any event, action, or effect causes one of the following situations, the affected participant drops out of the chase automatically.
  • Being unable or unwilling to move for more than one consecutive turn.
  • Falling under the direct control of the other side and being made to do something that would result in the participant effectively giving up the chase. For example, a character on the prey side might be mind-controlled and ordered to turn around and run toward the predator side, or a character on the predator side could be ordered to go after a target not involved in the chase.

Dropping Out

If a participant in a chase is either unable or unwilling to continue, they drop out of the chase. If all participants on one side drop out, the chase ends immediately with the other side victorious, regardless of how many chase points each side has scored.

When a character on the prey side drops out of a chase, they risk capture. Any characters on the predator side can also drop out to take dropped-out prey characters captive (if they are Incapacitated or willingly give up) or to enter combat with them. If a character on the predator side drops out of a chase, they are simply no longer part of the action until the chase ends.

Ending A chase

A chase can end in one of three ways:

  • At the end of the time limit, whichever side has more chase points wins the chase. In case of a tie, the predator side wins.
  • If all participants on one side drop out of the chase, the other side wins.
  • At the end of any round, if one side is winning by a predetermined amount, that side wins the chase.

Going From A chase Into Combat

When a chase ends with the predator side victorious, the chase typically turns into a combat encounter unless all participants on the prey side surrender or are Incapacitated. Each character on the prey side starts combat with two levels of Exhaustion. At the end of each of their turns, a combatant with Exhaustion can make a DC 10 Constitution (Endurance) check, removing one level of Exhaustion on a success. Both levels of Exhaustion are removed if the check result is 20 or higher.

This check can be used only to reduce the two levels of Exhaustion imposed by losing the chase. Characters with Exhaustion from some other source must contend with it as normal.

Fleeing Again

Rather than enter into a long fight, characters on the prey side can attempt to flee from the predator side once again. However, unlike fleeing combat in the first place, success is not guaranteed. At the end of any round of the combat that follows a chase, characters on the prey side that have decided to run must make a group ability check against the chase DC. The GM decides what ability checks can be used for this check given the situation. If the group check succeeds, the chase begins again.

For this new chase, the predator side starts off with 1 chase point for every hero involved in the chase (regardless of which side they are on).

The rules above hold only if the participants on the prey side attempt to flee a fight that unfolds after the prey side loses a chase. Characters on the predator side can flee the follow-up combat as normal, becoming the prey of a new chase if their enemies pursue.

Vehicles

Vehicles are a big part of action cinema, and they can play a number of roles. The most prominent use of vehicles is in chases, but they can also play a part in stationary combat encounters. The interior or exterior of a vehicle might even be the setting in which a combat takes place. Of course, vehicles might also simply be a means of transportation, be part of a hero’s image, or serve as one of their emotional attachments.

The following rules mostly apply to vehicles involved in chases and combat.

Vehicle Ability Modifiers

Each vehicle has Strength, Dexterity, and Constitution scores and modifiers. Strength measures a vehicle’s power and acceleration, Dexterity is its maneuverability, and Constitution is its overall durability. These ability modifiers are used in certain rolls made by drivers, with the rules specifying when the modifiers are to be used and how. Typically, the driver of a vehicle makes rolls for that vehicle.

Traveling Speed

Traveling speed is a rough measure of how fast a vehicle is currently moving. Traveling speed most often comes into play during a crash or impact, and is divided into five categories grouped by actual speed in miles per hour (mph).

Speed Category Actual Speed Description
Low speed Under 30 mph Casual driving in the city, in suburbs, or on back roads
Mid speed 30–45 mph Typical driving speeds on normal roads without heavy traffic
High speed 50–75 mph Highway driving speeds
Extreme speed 80+ mph Racing speeds, illegal on most public roads
Air speed 250+ mph Speeds attained by high-speed airplanes

Vehicle Conditions

The following conditions are analogous to conditions such as Distracted and Frightened that apply to creatures (see Core Rules), but they apply only to vehicles.

Some vehicle conditions are temporary, while others are permanent. A permanent condition requires repairs before it can be removed, while a temporary condition lasts until the effect or circumstances causing it come to an end. Conditions caused by physical damage are always permanent.

Some vehicle conditions escalate over multiple levels, each of which are cumulative. For example, a vehicle that has two levels of the Body Damage condition has both disadvantage and a -2 penalty to Constitution saving throws.

Blown Tires

When a vehicle no longer has enough functional tires to operate safely, it has two permanent levels of both Loss of Control and Loss of Power (see below) until the tires are repaired.

Body Damage

Damage to a vehicle’s exterior and physical framework covers three levels of effect.

Level Effect
1 The vehicle has a -2 penalty to Constitution saving throws made to prevent vehicle damage.
2 The vehicle has disadvantage on Constitution saving throws made to prevent vehicle damage.
3 The vehicle is Totaled (see below).

Loss of Control

Three levels of Loss of Control represent how difficult it is for a vehicle to be handled.

Level Effect
1 The vehicle has a -2 penalty to Dexterity (Vehicles) checks and Dexterity saving throws made by the driver.
2 The vehicle has disadvantage on Dexterity (Vehicles) checks and Dexterity saving throws made by the driver.
3 The vehicle risks a crash (see below) at the start of its turn. Additionally, the vehicle’s Dexterity modifier can’t be higher than 0.

Loss of Power

Three levels of Loss of Power represent a vehicle’s reduced ability to move at speed.

Level Effect
1 The vehicle has a -2 penalty to Strength checks and saving throws.
2 The vehicle has disadvantage on Strength checks and saving throws.
3 Wheeled vehicles slow by one speed category, and risk a crash if they are moving at the start of their turn. Aquatic vehicles slow one speed category per turn and suffer three levels of Loss of Control. Tracked vehicles come to a complete stop. Airborne vehicles stall. A plane or other airborne vehicle that has three levels of the Loss of Power condition stalls. It might be possible for a skilled pilot to get the vehicle on a glide path, buying time to restore power, or to slow the speed of the vehicle when it crashes. This requires a Dexterity (Vehicles) check against a DC based on the GM’s judgment of the circumstances.

Totaled

A vehicle that is Totaled can’t move under its own power. It can’t be controlled and crashes and comes to a full stop if it is moving.

Driving A vehicle

Driving a vehicle under normal conditions at normal speeds does not usually call for any game mechanics. When a dangerous or unusual situation does arrive, a Dexterity (Vehicles) check is the default means to determine success or failure.

Vehicle Contests

A vehicle contest takes place whenever drivers in two different vehicles are competing in some way, as in contests of speed or maneuverability. Such contests are most common during chase scenes when characters are using the Gain Ground action, but they can also be used to determine the outcome of a drag race, or a moment of vehicle interaction on the road, on the water, or in the sky.

All vehicle contests involve both drivers making opposed Dexterity (Vehicles) checks. In a speed contest, both drivers add their vehicle’s Strength modifier to their checks. In a maneuverability contest, both drivers add their vehicle’s Dexterity modifier to their checks. The winner of the contest gets the better of their opponent, while a tie leaves both vehicles in the same situation as before they started the contest.

Vehicle Stunts

Vehicle stunts involve driving or piloting a vehicle in some manner it wasn’t explicitly designed for as part of its normal operations. Performing a stunt requires a successful Dexterity (Vehicles) check, with a DC set by the GM based on how challenging the stunt is. This check has a maximum bonus equal to the vehicle’s Dexterity modifier.

If the check succeeds, the driver pulls off the stunt successfully. If the check fails by less than 5, the stunt fails. If the check fails by 5 or more, the stunt fails and the vehicle also risks a crash.

Risking A crash

Whenever a vehicle risks a crash, the driver must make a Dexterity (Vehicles) check, adding the vehicle’s Dexterity modifier to the check. On a success, the vehicle remains under the driver’s control. On a failure, the vehicle crashes. If a vehicle has no driver, the check automatically fails.

The DC for the check is determined by the conditions around the vehicle modified by the vehicle’s speed, as noted on the Crash Conditions and Crash Speed tables. See the next section for information on interpreting crash damage on the Crash Speed table.

Crash Conditions
DC Conditions

5Perfect driving conditions with no obstacles; calm seas; clear skies10Good driving conditions with few obstacles; choppy water; windy skies15Poor driving conditions or heavy traffic; rough waters; stormy weather20Terrible driving conditions with many obstacles; river rapids; hailstorm25Off-road in the woods; hurricane or other massive storm

Traveling Speed Crash DC Modifier Crash Damage Passenger Damage
Low speed -5 4d6 (Pv +0) None
Mid speed +0 8d6 (Pv +1) 2d6
High speed +5 12d6 (Pv +1) 3d6
Extreme speed +10 16d6 (Pv +2) 4d6
Air speed +0 Automatic destruction Death

Crash Damage to Objects and Vehicles

A crash always involves two objects—the crashing vehicle and the object it hits—with both the vehicle and the object taking damage based on the vehicle’s speed. Crash damage has both a dice expression representing the amount of damage dealt by the crash, plus an adjustment to the Penetration Value of both the vehicle and the object being hit. The total Penetration Value for the car in a crash is equal to the Armor Value of the object being hit, plus the modifier on the Crash Speed table. The total Penetration Value for the object being hit is equal to the Armor Value of the car plus the modifier on the table.

Example: A sports car traveling at high speed crashes into a concrete barrier. The base damage for that speed is 12d6, with a +1 bonus to the Penetration Value of both car and barrier. The sports car has an Armor Value of 2 and the concrete barrier has an Armor Value of 4. The damage to the car thus has a Penetration Value of 5 (the barrier’s Armor Value 4 and the +1 bonus from speed), while the damage to the barrier has a Penetration Value of 3 (the car’s Armor Value + 1). The barrier will be fine, but the sports car is going to take a lot of damage.

Damage is rolled once and applied to both the vehicle and the object it hits. If two moving vehicles crash together, use the speed of the faster vehicle to determine damage to both.

Most creatures (including people) are considered to have an Armor Value of 2 when hit in a crash.

If a vehicle crashes into an object of equal or larger size or an object that took no damage from the crash, it comes to a complete stop. If it crashes into a smaller object and is not Totaled after taking damage, the vehicle’s speed is reduced by two categories but it can continue moving.

A crash happening at air speed typically results in the complete destruction of both the vehicle and the object it crashes into.

Crash Damage TO Passengers

If a vehicle takes damage in a crash, its passengers (including the driver) might also take damage. If the passengers are using safety equipment (seatbelts and airbags in cars, protective clothing and a helmet for cyclists, and so forth), they take damage based on the Passenger Damage column of the Crash Speed table. If not, they take the same damage as the vehicle does.

Each passenger taking damage from a crash can make a DC 15 Constitution saving throw. On a success, the passenger takes half damage. Damage taken in a crash is bludgeoning damage, and personal armor can’t prevent it (though armor might count as safety equipment at the GM’s discretion.)

If a vehicle crashes at air speed, all passengers on the vehicle are typically killed.

Falling Vehicles

When a vehicle falls from a height, unless the fall is part of a successful stunt, the vehicle automatically crashes. The effective speed of this crash is determined as based on the distance of the fall or the speed of the vehicle before it fell, whichever is greater.

Fall Distance Equivalent Speed
10–50 feet Low speed
60–100 feet Mid speed
110–150 feet High speed
160 feet or more Extreme speed

Falling Planes

Planes that fall from high altitude take a certain amount of time to reach the ground. The GM can give any character in the plane a chance to try to escape, or to somehow arrest the fall. Considering that a crash or free fall likely means death, heroes should be given every reasonable opportunity to escape.

Damaging A vehicle

When a vehicle is hit by an attack or otherwise takes damage, compare the vehicle’s Armor Value to the attack’s Penetration Value. If the Penetration Value is higher than the Armor Value, the vehicle is damaged. If the Armor Value is equal to or higher than the Penetration Value, the vehicle is not damaged.

Vehicles don’t have hit points, so a vehicle that is damaged makes a Constitution saving throw with a DC = half the attack’s damage, rounded down. The driver rolls a d20 and adds the vehicle’s Constitution modifier to get the result. On a success, roll on the Vehicle Damage table to determine what was damaged, and with what effect. On a failure, the vehicle is Totaled (see “Vehicle Conditions” above). A totaled vehicle that is moving risks a crash.

Vehicle Damage
d6 Part Damaged Effect
1 Cargo A random piece of important cargo is hit by the attack. If the vehicle has no cargo, there is no effect.
2 Body The vehicle gains one permanent level of Body Damage.
3 Control The vehicle gains one permanent level of Loss of Control.
4 Power The vehicle gains one permanent level of Loss of Power.
5 Tires If the vehicle has tires, it has the Blown Tires condition and risks a crash. A vehicle without tires gains one permanent level of Body Damage.
6 Passenger A random passenger is hit by the attack instead of the vehicle.

Vehicles In Combat

The most common vehicular combat scenario is a chase. The vehicle combat rules in this section aren’t meant to simulate a vehicle’s movement with the same accuracy as the game rules track the movement of heroes and NPCs. Outside of a chase, a vehicle will usually be stationary, speeding into combat, or speeding out of combat.

Initiative

If a vehicle without a driver is called on to make a check when it risks a crash, it does so on the initiative of its last driver.

Attacking From Vehicles

Characters can attack from inside a vehicle, but any combatant in a moving vehicle has disadvantage on attacks against targets outside the vehicle.

Firing Integrated Vehicle Weapons

Some vehicles, particularly certain types of military vehicle, have built-in weapons integrated into their design. Depending on the weapon, the driver or another designated character can fire a vehicle’s integrated weapons as an attack on their turn. Proficiency with Military Equipment covers using integrated vehicle weapons.

An integrated weapon in a turret can fire in any direction. Otherwise, the vehicle must be facing in the direction of a target.

Drive-BY and Strafing Attacks

A moving vehicle used to make attacks against much slower combatants engages in a drive-by or strafing attack. The GM sets a distance for the vehicle as it passes by the targets. On the initiative of the vehicle’s driver, the vehicle arrives at the site of the attack, where it can be attacked until the start of its next turn. At that point, the vehicle moves away.

If a vehicle circles back around to do a drive-by or strafing attack at the same location, the GM decides how long it takes to do so (typically at least 1 round).

Attacking Vehicles

Vehicles that come under attack are treated differently than living combatants, but they can still be damaged in specific ways. Attacking a vehicle is accomplished in the same way as a normal attack, with an attacker choosing the vehicle as a target and making an attack roll. If the attack hits, it deals damage, imposes a condition or other effect, or both. A vehicle can’t be killed, but it can be Totaled. (See above for information on damaging vehicles.) By default, a stationary vehicle has a Defense of 5. While in motion and operated by a driver with proficiency with Vehicles, a vehicle’s Defense is equal to 10 + the lower of the vehicle’s Dexterity modifier and the driver’s bonus with Dexterity (Vehicles) checks.

Example: A driver has a bonus with Dexterity (Vehicles) checks of +4, from a Dexterity modifier of +2 and a proficiency bonus of +2. When they drive a car with a Dexterity modifier of +1, the driver’s skill is limited by the car’s maneuverability, which sets its Defense to 11. If that same driver were to drive a vehicle with a Dexterity modifier of +6, the driver’s own skill would be the limiting factor, giving the vehicle a Defense of 14.

Aiming at The Tires

When attacking a vehicle, a character can choose to target the tires. The attack roll is made with disadvantage, but automatically targets the tires rather than having the attacker roll for a damage location. If the attack hits and the attack’s Penetration Value is higher than the Armor Value of the tires (1 by default), the vehicle gains the Blown Tires condition and risks a crash.

Aiming at Passengers

Aiming at passengers in vehicles is handled as normal combat, though passengers in a vehicle likely have cover. Unless it has the exposed property (see “Vehicles Properties” in Equipment), a vehicle provides three-quarters cover to characters inside it, and the vehicle’s Armor Value is used as the Armor Value of the cover. A vehicle’s windows can provide total cover, but since they are usually transparent and have only an Armor Value of 1, they offer limited protection.

A combatant that crouches or lies down in a vehicle has total cover from anyone 5 feet from the vehicle or farther, but can’t see outside the vehicle.

Ramming With Vehicles

The driver of a vehicle can intentionally crash into something or someone if they so choose. Resolving whether the ramming succeeds depends on the target.

Target Resolution

Stationary object Automatic success.

Another Vehicle

The GM calls for a Dexterity (Vehicles) contest between the two drivers. A success by the driver of the ramming vehicle results in a crash.

Creature

A creature targeted by a vehicle, aware of the danger, and able to move can use the Dive for Cover reaction to avoid the ramming attempt. If the creature can’t dive for cover, the vehicle rams them. The creature can make a Dexterity saving throw with a DC = 8 + the lower of the driver’s Dexterity (Vehicles) bonus and the vehicle’s Dexterity modifier. On a success, the creature takes half damage from the crash.

No Driver

A vehicle with no driver or pilot gains three temporary levels of the Loss of Control condition. These levels are removed when a new driver takes control of the vehicle.

Pushing Maneuver

As an action, the driver of a land or sea vehicle can try to push another vehicle in an attempt to destabilize them or shove them into an obstacle. To have any effect, the pushing vehicle must be of equal size or larger than the target vehicle. This action is resolved using a Dexterity (Vehicles) contest between the two drivers. If the pushing vehicle is larger, the driver has advantage on their check.

  • If the pushing vehicle driver wins, the target risks a crash.
  • If the pushing vehicle driver loses by 5 or more they risk a crash.
  • If the pushing vehicle driver loses by less than 5, nothing happens.

Taking Control

As an action, a character in or on a vehicle who is within 5 feet of the driver can attempt to take over control of the vehicle from the driver. If the driver does not resist, the new character can automatically make ability checks to drive the vehicle. If the driver resists, both characters engage in a Strength (Athletics) or Dexterity (Sleight of Hand) contest, with each character choosing which ability check to use. If the contest has a winner, that character can make ability checks to drive the vehicle for 1 round.

In either event, the character driving has disadvantage on ability checks made to steer the vehicle for 1 round.

Vehicles In Chases

Though the circumstances of a vehicle chase are different, the general mechanics are the same as for a chase undertaken by characters on foot. During a chase making use of a vehicle, the driver of that vehicle likely makes all checks and saving throws involving complications. Even if they don’t, they are the only character who can use the Brace action to gain advantage on those checks. Many suggested activities involved in using the Gain Ground action also focus on the driver.

Passengers involved in a vehicle chase might be able to make ability checks using the Gain Ground action to target a character on the other side in the chase, or they can aid the driver in their own checks to gain ground. Passengers can also engage in combat with adversaries, sit tight to wait for a moment when they can be of assistance to the driver, or engage in commentary and roleplay around the action.

Chase Speed

Vehicle chases happen at the fastest speed a vehicle on the prey side is able to go in the chase environment. If a vehicle on the prey side can go considerably faster than the predators, the GM is likely to rule that the prey side automatically wins the chase. That said, many chases take place in situations where vehicles can’t move at their maximum speeds, allowing skilled driving to be the key to success.

DCs by Level
Level Hero Bonus Range Skill Check DC Ability Check DC Combat DC
1 -1 to +7 13 (17) 11 (13) 12 (15)
2–4 -1 to +8 13 (18) 11 (14) 13 (16)
5 -1 to +10 14 (20) 11 (14) 13 (17)
6–8 -1 to +11 15 (21) 12 (15) 14 (18)
9–10 -1 to +13 16 (23) 12 (15) 14 (19)

The GM’s Toolbox



Game Mastering is challenging, but also immensely rewarding. It can be a lot of work, but it comes with an incredible sense of joy and satisfaction. People have been fulfilling this role for more than 50 years now and libraries worth of advice have been written on the subject. Whether you are an experienced GM or are preparing to run your first game, you are the heart and soul of this hobby we all share. Part Iii of Everyday Heroes exists to help you prepare for play and to build fantastic adventures in the modern world.

This chapter focuses on rules and advice for building and running different kinds of encounters, applying the rules of the game, creating exciting chase scenes, and more.

DCs by Level

A GM sets Difficulty Challenge (Dc) numbers, whether when planning an encounter or when responding to the actions of a character in the middle of a tense action scene. Because Everyday Heroes uses straightforward mechanics, it doesn’t take long to get a feel for what makes an easy or difficult DC.

When setting a DC, you want characters of a given level to succeed about 55 percent of the time. Generally speaking, combat Dcs should be harder for characters to succeed than ability check or skill check Dcs. Why? To reflect expertise, and because skill checks are often undertaken by the most skilled member of the team, as opposed to everyone participating in combat.

The Dcs by Level table shows the range of bonuses that heroes can obtain by level, as well as the median Dcs for different types of rolls. At any given level band, the first DC in each entry represents the target for an average challenge for an average character (which said character should succeed at 55 percent of the time), while the DC in parentheses represents the target for an average challenge for the most talented heroes. As characters go up in level, the range between the most talented hero and an average character grows wider. The “Skill Check DC” column represents ability checks made using a skill proficiency or expertise. The “Ability Check DC” column is for ability checks made with no proficiency. The “Combat DC” column covers attack rolls and saving throws made in combat.

In general, to set a difficult DC, add up to 5 to any of the numbers on the table. To set an easy DC, subtract up to 5. That creates a success-rate range of 30 percent to 80 percent for characters of the indicated level. The chance for characters to gain advantage is common, so Gms should err on the high side when setting up truly challenging tasks.

Looking at the table, the biggest difference isn’t so much between low-level and high-level characters as it is between characters who are weaker in specific areas or who specialized in those areas (as indicated by their bonus). This is an intentional part of the 5e system design, which we carried over into Everyday Heroes.

Also worth noting, Defense values for both heroes and NPCs are typically higher than the combat DC ranges, especially considering that three-quarters cover provides Defense 20. This is because most combat-focused heroes are at the upper end of the hero range for their chosen combat style, and because at lower levels, damage values can be high compared to hit points. But this defensive advantage slowly erodes as heroes level up and gain a bigger hit point cushion.

Area of Effect

Certain effects in Everyday Heroes cover an area, allowing them to affect multiple targets at once. Most areas of effect are described as having a radius, meaning that from a center point, a circle is drawn using a line of that length extending out in all directions from the center point. Another way to think of it is that anything the specified distance or less from the center point is potentially affected.

In games that use a battle map for combat and want to be precise about area, a line of the given distance can be extended out from the center of a target square. If that line touches or passes through the center of any other square, that other square falls in the area of effect. To make a rougher judgment, divide the radius by the size of a square, and then count out from the center square as square 0. For example, a fragmentation grenade has a 20-footradius area of effect. On a map with 5-foot squares, that area of effect extends 4 squares in every direction, not counting the starting square.

The area of effect for suppressive fire is effectively a triangle and is described under the Suppressive Fire action in chapter 9.

When playing without a map in “theater of the mind”-style games, Gms and players need to make judgment calls as to the relationship between people during combat. In modern combat, most combatants stay in visual sight of one another but don’t stand directly next to other combatants to avoid the risk of stray gunfire. Generally speaking, enemies bunched together are much easier to target than those that spread out.

If the location of a hero isn’t clear when determining area of effect, the best approach is for you to ask the players where they imagine their heroes are, then target the attack and declare who’s affected. In the same way, a player whose character makes an area attack or lays down suppressive fire can ask you how many targets they can hit. The answer is up to you, who should try to be fair to the situation and let the players feel they are having a meaningful impact on the fight.

Designing Encounters

When planning adventures, a GM can break up the challenges the characters will face into individual encounters. Typically, an encounter takes place in a single location and involves one main challenge or a set of interconnected challenges. Combat, social challenges, and investigating an area are all examples of encounters. Encounters can bleed into one another, but characters typically deal with them one at a time as they progress through the story.

Most of the content of an adventure is contained within encounters. The time in between encounters is often “fast forward” time, such as travel or resting, or downtime, none of which requires much planning on your part. They simply need to be aware of when the characters are likely to have time to rest or shop between encounters.

Combat Encounters

Modern action often involves characters getting into fights during an adventure. Combat encounters are highly structured, using the rules documented in chapter 9. Gms and players alike should look to that chapter to familiarize themselves with the basics of combat.

When creating a combat encounter, first the GM decides who opposes the characters. Thematically, this can be anyone or anything that makes sense for the story. On the mechanical side, the GM also determines the encounter difficulty and selects enemies that can pose an appropriate level of threat.

Opponent Budget

When building an encounter of average difficulty, all the GM needs to do is count the number of heroes, then pick a number of NPCs whose challenge rating in combat adds up to about that number.

To find how many heroes an NPC is worth, find the characters’ level in the Opponent Values by Level and CR table, then find the number in the column matching the NPC’s CR.

For example, for a 2nd-level team, a CR ¼ NPC is worth ½ of a hero. Against a team of five heroes of 2nd level, ten CR ¼ opponents would thus make an average encounter. Meanwhile, a CR 1 NPC is worth three characters of 2nd level, allowing a GM to build an average encounter out of one CR 1 opponent plus four CR ¼ opponents.

An average encounter will require some effort from the team to overcome, but unless they have been run ragged, there is little chance of them actually losing such a fight. For an encounter whose difficulty is more or less than average, the GM simply selects NPCs whose total value is higher or lower than normal: Trivial Encounter: An encounter with a value below two-thirds of the team’s opponent budget is trivial, posing little challenge to the characters or players. Use such encounters sparingly, as they can easily bog down the game with unnecessary combat.

Easy Encounter: An encounter with a value as low as two-thirds of the team’s opponent budget is easy. These encounters let the players and characters feel cool and powerful, but might cost them a small amount of resources.

Hard Encounter: An encounter with a value of up to 50 percent higher than the team’s opponent budget is hard. Such encounters can be difficult but not overwhelming, and are likely to cost more resources than an average encounter.

Opponent Values by Level and CR
Team Level 0 ? ¼ ½ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1 ? ? 1 3 5 8 10 – – – – – – –
2 1/10 1/5 ½ 2 3 5 8 10 – – – – – –
3 1/15 ? ? 1 1½ 3 5 8 9 10 – – – –
4 ½2 1/10 1/5 3/4 1 2 4 5 6 8 9 10 – –
5 – 1/15 ? ? ½ 1½ 2½ 3½ 5 6 8 9 10 –
6 – ½0 1/10 ¼ ? 1 2 3 4 5 6 7 8 9 10 – – – –
7 – – 1/15 ? ¼ ¾ 1½ 2 3 4 5 6 7 8 9 10 – – –
8 – – ½0 ? ? ½ 1 1½ 2 3 4 5 6 7 8 9 10 – –
9 – – – ? ? ? ¾ 1 1½ 2½ 3 4 5 6 7 8 9 10 –
10 – – – 1/10 ? ¼ ½ ¾ 1 1½ 2 3 4 5 6 7 8 9 10

Very Hard Encounter: An encounter with a value of up to twice the team’s opponent budget is very hard. Very hard encounters can be dangerous. The characters are still likely to come out on top, but a run of bad luck could see them losing the fight if they’re already drained of resources.

Deadly Encounter: Encounters with a value over twice the team’s opponent budget are deadly. As the name implies, characters can die in a deadly encounter if they get unlucky or are low on resources. The characters can definitely lose a fight at this difficulty, but with enough resource expenditure, they’ll probably at least limp away—unless the encounter value reaches triple the team’s level or higher.

NPC Roles

NPCs fill a number of roles in combat, which a GM can use to decide what kind of encounter to create. These roles exist only as general guidance on how opponents might be used in encounter building, the types of characters who do well or poorly against them, and the tactics they might employ. They otherwise have no mechanical effects. An NPC can have any number of roles as long as they all apply.

Basic Roles

Basic combat roles define what an NPC does in a fight in the broadest sense.

Hulk. Hulks have a lot of hit points, and a low Defense. They’re fun for characters to lay into with their highest-damage attacks, but can be effective against heroes who already hit most of the time or who struggle to dish out high damage.

Killer. Killers deal high damage but are relatively easy to take out. A killer doesn’t last as long as some other foes, so characters with a high initiative bonus who can dispatch them quickly will enjoy fighting them, as will tough characters who can protect their allies. Characters with lower Defense and hit points can sometimes struggle against a killer.

Leader. Leaders are NPCs who give their allies some kind of benefit or buff. Characters who can focus attacks can easily take out leaders first, while those with limited mobility and range might struggle against them. Leaders make good boss enemies when supported by allies.

Shadow. Shadows rely on stealth and ambush, along with superior mobility that allows them to hide or find cover after making a strike. Perceptive heroes shine against shadows, as do characters who can keep them from moving. Straightforward characters might have more trouble against shadow NPCs.

Support. Support NPCs perform some role in combat other than dealing damage, taking damage, or buffing their allies. This usually means they debilitate, immobilize, or otherwise harass the heroes in some way, or provide healing or defense to their allies. Characters with good saving throws are more effective against support NPCs, as are those who can perform well even while hindered in combat. Characters with poor saves or who are reliant on a single tactic might struggle.

Tank. Tanks focus on protecting their allies, either explicitly with specific features and abilities, or by standing in front of them and soaking up damage. They usually have high Defense, good saving throw bonuses, and decent hit points, but they do less damage than other NPCs. A tank lets characters with high accuracy and mobility shine, and they punish heroes with poor tactics.

Range Roles

Two combat roles determine whether an NPC fights better up close or from a distance: melee and ranged.

Melee. Melee opponents thrive in close combat. They might have ranged attacks, but those attacks typically pack less punch than their melee options. Heroes who hit hard in melee usually deal better with melee opponents, but characters focused on ranged combat can often take out melee NPCs from a distance before they get close enough to pose a danger.

Ranged. Ranged enemies are more dangerous at a distance, as their melee attacks deal less damage than their ranged options. Heroes who can fight at range should typically concentrate on ranged opponents, but are more effective against melee characters before they can move close enough to bring their attack options to bear.

Grouping Roles

Grouping roles determine whether an NPC works better alone or as part of a mass attack.

Fodder. Fodder NPCs are easy to run. They can be used in large groups against higher-level heroes, as they typically make simple attacks and have no abilities that recharge or resources to track. Characters who can hit multiple enemies at once will shine against fodder NPCs, while those who specialize in dealing large amounts of damage to single targets might struggle and could get overwhelmed.

Loner. Loners excel at fighting on their own or with only a little backup. They are usually complicated in their mechanical setup, make multiple attacks, or possess abilities that recharge or have limited use. Heroes who deal a lot of damage to one enemy will like fighting loners, while characters who focus on damaging multiple enemies might have a harder time. Loners make good boss enemies, whether alone or with allies.

NPCs who have no roles can work in any role but are usually less effective.

Adjusting Combat Difficulty

When a fight breaks out, it’s not just the forces on the enemy side that determine how tough things get. This section covers other factors that can affect the challenge of a combat encounter.

Allies

If the characters have NPC allies in a fight, don’t count them as additional characters when determining the difficulty of an encounter. Rather, look up their value on the Opponent CR table as with enemy NPCs, but subtract that value from the encounter value instead of adding it.

Environment And Terrain

The location of an encounter can easily affect its difficulty. Terrain doesn’t provide exact math as NPCs do, but the GM and the players should keep the following things in mind: Better cover for the characters makes an encounter easier, while better cover for their enemies makes an encounter harder.

Enemies who have long-range attacks and start at a distance make for a harder encounter, especially if the space between the characters and their foes features little or no cover.

Enemies who focus on ranged attacks and are encountered in enclosed spaces make an easier encounter, while melee-focused enemies in the same environment create a harder encounter.

A choke point—a single location that all combatants must get through to move across the battlefield—makes an easier encounter if the characters are outnumbere, but a harder encounter if they’re trying to press forward.

Tactics

Smart enemies can adjust the difficulty of an encounter by taking cover, focusing fire on one hero at a time, staying out of reach of melee characters, or any other tactics that make them individually more dangerous. At the other extreme, if the enemies barrel in, ignore potential cover, attack whoever is in front of them at any given moment, go toe-to-toe with melee specialists, or otherwise make bad tactical choices, they’ll be easier to deal with.

It’s hard to assign numbers to tactical superiority, but tactics are extremely easy to adjust during a fight. If things start to go badly for the characters, the GM might have an enemy slip up. Likewise, for a team that consistently takes down threats with ease, a GM might want to increase the challenge by planning out the enemies’ movements and tactics more carefully.

Equipment

The modern world features powerful, high-tech weapons which don’t take significant training or skill to use. A gm should keep the following balance issues in mind when deciding what weapon limitations to place on heroes, if any, and how to stage combats so everyone has a good time.

By and large, guns in Everyday Heroes are more dangerous than the game’s non-firearms options, both because of their solid damage and because characters can employ them from a great distance. A hero armed with a kitchen knife simply won’t present the same level of danger as one armed with a military assault rifle and hand grenades. Meleebased heroes can choose strong abilities to help them compete, but there aren’t many ways to use their fists from a hundred yards away. Guns always provide an edge in modern combat.

That said, the GM can always try to stage fights in environments where melee characters have reasonable opportunities to close distance and get into the fray. For example, make sure the environment features sufficient cover. This lets melee characters charge up on their turn and then hunker down at the end of movement. On the other hand, foes with automatic weapons or grenades can do a lot of damage to heroes who don’t have any cover to duck behind. You can also stage fights in enclosed spaces, such as a warehouse or parking garage, though the GM must be wary of hindering characters who specialize in long-range weapons.

Another equipment strategy the GM can employ is to match enemy weapon types with the types of weapons the heroes carry. If the team features an equal mix of melee and ranged combatants, arming enemies in a similar way can help ensure everyone has an opponent they can square off against.

Combat And Range

Modern combat can feel quite different from fantasy combat. Most fantasy battles take place face to face, with ranged attackers relatively close to the field of battle except in rare cases. In a modern setting, a character might be attacked from more than a mile away by an enemy they’re wholly unaware of. This section details some of the considerations that come into play when staging fights in a modern setting.

Maps Like 5e fantasy gaming, Everyday Heroes is designed to work with or without battle maps. It comes down to what style your group prefers. Maps allow for precise measurements and let everyone see how the battle unfolds. Using “theater of the mind”-style descriptive combat has more flexibility, but it can get confusing and requires the GM to not only effectively describe the situation but adjudicate character actions in a way that appears fair to everyone.

One of the challenges of a game using maps is that no map can cover the distances potentially involved in a gun battle at the same time that it handles close-quarters combat. Most battle maps are made with a close-up scale of 5 feet per square in mind. Combatants shooting targets from 100-yard ranges—not to mention true snipers firing from even farther away—are not going to fit on such a map. Many Gms mix maps with theater-of-the-mind to stitch such battles together.

For Gms not using maps, it can be challenging to determine if a combatant using the Dive for Cover reaction can find and reach cover, or exactly how far away a melee hero is from the assassin shooting at them. Even for groups not playing with a battle mat, it can be useful to have a small-scale map to show relative positions or a strong GM description that creates a mental image of the situation.

A positioning map not at any particular scale that shows the positions of combatants relative to one another can solve this problem for theater-of-themind groups. Such a map works at nearly any scale, and you can even use a large-scale positioning map alongside a small-scale encounter map to show combatants in melee.

Setting The Stage

Gms create and set up the scenes in which combat takes place. Most written adventures detail specific locations for their combat encounters, whether the heroes are in a given location when enemies attack, or the enemies are in a given location when the heroes arrive. Either way, the GM usually controls whether an encounter takes place at long or short range.

The GM should always keep in mind the capabilities of their heroes when planning encounters. The characters should be challenged but not overwhelmed during most combats. A clifftop ambush sprung on a bunch of melee-focused characters will likely leave them in serious trouble no matter their experience and capabilities. Likewise, a barroom brawl with a team of heroes who have minimal melee ability can easily go sideways. Sometimes, you may want to exploit the heroes’ weaknesses to challenge them, but it’s important to keep such scenarios from frustrating your players. The heroes should always have a chance to overcome the challenge in the end.

The same idea works in reverse. If a GM constantly throws packs of martial artists at heroes who are all gun specialists, those heroes are likely to end up shooting their enemies like fish in a barrel. You should reward characters with easy combats once in a while, but enemies should quickly adapt and try different tactics.

Chase Encounters

Chases are every bit as important a part of action movies as combat. Creating great chase scenes is incredibly fun and rewarding for a GM, as a good chase amps up everyone’s level of excitement.

The first step to designing a chase encounter is to understand how chases work in the rules. A gm should eventually be familiar enough with the chase rules that they feel as though they can improvise freely while running one to keep the action moving. The rules for chases are described in chapter 11 and describe everything the participants in a chase can do. This section is more about how to set up chases, focusing on making the GM feel confident in running them. As with the chase rules, this section uses “chase” to mean both chases and races, as the rules for both are almost identical.

When Not TO Use A chase

A chase almost always makes for an exciting scene. But not all situations need an entire scene to play out to show the characters catching someone or getting away from pursuit. A full chase scene might not be necessary under any of the following circumstances:

The consequences of the chase aren’t important. In a combat, the characters are usually fighting for their lives, and while a chase isn’t quite as involved as a fight, it’s still a major investment of game time. As such, don’t run a chase if the players aren’t invested in the outcome.

The locale isn’t dynamic. A chase scene requires an ever-shifting landscape full of complications and opportunity for action. Don’t use a chase scene for a simple race intended to see who’s faster.

The chase is really just a fight. In some scenarios, a GM might set up a high-speed combat on top of moving vehicles or some other chase-like environment. But if no one is trying to get away, it’s not a chase. Such a scene can be resolved like any combat—just with much more deadly falls!

When there’s no need to use a full chase, a GM can resolve a quick foot race with a simple ability contest, such as a Strength (Athletics) contest, or a group Strength (Athletics) check made against a DC equal to the opponents’ passive Strength (Athletics) check. This setup is most useful when the outcome is uncertain, but also not that critical. And if the outcome of a chase doesn’t matter at all, the GM can skip calling for die rolls entirely and simply narrate the outcome.

Example: A group of enemies is mostly defeated, but one of them runs. It might matter whether they get away to tell their boss what happened, but the heroes have just had a fight, this single enemy isn’t important, and the consequences of their escape are minor. As such, the GM might decide to call for a Strength (Athletics) check from any character saying they want to go after the fleeing villain, or might simply decide that the villain escapes successfully or is automatically captured by anyone who goes after them.

Setting UP A chase

Chases can become part of a game when the GM plans them as a set piece, or when they happen spontaneously. The chase rules of Everyday Heroes are designed to make both of these situations easy to handle. The first thing a GM considers when setting up a chase is how they want it to end. Like the start of a chase, the end of a chase can be planned or unplanned.

Round Limit And Difference Limit

All chases have a round limit that determines when the chase is automatically over. For example, a GM might decide that a car chase is going to run for 4 rounds. This lets them plan out four cool complications for the characters to cope with before the chase comes to an end. At the end of the round limit, the winner of the chase is whichever side has the most chase points earned for overcoming challenges, or when the opposing side fails a challenge badly. In the case of a tie, the characters trying to flee (the prey side) are captured by the characters chasing them (the predator side).

Chases can be any length, but a time limit of 3 to 4 rounds suffices for most chases. A time limit of 5 to 8 rounds works for a more complex chase, but such a case should include a difference limit as well, in case one side pulls far enough ahead that additional time spent in the chase scene won’t be exciting. At the end of any round, if the difference between the chase points earned by both sides in a chase equals or exceeds the difference limit, the chase automatically ends and the side with more chase points wins. For example, a GM has set the round limit of a complicated chase to 6 and the difference limit to 5. At the end of round 3, the prey side has 3 chase points and the predator side has 8 chase points—equaling the difference limit, and establishing that the predator side have caught up to the prey side well within the chase’s time limit.

When deciding on an appropriate difference limit for a chase, a GM should think about the number of heroes in the chase, which heavily influences how many chase points can be gained by each side during each round. By default, a chase should use a difference limit equal to 1.5 per hero, rounded up. A difference limit of around 1 per hero makes for a tight chase where one exceptional round could end it, suitable for short- to mid-length chases or tense scenes where someone might slip away or get caught at a moment’s notice. A difference limit closer to 2 per character requires one side to be solidly in the lead before automatically winning, and is most suitable for longer chases whose complications can make things interesting even after it becomes clear which way the chase is going to go.

Unplanned Chase Endings

Chases can also end when events take place that naturally would bring the chase to a halt. Most commonly, if everyone on a given side drops out, then the chase is over. If a chase ever feels as though it has gone on too long, the GM can simply have the NPCs drop out in frustration.

Chase DC

A chase should have a default DC used for most or all of its complications. As a baseline, DC 13 works well for a low-level chase (levels 1–4), DC 15 works for a mid-level chase (levels 5–8), and DC 16 works for a high-level chase (level 9–10). Lower Dcs in a chase favor the heroes and higher Dcs favor their opponents, since only heroes roll against complications to determine which side gains chase points.

Though a hero using the Gain Ground action normally engages in an ability contest with a character on the other side in a chase, a GM can also use the default chase DC for such actions.

See the “Dcs By Level” section in chapter 12 for more information on setting Dcs.

Streamlining Enemy Actions

By default, enemies take actions during a chase just like heroes, but a GM can take advantage of a few differences and options in the more narrative, freeflowing environment of a chase scene.

Non-ACTIONS During a chance where there are large numbers of NPCs involved you can simply narrate what some or all of the NPCs are doing in the environment rather than having them all take specific actions. Combining Actions

When a chase involves a whole lot of NPCs, the GM can always combine some or all of their actions into a single Gain Ground action. This is functionally similar to having some of the NPCs use the Brace action, but the GM can then give the NPCs a bonus to the check to gain ground or give the check advantage due to their numbers. This gives the NPCs an edge as a unit, as opposed to having individual attempts to gain ground against a skilled hero effectively hand the hero’s side free chase points.

More Targets

When the heroes are in a chase against a single opponent or a much smaller group, being able to take multiple Gain Ground actions can be a serious benefit. An NPC with extremely high bonuses in the sorts of ability checks used in the chase negates this benefit, but is likely to make the chase extremely difficult. For a smaller increase in difficulty, you can have an NPC using the Gain Ground action make a single check contested by the checks of multiple heroes, rather than making a separate check for each contest.

Pure Simplicity

A GM might also use all of the above options together, making a single roll for all opponents against some or all of the heroes.

Range

During a chase, the exact distance between participants is not tracked. Instead, it’s up to the GM to decide how far apart everyone is, and if any given character is in range of another combatant’s attacks. In most chases, it can usually be assumed that any ranged attack or ability has enough range to target any enemy, but the GM will consider the narrative of the scene when adjudicating what is or isn’t in range.

Cover

What kind of cover any given participant in a chase has depends on the environment, which can be informed by the round’s complication as well as the GM’s descriptions. Characters might have half cover while running through a crowd, three-quarters cover in a junkyard or a construction site, or total cover in a building with short hallways that keep enemies just out of sight.

Splitting UP Sometimes, characters on the prey side of a chase might split up. If all the prey take slightly different routes as they try to flee but are still roughly headed in the same direction, the chase continues as normal. A chase naturally involves characters temporarily splitting up while avoiding obstacles anyway, so there’s no need to do anything special in this case.

In a case where fleeing characters decide to go in dramatically different directions, each character on the predator side must choose who to follow. If all the predators choose to chase only one group of prey, then any other fleeing prey who split off get away and everyone else carries on with the chase normally. If the predators also split up to continue chasing different groups on the prey side, then multiple chases are now occurring simultaneously. Each chase begins with the same number of chase points as the original chase, but newly earned points apply only to the new chase in which they are earned.

Vehicle Chases

In a vehicle chase, the opportunity to make rolls for complications and to take the Gain Ground action is available only to a character driving a vehicle. Because of this, it makes sense for drivers not trying to gain ground to consistently use the Brace action to gain advantage on ability checks involving complications.

Nondriver characters can take combat actions during a vehicle chase, with the GM tracking movement and range relative to vehicles holding characters attacking each other. However, overall chase movement is still tracked using the simplified chase mechanics.

Mounts In Vehicle Chases

When using mounts as part of a vehicle chase, a mount’s Strength, Dexterity, and Constitution modifiers are used as if it were a vehicle when a complication uses those modifiers. However, a mount’s Strength modifier is treated as if it were 5 lower than normal. A mount’s rider uses Dexterity (Survival) checks in place of Dexterity (Vehicles) checks when dealing with complications.

Speed Differences

The chase rules are built around the assumption that all participants in a race can move through their environment at comparable speeds. But if characters on the prey side are speeding away down an open road in a sports car while the predator side features kids on bicycles, that’s not a chase. The fleeing characters are simply getting away.

That said, a sports car can’t go all that fast on busy downtown streets where kids on bicycles can cut through alleyways and between cars. So in that environment, the chase could be perfectly reasonable. In the end, it falls to the GM’s storytelling skills to make chase scenes believable, and their choice of challenges and complications to make a chase competitive.

Another way to deal with problematic speed differences between both sides in a chase is to have a relatively short round limit for the chase. For example, in the classic scene of the bad guys boarding a plane and taxiing down the runway, the good guys might be in cars trying to stop the plane before it gets airborne. If the GM sets up this chase to run for 2 rounds, either the characters will quickly find a way to disable the plane, or they’ll lose the chase as soon as the plane’s superior speed comes into play.

Complications Complications add a sense of place and drama to a chase. They describe the location in which the chase is taking place, as well as what obstacles and opportunities are available for participants to cope with or take advantage of. For a planned chase, the GM can create complications ahead of time. For an unplanned chase, complications might be chosen from a list, rolled randomly, or ad-libbed on the spot.

Every complication is described using a number of components in the following format.

Complication Name

A description gives the GM something to read or paraphrase for the players, to give them a mental picture of what’s happening as a complication unfolds.

Type (hazard or challenge). The complication’s type determines whether it’s a hazard (making use of a saving throw) or a challenge (making use of an ability check).

Gain Ground Suggestions:

  • Each complication includes one or more actions the GM can suggest to the players or undertake them for the NPCs. These suggestions represent the sorts of things participants can do in response to a complication, but aren’t meant to be a definitive list. Chases should be a chance for players to get creative.

    Describing Complications

    When the GM describes a complication, they’ll set the tone for what happens as the heroes and their foes make their rolls, and as they react to the complication with their actions. A complication should feel like a dynamic and changing situation, not a set scene. As the action goes from round to round and complication to complication, the GM will provide description that links each complication to the next, with the players’ imaginations filling in gaps to make the whole process feel like a smooth action sequence.

    Chase Complications

    This section provides a number of sets of complications for different types of chases in different environments. A gm can pick and choose complications that they think would be fun, or can roll randomly on the tables in this section and let luck tell part of the story. Any of these complications can have their flavor changed to suit the exact environment of a chase. The ever-popular fruit vendor’s cart isn’t so different from any other obstacle, except in how it’s described.

    Gms can also create their own complications, most easily by thinking about action movies featuring chases and adapting those situations for their game. And many cinematic adventures will provide complications that can be reused in other adventures. A library of cool complications is much like having a book of foes, providing quick access to cool stuff that can challenge the players and characters.

    Hazards And Challenges

    Heroes have an edge in challenge complications, as they must fail by 5 or more to give a point to the other side. Hazard complications are more difficult, as a hero must succeed by 5 or more to earn a point. As a result, a chase with more hazards is more difficult, while one with more challenges is easier.

    When a GM plans a chase or builds their own table of complications, the default should be an equal number of hazards and challenges. Increasing the number of hazards then increases the difficulty, while increasing the number of challenges reduces it. This can also be done on the fly, with the GM choosing to focus on challenges or hazards depending on how a chase is progressing.

    Optional Rule: Letting Prey Choose Complications

    When the heroes are on the prey side in a chase, it makes sense for them to choose what kinds of situations they want to lead their pursuers into. This isn’t the default for chase scenes, because it requires the GM to be extremely familiar with the system and think quickly on their feet. As well, though some players love this kind of creative control over a scene, some don’t want to stretch those creative muscles so hard, preferring to leave that to the GM.

    If this optional rule makes sense, the GM will let the players know. Then, at the start of each round, the players are asked where they want the characters to lead their pursuers or can be given options for where they could go. The GM then either picks a complication that’s a good match for the players’ intentions or invents checks for that complication on the spot based on what the players described.

    Foot Chase, Urban Streets

    These complications can be used for outside encounters in any city or adapted for suburban locales.

    d10 Complication

1 Fruit Cart
2 Busy Street
3 Under Construction
4 Rumbling Train
5 Suspicious Cop
6 Twisting Alleyways
7 Crowd
8 Dumpster 9–10 Straightaway

Fruit Cart

A merchant pulling a cart loaded with produce moves into the path of the chase, threatening to send fruit flying everywhere.

Hazard. Strength or Dexterity saving throw

Gain Ground Suggestions:

  • Direct the blame to an opponent so the cart owner antagonizes them and not you. Charisma (Deception) against Charisma (Persuasion)
  • Throw spilled fruit at an opponent. Strength (Athletics) against Constitution (Endurance), or opposed by a Dexterity saving throw
  • Scatter spilled fruit over the ground behind you so your opponent slips on it (prey only). Dexterity (Sleight of Hand) against Dexterity (Acrobatics)

    Busy Street

    The chase leads into a busy street full of vehicles on the move.

    Hazard. Dexterity saving throw

    Gain Ground Suggestions:

    • Distract drivers so they can’t avoid running into your opponent. Charisma (Performance) against Charisma (Performance)
    • Hop over moving cars, hindering opponents who can’t keep up. Strength (Athletics) against Strength (Athletics)
    • Move with the traffic by predicting its flow more accurately than your opponent. Intelligence (Social Sciences) or Wisdom (Vehicles) against Intelligence (Social Sciences) or Wisdom (Vehicles)

      Under Construction

      Construction crews have ripped up the street directly in the path of the chase, which is filled with supplies and equipment.

      Hazard. Intelligence saving throw

      Gain Ground Suggestions:

      • Pull a lever that moves a piece of equipment into your opponent’s path. Intelligence (Mechanics) against Wisdom (Perception)
      • Run straight through the construction area, hopping on pipes, equipment, and even workers. Dexterity (Acrobatics) against Dexterity (Acrobatics)

        Rumbling Train

        As the chase approaches a railroad crossing, a train rumbles past, creating an incredible din that makes it hard to focus.

        Hazard. Wisdom saving throw

        Gain Ground Suggestions:

        • Hop on the side of the train that’s going in the right direction. Strength (Athletics) against Strength (Athletics)
        • Time your movement across the tracks so the train cuts off pursuers (prey only). Wisdom (Perception) against Wisdom (Perception)

          Suspicious Cop

          A police officer ahead sees the chase but doesn’t know what to make of it, and is suspicious of everyone involved.

          Hazard. Charisma saving throw. Each participant on a side succeeds automatically on the save if at least one of them shows a police badge as a reaction.

          Gain Ground Suggestions:

          • Shift suspicion to an opponent. Charisma (Deception or Persuasion) against Charisma (Deception or Persuasion), depending on whether participants are on the side of the law or not
          • Move the cop into the path of pursuers so they have to shove their way past (prey only). Dexterity (Sleight of Hand) against Strength (Athletics)

            Twisting Alleyways

            The chase turns a corner into a maze of confusing alleyways littered by trash cans and refuse.

            Challenge. Intelligence (Investigation) or Wisdom (Streetwise) check

            Gain Ground Suggestions:

            • Seek a shortcut through the alleys. Wisdom (Streetwise) against Wisdom (Streetwise)
            • Knock over a trash can to trip up pursuers (prey only). Strength (Athletics) against Dexterity (Acrobatics)
            • Fake out your opponent to slip down a different alley (prey only). Charisma (Deception) against Wisdom (Insight)

              Crowd

              A thick crowd of people chokes the street ahead.

              Challenge. Intelligence (Social Sciences) or Charisma (Intimidation or Persuasion) check

              Gain Ground Suggestions:

              • Convince people to get in the way of your opponents. Charisma (Persuasion) against Charisma (Intimidation or Persuasion)
              • Vanish into the crowd (prey only). Charisma (Stealth) against Wisdom (Perception)

                Dumpster

                A dumpster in the process of being emptied by a large truck blocks the path ahead.

                Challenge. Strength (Athletics) check

                Gain Ground Suggestions:

                • Seek another way around. Intelligence (Investigation) or Wisdom (Streetwise) against Intelligence (Investigation) or Wisdom (Streetwise)
                • Convince the truck driver to block your opponent after you’ve passed (prey only). Charisma (Persuasion) against Charisma (Intimidation or Persuasion)

                  Straightaway

                  The sidewalk ahead is clear, but fences block any other paths you might take.

                  Challenge. Constitution (Endurance) check

                  Gain Ground Suggestions:

                  • Hoof It. Constitution (Endurance) against Constitution (Endurance)
                  • Hop a Fence (prey only). Strength (Athletics) against Strength (Athletics)

                    Foot Chase, Building Interior

                    These complications can be used for chases taking place in a single large building or multiple buildings strung together. A gm might also alternate these complications with those of other sections as a chase goes in and out of buildings.

                    d10 Complication
1 Residence/Office
2 Crowded Hallway
3 Confusing Hallways
4 Clutter
5 Stacked Boxes
6 Stairs Up
7 Stairs Down
8 Cramped Space
9 Locked Doors
10 Long Hallway

Residence/OFFICE

The chase leads into an occupied room, surprising everyone inside.

Hazard. Charisma saving throw

Gain Ground Suggestions:

  • Convince people to harry your opponent. Charisma (Deception or Persuasion) against Charisma (Deception or Persuasion), depending on whether participants are allowed to be in the area or not
  • Tip furniture into the path of pursuers (prey only). Strength (Athletics) against Dexterity (Acrobatics)

    Crowded Hallway

    The hallway ahead is clogged with people blocking the way.

    Hazard. Strength or Charisma saving throw

    Gain Ground Suggestions:

    • Yell at everyone to get out of your way. Charisma (Intimidation) against Charisma (Intimidation)
    • Look for another way around (prey only). Wisdom (Perception) against Wisdom (Perception)

      Confusing Hallways

      The chase bogs down in a confusingly laid out section of hallways.

      Hazard. Intelligence saving throw

      Gain Ground Suggestions:

      • Figure out the architect’s intent to take the right turns. Intelligence (Arts and Crafts) against Intelligence (Arts and Crafts)
      • Make abrupt turns to lose pursuers (prey only). Dexterity (Stealth) against Wisdom (Perception)

        Clutter

        The chase leads into a cluttered room, full of all kinds of junk that might be tripped over.

        Hazard. Dexterity saving throw

        Gain Ground Suggestions:

        • Book it straight across and try not to trip. Dexterity (Acrobatics) against Dexterity (Acrobatics)
        • Try to throw off pursuers by staying hidden behind the junk (prey only). Dexterity (Stealth) against Wisdom (Perception)

          Stacked Boxes Stacks of cardboard boxes block most of the hallway ahead.

          Hazard. Strength or Dexterity saving throw

          Gain Ground Suggestions:

          • Keep your pace by navigating around the boxes. Intelligence (Investigation) against Intelligence (Investigation)
          • Smash straight through the boxes. Strength (Athletics) against Strength (Athletics)
          • Strategically pull out a box to topple a pile over onto pursuers (prey only). Wisdom (Arts and Crafts) opposed by a Dexterity saving throw

            Stairs UP

            The only path forward is a set of stairs heading up to another floor.

            Challenge. Strength (Athletics) or Constitution (Endurance) check

            Gain Ground Suggestions:

            • Take the steps three at a time. Constitution (Endurance) against Constitution (Endurance)
            • Knock a trash can or other object down the stairs (prey only). Strength (Athletics) against Dexterity (Acrobatics)

              Stairs Down

              The only path forward is a set of stairs leading down.

              Challenge. Strength (Athletics) or Constitution (Endurance) check

              Gain Ground Suggestions:

              • Leap down the stairs. Strength (Athletics) against Strength (Athletics) or Dexterity (Acrobatics)
              • Slide down the railings. Dexterity (Acrobatics) against Strength (Athletics) or Dexterity (Acrobatics)

                Cramped Space

                The chase leads into a crawl space, between walls, through a vent, or some other cramped route.

                Challenge. Dexterity (Acrobatics) or Intelligence (Security) check

                Gain Ground Suggestions:

                • Squeeze your way through. Dexterity (Acrobatics) against Dexterity (Acrobatics)
                • Quietly disappear while passing through a small space (prey only). Dexterity (Stealth) against Wisdom (Perception)

                  Locked Doors

                  A number of doors ahead are locked, blocking the way forward unless quickly unlocked or busted down.

                  Challenge. Strength (Athletics) or Intelligence (Security) check

                  Gain Ground Suggestions:

                  • Jump through a window. Strength (Athletics) against Strength (Athletics)
                  • Relock a door behind you (prey only). Dexterity (Sleight of Hand) against Intelligence (Security) or Strength (Athletics)

                    Long Hallway

                    A long hallway occupied only by a cleaning cart offers a chance to build up speed.

                    Challenge. Constitution (Endurance) check

                    Gain Ground Suggestions:

                    • Hoof it. Constitution (Endurance) against Constitution (Endurance)
                    • Knock the cleaning cart over to block those behind you (prey only). Strength (Athletics) against Dexterity (Acrobatics)

                      Foot Chase, City Rooftops

                      These complications can be used for any chase taking the characters across the top of one or more buildings. This type of chase is most common in a city, but might take place anywhere multiple buildings are close together.

                      d10 Complication
1 Wide Gaps
2 Storm of Pigeons
3 Skylight
4 Machinery
5 Sloped Roof
6 Windows
7 Ladder Up
8 Ladder Down 9–10 Open Rooftop

Wide Gaps Wide alleyways between buildings require a number of long jumps to get across.

Hazard. Strength saving throw

Gain Ground Suggestions:

  • Seek out the easiest jumps to make. Wisdom (Perception) or Wisdom (Streetwise) against Wisdom (Perception) or Wisdom (Streetwise)
  • Undertake the most difficult jumps to limit pursuit. Strength (Athletics) against Strength (Athletics)

    Storm of Pigeons Racing across the roof disturbs a flock of pigeons, which fill the air around you.

    Hazard. Dexterity saving throw

    Gain Ground Suggestions:

    • Duck through the swarming birds. Wisdom (Perception) or Dexterity (Acrobatics) against Wisdom (Perception) or Dexterity (Acrobatics)
    • Drive the birds back to distract your pursuers (prey only). Wisdom (Survival) opposed by a Dexterity saving throw.

      Skylight

      The chase leads toward an enormous glass skylight, which must be crossed carefully.

      Hazard. Dexterity saving throw

      Gain Ground Suggestions:

      • Go around the window without slowing down. Strength (Athletics) against Strength (Athletics) or Dexterity (Acrobatics)
      • Break the glass behind you to prevent pursuit (prey only). Strength (Athletics) or Wisdom (Arts and Crafts) opposed by a Dexterity saving throw

        Machinery

        This roof is covered in vent exits, doors, and other protrusions, creating a veritable maze.

        Hazard. Intelligence or Wisdom saving throw

        Gain Ground Suggestions:

        • Use your knowledge of machinery to intuit which paths will feature more open space. Intelligence (Mechanics) against Intelligence (Mechanics)
        • Try to lose pursuers in the clutter (prey only). Dexterity (Stealth) against Wisdom (Perception)

          Sloped Roof

          The chase leads to a steep rooftop slope, making for difficult footing.

          Hazard. Dexterity saving throw

          Gain Ground Suggestions:

          • Run along the slope without slowing down. Dexterity (Acrobatics) against Dexterity (Acrobatics)
          • Power up to the apex of the slope. Strength (Athletics) against Strength (Athletics) or Dexterity (Acrobatics)

            Windows

            The route ahead leads through a small rooftop building accessible only by closed windows.

            Challenge. Strength (Athletics) or Intelligence (Security) check

            Gain Ground Suggestions:

            • Hop up to the roof above the windows or climb around. Strength (Athletics) against Strength (Athletics)
            • Block a window behind you (prey only). Strength (Athletics) or Wisdom (Arts and Crafts) against Intelligence (Security) or Strength (Athletics)

              Ladder UP

              A ladder ahead leads to a higher part of the rooftop.

              Challenge. Strength (Athletics) check

              Gain Ground Suggestions:

              • Jostle the ladder and try to shake your opponent off. Strength (Athletics) against Dexterity (Acrobatics)
              • Push the ladder away while pursuers are climbing (prey only). Strength (Athletics) against Strength (Athletics)

                Ladder Down

                A ladder ahead descends to a lower part of the rooftop.

                Challenge. Strength (Athletics) check

                Gain Ground Suggestions:

                • Jostle the ladder and try to shake your opponent off. Strength (Athletics) against Dexterity (Acrobatics)
                • Jump down. Strength (Athletics) against Strength (Athletics)

                  Open Rooftop

                  A wide-open rooftop offers a chance to build up speed.

                  Challenge. Constitution (Endurance) check

                  Gain Ground Suggestions:

                  • Hoof it. Constitution (Endurance) against Constitution (Endurance)
                  • Double back on pursuers to confused them (prey only). Charisma (Deception) against Wisdom (Insight)

                    Foot Chase, Urban Underground

                    These complications can be used for sewers, steam tunnels, subway tunnels, or networks of basements, and are of most use in a city. They can also be used to temporarily take a chase down into an underground location before reemerging onto a street or into a building.

                    d10 Complication
1 Steaming Pipes
2 Sewage
3 Broken Ground
4 Screeching Train
5 Sewer Rats
6 Defunct Railway
7 Machinery
8 Muddy Tunnel 9–10 Twisty Passages

Steaming Pipes Pipes on the walls ahead leak jets of searing steam.

Hazard. Constitution saving throw

Gain Ground Suggestions:

  • Bust a pipe and make it blast steam at an opponent. Intelligence (Mechanics or Natural Sciences) against Constitution (Endurance)
  • Hide in the steam so opponents lose track of your position. Dexterity (Stealth) against Wisdom (Perception)

    Sewage

    The chase leads into a huge pipe partially flooded with raw sewage, promising an unpleasant passage.

    Hazard. Constitution saving throw

    Gain Ground Suggestions:

    • Throw sewage at your opponent. Constitution (Endurance) against Constitution (Endurance)
    • Run along the pipe’s curving sides to avoid being bogged down. Dexterity (Acrobatics) against Strength (Athletics) or Dexterity (Acrobatics)

      Broken Ground

      The floor ahead has been broken up, leaving sharp pieces of concrete and piping in your path.

      Hazard. Dexterity saving throw

      Gain Ground Suggestions:

      • Seek the safest path. Wisdom (Perception) against Wisdom (Perception)
      • Hop between protruding pieces of concrete. Dexterity (Acrobatics) against Dexterity (Acrobatics)

        Screeching Train

        A train passes in the direction of the chase, its screeching wheels making it impossible to focus.

        Hazard. Wisdom saving throw

        Gain Ground Suggestions:

        • Jump up to hitch a ride on the passing train. Strength (Athletics) against Strength (Athletics)
        • Squeeze between train cars and evade pursuers on the other side (prey only). Dexterity (Athletics) against Dexterity (Acrobatics)

          Sewer Rats

          A tunnel full of sewer rats creates a dangerous gauntlet.

          Hazard. Charisma saving throw

          Gain Ground Suggestions:

          • Scare the rats away from you and into an opponent’s path. Charisma (Intimidation) against Charisma (Intimidation)
          • Rile up the rats so they harass pursuers behind you (prey only). Wisdom (Survival) opposed by a Charisma saving throw

            Defunct Railway

            The chase enters a section of a defunct subway tunnel, filled with rusted rails and splitting off in numerous directions.

            Challenge. Wisdom (Streetwise) check

            Gain Ground Suggestions:

            • Find the fastest path through the twisting rails. Intelligence (Investigation) or Wisdom (Streetwise) against Intelligence (Investigation) or Wisdom (Streetwise)
            • Fake out pursuers as you take an unexpected tunnel (prey only). Charisma (Deception) against Wisdom (Insight)

              Machinery

              A room ahead is full of machines and the walkways connecting them, requiring clambering or jumping to get through.

              Challenge. Strength (Athletics) check

              Gain Ground Suggestions:

              • Shake the floor under your opponent by activating a machine. Intelligence (Mechanics) against Dexterity (Acrobatics)
              • Seek out the most stable walkways. Intelligence (Mechanics) against Intelligence (Mechanics)

                Muddy Tunnel

                A long tunnel ahead is relatively clear but filled with sticky mud.

                Challenge. Constitution (Endurance) check

                Gain Ground Suggestions:

                • Hoof it. Constitution (Endurance) against Constitution (Endurance)
                • Kick up some mud at pursuers (prey only). Dexterity (Sleight of Hand) against Constitution (Endurance)

                  Twisty Passages

                  The chase leads into a maze of twisty passages, all seemingly the same.

                  Challenge. Intelligence (Investigation) or Wisdom (Streetwise) check

                  Gain Ground Suggestions:

                  • Seek out a shortcut. Wisdom (Streetwise) against Wisdom (Streetwise)
                  • Disappear within the passages (prey only). Dexterity (Stealth) against Wisdom (Perception)

                    Foot Chase, Park or Woodland

                    These complications are useful when a chase takes place in a city park, isolated woods, or an overgrown suburban area.

                    d10 Complication
1 Thick Underbrush
2 Broken Ground
3 Rocky Slope
4 Angry Animal
5 Rushing Stream
6 Fallen Log
7 Steep Grove
8 Rope Bridge 9–10 Open Field

Thick Underbrush

The chase leads into thick underbrush that hinders both movement and vision.

Hazard. Strength saving throw

Gain Ground Suggestions:

  • Force your way through the underbrush. Strength (Athletics) against Strength (Athletics)
  • Disappear into the foliage (prey only). Dexterity (Stealth) against Wisdom (Perception)

    Broken Ground

    The ground is strewn with stones and twisting roots, making the going treacherous.

    Hazard. Dexterity saving throw

    Gain Ground Suggestions:

    • Take the path of least resistance. Wisdom (Survival) against Wisdom (Survival)
    • Kick up dirt at pursuers (prey only). Dexterity (Sleight of Hand) against Constitution (Endurance)

      Rocky Slope

      The chase leads to a rocky slope of shifting scree that is dangerous to navigate.

      Hazard. Dexterity saving throw

      Gain Ground Suggestions:

      • Slide down. Dexterity (Acrobatics) against Dexterity (Acrobatics)
      • Send a rockslide crashing down on those ahead of you (uphill team only). Wisdom (Survival) opposed by a Dexterity saving throw

        Angry Animal An angry beast appears unexpectedly along the chase route and takes exception to the intrusion into its domain.

        Hazard. Charisma saving throw

        Gain Ground Suggestions:

        • Scare the animal into your opponents. Charisma (Intimidate) opposed by a Charisma saving throw
        • Make yourself look nonthreatening to let the animal focus on your opponents. Wisdom (Survival) against Strength (Athletics)

          Rushing Stream

          A rushing white-water stream cuts across the chase route.

          Hazard. Constitution saving throw

          Gain Ground Suggestions:

          • Leap from rock to rock to cross the stream. Dexterity (Acrobatics) against Dexterity (Acrobatics)
          • Swim along with the flow of the water to emerge downstream (prey only). Strength (Athletics) against Strength (Athletics)

            Fallen Log An ancient fallen tree covered in slippery moss blocks the path.

            Challenge. Dexterity (Acrobatics) check

            Gain Ground Suggestions:

            • Vault up and over. Strength (Athletics) against Dexterity (Acrobatics)
            • Blow up the barrier (prey only, explosives required). Intelligence (Natural Sciences) opposed by a Dexterity saving throw

              Steep Grove

              A steep wooded slope looms ahead with no easy way around.

              Challenge. Strength (Athletics) check

              Gain Ground Suggestions:

              • Cut a curving course through the trees. Dexterity (Acrobatics) against Strength (Athletics)
              • Start an earth slide behind you (prey only). Wisdom (Survival) opposed by a Dexterity saving throw

                Rope Bridge An old rope bridge spans a deep chasm, its condition questionable.

                Challenge. Dexterity (Acrobatics) or Intelligence (Mechanics) check

                Gain Ground Suggestions:

                • Shake the bridge. Strength (Athletics) opposed by a Dexterity saving throw
                • Damage the bridge to hinder pursuit (prey only). Intelligence (Mechanics) against Dexterity (Acrobatics)

                  Open Field

                  The chase enters a wide field, offering a chance to run.

                  Challenge. Constitution (Endurance) check

                  Gain Ground Suggestions:

                  • Hoof it. Constitution (Endurance) against Constitution (Endurance)
                  • Zigzag to confuse pursuers (prey only). Charisma (Deception) against Wisdom (Insight)

                    Foot Chase, Natural Cave or Ruins

                    These complications are useful for a chase through the interior of a natural cave or an old, crumbling ruin.

                    d10 Complication
1 Chasm
2 Narrow Tunnels
3 Bats
4 Flooded Tunnel
5 Sudden Slope
6 Rough Tunnel
7 Sharp Incline
8 Long Tunnel 9–10 Twisting Tunnels

Chasm

A chasm opens across the chase route, with a crumbling wooden bridge across it that will require focus to traverse.

Hazard. Wisdom saving throw

Gain Ground Suggestions:

  • While on the bridge, jump the rest of the way. Strength (Athletics) against Strength (Athletics)
  • Damage the bridge for those behind you (prey only, explosives required). Intelligence (Natural Sciences) opposed by a Dexterity saving throw

    Narrow Tunnels

    The route ahead suddenly narrows, with dangerously rough stone to both sides.

    Hazard. Constitution saving throw

    Gain Ground Suggestions:

    • Try to run sideways. Dexterity (Acrobatics) against Dexterity (Acrobatics) or Constitution (Endurance)
    • Just barrel on through. Constitution (Endurance) against Dexterity (Acrobatics) or Constitution (Endurance)

      Bats Hundreds of bats suddenly swarm across the chase route, screeching incessantly and blocking the view ahead.

      Hazard. Wisdom saving throw

      Gain Ground Suggestions:

      • Yell loudly to scare the bats away. Charisma (Intimidation) against Strength (Athletics) or Charisma (Intimidation)
      • Move low to the ground to avoid the swarm. Strength (Athletics) against Strength (Athletics) or Charisma (Intimidation)

        Flooded Tunnel

        A half-flooded tunnel ahead promises a slog through freezing, waist-high water.

        Hazard. Constitution saving throw

        Gain Ground Suggestions:

        • Dive in and swim for it. Strength (Athletics) against Strength (Athletics)
        • Move under the water to hide from pursuers (prey only). Constitution (Endurance) against Wisdom (Perception)
        • Splash freezing cold water in pursuers’ eyes (prey only). Dexterity (Sleight of Hand) against Constitution (Endurance)

          Sudden Slope

          The floor ahead suddenly drops, sloping down at a dangerous angle.

          Hazard. Dexterity saving throw

          Gain Ground Suggestions:

          • Leap down the slope. Strength (Athletics) against Strength (Athletics) or Dexterity (Acrobatics)
          • Slide down the slope. Dexterity (Acrobatics) against Strength (Athletics) or Dexterity (Acrobatics)

            Rough Tunnel Ahead, the tunnel floor becomes rough and uneven, making for difficult footing.

            Challenge. Dexterity (Acrobatics) check

            Gain Ground Suggestions:

            • Seek the safest path. Wisdom (Perception) against Wisdom (Perception)
            • Full speed ahead. Dexterity (Acrobatics) against Dexterity (Acrobatics)

              Sharp Incline

              The tunnel ahead takes a steep turn upward, creating a difficult climb.

              Challenge. Strength (Athletics) check

              Gain Ground Suggestions:

              • Locate advantageous handholds. Wisdom (Survival) against Wisdom (Survival)
              • Kick rocks down at pursuers (prey only). Strength (Athletics) or Dexterity (Sleight of Hand) against Constitution (Endurance)

                Long Tunnel

                A long, dusty tunnel ahead looks clear and stable, giving you a chance to move.

                Challenge. Constitution (Endurance) check

                Gain Ground Suggestions:

                • Hoof it. Constitution (Endurance) against Constitution (Endurance)
                • Kick up dust at pursuers (prey only). Dexterity (Sleight of Hand) against Constitution (Endurance)

                  Twisting Tunnels

                  The chase leads into a twisting maze of passages, all alike.

                  Challenge. Intelligence (Investigation) or Wisdom (Survival) check

                  Gain Ground Suggestions:

                  • Seek a shortcut. Wisdom (Streetwise) against Wisdom (Survival)
                  • Hide in the tunnels (prey only). Dexterity (Stealth) against Wisdom (Perception)

                    Vehicle Chase, City Streets

                    These complications are for a vehicle chase in an urban environment, or for part of a chase in a rural region that passes through a densely settled area.

                    Saving throws made by the vehicle in the chase are noted as such. All other saving throws are made by the driver. Each complication features only one suggested activity for the Gain Ground action, as vehicle chases typically limit the number of players who can take that action.

                    d10 Complication
1 Vegetable Cart
2 Potholes
3 Steep Hill
4 Ongoing Accident
5 Heavy Traffic
6 Tight Alleyways
7 Pigeon Droppings
8 Through the Mall 9–10 Highway

Vegetable Cart

The chase route leads straight into a vegetable cart being loaded or unloaded from a nearby truck, with no room to go around.

Hazard (Driver Only). Strength saving throw (vehicle)

Gain Ground Suggestions:

  • Use the back of the truck as a ramp (driver only). Dexterity (Vehicles) against Dexterity (Vehicles), with a maximum bonus equal to a vehicle’s Dexterity modifier for each driver

    Potholes

    The road ahead is full of potholes, jostling the vehicle about.

    Hazard (Driver Only). Dexterity saving throw, with a bonus equal to the vehicle’s Dexterity modifier. Anyone driving a Medium or smaller vehicle makes the save with disadvantage.

    Gain Ground Suggestions:

    • Drive straight through (driver only). Dexterity (Vehicles) against Dexterity (Vehicles), with a bonus equal to each vehicle’s Constitution modifier

      Steep Hill

      The street ahead slopes steeply up, then quickly turns down again.

      Hazard (Driver Only). Dexterity saving throw, with a bonus equal to the vehicle’s Dexterity modifier

      Gain Ground Suggestions:

      • Use the hill as a huge ramp (driver only). Dexterity (Vehicles) against Dexterity (Vehicles), with a bonus equal to each vehicle’s Strength modifier

        Ongoing Accident An accident up ahead has stopped traffic, forcing the chase around it.

        Hazard (Driver Only). Intelligence or Wisdom saving throw. A passenger can spend their reaction to make this saving throw instead, but can’t take an action on their next turn if they do.

        Gain Ground Suggestions:

        • Navigate the chaos (driver only). Wisdom (Perception) against Wisdom (Perception). A driver in a Huge vehicle has disadvantage on this check. A driver in a Gargantuan vehicle can’t take this action.

          Heavy Traffic

          The road ahead is clogged with traffic.

          Hazard (Driver Only). Intelligence or Wisdom saving throw. A passenger can spend their reaction to make this saving throw instead, but can’t take an action on their next turn if they do.

          Gain Ground Suggestions:

          • Weave through traffic instead of going around (driver only). Dexterity (Vehicles) against Dexterity (Vehicles), with a bonus equal to each vehicle’s Dexterity modifier

            Tight Alleyways

            The chase leads into a series of alleyways that offer little room to move.

            Challenge (Driver Only). Dexterity (Vehicles) check, with a maximum bonus equal to the vehicle’s Dexterity modifier

            Gain Ground Suggestions:

            • Seek the best route (driver only). Intelligence (Investigation) or Wisdom (Streetwise) against Intelligence (Investigation) or Wisdom (Streetwise)

              Pigeon Droppings

              As the chase passes beneath a flock of pigeons, a storm of droppings suddenly obscures the view ahead!

              Challenge (Driver Only). Wisdom (Perception) check

              Gain Ground Suggestions:

              • Scare the birds into your opponents (one participant per side). Wisdom (Survival) or Charisma (Intimidation) against Wisdom (Survival) or Charisma (Intimidation)

                Through The Mall People dive out of the way as the chase takes a turn straight into a mall.

                Challenge (Driver Only). Wisdom (Insight) or Charisma (Intimidation) check

                Gain Ground Suggestions:

                • Drive through kiosks (driver only). Dexterity (Vehicles) against Dexterity (Vehicles), with a bonus equal to each vehicle’s Constitution modifier

                  Highway

                  A stretch of wide-open road appears ahead, perfect for picking up speed.

                  Challenge (Driver Only). Dexterity (Vehicles) check, with a bonus equal to the vehicle’s Strength modifier

                  Gain Ground Suggestions:

                  • Gotta go fast (driver only). Dexterity (Vehicles) against Dexterity (Vehicles), with a bonus equal to each vehicle’s Strength modifier

                    Vehicle Chase, Back Roads

                    These complications are useful for rural vehicle chases, as well as chases in settled areas that temporarily pass through rougher terrain.

                    Saving throws made by the vehicle in the chase are noted as such. All other saving throws are made by the driver. Most complications feature only one suggested activity for the Gain Ground action, as vehicle chases typically limit the number of players who can take that action.

                    d10 Complication
1 Muddy Road
2 Deer in the Headlights
3 Switchbacks
4 Fallen Branches
5 Low Branches
6 Parking Lot
7 Runners
8 Dirt Road 9–10 Winding Roads

Muddy Road

The road ahead is covered in mud, making the route a slippery mess.

Hazard (Driver Only). Constitution saving throw (vehicle)

Gain Ground Suggestions:

  • Drive right through the thickest mud (driver only). Dexterity (Vehicles) against Dexterity (Vehicles), with a bonus equal to each vehicle’s Constitution modifier
  • Spray mud at pursuers (prey driver only). Dexterity (Vehicles) against Wisdom (Perception). If either vehicle is larger than the other, the larger vehicle’s driver has advantage on this check.

    Deer In The Headlights

    A deer darts out into the road ahead.

    Hazard (Driver Only). Charisma saving throw

    Gain Ground Suggestions:

    • Spook the deer into your opponents (once per side). Charisma (Intimidation) against Charisma (Intimidation)

      Switchbacks

      The road swerves rapidly back and forth as it traverses a steep slope.

      Hazard (Driver Only). Dexterity saving throw, with a bonus equal to the vehicle’s Dexterity modifier

      Gain Ground Suggestions:

      • Take it straight through (driver only). Dexterity (Vehicles) against Dexterity (Vehicles), with a bonus equal to each vehicle’s Constitution modifier. If a vehicle does not have the All-Terrain property, that vehicle’s driver has disadvantage on this check.

        Fallen Branches

        The road ahead is covered in fallen branches.

        Hazard (Driver Only). Constitution saving throw (vehicle). If the vehicle is Gargantuan, this save is made with advantage.

        Gain Ground Suggestions:

        • Take the best path through the branches (driver only). Intelligence (Investigation) or Wisdom (Survival) against Intelligence (Investigation) or Wisdom (Survival)

          Low Branches Multiple branches block the view ahead, making the road hard to see.

          Hazard (Driver Only). Wisdom saving throw.

          Gain Ground Suggestions:

          • Go fast and hope for the best (driver only). Wisdom (Perception) or Wisdom (Survival) against Wisdom (Perception) or Wisdom (Survival)

            Parking Lot

            A parking lot is empty enough to build up some speed.

            Challenge (Driver Only). Dexterity (Vehicles) check, with a bonus equal to the vehicle’s Strength modifier

            Gain Ground Suggestions:

            • Floor it (driver only). Dexterity (Vehicles) against Dexterity (Vehicles), with a bonus equal to each vehicle’s Strength modifier

              Runners Groups of runners move in both directions along the road.

              Challenge (Driver Only). Wisdom (Insight) or Charisma (Intimidation) check

              Gain Ground Suggestions:

              • Convince the runners to throw stuff at your opponent’s vehicle (once per side). Charisma (Persuasion) against Charisma (Intimidation or Persuasion)

                Dirt Road

                The road ahead dwindles to a dirt path.

                Challenge (Driver Only). Dexterity (Vehicles) check, with a maximum bonus equal to the vehicle’s Dexterity modifier. If a vehicle does not have the All-Terrain property, this check is made with disadvantage.

                Gain Ground Suggestions:

                • Gun it! (driver only). Dexterity (Vehicles) against Dexterity (Vehicles), with a bonus equal to each vehicle’s Strength modifier. If a driver’s vehicle does not have the All-Terrain property, that driver has disadvantage on this check.

                  Winding Roads

                  The road follows a winding path, requiring a number of tight turns to maintain speed.

                  Challenge (Driver Only). Dexterity (Vehicles) check, with a bonus equal to the vehicle’s Dexterity modifier

                  Gain Ground Suggestions:

                  • Take the turns fast (driver only). Dexterity (Vehicles) against Dexterity (Vehicles), with a bonus equal to each vehicle’s Dexterity modifier

                    Ending The Chase

                    When a chase ends, if the participants on the prey side have gotten away, the scene is over. Either the characters escaped and can move on to the next thing, or their opponents escaped from them and they’ll have to figure out what to do next.

                    If the predator side wins the chase, two possibilities usually play out. In most cases, combat begins. But where appropriate, the GM can have captured NPCs simply surrender, and it’s always possible—however unlikely—for captured characters to give up. Such a scenario is best used for chasing down significantly weaker or injured enemies, where a fight would be a waste of time.

                    It’s up to the GM how to describe the end of a chase, working with the idea that chase points are a kind of narrative force. When a chase comes to an end, the balance of chase points might suggest a sudden event within the narrative as fleeing characters slip under a closing bulkhead door just in time, pursuing vehicles crash, or enemies running into a dead-end alleyway brings things to a conclusion.

                    Restarting A chase

                    Participants on the prey side can try to run again if they have the opportunity, but the GM decides whether that’s possible. Cornered foes will have to get past their enemies to even attempt to run away again, and Grappled or Restrained combatants typically can’t attempt to flee again at all. If the players are being chased and the opposition is especially deadly, the GM might choose to end a chase in a more open environment, giving the heroes a better chance to try to get away again.

                    Investigation Encounters

                During an investigation encounter, the characters look for clues and gather information. The challenge of such an encounter comes from putting the pieces together and learning what they can. The GM might call for ability checks, especially Intelligence (Investigation) and Wisdom (Perception) checks. But many investigations involve letting the characters interact with their environment and ask questions about what they find.

                Remember, an investigation encounter doesn’t usually cover an entire mystery. Investigating a crime scene represents only one part of solving a crime. Instead, the goal is to find one or more clues that bring the characters one step closer to solving a bigger mystery, give them an edge against an opponent, point them toward another encounter or plot point, or simply fill in interesting information that gives context to other parts of the ongoing story.

                When setting up an investigation encounter, the most important thing for a GM to decide is what information the characters can obtain and how they can obtain it.

                Social Encounters

              During a social encounter, characters seek to gain something by talking to one or more NPCs. They might try to get information out of someone, talk a guard into letting them inside a building, convince a mugger to leave them alone, or engage in any other type of character-to-character interaction.

              Handling social encounters in Everyday Heroes can be covered by easy roleplaying and a die roll or two. But a social encounter can also be a complex roleplaying challenge, with many possible approaches to deciding what to roll and what outcome to assign to those rolls.

              A GM should keep in mind that social challenges are largely asymmetrical. Characters can use ability checks with the Deception, Intimidation, and Persuasion skills to manipulate NPCs, but NPCs can’t use those sorts of checks on the characters in the same way. Players should always have strict control of how their heroes feel, what they believe, and the choices they make.

              Ability checks modeling social skills can be adjudicated in the same three ways as other ability checks: against a fixed DC, as a contest against an NPC’s ability check, or as a contest against an NPC’s saving throw. Fixed Dcs are the default recommendation for most situations, as this allows the GM to take into account their intentions for the NPC as well as the strength of the lie, threat, or argument of the hero making the attempt. Manipulations that follow the NPC’s way of thinking should be easier, and those opposed to it should be more difficult. (For more information on setting Dcs, see “Dcs by Level” earlier in this chapter.)

              Whether using an NPC’s check or saving throw, ability check contests have less predictable outcomes than fixed-DC checks. But they can feel fairer to the players, as a contest is based on the NPC’s stats rather than the GM’s judgment. The trick is deciding what kind of check the NPC should roll. Being persuasive doesn’t mean an NPC is automatically resistant to persuasion, so these contests are often asymmetrical.

              When NPCs try to manipulate heroes, the GM has two options. They can simply say what an NPC says and let the players and characters figure out what it means, or they can allow characters to make Wisdom (Insight) checks to obtain some clue as to whether the NPC is lying or has ulterior motives. This is the one scenario when a contest involving an NPC making an ability check using Deception, Intimidation, or Persuasion against a hero can work well. If the hero succeeds, they get a clue as to the NPC’s true motivations. But there’s no real consequence to the hero losing the contest other than not gaining the insight they sought, leaving them still free to make any decision they think best.

              Social Contests

              Hero NPC Charisma (Deception) to lie about themselves Wisdom (Insight) to determine the hero’s motivations Charisma (Persuasion) to sell the NPC a junker car Intelligence (Vehicles) representing knowledge of cars Charisma (Intimidate) to convince an NPC to let them go Charisma saving throw to see how confident they are in their abilities Charisma (Persuasion) to ask for a favor Wisdom saving throw to represent good judgment Restricted Equipment

          In the real world, certain items are restricted for purchase or ownership to most people. This includes illicit products and equipment normally reserved for the military or law enforcement agencies. Sometimes, though, you have to let the heroes break the rules.

          Exactly what items you decide to restrict can vary depending on location and circumstance. Heroes with a background or profession related to criminal activity, law enforcement, or the military often have opportunities to get access to restricted equipment. Police and military personnel risk serious legal repercussions for using issued equipment outside the line of duty. And anyone caught by the authorities carrying illegal equipment will not only have it confiscated but will likely face criminal prosecution.

          Ultimately, the GM’s discretion determines what items are freely available to heroes and at what cost. Some adventures might limit equipment due to the themes of the story, for specific circumstances, or for encounter balance.

          Limiting Circumstances

          Under certain circumstances, heroes can be limited in what kinds of gear and equipment they have access to, including any of the following examples:  The adventure takes place over the course of a few hours, allowing no time to go shopping or return home to grab needed gear.

           The adventure takes place in a remote location with no stores or delivery services, giving the heroes access only to what they currently carry.  The heroes move through locations where openly carrying weapons or other restricted gear would immediately get them into trouble, legal or otherwise.  The heroes might be temporarily denied access to their wealth and credit because of hackers or government action.  The heroes’ homes and vehicles might be under surveillance by dangerous enemies they want to avoid.

          When such circumstances come up, it can be important for the story and the drama to keep closer track of what the heroes carry in terms of equipment. This can be done in one of three different ways.

          Packing For A trip

          In this scenario, the heroes know they’re heading into an environment or circumstances where they can’t shop for what they need. They know they’ll only have access to whatever they’re carrying or can find in the environment. Each player should write down a list of specific items their character is packing for the trip. The GM can decide how much detail is needed and what’s reasonable to carry. Weapons and ammunition are of chief concern in certain types of adventures, but tools and supplies could also be critical. Mundane items are not worth tracking.

          Ideally, planned adventures include lists of equipment that characters should bring to make this process go quickly, though some players and Gms might enjoy letting the players decide for themselves and be clever in what they choose to pack.

          Unexpected Isolation

          Most people don’t wander around carrying a lot of possessions—but most people aren’t heroes. Because characters don’t know when they’re about to get into a conflict or engage in a heroic situation, it’s a good idea for each player to keep a list of gear their hero always carries with them, as well as things they store in their vehicle (if they have one). The GM might want to limit the sorts of items heroes have access to in these situations to create dramatic encounters, but that should be balanced with each player’s notion of who their hero is and how prepared for action they like to be.

          Even when exact lists of personal items aren’t kept, the GM and players should consult briefly about what their characters have available to them when trouble comes knocking.

          Forced Isolation

          The most dire scenarios for equipment involve the heroes being arrested or kidnapped. Generally, any NPCs interested in capturing characters have an equal interest in taking away their possessions and limiting their access to equipment. Until the heroes can escape these circumstances, they possess or have access to only what the GM tells them, or what the players can convince the GM their characters might be carrying. “Concealing Items” in chapter 10 outlines the rules for characters hiding items from visual observation or a focused search.

          Restrictions on Weapons

          The scope of the game and the types of adventures characters engage in determines how the GM handles the availability of restricted weapons. Notwithstanding exceptions for characters with connections to the military or law enforcement, heroes work under and deal with one of four levels of weapon restriction.

          High Restriction. At this level, every item specifically designed as a weapon is prohibited without a government permit. Even with a permit, weapons must be transported inside a secure case to and from the location where they are authorized for use. Typically, no weapons of any kind are allowed for self-defense, either in public or in the home.

          Medium Restriction. Under medium weapon restrictions, civilians can obtain permission to carry a handgun, but they must obtain a license and prove they have a legitimate need for such a weapon, either for self-defense or as a member of a gun club or collector’s organization. Hunting rifles and shotguns are permitted with an appropriate hunting license. Melee weapons are legal as tools or collector’s items, but not as weapons for self-defense. Body armor and other paramilitary gear is likewise limited to permit holders who can prove a need for such equipment.

          Low Restriction. Working with low weapon restrictions means that only a select group of military weapons and explosives are prohibited. Some regulations might limit the use of firearms, armor, and melee weapons, but free ownership of such items is permitted.

          No Restriction. Typically, an absence of restrictions on weapons and similar gear is found only in areas outside effective government jurisdiction. Sometimes this means the absence of laws, or that the laws have no effective means of enforcement.

          Travel time by method

          Method 1 hour 8 hours 1 day Price Level Walking 3 miles 24 miles 30 miles 0 Cycling 15 miles 120 miles 150 miles 1 Car 50 miles 400 miles 800 miles 1 Train 50 miles 400 miles 1,000 miles 1 Bullet train 150 miles 1,200 miles 1,200 miles 2 Small plane 150 miles 1,200 miles 1,400 miles 2 Jet plane 500 miles 4,000 miles 8,000 miles 2 Supersonic plane 1,200 miles 3,500 miles 3,500 miles 4 Rowboat 3 miles 24 miles 30 miles 1 Sailboat 8 miles 64 miles 192 miles 3 Motorboat 35 miles 280 miles 840 miles 2 Speedboat 50 miles 400 miles 800 miles 3

          For on-the-fly calculations of travel times during adventures, the following table provides rough estimates of the speed and range of various types of movement and transportation. Modes of transportation that require regular maintenance or frequent downtime can limit the range traveled in 8 hours or 1 day. Price level can represent the cost of a vehicle, paying a fare, or buying fuel, whichever is most affordable.

          Traveling

          Sometimes it’s important to know how long it takes to travel from one place to another for the sake of a story. Thanks to the wonders of the Internet and Everyday Heroes being set in the modern day by default, finding out travel times to nearly anywhere by any means of transportation is only a few clicks away on a player’s smartphone or computer.

          Computer Hacking and Security

          Computer hacking has steadily become a larger part of modern action cinema. Hackers are seen both as antiheroes fighting the establishment and as villains looking to use computers to control or destroy the modern world. Since few people actually know how to hack, though, Hollywood takes plenty of liberties to make the process appear sexy and exciting—and Gms should feel free to follow that lead using the information below.

          Real Hacking and Cybersecurity Even when taking the cinematic approach to hacking, it helps to know a bit about real-world hacking so that the game has a believable feel to it. It’s a complicated subject, but the basics aren’t too hard to outline.

          Getting Access

          The core of hacking requires getting access to a computer system. By default, a computer does whatever a user tells it to. Since people keep a lot of important data in computers, limiting who can access it is of primary importance. Permissions control what files users can access, what programs they can run, and what those programs can do. A hacker’s first goal is to get permissions in a system so they can access files and run programs in that system. The higher the permissions they can get, the more nefarious actions they can perform.

          Hackers get permissions access in two main ways: exploits and impersonation. Exploits are “holes” in software security that let someone do something they normally couldn’t do. Because computer software is so complex, exploits can almost always be found by those clever enough to look for them. Impersonation happens when a hacker obtains the credentials for a legitimate user and employs them to access a system. Obtaining credentials can be as easy as guessing a bad password, or as complicated as using advanced technology to crack or steal them.

          Using Access

          Once a hacker has access to a system, they can start to execute their real goal. The most common hacks focus simply on stealing valuable data. But if someone can steal data, they can also plant or modify data. A hacker with control of a computer can also make it run whatever software they want it to, letting them use the computer for their own purposes, or letting them sabotage it so others can’t use it. Often, access to one computer can be used to gain access to other computers and networks.

          Planning and Execution

          The biggest difference between movie hacking and real-world hacking is that true hacking requires premeditation and planning well in advance of the action. Hackers prepare the software and actions they plan to take ahead of time, working in stages. A hacker might first make sure they can get into a system, then carefully plan what they want to do with that system, then finally execute their plan. They might make adjustments on the fly, but it’s usually not a “real-time” operation where someone is writing new code while in the target system.

          Hacker Vocabulary

          The following terms are used in hacking circles and can lend realism to hacking in the game.

          Back Door: A back door is a way to gain access to a computer system that bypasses its normal system security.

          Black Hat/White Hat: Black hat hackers are criminal hackers, while white hat hackers use their skills to defend against black hats.

          Closed Systems: A closed system is a computer or a network that is not connected to the Internet or any other network. Hacking such a system typically requires physical access to it.

          Dark Web/Deep Web: Websites and Internet services that can’t be found with normal web searches make up the dark web or deep web. Such sites use anonymous encrypted protocols to give their users high levels of privacy.

          Denial of Service (Dos) Attack: This is an attack on a system made by overwhelming it with requests, effectively clicking the refresh button millions of times per second.

          Encryption/Decryption: Encryption is the process of using a mathematical formula to make normal data hard to read. Decryption is the act of removing encryption. Most secure data is encrypted.

          Exploit: An exploit is any unintended behavior of software or hardware that allows a hacker to get access to a system or use it in an unintended way.

          Malware: Any software that runs on a computer and is designed to do something malicious can be described as malware. Viruses and trojan horses are types of malware.

          Man in the Middle: This is a type of hack where one system sends data to another, allowing a hacker to capture, steal, or modify that data before sending it to the system it was supposed to go to.

          Pentest: Short for network security penetration test, this is what white hat hackers do to test security.

          Phishing: This is the process of tricking users to type their login and password information into a fake site so a hacker can steal it.

          Root/Admin: Root access or admin access is the highest level of access on a computer system.

          Social Engineering: This refers to any attempt to hack by tricking people (for example, convincing a support person that a hacker is a legitimate user) rather than using technology.

          Hacking in Game

          The main ability check used for hacking is Intelligence (Computers), but the GM might allow proficiency with the Computers skill to apply to other ability checks as well. To achieve their goals, a hacker needs a computing device that allows them access to other systems or networks. A smartphone is often all that most hackers require, but any computer or computerized technology might do the trick. Without a computer of some sort, hacking is hard to do.

          Intelligence (Security) and Charisma (Deception) checks are also useful for hackers. Proficiency with the Security skill grants a knowledge of security traps, sensors, cameras, and other devices hackers might need to deal with. A successful check can allow a hacker to bypass such devices without needing to know about computers, either by using a premade tool or by exploiting how those devices work. And proficiency with the Deception skill can be helpful for social engineering, as well as for throwing people off the trail when a hacker is being investigated.

          When TO Make Ability Checks

          The GM usually calls for an Intelligence (Computers) check whenever a character attempts to access a system, or when they attempt to do something with a system they have access to. The Dcs for such checks are determined by the GM, using the general guidelines in the “Dcs by Level” section earlier in this chapter.

          Example: The Foxx tries to hack a corporate money launderer’s network, intent on getting in, stealing accounting data, and then turning on the sprinklers in the money launderer’s offices. The GM first calls for a DC 20 Intelligence (Computers) check to gain access to the reasonably secure system, which Foxx easily succeeds on. Once in the system, she needs to search for and download the accounting data, requiring a DC 15 Intelligence (Computers) check— like taking candy from a baby for a hacker with the Foxx’s skills. Because the sprinkler controls are on a different network, though, the GM decides it’s a DC 25 check to find and activate those controls. The Foxx rolls but doesn’t succeed on the check and is unable to discover the network connection she needs.

          How Long Does Hacking Take?

          The time to undertake a hack should be based on whatever situation the heroes find themselves in. If a hack takes place during combat, it might require one action, or a few rounds to feel dramatic. If a hack happens outside of combat, the GM can decide to play it out over as much time as feels realistic but doesn’t slow down the story.

          When a hero undertakes a hack in the form of a plan granted by the hacker class, such hacks are special and always take the amount of time the plan specifies. Plans typically assume that the hacker character is making use of skills and prep-work done well ahead of time, so that everything works perfectly without the need for an ability check. When not using a plan, a hero with the hacker class operates as any other character.

          Hacker Versus Hacker

          Action films love to show two hackers engaged in a real-time battle where one attacks a computer system and the other defends it. This scenario isn’t common in real life, but it can happen with events such as a denial-of-service attack (see the “Hacker Vocabulary” sidebar). In the game, this type of situation can be simulated with one or more ability contests, as both hackers make Intelligence (Computers) checks against one another.

          To create the most compelling scene, a GM can set different stakes for each contest. For example, one contest could represent a hacker attempting to access the system without being detected, another could focus on tracing them while they move through the system, and another could be built around the hacker controlling the system or being booted out.

          Keeping Hackers In Check

          In theory, hacking can be incredibly powerful. A hacker might not be able to take over the launch controls of a nuclear missile—but the fact that doing so is theoretically possible can make for high drama. In general, any system controlled by a computer, or a system in which a computer controls the information provided to people making decisions, is vulnerable to hacking. But if the GM lets the heroes run wild with hacking, it can get out of control quickly.

          Gms can thwart too-easy hacking scenarios in a number of ways. Closed systems—those not connected to any network or wireless communication setup—are virtually impossible to hack unless the hacker is sitting at one of the system’s terminals. Establishing high Dcs for checks to hack the most secure systems is another easy approach, as is having highly skilled white hat hackers protecting the target system to block a hero hacker’s exploits when they get out of hand. And because much hacking activity is illegal, a GM could have the character or faction targeted by a hero hacker try to trace them in the real world and put an end to their meddling, or direct law enforcement to do so for them.

          Ultimately, heroes should be able to do fun and powerful things with hacking—especially those with the hacker class. But Gms should take steps to prevent hacker characters from breaking the campaign wide open and ruining the fun for everyone else.

          Snipers

          Snipers feature prominently in military and action cinema, creating dramatic scenarios of godlike power over life and death, or presenting a terrifying threat from an unseen and unreachable attacker. Snipers can be a great way to add tension and excitement to a combat encounter, but also present a number of challenges to a game.

          NPC Snipers

          NPC snipers can be used as part of a story or combat encounter, including two scenarios seen commonly in action cinema.

          Distant Threat

          In this classic scenario, the heroes must deal with an unseen sniper firing from a remote location. The sniper might be attacking the heroes directly, targeting innocents, or attempting to kill people under the heroes’ protection. While laser sights are rarely used at long distances, having the heroes see that telltale red dot provides a forewarning of a sniper. Otherwise, that first shot should come as a surprise, with the GM not calling for initiative until after an automatic surprise round.

          Gms should think carefully before having an NPC sniper’s first shot take down a hero. Sniper rifles can do a lot of damage, and low-level heroes especially could easily be taken down by a single attack they have no way to defend against. That said, if the heroes all have the hit points to survive such a shot, then a “close call” attack or a grazing shot can make a great reveal of the sniper’s threat.

          Once an NPC sniper opens fire, it’s up to the players and characters to decide what to do. The usual options involve first taking cover, then either fleeing or trying to find the sniper, either as a precursor to returning fire or trying to get closer to flush them out. Anytime the GM sets up a hidden sniper, they should have a DC for the check needed to spot them—keeping in mind that any good sniper is going to make that hard to do, and usually has plenty of escape paths ready if they feel threatened. Gms should refrain from making too much use of a sniper who attacks then immediately vanishes, though this can make for a great running antagonist.

          If the heroes are a sniper’s only targets and all take cover, the GM should take the encounter out of initiative until one or more characters become visible to the sniper again. If the heroes decide to escape as opposed to fighting back, the GM can have the sniper take shots from time to time to keep up the tension of the situation.

          Snipers as Part of A combat Encounter An NPC sniper can also be used as part of a larger combat encounter. If a battle breaks out at a meeting with a mob boss, a loyal sniper or two overlooking the meeting spot can be a great way to ratchet up the challenge and tension of the scene. As with a lone-sniper scenario, the GM decides where these snipers are, how hard they are to spot, and if there are reasonable ways for the heroes to reach them during the fight. In this kind of scenario, a GM might want to set certain conditions in the fight for the snipers to turn tail—including if the character paying them is defeated. from afar will be a go-to tactic for some. And a hero who truly specializes in sniping will always look for opportunities to put that talent to use.

          The GM should attempt to find a balance between heroes feeling like sniping serves as an effective tactic and not allowing it to trivialize an adventure. When sniping starts, NPCs have the same choices as heroes: find cover, then either retreat or locate the sniper, hoping to return fire or reach the sniper’s position. Most NPCs, however, have less versatility than heroes, so retreat might well be their best option. Gms who know that characters plan on sniping can prepare their NPCs with specific ways to counter the heroes, especially if the heroes have used this tactic on the same NPC or NPC group in the past.

          Kill Shots

          Generally, the rules for combat should be used to play out attacks between heroes and NPCs. But the GM might find that it makes sense in certain situations to simply allow a hero using a powerful rifle to pick off low-Defense targets, deciding that each shot generates an instant kill. This topic is discussed in detail under “Optional Rules” below.

          Standoffs

          A standoff occurs when adversaries threaten one another but are not yet actively engaged in fighting. It’s a staple of many action movies and happens in real life as well. When two evenly matched enemies meet, both might be equally disinterested in getting into a battle. Likewise, certain situations might force both sides in a struggle to essentially negotiate with the threat of violence. Such standoffs often play out in one of three different ways.

          The Stare Down

          The stare down occurs when two combatants or groups of combatants face off to try to get the other to back down. Both threaten violence—or at least imply the threat—but neither truly wants to fight. Typically, a stare down becomes a battle of intimidation that can be decided with a Charisma (Intimidation) contest. The GM might call for a contest between different champions for each Hero Snipers

          While the sharpshooter class specializes in sniping, any character can act as a sniper if they have a basic hunting rifle. If heroes expect to face down dangerous enemies with little protection, sniping side, with each group explicitly agreeing that the champion stands for all of them. Or the stare down might consist of a group contest when there’s no obvious champion on either side, or if all the heroes want to play their part in the action. If the heroes win the contest, their opponents back down. If the heroes lose, their opponents sense weakness and offer a chance to surrender. But as with any social challenge, the players decide if their characters run away, give up, or decide to fight.

          The Duel

          A duel is any situation in which two individual combatants face off in a slow setup to combat, including classic old-west gunfights, samurai showdowns, and more. A duel typically begins with both participants sizing one another up by way of an ability contest. The winner of the ability contest wins initiative and gets to act first. No one is ever surprised in a duel.

          The GM might call for contested Constitution (Endurance) checks to see who blinks first, or Wisdom (Perception) checks to see who spots a fatal weakness, but other checks might make sense for a specific situation. The GM might also ask the hero’s player if they have a particular strategy for their showdown that might augment their check or even grant an automatic success.

          The Hostage

          Villains in action movies often demonstrate a nasty habit of taking innocents hostage while making a demand of the heroes. Heroes might also resort to this tactic, but hopefully by stealing some prized possession of the villain rather than endangering an innocent bystander.

          The conceit in this scene focuses on the fact that the hostage taker has a clear ability to harm the hostage, and the GM and the players should both treat that outcome as a very real possibility. Dealing with a hostage taker can play out in different ways, including having the heroes try to intimidate the villain, persuade them to back down, deceive them into giving up the hostage, or attacking.

          If the heroes attack, the threat to the hostage means that the combat won’t be treated as a regular encounter. The GM might allow only one hero to take on the villain directly, with only the hostage allowed to aid them. If that attack fails to take out the villain and the hostage has no chance to escape, the villain should act as they’ve threatened to do. After that, the characters roll for initiative and regular combat begins.

          Calling the Authorities An adventure might feature a moment where the heroes consider calling in the police, the military, or other authorities to handle a particular challenge. Objectively, when ordinary people encounter criminals, terrorists, or other bad guys who are armed and dangerous, calling for help is the rational and realistic thing to do. Heroes, however, aren’t ordinary people.

          On the other hand, heroes do things in public that most might consider illegal or dangerous. Such actions might realistically prompt upstanding citizens to call the authorities to deal with these obvious troublemakers. Or the heroes’ enemies might try to leverage law enforcement against them, turning the tables by placing the heroes at odds with the authorities.

          When Heroes Call the Authorities Depending on the location of an adventure, the GM should keep in mind what kind of authorities are available for the characters to call on. That way, even before the characters make the decision to reach out for aid, the GM has considered how and if the authorities might respond.

          In general, in any area that has an emergency telephone number (911, 112, 999, 000, or other numbers used in different countries around the world), the authorities will send emergency services of some kind if the caller describes a danger to someone’s health or safety. Emergency services operators use a set of guidelines to determine who to send to the scene, and geography then determines how long it takes—from a few minutes to up to 1 hour.

          A GM who welcomes the authorities appearing in an adventure can have them respond as quickly and as forcefully as desired. Certain circumstances might allow a GM to just as easily exclude the authorities from the scene. The heroes might have phone problems, the call could be intercepted or jammed, or an operator might not believe the threats the heroes cite if they seem too outlandish. Likewise, the responders could get lost, delayed, or ambushed; or the bad guys could flee the scene before help arrives. And in the case of a non-emergency—such as the heroes reporting a crime or trying to rat out some bad guys—it might take the authorities hours or even days to look into the case.

          Type of Response

          If and when the authorities do respond to the heroes’ call, the GM needs to balance the twin goals of what the characters and the players want with what the story requires. In some scenarios, players might try to roleplay what they think their heroes would do, with no real investment in whether the authorities show up or not. In other cases, the appearance of the authorities might be the only way for the heroes to thwart their foes.

          Having the authorities arrive can be a great tool for keeping the drama of a story moving, as those authorities can work to aid the heroes or to challenge them. If the characters are in a bind or out of ideas, the authorities can help them get back on track. But if the heroes are barreling through the story, the authorities can make things harder by harassing them or interfering with their plans—or by revealing that they’re in the pocket of the heroes’ enemies.

          The GM should avoid allowing the authorities to solve the heroes’ challenges without the heroes asking for that help. If the heroes have been pushed to the limits and have called others for assistance, that’s fine. Certain stories might depend on that setup. With a group of players and heroes focused on roleplay and story over action, calling the authorities in can avoid a long combat that no one is interested in playing out. But the kind of deus ex machina where the authorities swoop in to save the day with no regard for the players’ and characters’ goals can suck all the joy out of an adventure in a hurry.

          Calling the Authorities on the Heroes

          For a GM and players who love improvisation and dynamic story, calling in the police or the military against the heroes can create all kinds of dramatic adventure opportunities. Otherwise, limit the presence of the authorities in an adventure to planned encounters. Events can too quickly spiral out of the main plot when the authorities show up in an adversarial role, and many characters and players will react negatively to the authorities trying to rein them in or investigate them. Some characters might temporarily or permanently abandon their goals to avoid trouble with the authorities—while others will reach straight for their weapons.

          When an adversarial confrontation with authorities plays out, intelligence services, corporate security, journalists, military operatives, and many other interested parties might become part of the story. In general, though, the police most likely take on that role. Some police look for conflict and have ill intentions, especially if the heroes openly threaten or defy them. But many patrol officers look to keep the peace and prevent overt violence from breaking out.

          If the police arrest the heroes, they are more likely interested in getting them out of a given situation than trying to convict them of a crime. And detectives investigating serious crimes often play the long game, focusing on collecting evidence and making arrests only after they build a solid case—or if the suspects are likely to flee. Either way, many of those arrested by police are released after a short time, especially if they have a good lawyer, their illegal activities weren’t significant, or they have friends among other authority agencies.

          Landslides and Avalanches

          Landslides and avalanches are common showstoppers in action films. Both work the same way, with a small disturbance at the top of a mountain or hill causing a chain reaction as more and more material comes hurtling down. A gm can craft a fun landslide or avalanche scene easily using the following guidelines.

          First, the situation should be described as it happens. Landslides and avalanches happen incredibly fast, giving the heroes only seconds to decide what to do—so the players should be likewise limited in how long they can take to figure out their heroes’ response to the threat. The GM can answer any questions the players have but long debates should be avoided. Typically, the best actions in response to an incoming slide or avalanche are to get out of the way or to find shelter. If possible, escape most likely takes the form of either a clever gambit or a Strength (Athletics) check to run like the wind.

          Heroes caught in a landslide or avalanche must contend with damage from debris. A minor rockslide or light avalanche might deal only 1d6 bludgeoning damage, while deadlier events might deal 1d6 or 2d6 bludgeoning damage per hero level. These events usually allow a Dexterity saving throw for half damage at an appropriate DC, reflecting the heroes’ ability to roll with or stay on top of the sliding destruction.

          When a landslide or avalanche ends, the heroes could be left buried beneath it. The GM might decide that a failed saving throw against the damage of the event results in the character being buried, or the GM might have the characters make a new Strength saving throw at the same DC to avoid such a fate. Buried characters can escape by digging themselves out with Strength (Athletics) checks, or being rescued by people not caught in the destruction. People buried alive can survive anywhere from a few minutes to a number of days, depending on their injuries and how much oxygen is available to them. Because this isn’t a particularly heroic way to go, most Gms ensure that a rescue will be made if the heroes can’t accomplish it themselves.

          Optional Rules

          Because Everyday Heroes is intended to be used for a wide range of settings and genres, it was designed to be modular. Tinkering with the rules is both permissible and encouraged. There were many rules and scenarios we thought would be interesting to include but we didn’t think were appropriate for a “standard” game and might cause some issues for inexperienced Gms or Players. These are presented here, as options the GM can introduce into their games.

          In truth, every rule in Everyday Heroes is optional in the sense that if you as the GM don’t like it, you can choose not to use it or to modify it to your liking.

          The key advice when changing a core rule: Let all the players know what’s changing and make sure no one has strong objections to the change. Ideally everyone should be happy to try out the change, not just the GM.

          Inspiration

          Inspiration is an optional rule for rewarding good roleplaying or other exceptional player behavior. The Game Master determines when to hand out inspiration to players. Any time someone does something awesome and cool that makes the story more fun, the GM can give an inspiration as a reward. When the GM awards inspiration, a player notes it on their character sheet and marks it off when they use it.

          A player either has inspiration or they don’t. A player can give their inspiration to another player when they like something that player has done. Each player can have only one inspiration at any given time. When it is used or given away, they no longer have it.

          A player can spend inspiration before rolling to gain advantage on a single attack roll, ability check, or saving throw. The GM can also offer a player with inspiration the chance to automatically succeed at a difficult task that would normally require an attack roll, ability check, or saving throw, or allow them to attempt something that should be impossible. Ideally, the GM picks a moment that would make the resulting narrative exciting and fun for everyone.

          Quick Rests

          If you intend your game to be extremely actionpacked but you want to let players benefit from short rests without the usual hour of R&r, you can implement the following rule: Characters can benefit from a short rest in 5 minutes instead of an hour, but they can take only two short rests before finishing a long rest.

          Tracking Ammunition

          By default, the rules track ammunition in a gun, but not the ammunition being carried for the gun. Tracking ammunition more precisely gives guns different tactical advantages and disadvantages due to their ammunition capacity and reload times.

          Full Ammunition Tracking

        You can add drama to a game by requiring players to keep careful track of all their ammunition. Situations in which they are isolated or held captive can make finding ammunition an active goal/reward for players. Horror settings can benefit from the tension of having only a limited supply of ammunition. Post-apocalyptic scenarios feature scarcity of ammunition as a source of conflict or a way to make scavenging a rewarding part of game play.

        No Ammunition Tracking

        You can also decide to ignore ammunition completely and let players attack without requiring them to count rounds or reload their weapons. Many action movies don’t bother with such trivial details.

        Optional Rules

        Just decide which way you want to play it and be consistent.

        Random Reloads

        If you don’t want to track ammunition carefully but do want the drama of reloading, you can rule that ammo runs dry on a critical miss. On a roll of 1 on an attack with an ammunition-dependent weapon, the hero runs out of ammunition and must reload.

        Sudden Death

        Deadly violence can occur outside the scope of combat. If a prisoner is tied up and helpless or someone is fast asleep, they are extremely vulnerable. Combat rules presume that combatants fight for their lives and that even when ambushed, they have some chance to avoid deadly blows. When a character reaches 0 hit points, the base rules assume that additional attacks don’t guarantee death, only hasten it. In short, the game is designed to make it reasonably difficult for heroes to die in and out of combat.

        As a GM, you can circumvent the usual order of things. This may be called for in situations where the victim is essentially helpless. A good rule of thumb for Everyday Heroes games: Don’t kill the heroes without giving them a reasonable chance to save themselves. That said, don’t let heroes feel they’re so invincible that they can do absolutely anything and survive. Actions should have predictable consequences. If a player pushes the boundaries too hard, daring you to kill their character, then you might decide to go ahead and let it happen.

        It’s a different story for NPCs. If letting an NPC get assassinated or executed makes sense for the situation, don’t let the normal combat rules get in the way of a good narrative.

        You might also want to run a game intended to pose a deadly challenge. This can work especially well for a horror scenario or a gritty war drama. Just make sure you let the players know up front that your adventure is especially dangerous and meant to seriously challenge their characters’ ability to survive.

        Circumventing Instant Death

        If the GM feels it makes sense for an NPC or even a hero to have no way to avoid death, then that character meets their end. Be cautious about killing heroes in this way. If you do it capriciously or without giving them a reasonable chance to survive, that might tarnish enjoyment of your game.

        Even certain-death scenarios might allow a way for a hero to survive. Instead of being killed outright by assassination or execution, the hero falls to 0 hit points and starts making death saving throws as usual. This gives them a chance to save themselves through the luck of the dice, or perhaps through class talents or the intervention of other characters. Their would-be executioners might assume they are dead, giving the hero a chance to recover and seek revenge.

        As the GM, the narrative is in your hands.

        Poison

        Poison becomes a threat to heroes when they cross paths with insidious villains or dangerous wildlife. The specific effects of poisons range from the merely irritating to the exceptionally deadly. The representation of poison in Everyday Heroes is more cinematic than reality based.

        Poison isn’t listed in chapter 6, as it is not commonly available and rarely legal. It’s up to the GM to decide whether it’s available to heroes who look for it, or to introduce it as a story element when the adventure demands it. Using poison allows heroes with weaker combat abilities to even the odds, but it makes dangerous heroes even more so. And when used by NPCs, it can be outright deadly to the heroes.

        Realistic vs. Cinematic poisons

        Poisons are not used in modern combat for ethical reasons or due to their lesser effectiveness in contrast to modern weapons. They are still employed in the shadowy world of espionage, especially by disreputable services. Unlike movie poisons, most real-life poisons require time to kill their victims, much longer than the span of a combat scene in Everyday Heroes.

        The poisons discussed here follow the movie model and are listed with effects that happen right away. If you want them to feel more realistic, they can take effect slowly after they are administered, with the effects and saving throws occurring every hour or every day instead of every round. Slow poisons drive a story focused on assassination and intrigue, while fast poisons pose a Hollywood-style danger to heroes from ninjas or other unscrupulous foes.

        Poison Effects

        Poisons in Everyday Heroes cause poison damage and/or add debilitating conditions to a victim. Some poisons inflict all their damage immediately, while others cause damage each round until cured or the victim expires. Status effects usually last for a set duration or until cured.

        Morbidity Effects

        Some poisons have additional effects if the victim falls to 0 hit points due to the poison’s damage. This is referred to as a poison’s Morbidity Effect.

        Poison Saving Throws

        Each poison has a DC value. When a hero is poisoned, the player should note the DC as they may need to make multiple saving throws against the poison . Saving throws against poison are Constitution saves unless otherwise noted.

        When a poison is delivered by a class talent or attack, its DC is based on this formula: Poison DC = 8 + archetype primary ability modifier + proficiency bonus

        Purchased poisons use the DC listed in the Poison table.

        There are three types of saving throws for poisons: Save to Avoid. Success means the poison has no effect. The character attempts the save when the poison is administered.

        Save for Half. Success halves the initial damage from the poison. The character makes the save prior to taking damage.

        Save to End. Success ends all ongoing damage and condition effects. The character makes the save at the end of each round, or when specified.

        Example: Johnny Blaze has been bitten by a Cobra with delivers a dangerous toxin with its bite. The toxin does 3d6 damage right away but allows a saving throw for half damage. The GM notes that the DC on the poison is 14 and calls for Johnny to make a DC 14 Constitution saving throw.

        Johnny’s Poisons Name Delivery Effect Constitution DC Save Result Poison, weak Any 1d6 damage per turn 12 Save ends Poison dangerous Any 4d6 damage per turn 14 Save ends Poison, deadly Any 6d6 damage per turn 16 Save ends Radiation, weak Contact, Ingestion, Inhalation 1d6 damage, Sickened for 1 hour 12 Save to avoid, save ends Radiation, dangerous Contact, Ingestion, Inhalation 4d6 damage, Sickened for 1 month 14 Save to avoid, daily save to end Radiation, deadly Contact, Ingestion, Inhalation 6d6 damage, 6d6 damage per day, Sickened for 1 year 16 Save to avoid, weekly save to end Toxin, weak Ingestion, Inhalation 1d6 damage, 1d6 damage per turn, Sickened for 1 day 12 Save for half, save ends Toxin, dangerous Ingestion, Inhalation 3d6 damage, 3d6 damage per turn, Sickened for 1 day 14 Save for half, save ends Toxin, deadly Ingestion, Inhalation 5d6 damage, 5d6 damage per turn, Sickened for 10 days 16 Save for half, save ends Tranquilizer, weak Injury, Inhalation One level of Intoxication, remove one level every 10 minutes 12 Save to avoid Tranquilizer, moderate Injury, Inhalation Two levels of Intoxication, remove one level every 10 minutes 14 Save to avoid Tranquilizer, strong Injury, Inhalation Three levels of Intoxication, remove one level every 10 minutes 16 Save to avoid Venom, weak Injury 2d6 damage 12 Save for half Venom, dangerous Injury 6d6 damage 14 Save for half Venom, deadly Injury 10d6 damage 16 Save for half save result is 15 so he succeeded. The GM rolls 12 damage, but Johnny takes 6 of that. The toxin also has an ongoing damage effect, which allows for a save to end. This means Johnny will make a DC 14 Constitution saving throw at the beginning of each of his following turns. If he fails, he takes another 3d6 damage. If he succeeds the ongoing damage stops.

        Medical Treatment for Poisons

        Poisons can be treated in the field, which the game models as helping the victim succeed on a saving throw. The First Aid action describes this process. If a poison does not allow a save to end, the victim can only be treated in a hospital or poison treatment clinic where antivenom can be administered.

        Antidotes And Antivenom

        Most common toxins have antivenom or antidotes, specific to a type of poison. Hospitals keep these in stock, especially for poisoning that results from wildlife indicative to the area or common household chemicals. Antidotes don’t repair the damage done, but they prevent further effects. Heroes who know they will face a particular poison and have access to pharmacy supplies can acquire an antidote ahead of time. Antidotes to particularly nasty and exotic poisons make great plot devices!

        Poison Delivery

        Poison is delivered via contact, inhalation, ingestion, or injury. Not every poison can be delivered via all methods.

        Contact Poisons

        Contact poisons need only be touched by the victim to affect them. Such poisons are exceedingly rare and difficult to utilize without the poisoner also becoming a victim. Anyone that touches a poisoned object within 24 hours of its application is subject to the effect.

        Inhalation Poisons

        Inhalation poisons must be aerosolized to be effective. Modified smoke grenades provide one method of delivery. These poisons can also be sprayed in the face, such as chemical mace. Anyone in the area of such a poison cloud is subject to the effect.

        Ingestion Poisons

        Ingestion poisons must be swallowed, usually by depositing them in food, water, or some other beverage. Only poisons that have a relatively neutral taste can be successfully delivered this way. Anyone eating or drinking a significant amount of poisoned food or drink is subject to the effect.

        Injury Poisons

        Injury poisons must be delivered via a break in the skin, such as through a bite, sting, or poison-coated weapon. Anyone damaged by a venomous natural attack or by a poisoned piercing or slashing weapon is subject to the effect.

        Applying Poison to Weapons and Ammunition

        Poison can be applied to any weapon or weapon ammunition that normally deals piercing or slashing damage. One dose can be used to poison five pieces of non-ballistic ammunition, five Tiny weapons, or one melee weapon.

        Applying a poison is a dangerous process. Each weapon or five pieces of ammunition to be poisoned requires a DC 5 Intelligence (Natural Science) or Wisdom (Survival) check or the poisoner accidentally poisons themself. The process is also time consuming, typically requiring an hour to complete. The poison remains viable for 24 hours.

        When the weapon deals damage to an opponent, they suffer the effects of the poison. The weapon or ammunition is then no longer considered poisoned.

        Injuries

        Everyday Heroes does not include a formal system for handling injuries in the core rules. Real-life injuries take a long time to heal, so an injured hero might be limping along for an entire adventure or even a whole campaign. Some players might enjoy the challenge, but most won’t like it.

        With that caveat in mind, there are times where injury, long-term illness, or other debilitating conditions could add drama and realism to an adventure. A player might want to play a hero with a disability or illness, or a group might be interested in playing a campaign that reflects the serious and realistic consequences of violence. These optional rules and guidance apply to these situations. Use them only with previous buy-in from your players or at a critical moment toward the end of an adventure.

        Injuries and Hit Points

        Losing hit points is an abstract idea in Everyday Heroes. Exactly what it represents is up to your imagination, but it’s more about fighting spirit than how much blood remains in the body. Heroes suffer injuries at the same time they lose hit points, but recovering lost hit points does not necessarily heal injuries, nor does having an injury mean they can’t recover hit points by resting.

        When Injuries can Occur

        Injuries most likely happen because of violence or serious accidents. A character can also suffer serious injuries from diseases or poisons.

        If you intend to assign injuries to players based on a combat rule, allow a Constitution saving throw at a reasonable DC to avoid the injury.

        Critical Hit

        An injury may occur when a hero suffers a critical hit in combat. In addition to the normal damage, an injury can be rolled randomly or assigned.

        Advantages. Feels “realistic.”

        Disadvantages. Injuries become common.

        When Bloodied

        Bloodied is a term to describe when a hero drops below half their maximum hit points. It can be a useful threshold for assigning an injury to heroes.

        Advantages. Encourages caution in combat.

        Disadvantages. Injuries become common.

        At 0 Hit Points

        This is perhaps the most reasonable moment to assign injuries to heroes. Everyone tries to avoid falling to 0 hit points anyway, so it won’t affect player behavior too drastically, and it adds a sting to individual defeat.

        Advantages. It doesn’t happen often; feels “realistic.”

        Disadvantages. Heroes might not want to get back up.

        Death Averted

        With this option, heroes that face death can opt to instead suffer a long-term injury. They may temporarily or permanently retire from the campaign until they heal. Since this is a player choice, do not allow a saving throw against the injury.

        Advantages. It has a dramatic feel; injury is better than death.

        Optional RulesDisadvantages. It may be too rare; it may feel like death is impossible.Game Master FiatThis means the GM simply decides when something causes an injury to a hero. For example, a character that falls 30 feet onto a hard surface might need to make a saving throw to avoid a broken leg. Consider your players’ personalities and the drama of the situation, then tread lightly.Advantages. GM controls the situationDisadvantages. Most adverse effects in the game require a dice roll, so it might feel unfair.Choosing InjuriesUse the tables below to roll a random injury. If the circumstances call for a specific part of the body to be injured, you can select it from either the shortor long-term injury table, whichever you decide is appropriate. For a truly random result, roll a d4 with the following results:
      • 1: Long-Term Injury table
      • 2–4: Short-Term Injury Recovering From Injury

        Short-term injuries can be healed by an ally who succeeds on an Intelligence (Medicine) check using the First Aid action. A success removes the injury; a failure means the patient must finish a long rest before another attempt can be made to heal them.

        Long-term injuries require medical care and time to heal. The patient must go to a hospital for treatment, and thereafter remain at home or at the hospital for the duration of the listed recovery time.

        Disease

        Diseases can play an important role in an action movie plot. That said, they don’t lend themselves to tactical aspects of play and the process of contracting and curing them doesn’t usually involve thrilling action and adventure. For these reasons, Everyday Heroes doesn’t provide a list of real-world diseases. If you want to introduce a disease to the game, you can model them as follows.

        Mode of Transmission. How a disease is transmitted is one of its essential traits. Airborne diseases are among the most dangerous since they are the hardest to avoid and contain. Diseases transmissible by food and drink are also quite dangerous. Other methods of transmission include sexual transmission, surface transmission, blood transmission, and parasitic transmission.

        Infection Rate. This measures how easily the disease takes hold once someone is exposed to its transmission vector. This reflects how well it transmits and how resistant the average person is to the infection. Set a DC for a Constitution saving throw to avoid infection. The higher the DC, the more infections the disease causes and the easier it spreads.

        Onset Time. Represents how long it takes from first contracting the disease to the first serious symptoms setting in. Most diseases take a matter of days to manifest as they spread throughout the body, but others can take weeks or even years to materialize. If the disease has multiple stages, you can set an onset time for each stage.

        Symptoms. This is the effect of the disease. Create a general description of visible symptoms, as well as the game rules it impacts, if any, for those who contract it. If the disease has different stages, describe each stage. The Sickened condition provides a baseline symptoms mechanic when someone contracts an infectious illness.

        Treatment. Finally, describe the possible treatments and how long it takes. If victims can naturally recover from the disease, include how often the victim can make a saving throw to recover and the appropriate DC.

        Epidemic Hantavirus?

        Mode of Transmission. The virus is spread through exposure to aerosolized blood, saliva, or feces of infected rodents, often from the dust from disturbed nests.

        Infection Rate. Infectious, DC 15 Onset Time. Symptoms typically appear two weeks after exposure.

        Symptoms. Headaches, abdominal pain, fever, nausea, and blurred vision. Patients are considered Sickened. Later symptoms include low blood pressure, internal bleeding, shock, and kidney failure.

        Treatment. Antiviral therapy and palliative care in a hospital setting can help the patient survive the course of infection but are not strictly a cure. Untreated patients can make a DC 15 Constitution saving throw every 4 weeks to try to recover. If they fail three such saves, they die from the disease.

        Lycanthropy?

        Mode of Transmission. Lycanthropy is spread supernaturally through the accursed bite of a werewolf in its wolf or hybrid form.

        Infection Rate. Infectious, DC 15 Onset Time. After a victim is infected with lycanthropy, they manifest the symptoms during the next full moon.

        Symptoms. Each sunset during the three days of the full moon, the victim gains the werewolf NPC statistics and transforms into wolf or hybrid form (Gm’s choice). They become an NPC under the GM’s control if they weren’t already and act like a savage beast. When morning comes, they return to their normal form and forget the night’s ordeal. This repeats every full moon until they either embrace their nature or are cured.

        Treatment. Whether lycanthropy can be cured is up to the GM. The following methods are merely suggestions.

        The victim can take a dose of wolfsbane or belladonna. This is a deadly poison, as described in the “Poisons” section. If the victim survives, the disease is removed. This may or may not need to be done before their first change.

        If the werewolf that infected the victim is killed, the disease is removed. This may instead require killing the werewolf that was first cursed long ago.

        Embracing Lycanthropy. A person that chooses to give in to their lycanthropy gains the werewolf NPC statistics permanently. They can change their form any time, they can control and remember their actions while transformed, and they are permanently an NPC under the GM’s control if they were not already. They become a dark and twisted predator, even in human form.

        Plague?

        Mode of Transmission. Primarily through bites from fleas that infest rodents and other animals that serve as carriers. Infection can also spread from handling infected animals or surfaces, and from close proximity exposure to the infected.

        Infection Rate. Infectious, DC 15 Onset Time. Symptoms first appear 2d4 days after infection.

        Symptoms. The victim has a high fever, pain in infected areas, headaches, and highly swollen lymph nodes. Some experience gangrene in infected tissues, coughing blood, and bleeding sores. Victims are considered Sickened.

        Treatment. Widely available antibiotic treatment is typically effective against the plague. Untreated patients can make a DC 15 Constitution saving throw each week to try to recover. If they fail three such saves, they die from the plague.

        Zombie Virus?

        Mode of Transmission. Bodily fluid transfer, specifically saliva to blood via a bite from a host.

        Infection Rate. Highly infectious, DC 20 Onset Time. Bruising and necrosis in the bite area is evident after 3 minutes. Sickness sets in after 1 hour. Onset time is 6d6 hours to full infection.

        Symptoms. The victim is Sickened after 1 hour and until full infection. The victim appears pale, shows signs of skin necrosis at the wound site, and becomes feverish. They may suffer tactile hallucinations of itching and crawling skin. The victim’s eyes become bloodshot. Full infection results in extensive internal necrosis and brain death. The victim becomes a zombie and aggressively attacks living organisms with the goal of biting them and consuming their flesh and blood.

        Treatment. There is no known treatment for the zombie virus, but rare victims do fight off the disease. The victim may make a DC 20 Constitution saving throw each 6 hours until full infection. First aid cannot help the victim with this saving throw.

        Note. To lessen the danger of the zombie virus for play, lower the save DC to 15 or even 10.

        Recreational Drugs

        The vast majority of recreational drugs are designed to make people feel good in some way. Many can also be used to treat a wide range of medical conditions. All categories of drugs are potentially dangerous, even at lower doses, and can lead to physical and psychological addiction. Nonetheless, many people take these risks for the high the drug offers.

        Generally speaking, drugs don’t offer advantages to a hero when compared to the natural state of their mental and emotional faculties. Most drug benefits are in the realm of emotional states. These aren’t handled in the rules of Everyday Heroes and are left to the realm of roleplaying. While they may offer a temporary stimulated, euphoric, or stupefied state, they also degrade the ability to solve challenges and fight. Likewise, pain relief is a common effect of many drugs, but Everyday Heroes doesn’t have core rules pertaining to pain.

        Long-term effects of drug use are almost universally adverse for the user’s health unless the drug is taken as a treatment for another condition and the benefits outweigh the costs. Long-term conditions aren’t detailed because they don’t usually come up in the course of a roleplaying adventure.

        The drugs described below are classified under categories of effect but not named, both because the street names for drugs change over time and to avoid promoting, condemning, or glamorizing any particular drug. These categories include prescription, legal, and illegal drugs.

        Medical Uses

        Descriptions include the general medical usage of each classification of drugs, based primarily on their use in Western medicine. The use of the Medicine skill encompasses the use of legal prescription and over the counter medications through access to a first aid kit, a medical facility, or drug store.

        Effects

        This information focuses on the recreational use of these drugs. Effects vary, but for game purposes they are standardized to three levels of Intoxication. These can represent the size of a dose and/or the potency of the drug. Not every person reacts to drugs in the same way. Allergies and comorbidities can wildly change the outcomes.

        Overdose

        These rules treat an overdose as an extreme level of Intoxication. Death is a very real possibility, and with some drugs, a likely outcome of overdose unless medical attention is received. Heroes can use Medicine checks to diagnose and treat overdose conditions provided they have access to medical supplies. The mechanics work in the same way as treating the effects of poisons.

        Addiction

        Mind-altering drugs can lead to physical addiction. The body becomes accustomed to the effects of the drugs and malfunctions when they are taken away. This goes well beyond a strong desire to take the drug into compulsion. Drugs that don’t cause physical addiction can lead to psychological addition and long-term health problems.

        Addiction is modeled through a saving throw made each week of use, with strongly addictive drugs having a higher DC. Often, clinical use of drugs doesn’t lead to addiction because doses are assigned carefully to treat an adverse condition rather than to create a sensation of pleasure, thus avoiding imbalances in biochemistry.

        Recovering from addiction can be a lifelong personal struggle and may be best handled as a roleplaying exercise. As a suggested mechanic, set a DC for the level of addiction. When the hero is presented with a strong temptation or moment of weakness, they can make a Wisdom saving throw. Failure means they are strongly motivated to use the drug, and success means they confidently resist the temptation. Allow them to reach out for aid from their allies to help them resist if they fail the save. Let players roleplay their heroes’ internal struggles and leave the dice rolls to combat situations.

        Withdrawal

        Addicts suffer withdrawal when denied drugs. Withdrawal symptoms tend to be proportional to the Intoxication level of the drugs. Caffeine is highly addictive, but since its effect is fairly mild, so are its withdrawal symptoms. Withdrawal symptoms are modeled on potent drugs in each category. The period of withdrawal varies, but one month is a fair average to use for game purposes.

        Types of Drugs

        There are many different ways to classify drugs, but most systems focus on the most pronounced impacts the drug has on a user’s physiology. That doesn’t mean all drugs within a given category are exactly the same. Each has its own unique characteristics, but there are enough commonalities among them to recognize symptoms and administer treatment in the case of overdose.

        Cannabinoids?

        Cannabis is an unusual intoxicant that stands in a category all its own. Generally, it creates a relaxing sensation and mild euphoria, but users have varied experiences.

        Medical Use. Medical research on the use of cannabinoids in medicine is ongoing and showing promise in many areas. It’s gaining wider acceptance as a treatment for anxiety, stress, to stimulate appetite, and as a mild pain reliever.

        Effects. Most users experience feelings of relaxation and pleasant peacefulness when using cannabinoids. The Thc component is the responsible agent for its intoxicating properties.

        Level 1. Small doses give feelings of relaxation, though some users experience a sense of anxiety or a sense of excitement and engagement. No game effect.

        Level 2. Higher doses intensify the feeling of relaxation, though some users experience bouts of paranoia. Increased appetite and slowing reaction time are common at this level of Intoxication. Users suffer disadvantage on Dexterity, Intelligence, and Wisdom saving throws and ability checks.

        Level 3. High doses extend the effects rather than intensify them. This leads to dehydration, bloodshot eyes and short-term memory loss. Users suffer 2 levels of Exhaustion in addition to the effects from level 2.

        Overdose. High dosages lead to significant feelings of paranoia, but as a rule cannabinoids do not pose an immediate danger to life.

        Addiction. Cannabinoids are not considered highly addictive, but longtime users build a tolerance and suffer from mild to moderate withdrawal symptoms when discontinuing use. Despite the mild addiction, users develop strong cravings for use and a feeling of dependence.

        Check once per week of use with DC 5 saving throw (no ability score modifier is used). Failure results in addiction.

        Withdrawal. Symptoms of withdrawal include headaches, loss of appetite, sweats, chills, and irritability.

        Depressants?

        Depressants have a slowing effect on the human body. They impair nerve and motor function to some degree, as well as diminishing mental acuity. At low doses this can have a calming effect, and at high doses they can render the user Unconscious.

        Medical Use. Depressants are prescribed to treat anxiety, panic, sleep disorders, and as pain relievers.

        Effects. Depressants reduce anxiety, physical pain, or emotional distress. They can reduce inhibitions and social discomfort. At higher doses they are used to achieve a sensation of personal awareness.

        Level 1. A feeling of mild relaxation and lightheadedness. No significant game effects.

        Level 2. Motor control and ability to think clearly degrade significantly. Speech becomes slurred, decision-making suffers, and emotions rule reactions. This degree of Intoxication numbs physical pain to some degree. User experiences level 1 Intoxication and gains 1d8 temporary hit points.

        Optional Rules 309

        Level 3. The user becomes partly insensate and unaware of their own actions. Memory loss is common, and decision-making is seriously impaired. The user may black out. User experiences level 2 Intoxication.

        Overdose. Overdose victims are at serious risk of death due to impaired central nervous system function. This can cause victims to choke on their own vomit or go into cardiac arrest.

        The user must attempt a DC 13 Constitution saving throw. If successful the user suffers from level 3 Intoxication, if they fail they suffer from level 4 Intoxication.

        Addiction. Addiction to depressants is common, especially in those with a genetic predisposition to depressant addiction. Physical addiction comes from heavy use over long periods of time, and those predisposed may become addicted much faster. Addiction compulsions are strong, especially in times of stress.

        Check once per week of use with a DC 5 saving throw (no ability score modifier is used). Failure results in addiction.

        Withdrawal. Depressant withdrawal takes the form of an overactive central nervous system, causing anxiety, nausea, headaches, shaking hands, confusion, high blood pressure, and fever.

        Addicts suffer the Sickened condition while in withdrawal. Withdrawal sets in within 48 hours of cessation of use.

        Dissociatives?

        These drugs disconnect pain perception from the brain. They give users an unusual sense of mental detachment, which people find pleasurable.

        Medical Use. Dissociatives are used as pain relievers and anesthetics as well as antidepressants for those unresponsive to other drugs.

        Effects. Users experience a sense of detachment and mild euphoria, sometimes with a feeling of universal oneness.

        Level 1. Users experience a mix of stimulation and detachment from their environment. Users suffer disadvantage on Intelligence and Wisdom ability checks.

        Level 2. Stronger doses of these drugs produce trance-like states in which users feel a strong sense of detachment and are slow to act. Amnesia is common in addition to the strong anesthetic effects. Users suffer the Sickened condition and cannot take bonus actions in combat.

        Level 3. At high doses users enter a catatonic state, suffer strong amnesia, and experience intense dissociative hallucinations including the sense they have died. Users are Stunned for the duration of effect.

        Overdose. Overdoses of these drugs can lead to death, psychotic states, or prolonged catatonia.

        Addiction. While not as addictive as stimulants or opioids, dissociatives create physical addiction with prolonged use.

        Check once per week of use with DC 5 saving throw (no ability score modifier is used). Failure results in addiction.

        Withdrawal. Withdrawal symptoms include headaches, muscle aches, racing heart, shallow breathing, and nausea.

        Addicts suffer the Sickened condition while in withdrawal. Withdrawal sets in within 48 hours of cessation of use.

        Empathogens?

        These drugs give users a feeling of empathy, attraction, and connection to others. They also produce feelings of euphoria and relaxation. These effects stem from blocking absorption of dopamine and serotonin in the brain.

        Medical Use. The use of empathogens in medicine is limited. Studies show promise in treating Ptsd by allowing patients to feel more comfortable in therapy.

        Effects. Users take these drugs in social settings to increase feelings of connection and sexual attraction. Intoxication takes up to an hour to set in after taking these drugs.

        Level 1. Users feel a stronger sense of empathy and trust toward others as well as a sense of social unity. Dehydration is a common side effect. Users suffer disadvantage on Wisdom and Intelligence saving throws to resist mental influences but gain advantage on saving throws against intimidation or fear effects.

        Level 2. Higher doses intensify the sense of empathy and oneness, but increase the prevalence of side effects including overheating, dilated pupils, and erectile dysfunction. Users experience the same game effects as level 1.

        Level 3. At high doses or with extended use empathogens intensify their effects and become dangerous to the user’s health, potentially building up toxic levels of serotonin and dopamine in the brain. Users suffer disadvantage on all saving throws.

        Overdose. While death is a rare outcome of overdose, it can occur when the victim has comorbidities. Extended use can cause severe dehydration, persistent diarrhea, and dangerous levels of blood pressure and heart rate. Victims have the Sickened condition until they can get a long rest or medical attention.

        Addiction. Addiction with short-term use is rare, but long-term use of empathogens leads to strong resistance to these drugs and withdrawal symptoms while the body recovers its ability to absorb dopamine and serotonin. Habitual users suffer dramatic mood swings and emotional instability.

        Check once per week of use with DC 5 saving throw (no ability score modifier is used). Failure results in addiction.

        Withdrawal. Long-term use of empathogens leaves users feeling depressed, lonely, and distressed when they cannot use the drugs.

        Opioids?

        A wide range of pain relievers are associated with euphoric relaxation in addition to their analgesic effect. Throughout the modern era, opioids caused waves of epidemic use in countries around the world.

        Medical Use. Prescribed for acute and chronic pain relief, taken orally or through IV.

        Effects. In addition to lessening pain, opioids create strong feelings of euphoria and relaxation.

        Level 1. Light doses, aside from lessening pain, give users a deep feeling of relaxation. They also slow reaction times, making driving and operating heavy machinery dangerous. Users gain 2d8 temporary hit points and suffer disadvantage on Dexterity and Intelligence ability checks and saving throws.

        Optional Rules 311

        Level 2. Heavier doses of opioids create stronger feelings of euphoria and relaxation, severely depressing motor function. In addition to the level 1 effects, users gain 3 levels of Exhaustion.

        Level 3. High doses of opioids lead to unconsciousness and a deep sleep from which it is difficult to be woken. Users become Unconscious for the duration of the Intoxication.

        Overdose. Overdoses on narcotics often lead to death as the victim stops breathing. Overdose victims require immediate medical attention. The user must receive medical attention within 1 hour of overdose or fall to 0 hit points and begin making death saving throws.

        Addiction. Opioids are enormously addictive drugs when used for recreation.

        Check once per week of recreational use with DC 10 saving throw (no ability score modifier is used). Failure results in addiction.

        Withdrawal. Addicts suffer intense cravings and numerous physical symptoms such as intense abdominal pain, sweats, nausea, vomiting, racing heart, anxiety, and powerful cravings.

        Addicts suffer the Sickened condition while in withdrawal. Withdrawal sets in within 48 hours of cessation of use.

        Psychedelics?

        Psychedelics are among the least understood recreational drugs. They impact perception such that the user begins to experience intense illusory sensations and unusual ideation. While they are not as physically damaging as stimulants and depressants, they can lead to or trigger serious mental health issues.

        Medical Use. Psychedelics are rarely used in Western medicine, but they show promise in treating severe depression. Shamanistic cultures use them as a spiritual medication.

        Effects. Users experience a wide range of sense hallucinations, dissociative experiences, and dreamlike visions.

        Level 1. At low doses, users experience mild sensory hallucinations that subtly alter their perceptions. Dissociative versions cause a sense of universal oneness.

        Level 2. At higher doses, the effects of psychedelics become dramatic and persistent. Users experience nausea, vomiting, and disorientation before hallucinations begin. A sense of being out of body is also common. Users suffer the Sickened condition.

        Level 3. At high doses, powerful hallucinations become incredibly vivid and convincing. Users may lose touch with reality for the duration of the effect. Users suffer the Sickened condition.

        Overdose. Fatal overdose of psychedelics is rare, as are serious complications. Fatalities occur due to comorbidities or the use of other drugs in combination with psychedelics. Intense hallucinations can lead to serious accidents or injuries.

        Addiction. Hallucinogens do not generally cause a physical addiction.

        Withdrawal. Since they rarely lead to addiction, hallucinogens don’t have withdrawal symptoms. Users nevertheless crave use of the drugs.

        Steroids?

        Steroids and growth hormones are unusual among recreational drugs, taken to enhance athletic performance rather than seeking altered mental states. Nonetheless, they are controlled substances and can be detrimental to health when abused.

        Medical Use. Steroids are widely used as antiinflammatory drugs, in therapy, birth control, and a range of other uses.

        Effects. Steroids don’t offer a high as such. They act like a mild stimulant, increasing heart rate and giving the user a feeling of energy. Illegal steroid use is aimed at improving muscle development and cardiovascular performance as an adjunct to training over an extended period of use.

        Level 1. Low doses of steroids have little short-term effect other than to reduce swelling.

        Level 2. Higher doses increase heart rate, cause loss of sleep, and lead to an aggressive disposition.

        Overdose. Excessive doses steroids can cause heart failure, though this is rare as they’re not generally used for recreational purposes.

        Addiction and Withdrawal. Steroids are not addictive. Long-term use has a number of serious side effects, but these are not considered withdrawal symptoms.

        Stimulants?

        Stimulants impart a sense of excitement and a feeling similar to high levels of adrenaline. The heart beats faster and the user feels a sense of power and energy. Some take stimulants to increase stamina and physical performance. At lower doses they may fight off fatigue, while in high doses they can lead to cardiac arrest.

        Medical Use. Stimulants are used to treat both Adhd and depression. In rare cases, they treat narcolepsy or catatonic conditions.

        Effects. Stimulants act on the central nervous system, reducing fatigue and giving the user a feeling of elation and energy. Mild doses are used for late night study or recreation, while heavy doses are taken for a strong sense of elation and excitement.

        Level 1. Mild stimulants alleviate fatigue and sleepiness or increase attentiveness. Removes 1 level of Exhaustion.

        Level 2. Stronger stimulant doses create a sense of indomitability in users, leading to impulsive and reckless behavior, sleeplessness and an aggressive disposition. Removes three levels of fatigue and gives the user 1d8 temporary hit points but prevents resting and imposes disadvantage on Wisdom and Intelligence saving throws.

        Level 3. Powerful stimulants are extremely dangerous due to the high risk of overdose. Users feel invincible and display high levels of aggressive and erratic behavior, often suffering from delusions. Removes three levels of fatigue and gives the user 2d8 temporary hit points but prevents resting and imposes the Sickened condition as well as disadvantage on Intelligence, Wisdom, and Charisma saving throws.

        Overdose. In severe cases, stimulant overdose leads to cardiac collapse and death. Rapid breath and heartbeat are early signs along with cramping and tremors. Victims need immediate medical attention. The user must receive medical attention within 1 hour of overdose or fall to 0 hit points and begin making death saving throws.

        Addiction. Stimulants are among the most highly addictive categories of drugs. Addiction occurs quickly with repeated use. Even mildly intoxicating stimulants such as tobacco and caffeine create physical addiction, though the intensity of withdrawal is linked to the intensity of the drug.

        Check once per week of use with DC 10 saving throw (no ability score modifier is used). Failure results in addiction.

        Withdrawal. The symptoms of stimulant withdrawal are highly disruptive. Sleeping is difficult, and addicts suffer chills, shakes, aches, fatigue, and wild mood swings along with powerful cravings.

        Addicts suffer 1 level of Exhaustion that cannot be removed while they remain in withdrawal. Withdrawal sets in within 48 hours of cessation of use.

        Drug Contamination

        Drugs sold on the street may be contaminated or adulterated. This practice increases the profitability of the drugs. The pure drug is cut with a filler to mimic a full dose, stretching the amount product available to sell. Another, cheaper intoxicant may be added to retain the perception of potency despite the dilution. Experimentation also aims to create cheaper, more addictive combinations. Since the buyer doesn’t know what’s in the product, this can lead to accidental overdose or ingesting an undisclosed allergen.

        Running a Game

        The Game Master handles everything in the game’s story except for the actions of the heroes, which are controlled by the players. The GM decides what happens in the world, what can be found in each location, what plot points get introduced, what everyone besides the heroes is doing, and what happens as a result of the heroes’ actions.

        But don’t be intimidated! The job of the GM can be broken down to a few basic principles you can then apply to each situation.

        The Basic Loop

        At its most basic level, being the GM simply involves describing a scene, asking the players what they do, and deciding the outcome of their actions. This basic loop is repeated over and over again in a variety of ways throughout the game, and everything else flows from there.

        Description

        Each adventure, each session, and every scene begins with narration. You explain to the players where their characters are, what’s going on, who else is there, what information they know, and/or what’s happened so far. You then ask some variation of, “what do you do?” Once you get into a flow with your players, you may not need to ask, but the question should be implied as you finish your narration.

        Avoid giving the players a list of actions they could take unless they ask. Guiding unsure players is fine, but by default the players should decide what they want to do without your input. Don’t tell players how their heroes feel—that’s up for them to decide based on the situation you describe.

        Player Actions

        One or more players then describe what they want to do. This might be choosing their combat actions, speaking to an NPC or another hero, or interacting with the world in any way they can imagine.

        Dice Rolls

        If there’s a chance they could succeed or fail at their action, you tell the players what to roll. Outside of combat, this is usually an ability check of some kind, but you may ask for a saving throw or attack roll if the situation calls for it. Combat involves a lot of dice rolling, usually attack and damage rolls. If the player’s action doesn’t need a roll, then you can skip straight to the resolution.

        Resolution

        Once any necessary dice are rolled, you narrate the result in much the same way you described the initial scene. You might simply say, “Okay, you do that. What next?” for simple actions such as walking over to the mad scientist’s desk, but otherwise you describe the result of their action, again ending with an explicit or implied “What do you do?” You might ask what the rest of the heroes are doing, what the next player in initiative order wants to do, or continue this back and forth with one player until their current action is resolved.

        Narrating

        Just like the narrator of a novel, you are the narrator of the game. Your descriptions build the world in the imaginations of your players and prompt them to interact with that world. Great narration is a skill that can take time to master, but all you need to start is some basic knowledge and a willingness to learn by doing.

        How Much Detail

        You don’t need to describe every possible thing in a scene. Begin with what the players need to know to start interacting with the world, what sets the mood of the scene, and some light flavor. Once the players have that, they can ask for more detail if they want it, or you can embellish as more detail becomes relevant.

        Calling Attention. When you describe anything in detail, that signals to the players that it’s important, so go into detail only about things that actually matter. The players could spend a whole scene investigating an unimportant piece of furniture if you describe it in more detail than everything else in a room. You don’t need to stick to only critical details all the time or emphasize everything important, but avoid giving undue emphasis to unimportant things.

        Engaging the Senses

        When describing a scene or an action, consider all five senses. If you were there, what would you smell? What small things would catch your eye? How would it sound? Tiny details can enhance the mood of your narration. Describe the sounds of the busy streets, the smell of a sterile hospital, or the rush of cool air-conditioned air on the skin. Evoking all of these senses in a single description isn’t necessary, but when peppered in among other descriptions, they add flavor—perhaps literally, if that’s the sense you want to evoke.

        Dialogue Narration

        When roleplaying dialogue, the GM and each player have their own preferences and comfort levels. Allow each person to express their character’s speech however they are most comfortable.

        Performance

        In performative dialogue, players and the GM act out exactly what a hero or NPC says in a scene. It can be a lot of fun and inspire incredible moments in the game. That said, not everyone has the gift of gab to do this comfortably.

        Player Example: I tell him, “If you want this doughnut you’ll have to crawl through hell and pry it from my cold dead hands!”

        GM Example: The villain sneers at you, “You will never be worthy of the power of that doughnut.”

        Narrative

        In narrative dialogue, you describe a summary of what someone says but you’re not using exact words or impersonating the speaker. This is the most common style of roleplaying dialogue.

        GM Example: “The secretary tells you she hasn’t seen the masked stranger in more than a week.”

        Player Example: “I ask her if anyone else in the building might have seen anything.”

        Mechanical

        In mechanical dialogue, a player lets the dice do the talking and describes what they want their hero to achieve through their rolls. Most Gms use more flavorful narrative, but it’s common for players who might be shy, unsure, or new to the game.

        Player Example: “I want to make an Intimidation check to get him to tell me where the money is.”

        It’s okay for everyone at the table to use their own style and mix any or all of these together. As long as everyone understands one another, everyone can express their imagination in the storytelling to the degree they enjoy.

        Hit Points and Damage

        As a central feature since the inception of Rpgs, hit points are a simple and elegant game mechanic—but they can present narrative challenges to a GM. What exactly happens when a hero is “hit” with an attack and loses hit points? How should you or the players describe it? Ultimately, it’s up to you. Consider the situation at hand, how close the hero is to 0 hit points, and the tone of the setting the adventure takes place in. A horror story or military drama lends itself to some blood and guts, while a comedic story about heroic kids should go light on the gore.

        It’s useful to think of hit points as being more than just how resilient a character’s body is and to think of a hit beyond the literal idea of a weapon finding its mark on the target. In real life, few people can survive a direct hit with a high-powered sniper rifle. In Everyday Heroes, a high-level hero can easily shrug it off. If the attack isn’t life threatening, then it could have whizzed by, grazed them, deflected off their armor, or otherwise been too close for comfort. The loss of hit points represents the realization that an inch to the left could have killed them, or it could be their luck running out. Whatever the rationale, they are that much closer to an attack that could end their life.

        This general approach to hit points also explains why a rousing speech or an hour-long rest can bring a hero back to full health. Those activities wouldn’t actually heal a hero’s wounds, but they can boost morale, replenish energy, and give a hero the will to fight despite any physical wounds they may have suffered.

        Rolling the Dice

        When the result of an action is uncertain, it’s time to roll some dice. It’s the GM’s task to decide when there is uncertainty and what kind of roll is required.

        Revealing Dcs

        You don’t have to tell the players the DC of any given ability check or saving throw, but in most cases, it’s easier if you announce the DC when you call for the check or save. For instance, “make a DC 13 Dexterity saving throw.” The player can then tell you if they pass or fail, and you can move straight into narrating the outcome. You can do this with enemy Defense as well, if you like.

        Passive Ability Checks

        Passive ability checks can be used when you want a player to make a check, but don’t want to tip them off to a threat or danger. You can also use passive ability checks instead of rolling for NPCs to speed up play. Consider using passive skills for NPCs to make Gain Ground actions during a chase to go faster, and for grappling, disarming, and other special attacks that call for ability checks during combat.

        Not Rolling

        Before calling for a roll, ask yourself if both success and failure would be interesting. If it would be more interesting for the players to notice something, or get through a locked door, or know an important piece of lore, you don’t need to call for a roll. You can just decide it happens. Similarly, if failure has no consequences and a hero can try again until they succeed, there’s no need to roll.

        Alternative Consequences

        If an ability check is appropriate but you don’t want to prevent the game from progressing due to failure, you can allow the action to succeed regardless of the roll’s outcome but, on a failure, provide an unfavorable consequence. For example, a player might fail an Intelligence (Security) check made to open a lock. If not getting inside would ruin the story, allow them to open the door regardless but in a way that has negative consequences they’d rather have avoided. Perhaps the lock breaks so their entry will be obvious later, or it takes longer than expected, or the fumble causes noise and attracts a guard. The consequences of a failed roll should matter; a time penalty means something only if there’s a reason it needs to be done quickly.

        Doubling Down

        If you want to add extra tension and a tough player choice, when a character fails a roll you can offer to let them double down. They can roll again, but if they fail, the consequences will be worse. Or they can accept the initial failure and deal with the original consequences.

        Saying “Yes, And”

        In improv, there’s a rule called “yes, and.” This rule means that whenever another actor introduces an idea, you never say “no.” Instead, you take what they added and expand on it. Run with their idea and introduce your own by saying, “yes, and. . . .” Roleplaying games, at their core, are a form of improv with rules to govern chance and consequence. Everyone at the table contributes ideas and actions to tell a story together, and that Running a Game 317 goes more smoothly if you’re not shooting one another’s ideas down.

        As the GM, you will usually be the one introducing concepts to the narrative, while the players build on what you provide. You describe a room, and the players say, “yes, and I do this.” You tell the players they have a mission, and they say “yes, and my motivation to accept it is this.” But even if you initially drive the story, the players are also storytellers. Say “yes, and” to them whenever possible. When a player says, “I do this,” you generally say “yes, and the outcome is this.” Perhaps you simply narrate the result of their action, or you have them roll to determine the outcome. When a player says, “my backstory is this,” you might say, “yes, and this is how it fits into this story.” Sometimes a player might ask if they can do something, rather than declaring what they do. Apply the same “yes, and” policy here. However, let them know if what they want to do is impossible, if it would be difficult, what check you might require, or what they’d need to do for it to become possible.

        Saying No

        That said, the GM is also the arbiter of the story, and it’s ultimately up to you to disallow anything that breaks the narrative, ruins the immersion, or otherwise derails the game. Try to be as lenient as possible, but sometimes you might need to rein in ideas that don’t fit in the story you’ve constructed together.

        Shining The Spotlight

        As the GM, make sure everyone has a chance to participate. If all the players but one seem to be having fun, that’s a problem. But it’s a problem you can fix.

        If a player is in the spotlight, they’re the focus of what’s going on at the moment. If the team is talking to an NPC but only one or two of them are saying anything or making ability checks related to that encounter, those players are in the spotlight. While the players investigate a location, whomever asks questions and takes initiative is in the spotlight. And in combat or a chase, the spotlight shifts to the character who’s turn it is. Even then, it can shine brighter on some characters more than others, particularly those better equipped to handle the specific encounter.

        The spotlight lets a player feel like the center of attention, and that’s awesome! Let them have their time. But make sure everyone gets to be in the spotlight at some point in the game. This attention doesn’t have to be perfectly even; some players are more interested in working as a group or socializing with their friends than being at the center of the story.

        Here are some tips for shining the spotlight:

        • Ask a player what their character is doing if they haven’t done much in the current scene. They may jump at the opportunity for a spotlight; if they aren’t interested right now, touching base lets you check in and keeps their character from fading into the background.
        • If a player hasn’t been in the spotlight for a few scenes, give them an opportunity to shine. Include an encounter their character will be adept at dealing with, or add a plot beat that specifically relates to their character. If they’re not interested in the attention, let them do their thing and move on. But if they’re loving the attention, let them revel in it a little.
        • As long as you aren’t running a single-session game, you can include sessions that focus on one or two characters specifically, giving them a larger share of the spotlight. This is great for giving a character some focus. If you do this, spread the love and include sessions that focus on every character at some point. These spotlight sessions don’t have to be one after another; intersperse them here and there throughout the adventure.
        • You can also focus an entire adventure on one character, or a subset of your team, as long as you’re running a campaign that includes multiple adventures. This can advance a character’s main plot arc or resolve a personal side goal. As always, try to include adventures that focus on every character at some point during the campaign. Arbitrating the Rules

        As the GM, you decide how to interpret the rules, and even which rules to follow and when. This doesn’t mean that you should arbitrarily ignore the rules, but in service of making the game more enjoyable, you are empowered to decide when a rule doesn’t make sense, when to improvise a new rule, and when to change the rules to better fit your game.

        Gm’s Discretion

        Many rules in Everyday Heroes include the phrase “at the GM’s discretion.” In these cases, it’s always up to you to decide how to proceed. Don’t worry about breaking the game by making whatever call suits the current situation, since you can make a different call next time. Use your best judgement on what seems reasonable within the context of the game you are running. Rules with this wording are designed to be flexible, and specifically call out that they fall under your purview so players shouldn’t be blindsided when you make a call.

        Strange Situations

        Inevitably, something will happen during a game that the game rules don’t specifically cover. Or given the circumstances of your narrative, the rules as written may not feel right. In these cases, decide what feels right to you. Try to be consistent with such rulings. Even if these situations rarely come up, players might feel cheated if rules keep changing.

        If you feel chance should play into an action that the rules don’t cover, but you don’t want to come up with complex rules or no proficiency seems applicable, you can give it a 50/50 chance and roll a d20. A result of 1 to 10 fails, an 11 to 20 succeeds.

        Forgotten Rules

        While running a game, the GM might forget how a rule works. If it’s an important rule, it’s worth looking it up. If you feel that looking it up would ruin the flow of the session, and no one else at the table knows the rule, make a call and figure out the correct rule later. When you have time to look it up, let everyone know what the correct rule is and try to remember that for next time. For this particular situation, however, stick with the ruling you made.

        Optional and Custom Rules

        Gms can make up their own rules. Everyday Heroes encourages you to create new content. Backgrounds, professions, NPCs, weapons, and even classes are easy to create and add to the game!

        Once you have experience running a game, a solid knowledge of the rules, and an understanding of the implications of changing them, you can modify, tweak, and completely rewrite anything in the rules you like! Let your players know what’s changed before you start a session, and try not to change rules in the middle of an adventure.

        Preparing the Players

        Before you begin a game, talk to your players and discuss the kind of game you all want to play, the tone and genre, and taboo subjects. The following sections delve into a number of topics that you and your players should touch on at least briefly before you begin.

        Session 0 Ideally, you gather before the game to discuss these topics and build characters. By creating characters together, everyone can consider how they fit together as a team, give each other ideas and suggestions, and ask questions as they arise. Often known as “session 0,” this might or might not be an entire session, but you should treat it as an equally important part of the game. If you don’t have time, apply the same concepts to your pregame communications as much as possible.

        Building Heroes

        You can have players go off and make their characters on their own and bring them to the table, but if you have the time, it’s always better to be there throughout the process, and having the whole group make characters together is ideal. This lets you talk through how each character fits into Running a Game 319 your world, what their motivations for being part of the adventure are, and the kinds of dynamics the players want to have with one another. This also ensures the GM is on hand to answer any questions and help facilitate the process. This should be included as part of your session 0 whenever possible.

        Table Rules

        First, talk to your players about the table rules. These rules are for the players, not their heroes. They’re the etiquette everyone will be expected to follow at the table, including the GM.

        The Basics

        Be respectful of each other. Don’t touch other players or their things without permission. Don’t bring outside conflicts into the game, or in-game conflicts into real life. Simple issues, but important.

        Food

        Figure out how you deal with snacks and meals during games. If you’re ordering food, will you do it before the game begins? During a break? Will someone cook or bring something? Will people trade off bringing snacks? Will one person provide them each time? Or is there no rule for snacks and anyone can bring something if they feel like it?

        Distractions

        Video games, TV shows, and loud Internet videos are obvious distractions to be avoided during game time. But how your group handles smaller diversions like scrolling on a phone or laptop can vary. Some players have difficulty paying attention without an idle activity, while others might be extremely distracted by it. Be lenient and figure out what works for each player and for the group.

        Table Talk

        Have players make it clear when they’re speaking in character. Players might come up with voices for their characters, or you could ask them to specify when they’re speaking out of character and assume in character otherwise, or vice versa.

        Decide if players are permitted to give advice during another player’s turn. What information can they share if they aren’t in the same place or are unconscious? Can players take back what they just did or said?

        Rules Talk

        Talk about how much time you’re willing to devote to discussing and looking up rules. Will you pause to make sure you get a rule right, or make a call and keep playing? Can players look up how an ability works while deciding what to do on their turn, or do they have to do something else and look it up when it’s not their turn?

        Dice Rolling

        Will the GM roll dice in clear view, or will your rolls be secret? If you roll in secret, will you change the result of the dice sometimes (“fudging” the dice)? Do dice that fall on the floor count? How will you handle cocked dice?

        Suggest that players roll their attacks and damage together, so there’s no pause between learning if they hit and giving you the damage.

        Metagaming

        “Metagaming” is when a player uses knowledge they have that their character doesn’t to influence their character’s actions. At first glance, this may seem like a purely negative occurrence. Characters shouldn’t act on information they don’t have, and you should discourage players from doing so.

        But remember that the players are storytellers, too. Discuss as a group when you feel it is appropriate for players to use metagame knowledge if they think it would make the story better. Can they do it to push the genre or tone of the story? To keep the team together so things can run more smoothly? When they think it might result in a cool plot beat?

        Multiple Characters

        Typically, each player plays a single character, but if your group is small, you might have each player run two or more characters to fill out a team. The game works as intended with two or three characters, but not every adventure concept fits that model. If you want players to run multiple characters, make sure no one feels too overwhelmed by the idea. Discuss if one character will be their “main” character or if each will be equal. Will one person run multiple characters while everyone else runs one.

        You might also ask players to create a roster of characters, bringing only one on each adventure; switch back and forth between two simultaneous adventures with different sets of characters; or have everyone make backup characters because the game will be extremely lethal.

        Missing Players

        Sometimes players can’t make it to a game. Will you play without them? What if multiple players are missing?

        If you play without a player, how will you handle their character? Here are some options:

        • Have another player run the character. They don’t need to roleplay that character too deeply, but they can make their rolls and choose their combat actions.
        • Run the character yourself. This is more work for you, but with newer players, it may keep them from being overwhelmed.
        • Find a reason for the character to not be there. This is easier if your sessions are episodic and the character can be busy with something else, but you can also introduce a problem that they’ll need to stay behind for or find another way to take them out of the action temporarily. Set up an easy way to bring them back in for the next session.
        • The character is there, but they don’t participate. If there’s something critical that only they can do, or the players need a piece of equipment they have, you can have them step up briefly. But otherwise, treat the character as if they’re standing in the background, and don’t worry about the narrative or mechanical inconsistency.

        Knowing Your Players

        The more you know about what your players like in a game, what motivates them, and what irritates them, the better equipped you’ll be to tailor your games to your group. Presented below are some broad suggestions that can help you understand your players’ motivations.

        Start by asking the players what they like about roleplaying games, but understand that they might not be able to articulate an answer. Maybe they’re new to roleplaying, or they haven’t thought about it that deeply. That’s okay! You can keep things broad, appealing to various playstyles, or try different tacks and see how they go. Eventually, as you get to know your players and their styles, you can zero in on what they personally enjoy.

        Acting

        A player motivated by acting likes to get into their character’s head. They like to pretend to be their character, speak in character, and feel immersed in the world. These players love social encounters with the opportunity to roleplay.

        For players motivated by acting, try the following:

        • Present opportunities to speak to NPCs in character. Even if you narrate what NPCs say more than you speak in their voices, encourage this player to respond in character.
        • Provide opportunities to advance their character’s personal arc.
        • Include roleplaying opportunities in combat and chases, such as trading quips with enemies or playing out some personal drama while the action happens.
        • Leave space for their hero to converse with other characters before moving on to the next scene.

        Butt Kicking

        Players motivated by butt kicking have simple needs. They like combat, and they like beating their enemies to a pulp. They don’t need to be the most powerful, and they don’t have to win every time, but they love the thrill of a fight.

        For players motivated by butt kicking, try the following:

        • Sprinkle action into longer periods of exploration or socialization.
        • Let them solve problems by hitting things.
        • Include a variety of weak enemies for them to beat up.
        • Give in-depth descriptions of how their attacks pulverize their foes and the environment alike.

        Discovery

        A player motivated by discovery wants to experience the setting, learn new things, and see what happens next. They want to find every clue, meet every NPC, and go to every location.

        For players motivated by discovery, try the following:

        • Vividly describe locations and NPCs.
        • Include handouts, art, maps, and props.
        • Let them find optional clues, tidbits, and secrets by exploring and investigating. They will especially enjoy finding things that they know could have been missed if they hadn’t gone looking.

        Hanging Out

        Players motivated by hanging out are there for the social aspect of the game. Their priority is spending time at the table with friends. They prefer working as a team more than interteam conflict.

        For players motivated by hanging out, try the following:

        • Don’t force them to be more involved than they like.
        • Prompt them when they do need to be involved. If they aren’t sure what to do, offer suggestions.
        • If conflict arises between characters, keep things light between the players. Pause to talk about it out of character here and there, so everyone at the table feels like a team even if their characters have a disagreement in the story.

        Instigating

        Players motivated by instigating like to make things happen. They don’t like planning and would rather be doing. They like to play reckless characters that don’t think about the consequences of their impulsive actions.

        For players motivated by instigating, try the following:

        • Ask them what they’re doing if planning and discussion are bogging down play. They’ll be happy to get things moving.
        • Let them lead the team into a bad situation occasionally, but make it a fun challenge and not a punishment.
        • Give them ways to interact with their environment.
        • Include reactive NPCs that respond to their provocation in interesting ways.

          Optimization

          A player motivated by optimization wants to make the best character they can. Most want their characters to be as powerful as possible in combat, but they might also enjoy maximizing their social or exploration abilities. They enjoy seeing their numbers increase over time and defeating difficult challenges with their powerful character.

          For players motivated by optimizing, try the following:

          • Make sure milestones aren’t too few and far between.
          • Include encounters where they can show off their character’s abilities.
          • Give them access to the best equipment possible for their character. They might need to complete an adventure or two before they find it, but such items need to be obtainable.

            Problem Solving

            A player motivated by problem solving likes to make careful, calculated decisions. They enjoy battle tactics, puzzle solving, and making the right determinations.

            For players motivated by problem solving, try the following:

            • Include puzzles and problems that require creative solutions.
            • Let a great plan result in an easy win on occasion.
            • Complicate encounters with terrain, odd positioning, weather, or anything else that makes the scene tactically complex.
            • Emphasize the real consequences for failure.

              Storytelling

              Players motivated by storytelling enjoy the narrative of the game. They want their characters to be part of the story, regardless of how immersed they are in the roleplaying. To them, the rules exist to serve the story.

              For players motivated by storytelling, try the following:

              • Include elements of their character’s backstory in the game.
              • Incorporate plot reasons for every encounter. Avoid “random” encounters.
              • Show them how their previous actions have shaped the world and the story.
              • Connect the events of multiple adventures into one overarching story, even if the players play different characters.

                Explaining Improv

                Make sure everyone understands the nature of the game in regard to improv, as discussed at the beginning of this chapter. Ask the players to buy into your game, build characters that fit the theme, play off each other’s ideas, and otherwise say “yes, and” to you as well as to their fellow players. Even if your group isn’t completely into the roleplaying or storytelling aspects of the game, the concepts still apply to the flow between you and your players.

                Let your players know that you’re here to make the game fun, and you’ll be trying to “yes, and” them, too. Here are two directions you can run with this:

                • “My role is to give you challenges to overcome.”

                  Whatever happens, you’ll turn it into a fair challenge. When the players initiate a cool plan to solve a problem, you’ll either make sure that that plan is possible but challenging, or you’ll tell them flat out that their plan is unworkable and they should think of something else. You’re not waiting for them to make the wrong move so you can punish them for it, nor is there (usually) a secret right answer that they need to figure out.

                • “My role is to torment your characters for your entertainment.” This is most appropriate for horror or darker war stories. A move may end up going horribly wrong, even if the players had no way of knowing that ahead of time, but that’s part of the fun! Everyone can commiserate about their characters’ suffering together.

                  Running a Game

                  IT’s What MY Character Would DO. In roleplaying games, players are encouraged to do what their character would do, rather than what the player would do or what would be most effective mechanically or tactically. Players should also be aware that “yes, and” can supersede this. If a player feels their character wouldn’t join a particular adventure, work with them to modify their character’s motivations or add elements more in keeping with their goals.

                  Cooperation

                  Discuss with your players how much cooperation you expect between their characters. In most games, it’s assumed the heroes will act as a team. If that’s the case, backstabbing teammates might feel like saying “no” to fellow players. But in other games, betrayal—or even working toward slightly different goals—is part of the fun. Different levels of cooperation and betrayal can work in your game, as long as everyone is on the same page.

                  Secret Information

                  Discuss how you’re going to handle information not all characters have access to. If you want to keep some players in the dark because their characters don’t know something, talk to the players whose characters know the secret before the game to share information, pass notes, or step into another room to play out private scenes. Make sure everyone is comfortable with this and remember that you don’t have to hide everything to play a game where characters have secrets. Most stories work just as well if all the players know everything, as long as they’re willing to play into it and have fun pretending their characters are in the dark.

                  Direct Conflict Between Heroes

                  When conflict arises between heroes, adjudicate it fairly by sticking closely to the game rules. The ability check challenge mechanic works well in most situations. Ideally, all the players will see this as part of the drama rather than a personal competition. If that isn’t the case and you don’t intend to run a player vs. player type campaign, ask everyone to dial back the inter-team conflict and get back to playing the game.

                  Setting the Tone

                  The tone of a game can be informed by the genre of the adventure, but how you present the world and how your players respond to it ultimately determines how the game feels. Whatever tone you choose, your players need to know ahead of time so they can participate in reinforcing it. Remember also to get your players’ input to work out a tone and mood that everyone is excited about playing.

                  Realism

                  Decide how realistically you want to portray the world. Everyday Heroes takes liberties with realism to make the game run smoothly and emulate the extreme action common to its sources of inspiration, but you can portray the world—and the laws of physics—with authenticity or lean into cinematic action movie hyperbole as you see fit.

                  Seriousness

                  How seriously do you want to take the game? Some silliness is to be expected at any gaming table, and banning it outright is a recipe for disaster. Still, some games work better if everyone isn’t cracking jokes all the time, while others thrive on constant banter.

                  Heaviness

                  Separate from how seriously you take things at the table, talk about how intense the themes of the story are meant to be. Are you dwelling on the horrors of war—whether the group cracks jokes or keeps the mood somber—or glossing over all the deaths to enjoy the action?

                  Difficult Topics

                  Games can contain subject matter that make players uncomfortable. Consider your audience when putting your game together. Once you have an idea of the kinds of challenging themes that might come up in the story, discuss them with your players and make sure everyone is okay playing with those themes. Ask them if there’s anything they specifically want you to avoid.

                  Ensure that if something makes a player uncomfortable, they have a quick and easy way to let you know without necessarily disrupting the game. Let the players know that they can always talk to you in private if there are subjects they would like you to avoid in the future, but are uncomfortable discussing in front of the other players.

                  This is a game, and the players’ comfort is more important than anything going on in your story. There are numerous systems, many freely available online, that are designed to work with any roleplaying game ruleset which you can adopt to both check your player’s comfort level with numerous topics in advance, and provide everyone with tools to help navigate strong reactions to game content that occur during play. It’s worth researching such systems and discussing them with your players to find one that works for everyone in your play group.

                  We present a very simple system below as one alternative, but if this doesn’t work well for anyone in your group you won’t be “playing the game wrong” if you ignore this and find something more suitable to your needs.

                  The Fade-to-black Tool

                  As a group, determine a way for anyone in the game to signal when they would like an uncomfortable scene to resolve “offscreen” with no further description. You can then narrate a “Fade-toblack.” The world moves on, the details of that scene are now left to the imagination and not discussed further.

                  Ideally, the signal is a gesture that is easy to observe for everyone in the game. In person games often use a card or figure to point to. The X-card (a card or paper with an X drawn on it) is a common standard. Saying “let’s fade to black” should always be available as well.

                  World Building with Players

                  While discussing who the characters are, how they fit into the world, their motivations, and the people in their lives, work what they give you into your world and your story. You could ask them to expand on their ideas explicitly to help expand the setting if you like, or you might note down some interesting things they came up with to expand on later. In any case, you should only say “no” if an idea truly doesn’t fit in this game, and even then, try to adapt the idea rather than dismiss it outright.

                  Delegating

                  If you like, you can delegate some tasks to your players. Players can keep track of initiative, take story notes, and look up rules, freeing you up to do the rest of your work as GM. You can assign these tasks at the start of the adventure, but you can also always do this at any point in the game. Just make sure everyone is on board.

                  Preparing For Each Session

                  Chapter 14 contains everything you need to build your own adventures, but whether you’re building from scratch or using a published adventure, you usually need to do some prep work between each session. This allows you to react to what’s happened in your game so far and lets you break up your planning into manageable chunks.

                  Published Adventures

                  When running a published adventure, first read the entire adventure. You don’t need to take notes or memorize it, but you should have a basic idea of the story and how it plays out. Once you’re familiar with the whole thing, you can plan how to run it one session at a time.

                  Prep Time

                  The amount of time you spend on preparation is up to you and how comfortable you are with improvising. The more time you put into planning, the easier time you’ll have running the game, but there are diminishing returns to this time investment. The more possibilities and options you account for, the more improvisation you’re saving yourself. But you’ll also be preparing content that might not get used. (Don’t throw anything away! You can always repurpose it and use it later in another adventure.)

                  When preparing, you don’t always have to write everything down. If you have a good memory, you can keep your notes sparse, but you’ll still want to go through the process of planning so that you don’t miss anything important.

                  Simple Prep

                  If you don’t have much time, or you like to improvise, you can follow these steps to keep your planning simple.

                • Figure out which encounters are most likely to happen.
                • Ensure you have the appropriate stat blocks for any enemies that appear in those encounters, and a table of complications for any chases.
                • Note down the names and basic motivations for any important NPCs and give each one that hasn’t already been introduced a quirk to help them stand out.
                • If you’re using battle maps and aren’t running a published adventure, find an existing map to use or write yourself quick notes on how you want to draw it out when the time comes.
                • Look over the “Improvising” section later in this chapter. If you have time, follow the advice there for creating lists, spare encounters, and set pieces.

                  Advanced Prep

                  When you have more time and don’t want to lean on improvisation quite as much, you can follow the steps for simple prep, then work in these additional steps.

                • Prepare extra encounters to help fill any slow pacing.
                • Thoroughly review enemy stat blocks for your encounters and figure out their combat tactics.
                • Choose specific complications for any chases likely to occur, or build your own table to randomize based on the encounter location. You can pick complications from existing tables to mix and match.
                • Detail your major NPCs with extensive personalities, likes and dislikes, minor motivations, and/or simple backstories.
                • Prepare the answers to questions you expect your players to ask your NPCs.
                • If you’re not running a published adventure, write short descriptions you can read or paraphrase when the heroes enter an area or when a particular scene begins.
                • If you use battle maps and aren’t running a published adventure, you can make your own maps from scratch, modify existing maps, or spend some extra time looking for the right map online.

                  Pacing an Adventure

                  When running an adventure, pacing is one of the most important concepts to understand. It’s the rhythm of the story that keeps the players engaged. As the story grows more intense, excitement builds until there is a satisfying climactic moment. Then there is a moment of calm before tension begins to build again. These elements are repeated multiple times, each time building on what’s come before, growing more intense until the final climax when the story is resolved.

                  Building Tension Across A story

                  An adventure consists of sections of different types of play, each with their own unique pacing. Each also serves as an important piece of the overall pace of the story.

                  Setup

                  To kick off an adventure, you describe the opening scene or the general premise of the adventure. Where are the heroes? What’s going on? What problem do they need to deal with? This starts your pacing, often with the lowest point of tension, but a story can also begin with a bang, followed by a moment of calm as the typical flow of pacing begins.

                  Lead-In

                  Adventures that begin slowly allow the players to prepare, shop for equipment, roleplay among themselves, and otherwise get comfortable with the premise of the story. In this case, you describe the impetus of the adventure, but then let the players decide when they’re ready to move into the action. You might play out a scene where the heroes are offered a job or discover a problem, then let them interact with each other and your NPCs, determine their plan of action, then move into the adventure proper.

                  In Medias Res

                  Some adventures begin in the middle of the action, or sometime after the start. The characters are already ensconced in the story. You might begin with the first challenge they face—they’ve already embarked on their mission, gotten where they need to go, and now they need to fight, explore, escape, or have an important conversation. Or you could begin the story closer to the climax of the previous story—they’ve found the bad guy’s hideout, gotten through security, and are about to storm in and fight. Once they’ve dealt with that, a new problem arises, kicking off the rest of the adventure.

                  Recapping

                  At the start of each new session, it’s good to remind everyone where you left off, and what important things happened last time. If you ended the last session on a cliffhanger, this functions like the in medias res beginning to an adventure. If you ended in a period of calm, it resembles the leadin beginning.

                  Give one or more of your players the task of recapping each session. Let them describe what’s going on in their own words, and then you can fill in any details they might miss that you think are important.

                  Investigation and Exploration

                  Letting the heroes investigate a location or explore an area is a great way to build tension, raising the stakes before the action kicks into high gear. It allows you to provide the players with information and clues that foreshadow what’s to come, or you can give them choices to make. Take your time describing environments and details, and ease the players into the story.

                  When the heroes interact with the environment, explore an area, or investigate a scene, the standard flow of describing the scene, asking what the players do, and narrating the result becomes fluid. Players aren’t in initiative order and they can do just about anything. Let them interact with their environment however they see fit.

                  What Now?

                  If the players are stuck, don’t know what to do next, or are otherwise done interacting but they haven’t gone somewhere else or begun an encounter, it’s time for you to move the plot along. You can nudge them in the right direction, describe a clue they found, or ask them where they’d like to go next. Or if it feels like it’s time for something different, you could begin a conversation with an NPC or start an action scene. Or maybe the players get a phone call, a text, or an email that pushes things forward.

                  Conversation

                  A conversation with one or more NPCs usually functions like investigation when it comes to pacing, but some interactions can be critical to the story and just as tense as any action scene.

                  You can use conversations to allow the players to gather information or get to know someone. This is a way to build early tension as the players begin to understand what’s at stake in the adventure at large.

                  Conversations with consequences, where players may need to do some convincing or lying, can be great for raising the stakes and leading into a high-tension encounter. Maybe negotiations break down and combat starts, or the current problem is resolved but now tensions run high as the players move into the next scene.

                  Conversations at a crucial moment with dire consequences can be treated as climactic scenes, whether they’re the final big moment of the story or one of the smaller climaxes along the way. These kinds of conversations are rare but can be immensely satisfying to some players. Talking the villain down in a long, drawn-out philosophical debate may sound boring to some, but if you’ve built the tension well, it could be just the thing for this point in the adventure.

                  During a conversation, the flow of narration is usually paused while you and the players speak in character. Sometimes a player will describe an action to be resolved, or an ability check might be required, but mostly conversations play out as they do in real life, except everyone speaks in character.

                  You can also narrate any part of a conversation if you aren’t comfortable speaking in an NPC’s voice, and the same is true of the players and their characters. This can also be faster for less important conversations.

                  Multiple NPCs

                  Sometimes you’re controlling multiple NPCs in a conversation. When this happens, make sure the players know who is talking; you might give each NPC their own voice or accent, or simply say who is speaking each time you talk. If this gets too hard to juggle, you can always pick one NPC to be the main character, and let the rest remain quiet.

                  You may also find yourself in a situation where you’re talking to yourself as two or more NPCs interact while the players observe. Sometimes this is unavoidable, but try to play through these conversations as quickly as possible. The players are the main characters and should be involved as much as you can manage. Switching to a narrative style and describing the topic and outcome of the NPCs’ conversation can wrap it up quickly and get back to the stars of the adventure—the heroes.

                  Action

                  Action is the most common type of scene at the peak of tension before another calm. These scenes are exciting and dangerous. Your narration should become faster and more intense. Keep things moving and try not to halt the action until the scene comes to an end.

                  In an action scene—whether combat or a chase—players roll initiative and take turns. This is the most structured scene in the game and involves the most dice rolls. The rules for action scenes are extremely detailed, so players usually know what dice to roll to make their attacks and use their talents, but you still need to call for saving throws and other rolls as they become necessary.

                  Choose Quickly

                  Action scenes should be exciting and fast paced. The players are fighting for their lives or speeding through the streets, trying to catch an opponent or escape from one. Spending too much time during each turn deciding the best tactical movement, the optimal target to attack, or which talent to use can slow things down considerably and break immersion. As such, encourage players to act quickly and decisively. Try to be lenient toward players that struggle with quick decision-making, but let everyone know they should act as quickly as possible. Maybe this means they should plan their actions ahead of time or make split-second calls that could go very wrong. It’s all part of the story, and making hasty decisions enhances the immersion of intense action!

                  Ending IT Early

                  When a fight or chase is clearly decided in the players’ favor, rather than play out the final rounds as they finish off the last enemy or go through the motions of finishing a chase everyone knows they’ve already won, you can always cut things short. Enemies can surrender or flee rather than keep fighting, or you can narrate the rest of the encounter, describing how the players finish off the last of their foes or catch whoever they’re chasing.

                  Fast-Forwarding

                  Sometimes nothing interesting happens in the story for quite some time. In these cases, skip over the boring parts. Move on to when the players get where they’re going or if encounter something along the way. Skip to a few days later when they find their next clue. Tell them they get a good night’s rest and ask them what they do in the morning. There’s no need to get into the practical details of mundane life if it doesn’t serve the narrative.

                  Ending a Session

                  Keep an eye on how long you have left in a session and try to wrap things up at either a rest period between the action, or at a cliffhanger as you set up for something big. Sometimes this isn’t possible, and that’s okay, but if you can manage, it’s better to end a little early and build some excitement for next time than start a long encounter and stop in the middle because the hour grows late.

                  Ending the Adventure

                  Once the characters complete the final climactic scene and play out the final bits of roleplaying, you can move into a broader narration. You can either describe or ask the players to describe how their characters get home, get paid, report to their superiors, deliver the goods, or anything else that wraps up the adventure’s story.

                  You can play out any remaining scenes, such as saying goodbye to friends or going to get breakfast after the night’s events to tie everything up. Or you can introduce a new cliffhanger that makes them eager to return for the next adventure.

                  Downtime

                  Downtime is when the characters go about their day jobs, live their normal lives, or take a vacation. This usually happens between adventures, but there could be downtime within an adventure if it fits.

                  Downtime is played out like fast-forwarding, but let the players describe what their characters are up to. You could play out a small scene with each of them to get a feel for their lives and how their adventures have affected them, but most downtime involves the players each choosing a downtime activity to pursue, or briefly describing how they spend their time.

                  Flashbacks

                  Flashbacks are an optional way to provide some context to a scene where you narrate an event that has already taken place. Usually, you use this short aside to either describe what happened, ask a player a simple question about their backstory, or play out a short scene with one or more players.

                  You can also run a longer scene or series of scenes set in the past. These can play out like the normal flow of the game. If you want to use lower-level versions of the characters during a flashback, prepare these game statistics ahead of time.

                  Improvising

                  Everyday Heroes is a game about collaborative storytelling, and that means you aren’t in total control of where the story goes. Even if you plan for every contingency, every player action you can possibly imagine—which you don’t need to—the players will inevitably come up with something you never expected. But that’s a good thing! That collaboration makes roleplaying games great. Just be ready to improvise when it happens and go with the flow. Below are some tips to help.

                  Keep Lists

                  Create some lists to fall back on when you’re out of ideas. A list of NPC names you can pull out when you need to name a character and a list of business names you can reference if you need to quickly name a store or a company are just some examples. Online random generators are also handy if you can access those during your game.

                  Prepare Extra Encounters

                  Prepare a few basic encounters you can drop into any scene for emergencies. Maybe you prepare a group of criminals that could jump the characters in any alley, be hired by any villain, or be hanging out wherever the heroes are going. You can decide exactly who they are and what their motivations are when you drop them into your adventure. All you need are some stats, maybe a few names, and a small map if you like.

                  Set Pieces

                  You can also plan out a few small locations with a handful of encounters each. For instance, you might map out a run-down building with a few groups of squatters. Add a simple conflict between those groups that the heroes could get involved in and you have a set piece you could drop in if you need to add a combat encounter, if you need somewhere for the players to go to get information, or you want a quick side quest for the players to handle while you decide what to do next.

                  Recurring Characters

                  Recurring characters are a great tool for building long-term stories and creating plot threads you can pick up and build on as a campaign unfolds. Their first appearance is often innocuous: a vagrant asking for handouts, an old man complaining about something, or a food truck that shows up in multiple locations. As the heroes encounter the recurring character time and time again, their significance in the story grows. These encounters can happen in any reasonable place or time, letting you spice up lulls in the action on the fly.

                  Failing Forward

                  Inevitably, the heroes are going to fail. They might fail an ability check or saving throw, lose a fight, or let the villain get away with the object they were meant to protect. Important NPCs might die. Wars might be declared. But none of this should end the story before it’s ready to end.

                  When designing your adventures, keep in mind what will happen if the players don’t succeed. And when things inevitably go wrong in ways you never considered, don’t worry! Failure is just an opportunity for more storytelling.

                  Failed Ability Checks

                  As discussed in the “Rolling Dice” section previously, remember that when a character fails an ability check, you always have the option to let the action succeed anyway, but choose another consequence. For example:

                  • They hack the system but trip an alarm.
                  • They climb up to the roof but gain a level of Exhaustion.
                  • An NPC agrees to do them a favor, but only if the players do an unnamed future favor in return.
                  • They have to get drunk with their mark to get the information they need. They gain two levels of inebriation but get what they were after.
                  • They avoid falling down a deadly ravine, but now they’re holding onto the edge and will have to spend their turn climbing back up.
                  • They find the hidden clue, but it takes them an hour and the clock doesn’t stop ticking.

                    Losing A fight

                    When the characters lose a fight, they don’t necessarily need to die. Instead, consider an alternative consequence. If you want to keep playing with those characters, it’s usually okay to bend believability a little bit to keep them alive. This depends on the tone of your game, but in most circumstances you can do at least one of the following without breaking immersion:

                    • The characters have been taken prisoner and must now escape.
                    • The characters are rescued and now owe someone a favor.
                    • The characters are left for dead by careless foes. The players live, but they might suffer lasting injuries.
                    • They are forced to surrender, giving up something important to them.

                      Failing an Objective

                      If the characters fail to acquire the goods, don’t defeat the bad guy, let an important NPC get killed, or otherwise botch their objective, you can always come up with consequences on the spot. For example:

                      • An escaped villain appears in the next adventure alongside other enemies.
                      • A weapon that was not recovered is used against them in a later adventure.
                      • The characters have to take on another short adventure to get the information they need to proceed.
                      • The characters are demoted for their failure, but given a chance to redeem themselves in the next adventure.

                        Sometimes though, a failed objective doesn’t affect the overall story as much as the characters’ personal lives and emotions. Let this be a learning experience for the characters, then ask the players how their characters respond to this failure. Do they become despondent or pessimistic? Are they determined to succeed next time? Do they go with the flow and not worry about it? Do they act out in a self-destructive way? There’s no wrong answer here. Just an opportunity to delve a little bit deeper into the characters’ personal journeys.

                        Adjusting Combat Difficulty

                        Sometimes a fight ends up being much harder or far easier than you intended. Maybe you read a stat block wrong or added one too many enemies to an encounter. It happens, but there are ways to modulate difficulty without needing to adjust die rolls. For example:

                        • Change an opponent’s maximum hit points so they last longer or die quicker.
                        • Change the number of times an opponent can use an ability. You can add another use of a limited ability to add difficulty, or have an opponent run out of ammo to make the encounter easier.
                        • More enemies can arrive to make the fight harder.
                        • The enemies act more or less intelligently. Maybe they leave cover to try to get into melee with the heroes, or they fall back to a better tactical position.

                          If things aren’t going too terribly, you can always adjust later encounters instead. If a fight ends up being much harder than you thought, but still within the team’s ability, you can run it as-is, but make the next few encounters a little easier. If a fight is too easy, you can let the players have the easy win and make the next one a little tougher to compensate.

                          Adding Clues

                          Sometimes players miss clues. Even clues we think are impossible to miss. It’s just the nature of the game. Ideally, you’ll build in redundancies so players can get the information they need in a few different ways, but if the players have missed something and you didn’t plan another way for them to get that clue, you can always add in another source of information. For example:

                          • Add an NPC that knows the clue, or give the clue to an existing NPC. They might ask for something in return for sharing the information.
      • Short-Term Injury
        dy 10njury Location Effect First Aid DC
        1 Concussion Head Disadvantage on Intelligence and Wisdom checks and saving throws 12
        2 Sprained ankle or injured feet Foot Half movement speed; disadvantage on Strength and Dexterity checks and saving throws 15
        3 Dislocated shoulder Arm The injured arm cannot be used in combat 15
        4 Strained back Back Disadvantage on Strength and Dexterity checks and saving throws; disadvantage on melee attack rolls 15
        5 Laceration Any Cannot recover hit points due to slow bleeding 15
        6 Burns or painful abrasions Any Cannot take a short rest due to pain 12
        7 Sprained arm Arm Disadvantage on attack rolls with injured arm 15
        8 Irritated eyes Head Disadvantage on ranged attack rolls; disadvantage on Wisdom (Perception) checks 12
        9 Blood loss Any One level of Exhaustion N/a
        10 Internal bruising Torso Sickened 15 Long-Term Injury d10 Injury Location Effect Recovery Time
        1 Brain injury Head Short-term amnesia; Sickened 1 month
        2 Broken leg Leg Must stay Prone unless crutch is used; half movement speed; disadvantage on Strength and Dexterity checks and saving throws 2 months
        3 Broken arm Arm Cannot use the injured arm 2 months
        4 Spinal fracture Back Half movement speed; disadvantage on Strength and Dexterity checks and saving throws; disadvantage on melee attack rolls 3 months
        5 Internal organ damage Torso Sickened 2 months
        6 Lost eye Head Disadvantage on Wisdom (Perception) checks 1 week
        7 Collapsed lung Torso Two levels of Exhaustion until healed 2 weeks
        8 Severed hand Hand Use loss of hand; the hand is permanently lost unless recovered quickly and given medical attention 6 months
        9 Massive bleeding Any Unconscious until blood is administered 2 days
        10 Third degree burns or major skin damage Skin Sickened; maximum hit points are reduced to 10 (unless already below 10) 6 months
        Quirky
        d20 Quirk

1Puns. Lots of puns.2Uses sports metaphors for everything.3Pick an accent. It’s okay to do it badly, but try to keep it culturally sensitive.4Says “um” a lot while talking.5Always shuffling cards, tossing a coin, or flicking a lighter open and closed.6Obsessed with aliens, cryptids, ghosts, and/or government conspiracies.7Deeply impatient.8Gruff and grumpy to an extreme.9Sad and negative or overly optimistic.10Says nonsense words instead of swearing.11Always eating something.12Loves to gossip.13Gives everyone an inaccurate nickname.14Paces back and forth at all times.15Twirls, chews on, and/or combs their hair constantly.16Smokes, chews gum, or bites their nails all the time.17Way too flirty.18Gestures wildly while talking.19Mixes metaphors. (“You’re not the sharpest cookie in the toolshed, are you?”)20Excitable!

  • Have the characters ambushed by enemies that have the clue.
  • Put another similar clue behind another encounter you were going to include anyway.

    The important thing is that the players don’t feel like you’re holding their hand here, even if you are. A clue should feel like a reward, even if it’s for an easy task or one the characters were going to have to do already.

    Of course, if the players learned the clue already but forgot, you can always remind them. There are a lot of things players need to keep track of, and it may have been weeks ago in real life. Some things are bound to slip through the cracks.

    Making Up NPCs

    Making up an entire NPC from scratch during a game may feel intimidating, but you only need a small amount of information to start using an NPC:

    • A name. If you have a list ready, you can grab a name from there. Otherwise, random names are easy to find online, and you can always make up any name you like.
    • One defining quirk. Give the NPC an accent, a theme, an interest they constantly reference and move conversation toward, or any other small but obvious trait. This helps the NPC stand out a little bit, and helps the players remember them. It’s also a great baseline for you to begin roleplaying from. Many other details can flow from that one little quirk.
    • A stat block if they’re going to be in combat. You can pick whichever one fits best from chapter 15. If they aren’t going to be in combat, you can make up a bonus for them if they need to make an ability check, but otherwise you don’t need to know their stats.

    If you need a quirk fast, roll on the quirk table.

    Fudging

    There are a lot of ways to tweak the difficulty, fail forward, or otherwise “roll with the punches,” but sometimes an enemy critically hits a player four times in a row, or you realize that the villain has to pass their ability check to get away for the plot to work, and you can’t come up with any other options.

    In these cases, you can always choose to ignore what the dice say and choose a different result.

    Fudging can help keep the game flowing in a fun and exciting way, but try not to rely on it too much, even if your players are okay with it.

    Asking the Players to Help

    When all else fails, you can always talk to the players as fellow storytellers and admit you messed up, or that you don’t know what to do next. There’s no shame in it, and it can involve the players in a fun and interesting brainstorm session.

    You might ask the players for input even if you don’t strictly need it. You can ask them what they think should happen next, what the consequence of failure should be, how they learn a critical clue, or what this new NPC’s name and quirk are, simply as part of collaborative storytelling!

    Milestones and Hero Levels

    Heroes gain levels when they reach a milestone. Milestones are important moments in the story when the heroes have achieved a significant objective or when the difficulty of the enemies in a longer campaign is about to ramp up. The GM has complete control over when milestones occur, but published Cinematic Adventures will suggest where milestones are appropriate.

    When to Milestone

    Typically, milestones come at a point in a story where the heroes have accomplished a major goal and have some time to reflect on their achievements. Most published Cinematic Adventures will have a milestone at the conclusion of the adventure, but longer adventures may have milestones that happen between major chapters in the story when the enemies they will face going forward are more powerful.

    Example: Let’s say you’re running a game where the heroes are going up against organized crime. The first part of the story may focus on a series of encounters with street dealers, their lieutenants, and other low-level enemies as you try to find out who’s in charge. Once the heroes discover the kingpins of the organization, you could give them a milestone. The next stage of the campaign would be taking the fight to the organization’s leaders and their select bodyguards. Once they bring justice to the head of the crime family, the heroes reach a second milestone and level up once again.

    One trick you can do is to use a milestone to help even out the challenge in an adventure. If the heroes come in and get beaten or only barely survive what should be a balanced encounter, they could retreat, regroup, do some training and level up. You can give them a milestone and describe a training montage as they get ready to come back stronger than ever. You could also offer a milestone before facing a big boss, especially if that boss has kicked the team’s butt in a previous encounter. If you do use a milestone like this, it should replace the one offered at the end of the story.

    The pace at which you want heroes to level up is honestly a matter of taste. Some players want to level up quickly, while others want to have a long progression. Ideally, you want to have people experience the fun of gaining power, while at the same time feel like the advancement has been earned and that the heroes realistically get stronger.

    Due to the way Cinematic Adventures are designed, the default pace for advancement is one milestone per adventure. An adventure typically involves eight hours of play, but it depends on how much you dive into detailed roleplaying between combat encounters. If your group really likes to act out social encounters and downtime activities, it could be many sessions between milestones. Generally, this works out as roleplay-focused players tend not to be as eager to advance in levels the way combat focused players often are.

    If your group is built around “random” encounters and combats rather than a strict cohesive story, then a rule of thumb would be around six encounters per milestone. Encounters could be a combat, a chase, or a complex social challenge, or a dangerous environmental challenge.

    It may also make sense in a campaign to jump a number of levels. You could have a campaign centered around three periods in the heroes’ lives where they start at level 1 in the first chapter, advance to level 5 in the second chapter, and reach level 10 in the third chapter. Each chapter would be a different period in the hero’s lives, separated perhaps by weeks, months, or years between each story, but all connected by an overarching plot or theme. This can give a story an epic scope, but still only take a few play sessions to tell.

    Example: You could run a reporter-themed campaign where the heroes are researching a serial killer who only appears every 5 years. In the first chapter, they are rookies and are completely in over their heads. In the second chapter they are experienced investigators and come close to revealing the killer. In the third chapter they are veteran jounralists and at last have the skills needed to expose the killer and bring him to justice.

    Hero Levels

    At level 1, heroes are their most vulnerable. Area damage can be deadly for the team. The heroes can hit hard, but their ability to take hits is limited.

    From levels 2 to 4 heroes get progressively tougher. Feats at level 2 and 4 can be used to either specialize a hero or diversify them. Damage output doesn’t change much during this time, but as players learn what their heroes can do, they will find ways to combo up their abilities.

    At level 5, many classes get a big boost to damage from Advanced Combat Training. Others see their powers start to ramp up considerably. The heroes start to take on more of a larger-thanlife perspective and can take quite a bit more punishment from their foes. This trend continues up to level 8. Heroes at this level are seasoned pros in the art of adventure.

    At level 9, many heroes get a signature class ability that kicks up their combat or non-combat abilities into the echelons of super-badass status. Now you can throw them into the toughest situations and watch the players use all their wits and all their hero’s abilities to come out on top. By level 10, the heroes are among the best of the best in the world.

    Starting at Higher Levels

    Many of the Cinematic Adventures in the Everyday Heroes catalog are designed for heroes beyond first level. There are just some genres and stories that make more sense with experienced and highly capable heroes, and others that work better with green and vulnerable heroes. It’s reasonable to start an adventure or a campaign with heroes starting at any level that feels right for the story.

    For newer players, it’s best to start at level 1 and use an adventure designed for level 1 heroes. Level 1 heroes are simpler to play and simpler to create. That said, it shouldn’t take long for players to get the hang of the system and be able to handle higher level heroes. For the most part, it’s the number of options and talents that change, not the fundamentals of play.

    Players who are well experienced with 5e can probably jump right in at any level of play. They already know the fundamentals and are used to playing characters with lots of options to choose from.

    Troubleshooting

    There are a few tricky situations that every GM will eventually encounter. The following is a short list of some of the most common challenges and approaches you can use to handle them.

    Character Death

    It’s important for the tension of many games that heroes can die. A light-hearted adventure romp may never see a character death, but most other genres need that threat, even if it is ever so tiny. But when a hero dies, it can throw a real wrench in the story.

    If you feel that the character has died before their time and the story would be better if they lived, consider giving the character’s player an opportunity to avoid death. Maybe they take a serious injury or lose something important to them, but they survive. These options should always be something you propose, not choices you make for the player. They’re the final arbiter of their own character’s narrative, and if they’re satisfied with their character dying, that’s what matters.

    If you don’t choose to extend this offer, or the player refuses, the character dies. But the player is still here and they need a new character to play.

    New Characters

    Whether a player’s existing character has died or left the story, or a new player joins the game, that player needs a new character. This character should be introduced at the same level as everyone else. Just because they’re new doesn’t mean they aren’t as important as or equal to the other characters.

    Once the character is made, you need to introduce them to the story somehow. If you have to stretch the imagination a little bit to make it happen, that’s okay. What’s important is that everyone gets to play the game. If you have a great idea, but it’s going to take part of a session to get there, make sure the new character’s player is okay with waiting.

    There are a lot of ways to add a character to a story, and it’s going to depend on where you are in the story at the time, but here are some ideas:

    • The characters rescue the new character from their enemies.
    • The new character has been hired for the same job. Better to team up to get it done.
    • The new character is connected to one or more of the other characters and arrives to find them.
    • The new character is connected to an existing NPC in the story and has come here to save, kill, question, or otherwise find that NPC.

    Taking Over AN NPC. If there’s an NPC in a position to become a hero—maybe they’re traveling with the team already or are deeply wrapped up in the plot—you can offer to let a player take over that NPC as their new character. You should never force a player to do this, but if they like that NPC or don’t have any ideas for a new character, they might jump at the chance.

    If you do this, allow the player to rebuild the NPC as a hero in whatever way they see fit. And they should be allowed to change any small details to fit their own vision of the character. Perfect continuity isn’t as important as making sure they have fun with their new character.

    If an adventure is almost over—maybe you have a session or two left to go—you can also offer to let a player control one or more friendly NPCs until the end of that adventure, using their existing stat blocks. Then they can make a new character in between adventures, when introducing a new main character will be easier. As always, this should only be an option, not a choice you make for them.

    Bad Calls

    If you make a rules call, but find out you were wrong, you can simply let the players know and use the correct rule moving forward. Everyone makes mistakes. If it severely impacted one or more characters in a negative way, you can also let those characters recover in some way; let them get a few hit points back if an attack shouldn’t have hit them, let them get their genius point back if a Smart Hero’s plan got messed up by the call, etc. But most of the time, you can just move on after admitting your mistake.

    Problem Players

    Some problems can come up in a game that have nothing to do with the story or the rules, but instead involve a situation with a player at the table. These problems exist outside the game, so the solution must also take place outside the game. Advice for a number of common scenarios follows:

    • Set expectations at the start. This is what the “Preparing the Players” section is all about. In brief, make sure everyone knows what to expect from the game. Communication is key. Listen to your players. Communicate your own expectations. If there is any conflict here, find a way to compromise before it becomes a problem during the game.
    • Talk to your players as peers. As the GM, you have greater authority within the game, but in the real world, you’re equals. Find a solution that works for everyone.
    • Talk to your players as teammates. Even if the problem is the player’s “fault,” this is a collaborative game, so approach the problem from that perspective.
    • Don’t try to solve out-of-game problems with in-game solutions. Mechanical or plot-based punishments for real-life behavior are never the solution.

    If you can’t come up with a way to play that works for everyone, it’s okay to find new groups. It’s sad, but this is a game that’s meant to be fun. If everyone isn’t having fun, that defeats the entire purpose.

    Creating Adventures

    In addition to running the game, the GM also determines the theme and content of the game. You can use published adventures and save yourself some work, or you can create your own adventures, or any combination of the two. And you can always start with a published adventure and modify it to suit your needs.

    Length

    When creating an adventure, it’s important to decide the type of game you want to run so you can pace the story out appropriately. Most games fall into one of three categories: a one-shot, a single adventure, or a campaign.

    One-Shot

    A one-shot usually requires a single session to play. Such adventures are quick and concise, offering a complete story experience in one evening of play. They’re good for introducing the game to new players, and they work great at conventions.

    • Fast Pace. When you run a one-shot, keep the action moving quickly and make sure every encounter matters. Pace it like a movie. You won’t have time to delve too deeply into side plots or optional content. Two or three action sequences interspersed with a few less intense scenes is usually plenty for a single session of play.
    • Pre-Made Characters. Unless you have some extra time, it’s usually best to have characters ready before the game. You can make these characters yourself and hand them out to players when you begin if you have specific characters in mind for the plot or if you won’t be able to get together with the players before the game.
    • Rests and Milestones. A one-shot won’t include any long rests, but some characters function better if they can take short rests here and there, so try to include one or two points when short rests will be possible. One-shots don’t require milestones.

      Single Adventure

      A single long adventure that can’t be completed in a single sitting must be paced across multiple sessions of play. And, since they have more room to let your story develop, you can try more complex narratives. Single adventures allow you to try out different genres and characters, as while they’re longer than a one-shot, they still have a distinct end point and are usually self-contained. If more than one person in your game group wants to try their hand at Gming, you can even trade off the role with each new adventure.

      • Concise Plot. A single adventure has time to develop side plots and explore optional content, but keep in mind that everything you introduce must wrap up nicely by the end.
      • Rests and Milestones. A single adventure may or may not include long rests or milestones. Shorter adventures don’t need either, while longer ones might take place over a number of in-game days and include a level up or two.

        Campaign

        A campaign consists of a series of connected adventures, using the same heroes across the entire story. Characters progress through a large, connected story, or play their characters through a series of episodic plots in the same setting. They’ll reach a number of milestones and level up multiple times along the way. A long campaign could even see characters advance from 1st to 10th level! Shorter campaigns work well, too. It’s all a matter of how you and your group want to play. Campaigns work best when you have a reliable group of players with characters they want to play and advance over multiple levels.

          • Complex Plot. During a campaign, you have room to introduce more twists and concepts. You can set up plots that will only be resolved long in the future and there’s plenty of space to explore side plots and delve into personal character goals.
          • Replacing Characters. A campaign also has room to introduce new characters more easily. A player might swap characters once their current arc is complete, and there’s more time to get to know new characters if old ones die. That said, character death in a longer story is far more impactful since so much time has been invested in each of them. Consider alternatives to character death if dying would be anticlimactic.
          • Rests and Milestones. The number of long rests players can take during each adventure in a campaign varies. You can include milestones within longer adventures, but the best time for milestones is between adventures.

        Adventure Level

        Most adventures are designed with either a hero level or a range of hero levels in mind. Combat encounters and non-combat encounters present the heroes with a challenge, but not an overwhelming one. If heroes are higher or lower level than the adventure is designed for, it may feel too easy or too hard. Typically, a hero within one level or the same level as an adventure should work out fine. The farther off the mark, the more likely the adventure as designed will pose problems.

        We assume that heroes on the same team will be the same level. That’s not a fixed rule, however. Heroes of any level can team up, but this presents challenges for the GM and the story. Over-leveled heroes will definitely outshine their lower-level allies, and under-leveled heroes might fall quickly in combat. As long as everyone understands the situation and risks and agrees to it, then give it a try.

        The milestone rules limit which heroes can gain a level at a milestone, though. This rule was designed for organized play, but it makes sense that if an adventure doesn’t pose much of a challenge to a high-level hero, completing it wouldn’t provide an opportunity for advancement. It also serves as a means for lower-level heroes in a mixed team to quickly catch up with their more experienced partners.

        Story

        There are many ways to go about creating stories for adventures, but here’s some basic advice. First, create a story that excites you and really makes you want to run it for your friends. Second, remember that while you might set out the plot of the story, the heroes are the most important characters in the story, and their players will participate in how the story ultimately plays out. No matter how else you approach creating your story, if you keep these two things in mind, everyone will have fun with the adventure.

        Now let’s dive into some of the broad strokes of creating a thrilling Rpg adventure story.

        Conflict

        Stories need conflict. The arc of the story is the arc of the conflict. At the beginning, the characters discover what the conflict is. In the middle, they get involved as the conflict plays out. In the end, they help resolve the conflict.

        Conflict can take many forms. It can be a physical struggle such as combat, it can be an emotional struggle such as finding meaning in life, it can be a moral struggle between what you want and what is right, or it can be a metaphysical struggle over what the nature of reality is. The central conflict in a story usually leads to many smaller conflicts along the way.

        Each event and character you plan should ideally have some place or meaning in the conflict. It is also essential that the conflict reaches a resolution and that this resolution has meaning to the heroes.

        Elements of Conflict

        Three classic elements of conflict within a story are the protagonists, antagonists, and the setting. By being aware of these essential elements, you can create strong stories and avoid common pitfalls.

      • Protagonist. In a roleplaying game, the heroes should be the protagonists of the story. Even if the goals come from an NPC or the circumstance of the adventure, the heroes engage in the conflict on their behalf and drive the conflict to its resolution.
      • Antagonist. The antagonists can be varied. Antagonists can include people, creatures, feelings, or even ideas. Whatever keeps the protagonist from their goals is an antagonist. In the case of a classic villain, they have their own agenda. In the case of a survival story nature becomes the antagonist, threatening the heroes without purpose, but creating conflict nonetheless.
      • Setting. Finally, the setting presents the neutral circumstances in which the story takes place. Both protagonist and antagonist can use the setting to their advantage in the conflict. If the setting clearly benefits one side or the other, it becomes an extension of that side. So the shiny gun owned by the hero is part of the hero, and the hidden fortress of the evil genius becomes an extension of its master’s will. In an Rpg, even the rules of the game are part of the setting.

        Sources of Conflict

        Conflict can arise from many different circumstances. Stories often resonate with their audience by reflecting the types of conflicts they experience or can easily imagine. Even if the circumstances are wildly different, if the conflict is relatable, it’s going to make for a more engaging story.

        The protagonists must

        • stop the ambitions of a greedy antagonist.
        • overcome an implacable foe bent on their destruction.
        • survive against the harshness of nature.
        • achieve their goal before their rivals do the same.
        • avoid corruption as their power increases.
        • change the beliefs of others to avoid disaster.
        • find something that has been lost to the ages.
        • race against a ticking clock to achieve a goal.
        • defend someone vulnerable against an attacker.
        • solve a mystery despite those trying to hide the truth.
        • make moral decisions under difficult circumstances.

          Gm-Driven vs. Player-Driven Stories

          In a GM driven story, the Game Master either runs a published adventure or creates their own. The adventure has a planned beginning, middle, and end where the heroes receive a clear objective and resolve it over the course of the story. While the plot will likely vary due to the heroes’ actions, the central story probably won’t.

          In a player driven story, the Game Master builds events around the motivations expressed by the players. These player goals inform the central conflict that the story hangs on, and it is the GM who provides resistance to these goals, as well as opportunities to ultimately achieve them. This kind of play requires flexibility on the part of the Game Master, as well as the ability to improvise conflict and plot.

          Think of these two ideas as a spectrum. No roleplaying story is going to be all one way or the other, but leaning in a direction does influence the role the GM and players take as it unfolds. Both styles can be fun. Players and Game Masters will have their own preferences for which style they prefer, and to what degree they prefer it. Discovering your optimal mix, both in preference and skill, is part of the process of becoming an experienced GM.

          The Three-Act Story

          There are many structures you can use to build dramatic stories, but the three-act story encapsulates the essential elements of a conflict. Following this structure isn’t essential, but if you’re new to storytelling, it’s a tried-and-true method to build on.

          Act One: Introduce The Conflict

          In act one, the story introduces the audience to the key elements of the story. In an Rpg adventure, the protagonists are always introduced near the very beginning since the story is told from their perspective. Introduce the conflict along with at least some aspect of the antagonist. Their true identity may be saved for later, but we should at least feel their presence.

          Act one also includes the first instance of conflict. This is where you start to see variations in story patterns. In some stories the first conflict is a strong victory for the antagonist, in others it is a small victory for the protagonists. Either way, the conflict is mostly one sided, but promises greater action as the story progresses.

          Act Two: Raise The Action

          Act two features what you might call the meat of the story. Most of the plot takes place here as the two sides come into conflict repeatedly, each time with rising stakes and commitment. While the overall level of conflict increases, there can be an ebb and flow in its intensity. Breaks in the action highlight the drama when the conflict resumes.

          Some stories include a series of sub-conflicts and resolutions. Others uncover new and more daunting antagonists as the story progresses. The second act often contains plot twists; the initial conflict gets resolved, but a new, more pressing conflict arises.

          Act Three: Resolution

          In the last act of the story, the conflict rises to its highest point and the outcome is determined. Here, the protagonists face their greatest challenge from the antagonist. The climax tends to come close to the end of the story as the protagonists and antagonist meet for one last encounter. After that, you move into a reflection on the ultimate consequences of the conflict.

          It’s important that there be some consequence, be it a change in the world, a change in the characters, or a change in how everyone feels. In an Rpg, this usually means the heroes were victorious and the players feel some sense of accomplishment. This is also the moment where you can set up future adventures by hinting at conflicts yet to come.

          Setting

          The default setting for Everyday Heroes is the modern world, as seen through an action movie lens. You decide what that exactly means for you and your group. The game elements we designed center around the real world and extend out into the edges of action cinema. In chapter 15 you can find creatures from horror, science fiction, and fantasy settings to add variety to your adventures and take them to unexpected places. Our Cinematic Adventures™ series uses and expands on the Everyday Heroes rules to the worlds of your favorite Hollywood movies.

          Of course, a setting consists of more than the “world” it takes place in. That’s just a starting point. Interesting places and cultures fill the modern world and can add excitement to the adventures you create. One of the advantages you have as a storyteller placing stories in the modern world is that there is no better documented setting. Satellite imagery, online encyclopedias, and your own firsthand experiences can all be used to bring richness and depth to the settings you use.

          Changing Technology

          Technology changes rapidly in the modern era and it impacts the stories that unfold in action cinema. While Everyday Heroes is written with the here and now of 2022 as its default setting, it can be played in historical settings, future settings, and even fantastical settings based on the real world. Movies like Escape from New York were once considered science fiction depicting a possible future, and now look like fictional histories.

          As an aid to those looking to stay true to the technology of various historical periods, here is a timeline of some of the widespread adoption of key technologies that have shaped modern life and a little speculation about possible futures.

          1945: Nuclear Weapons

          The world was never the same after Trinity, the code name for the first detonation of a nuclear weapon. Soon after, the first and last atomic weapons to be used in war (so far) were unleashed by the U.s. upon Japan, ending the Second World War.

          1952: Jet Airliners

          The jet airliner replaced commercial prop planes in the 1950s, greatly reducing the time and difficulty of intercontinental travel. This in turn led to explosive growth in tourism, especially for the growing middle class.

          1957: Space Age

          The first orbiting satellite, Sputnik, was launched by the Soviet Union in 1957 as part of a technological race between the U.s. and Ussr. Satellites changed how we viewed our world, both literally and figuratively. Furthermore, they provided the groundwork for many technologies that followed.

          1977: Dna Sequencing

          The first true full Dna sequencing of an organism took place in 1977. Since that time, the technology has steadily improved, as has our knowledge of biology.

          1982: Personal Computers

          This was the year the Commodore 64 was released, a machine that went on to become the bestselling personal computer of all time. While Apple was the early innovator in Pcs, it took the cheap C64 and the business-oriented Ibm to make personal computers a nearly universal part of modern life. Computers replaced many earlier special purpose tools and a great deal of human labor.

          1990: Cell Phones

          While invented in the ‘70s, cellular phones didn’t become small enough for widespread use until about 1990 when the first pocket-sized phones entered the market. By the year 2000, they were ubiquitous. Suddenly anyone could talk to nearly anyone else at any time, not just when they happened to be near a telephone.

          1994: World Wide Web

          The World Wide Web made accessing information via the Internet accessible to the general public. It made it easier to find information online, and also easier to create it. It remains the most popular standard for Internet communications as of 2022, though it has seen many advancements.

          2004: Web 2.0

          Facebook, Wikipedia, and Youtube all started or came into full force around this time, kicking off a phenomenon described as Web 2.0. Increased bandwidth and wide adoption of Internet accessibility opened an age where all the world was now sharing their thoughts online. At the same time, archivists sought to make all human knowledge accessible to anyone with a browser and an Internet connection.

          2005: Gps Navigation

          In 1989 the last of the U.s. military’s Gps satellites were placed into orbit, and by 2000 the military made the system available to the public. By 2005, Garmin dashboard navigators and Google Maps were making it easy for anyone to navigate anywhere without consulting paper maps or asking for directions.

          2007: Smartphones

          It’s difficult to overestimate the usefulness of the signature technological innovation of the early 21st century. Combining a computer, radio receiver, transmitter, touch screen, microphone, speaker, accelerometer, and camera into one pocketsized device created a tool so versatile it became revolutionary to business, politics, communications, social justice, crime, and culture, to name but a few areas of modern life. Most casual users only scratch the surface of what these essential tools are capable of.

          2010: Attack of The Drones

          In 2010 the first consumer drone that could be controlled by a cell phone hit the market. Use of drones for photography and hobbyist activites soon followed. It wasn’t long before drones became an inexpensive combat surveillance tool, an aid to scientific research, and many other uses that were previously the exclusive domain of expensive aircraft.

          20XX: The Near Future

          Speculating about the technology of the future and the impact it will have on society forms the core of science fiction. For the near future, it makes sense to look at contemporary trends and then imagine taking them to their logical conclusions or absurd extremes. Then consider how people will react to these innovations and how those reactions become part of everyday society. Typically, there will always be those who embrace the changes and those who reject them, and the conflict between the two makes great fodder for adventure stories.

          Alternate Settings

          While the rules for Everyday Heroes are rooted in the modern world, the core mechanics are flexible enough to handle just about anything. You will get the most utility from the game when using it for settings that have at least one foot in our own world. You may find the need to create additional game components or mechanics to augment your setting, but that’s a normal part of the creative process.

          Post Apocalypse

          You might decide to set your game in a world after an apocalyptic war, famine, or zombie outbreak, where the heroes wander the blasted wastelands or zombie-infested streets, only able to scrounge what was once common technology. Depending on how recent the apocalypse was, professions become somewhat meaningless, as does a modern sense of wealth. What you can carry on your back or hoard in a safe place becomes everything you have. Every conflict is a battle for survival.

          Urban Fantasy

          Urban fantasy typically takes place in the modern day, in a world like ours, but in which some supernatural or fantastical truth is made manifest. The supernatural elements can either be a wellknown fact of life or hidden in the shadows and known only to the initiated. The former shares much with science fiction in that you want to imagine how these elements affect and change society, while the latter is more about exploring the hidden world and its subcultures. This type of setting usually only needs a set of game components to simulate the supernatural elements.

          The Distant Future

          In the distant future, anything is possible! You can come up with any science fiction technology and society you like. It just requires a little more thought and planning. You’ll need to decide how various equipment and weapons work in this new world. Professions and backgrounds are likely to change, and new combat specialties, and thus classes, make sense as well. What we now consider modern weapons may be seen as archaic relics of the past. Even the nature of what it means to be human may well have changed.

          Alternate Timelines And Worlds

          You might branch your timeline off real-life events at some point, use “futuristic” technology as it was envisioned in the past, or create an entirely new world that uses some degree of modern technology. Consider what technologies are available in these worlds, and perhaps more importantly, what’s missing. Throw in time travel or alternate dimensions and there are no limits except what you and your players can dream up.

          Genre

          You don’t have to pick a specific genre to make an adventure, but it can direct your efforts and help communicate the feel of the game to your players. Presented below are some common genres in modern fiction, but they are in no way the only options. You can pick any genre you like and even combine them to create exactly the feel you’re going for.

          Genre-Based Inspiration. Each of the following genres includes a suggestion on when you might give out inspiration in your game, in addition to other advice.

          Action

          Most games include a fair bit of action, but this genre is inspired by the high-octane energy of action movies. Big muscles, explosions, sunglasses, and one-liners! Action games strongly appeal to players who want to engage in power fantasy, or those looking for some escapism.

          Realism and Action. The action genre isn’t overly concerned with realism. The “rule of cool” often takes precedence. If it would be cool if a specific unlikely thing happens, then it happens. Nonetheless, action movies require dramatic tension, so they establish their own limits about what’s possible so that dangerous situations still feel dangerous.

          Tone and Action. The tone in an action game tends to bend toward the lighter side, as it’s more concerned with being awesome than dramatic. The subject matter can be as heavy as you like, but even if the heroes are taking themselves 100 percent seriously, the players probably aren’t.

          Action-Packed. Action doesn’t have to be all combat all the time, but fights and chases likely feature in the most important scenes in the adventure, and everything should end with a bang.

          Action Inspiration. In an action game, you can give a player inspiration whenever they deliver a great one-liner.

          Adventure

          Adventure is the default genre of most roleplaying games. The heroes have a break from their normal lives, go on a journey, and discover something new about the world and themselves. Adventure stories have nearly universal appeal, but creating a sense of wonder and discovery is one of the more challenging things for a GM to do.

          Realism and Adventure. Adventure stories work as well in a realistic world as a fantastical one, but more often than not, realism is set aside for the sake of drama and spectacle. These adventures might treat computers realistically, but gloss over details like ammunition or where the characters go to the bathroom while exploring ancient ruins.

          Tone and Adventure. Adventure tends to be light-hearted and doesn’t dwell on dour or depressing topics.

          Action in Adventure. Adventure stories can feature quite a bit of combat, but they don’t have to. Chases make for exciting parts of an adventure. Passing trials that test the hero’s virtues are a staple of adventure stories.

          Adventure Inspiration. In an adventure-focused game, you can give a player inspiration whenever their character learns something about themself as a result of their journey.

          Comedy

          In roleplaying, comedy is nearly ubiquitous. Even in the most serious and dramatic campaign, players will find a way to crack a joke to break the tension and elicit a laugh from their friends. That said, purely comedy themed adventures are something of a rarity. Roleplaying games often assume dramatic tension and conflict, so comedy games usually weave humor into another popular genre, such as action or adventure.

          Realism and Comedy. Comedy can follow a strict adherence to realism or completely abandon it. Ultimately, comedy arises from defying expectations, so bending the rules of reality often works to its benefit.

          Comedic Tone. The tone of comedy tends to be light-hearted. Even so called “dark comedy” usually makes light of dark situations. Juxtaposition in tone is often inherently funny as it takes expectations and turns them on their head.

          Comedic Action. Action and comedy go great together, as combat provides for plenty of hilarious circumstances to take place. The tone you’re striking influences whether the action is deadly or mild, but it should always be outrageous in some fashion.

          Comedy Inspiration. Obviously, players who crack everyone up with their antics should be awarded inspiration. Just don’t forget to also reward players who may not have a gift for the funny but make an earnest effort to go along with the gags.

          Drama

          Drama, as a genre, focuses on not just the overarching story, but specifically on the personal stories of the heroes and the most prominent NPCs. Plot twists and big emotions abound! Dramatic campaigns are great for players who really like to dig into roleplaying and love to create intricate backstories for their characters.

          Realism and Drama. Advancing the story is usually more important than keeping things realistic, but most liberties are taken with the narrative and not with the laws of physics.

          Dramatic Tone. The tone of drama can range from profoundly serious to a tongue-in-cheek parody, but the subject matter often leans toward the heavy. Characters usually deal with deeply personal issues. Themes like abuse, loss, and unhealthy coping mechanisms are common in these kinds of stories.

          Dramatic Action. Just because the focus is on the characters doesn’t mean they can’t get put into life-and-death situations. Combat should be a struggle and the outcomes should have dramatic consequences for the heroes or for the story.

          Drama Inspiration. In a drama-focused game, you can give a player inspiration whenever their character makes a big, dramatic decision, especially if it’s motivated by emotion.

          Horror

          Horror is about fear. The characters face forces far beyond them, and the goal is often just to survive. Even if real victory is possible, it’s going to be rough going. Horror games can offer a strong sense of excitement and escape for many players. Just be wary of sensitive topics often involved in horror and forewarn players of the adventure’s themes.

          Realism in Horror. Horror is often realistic in its approach to what the characters can do, but might take liberties with what the things stalking them are capable of, even if they aren’t supernatural in nature.

          Horrific Tone. The tone of a horror game is generally serious, but some tables might like to have more fun with it. Regardless of how you treat it out-of-game, horror is usually violent and horrific, so themes are about as heavy as you can get.

          Horrific Violence. Fights in a horror adventure are often extremely dangerous, taking a toll on those who engage in them even if they survive. Chases are a staple of horror films as the heroes often face enemies they have no apparent way of defeating. Even when the heroes come out on top in a conflict, they often discover it is only a fleeting victory.

          Horror Inspiration. In a horror game, you can give inspiration to a player whenever they intentionally put their character in mortal danger to accomplish a goal.

          Mystery

          In a mystery-themed adventure, the focus is on gathering clues and unraveling the plot. Who is the murderer? Where did the villain hide the bomb? What’s going on in this town? A mystery game is great for players who want to think and feel clever by solving logic problems.

          Realism in Mystery. Mystery thrives on consistency, so while it can be unrealistic, it’s important everyone knows the rules of the world and that those rules don’t change. This is because logical deduction is often an essential challenge for the players, and it is impossible without a grounded setting.

          Mysterious Tone. Mysteries work with a variety of tones. You can just as easily have a goofy whodunit as an intense murder mystery thriller. That said, there needs to be real consequences to whether the mystery is solved, so some level of dramatic tension is always needed.

          Mysterious Action. In a mystery, tension usually builds well before a fight breaks out or a high-speed chase commences. Mysteries can get bogged down and a bit of action is useful to keep players on edge.

          Mystery Inspiration. In a mystery game, you can give inspiration to each player whenever one of their deductions proves accurate, or their persistent investigation uncovers an important clue.

          Survival

          Adventures focused on survival put the heroes in a difficult situation, often with limited resources, and challenge them to overcome the odds. Story and individual character motivation take a backseat to the persistent challenges the heroes face. Survivalbased adventures can be very engrossing for players, but they rely on the GM to keep the tension and stakes high for the heroes.

          Realism in Survival. This is the genre most dependent on realism. The challenges often require a combination of creative innovation and logical deduction to overcome. Gritty realism reinforces the idea of surviving in a harsh environment.

          Survival and Tone. The survival genre is well suited to serious and heavy tones. Death and failure need to be a constant possibility to make the genre work. Moments of comedy are a good way to occasionally break the tension and keep the adventure from feeling monotonous, but the core of the tone consists of one grueling challenge after another.

          Serious Action. Survival adventures can involve combat and chases, or they can be completely devoid of them. It entirely depends on what sources of danger and what circumstances the heroes must survive in. What matters is that the heroes are always under threat, and any victory they achieve is quickly replaced by a new threat.

          Survival Inspiration. Working as a team to survive is something well worth rewarding, so you may want to offer inspiration to heroes who provide leadership or who put themselves at risk for the survival of others.

          Combining Genres

          Many common settings and styles combine two or more genres. Here are some common ones you can make by combining genre options.

        • Buddy Cops. Pitting a wildly discordant group of police against evil but slightly inept antagonists can create an entertaining mix of comedy and action.
        • Intrigue. Stories about politics, backstabbing, and social posturing feature a combination of drama and mystery.
        • Military Drama. Military films can infuse the survival genre with elements of drama, horror, and action.
        • Monster of the Week. Episodic stories about dealing with this week’s monster combine drama and horror.
        • Mythos. Investigations into cosmic nightmares involve a combination of horror and mystery.
        • Spy Thriller. International spy stories most often combine mystery with action.

          Encounter Structure

          One of the unique aspects to the story of an Rpg adventure is that the GM doesn’t drive the plot in the way a writer would for other storytelling mediums. The story usually starts with the GM, but the plot is driven by both the players and the GM.

          Most adventures divide the story into “encounters,” which in other mediums you might call a scene. Encounters start with the GM describing what the heroes see. Then the heroes decide what they will do. Creating encounters is a large part of what a GM does. How the encounters are connected forms the Creating Adventures 345 structure of an adventure. Here are a few common adventure encounter structures.

          Chain of Events

          In the chain of events structure, the adventure follows a preset timeline, much like a film or novel. The GM has planned out a chronological sequence of encounters that are supposed to happen in a set order, each leading into the next naturally. The encounters could take place in the same location or in disparate locations, but the order is part of the unfolding of the story.

          The Opportunities

          Many published adventures, especially shorter ones, use this chain of events structure because it offers a number of storytelling advantages. For starters, it gives the GM control over the plot and how the story unfolds, creating a tight and cohesive narrative. Plus, almost no effort by the GM is wasted. Every encounter you design will likely get used in the course of the adventure. Given limited time, this lets you put more thought and detail into each encounter.

          The Challenges

          The biggest challenge with this structure is how to lead the players through the chain of events without them feeling like they have no control over what their characters are doing. This is called “railroading” in Rpg circles. The key is setting goals for the heroes that will naturally lead them through the events. After setting the clear goal, you create a trail of breadcrumbs that leads the heroes to choose actions that take them to the next encounter. You need to be careful not to leave red herrings that will lead them off the trail, unless you want that diversion to be part of the story. Another key technique is to plan for how to arrange the encounters so they make sense even if the players take actions you weren’t expecting.

          Example: Your heroes are investigating a criminal gambling ring. You expect them to go to the local casino where they will meet resistance from the security there. Instead, they decide they want to find out who owns the place and go to his house, an encounter you don’t have planned. You may simply be able to stage the same encounter with security, but have it take place at the owner’s home. Or you could improvise that there is nothing suspicious at his home except some documents that point them back toward the casino.

          Web of Events

          The web of events resembles the chain of events, but it allows for the encounters to happen in a semiunpredictable order and even for some encounters to not take place at all. This structure is common in the mystery genre where players search for clues and have multiple leads to follow. Typically, the first encounter is a fixed starting point, but from there the heroes choose which leads to follow. Each lead may take them in a vastly different direction.

          Despite the array of choices the heroes can make, ultimately there is a fixed endpoint that all the various branches eventually lead to. The encounters themselves may take place in wildly different locations, or they may all be in the same place but involve different people.

          The Opportunities

          The web of events can be a lot of fun for the Game Master because they don’t know exactly what will happen next. They have planned a number of possibilities, but exactly what the players do comes as something of a surprise. The player’s goal will eventually lead them to the conclusion of the story, but the paths are all attractive. It’s very unlikely players will feel railroaded in this kind of structure.

          The Challenges

          Compared to the chain of events, the web of events is simply more difficult for the GM to set up. There are more encounters to prepare and more transitions from encounter to encounter you need to consider. Ideally, all roads lead to the finale, but when there are so many choices, players can end up wasting time. Like the chain of events, there are some ways to secretly lead the players along. Only you know exactly who or what is planned in each encounter. If things are dragging and a key clue is required to move the action along, you can contrive a way for that clue to be in a different place than you originally planned. The players won’t know the difference unless it is obviously out of place.

          Sandbox

          The sandbox structure is one in which the GM does little to plan out the arc of the story. Instead, they detail a number of locations, people, and events in a given place, then encourage the players to explore the sandbox. Exploration typically starts with whatever location is closest to the starting point, but there is no guarantee of that.

          While it may feel like this is not a structure at all, time and space are factors that will naturally create a story. Furthermore, the GM can build multiple stories into the sandbox for the players to find and follow through on.

          Keep in mind that every sandbox does have walls somewhere, and they aren’t all the same size. You could make the whole planet Earth your sandbox, or the sandbox could be a small house. The smaller the sandbox, the more detail you can provide but the less sense of freedom the players will feel.

          The Opportunities

          The sandbox naturally allows players to set their own goals and become active participants in creating the story that unfolds. This structure also creates a strong sense of exploration, which is a key element in many adventure stories. It’s also a way for the Game Master to focus on world building instead of storytelling. Perhaps best of all, the GM doesn’t have any need to manipulate the players since there is no fixed outcome in mind. That doesn’t mean you can’t; if you want to adjust the world to make a stronger story, by all means do so.

          The Challenges

          There are many challenges with the sandbox but all of them can be overcome. The foremost challenge is the sheer amount of effort the GM must put into creating it. To accommodate player choice, the GM needs to be prepared for nearly anything. The sandbox works best for Gms that have strong improvisational storytelling skills. No matter where the characters go, the GM will need to build the story on the fly to some degree.

          The second big challenge is trying to turn the player’s exploration into a strong narrative. Just because players can do whatever they like, the basics of good storytelling don’t disappear. You still want to have conflict, rising tension, and resolution to those conflicts. Doing this while the players are the ones deciding where to go and what to do takes some skill and preparation.

          Handling Player Choices

          A good Game Master performs a balancing act between providing players with many opportunities to make meaningful choices, and manipulating them into following the arc of the story of the adventure. This is touched on in the structure discussion above, but let’s look at some specific techniques useful for both sides of this balancing act.

          The Rule of Three. When in doubt, give the players three different options at key moments in the story. Three things they need to progress, three ways to get a piece of information, three places to go, and so on. It’s enough options to keep it interesting, but not so many that it becomes burdensome for you or the players.

          All Roads Lead to Rome. You can provide multiple paths in your adventure that will naturally lead to the same conclusion. So long as each naturally walks from the beginning to the end, the players are going to feel like they had a meaningful choice, and that the choices they made had a rational outcome. Be careful about red herrings in an Rpg adventure, players can and will believe in them to the bitter end unless you make a clear effort to highlight that it’s a false lead later in the story.

          Foreshadowing. If you have an important idea you need to get across, especially if you want it to be in the players’ minds, foreshadow it. This means putting hints into the story about what is to come later. These are often little clues that stand out at the time, but don’t make much sense. They will have the players thinking about them, and then, when the time comes to put the clues together, they are ready. If a game is spread out over many sessions, you may need to foreshadow multiple times to keep the idea in the players’ minds.

          One Question, Many Answers. Nearly every challenge you throw at the heroes should have multiple answers. Not only should you think of many ways they can solve it, but you should also be prepared for players to have solutions you never considered. What matters is that they have an answer, not that they choose the answers you imagine. This doesn’t mean everything the players try should work, only that you should always be open-minded and eager to see them succeed.

          Motivations are Supreme. Always be thinking about the heroes’ motivations and how they can naturally lead them from point a to point b in the adventure. If a critical decision depends on a band of hardened mercenaries to run for their lives, you’re going to be frustrated when they insist on fighting to the death. When you imagine how the story unfolds, you have to put yourself firmly in the heads of the heroes and their players.

          Move the Story Around the Players. Only you as the GM knows what was planned. If you need to shuffle the deck and move characters, locations, events, or items around in time or space, you can do that. The players will think that was always the way it was supposed to be.

          Steal the Players’ Ideas. It’s normal for the players to discuss with each other what they think is happening in the plot, and what they think will happen next. If some of their ideas are better than what you had in mind, or would add to the richness of the story, make it happen! It’s going to make the players feel good for predicting it, and it saves you a little creative energy. This is very much in the spirit of the “yes, and” philosophy.

          The GM’s Proxy. One of the many uses of friendly NPCs in a game is to provide the GM a voice in the story without breaking immersion. There are two important guidelines for doing this. The first is to keep the NPCs comments in character for the NPC. The second is to only lean on this trick when the players are clearly struggling and actively looking for advice or guidance.

          Stopping at the Crossroads. Every adventure has moments where the players are faced with especially important decisions. These are great times to wrap up your night’s game session. Have the players think about their plans and tell you their choice. Then promise to pick up the next session to see what happens. It makes a nice cliffhanger, and it means you have the time until the next game to make sure you’re prepared for that choice to play out in a satisfying way.

          Planning vs. Improvisation

          Every Game Master does some level of planning and performs some level of improvisation. The exact mix that works best for you is something you will have to discover. Neither is necessarily better, but each has its advantages and challenges. You will meet Gms that are true masters of one approach and some rare Gms that are masters of both.

          The Merits of Planning

          Being a great planner allows a Game Master to create a strong and detailed adventure, both in terms of its story and the detail of the world the players will be exploring. Even if you don’t have the fastest imagination, you can plan for multiple contingencies and have a quick answer to the players’ actions. If you plan to write Rpg adventures, you want to hone this skill to a razor’s edge.

          A master planner’s adventures often have a richness that enhances games revolving around mysteries, exploration, tactical combat, and complex plots. Master planners can show off their skills in making largely linear stories that nonetheless feel organic. The players are naturally choosing a path that has been laid out before them because it feels right and makes sense.

          The planner also has the advantage of consistency. Even if they are feeling tired on game night, they are less reliant on their own creative energy and mood to bring the game to life. They can fall back on their detailed planning and prepared materials. The biggest challenge with being a planner is that it takes a lot of time and energy to do all that planning, and it’s not unusual for some of it to go to waste as the players choose a different direction.

          The Merits of Improvising

          Being a master of adventure improvisation is almost a magical quality. A gm of this type can tell a masterful story at the drop of a hat and is ready to run a game at any time or place. They also don’t need to spend hours between sessions working out all the details. It’s likely they will spend time thinking about it, but it’s going to feel more like play and less like work.

          A master improviser’s game is going to have a wild and free feeling. The players will quickly get the sense that anything can happen, and they are free to go wild and do almost anything they can imagine. They trust that whatever their action, so long as it keeps in the spirit of the story, the GM will adjust and weave it into the narrative.

          One of the challenges here is that this kind of creative spark takes quite a bit of brain power and can be tough to pull off if you’re not feeling up to it. This can also lead to a lack of consistency in a longer game where details about what happened are hazy. Stories that rely on a strong logical chain of events can fall apart quickly. Having a player or the GM chronicle the events of a game helps avoid these issues.

          Opponents and Allies

          Heroes meet all manner of opponents, allies, combatants, and creatures in their adventures. To keep matters simple, nonplayer characters (NPC) are represented by simplified stat blocks.

          NPC Traits

          Only the traits and values relevant to the NPC’s role in an adventure are typically included. The traits are presented in the order they appear in the stat block.

          The following entries use the mad scientist NPC as an example of each category, in brackets to the right of the header.

          Name [Mad Scientist]

          The NPC’s name can be a proper name for a specific individual, a species, a category of people, or just about anything that best describes the NPC. Names may be preceded by the general group it belongs to such as: Snake, Constrictor.

          CR (Challenge Rating) [CR 8]

          A NPC’s challenge rating (Cr) gives the Game Master a rough sense of how challenging it will be for players to face off against an opponent. A team of four heroes should defeat a single NPC with a CR equal to their level fairly easily, but not effortlessly.

          Size Chart
          Size Examples Dimensions Hit Dice Average Hit Points per die Tiny Cat, insect, rat 2.5 × 2.5 or smaller d4 2.5 Small Child, dog 5 × 5 d6 3.5 Medium Adult human 5 × 5 d8 4.5 Large Horse, motorcycle 10 × 10 d10 5.5 Huge Car, elephant 15 × 15 d12 6.5 Gargantuan Bus, tank 20 × 20 or larger d20 11.5

          Size [Medium]

          The NPC’s size category. An NPC’s size determines how much space, in feet, they take up on a grid when using one, and it usually determines the NPC’s Hit Die type.

          Type [Person]

          An NPC’s type speaks to its fundamental nature. Certain abilities, class talents, and other effects in the game may interact in special ways with NPCs of a particular type, but type has no special rules of its own.

          The Game Includes The Following NPC Types:

          • Animal. Animals are nonsapient living creatures that one might find in the real world.
          • Monster. Monsters are supernatural entities that (probably) don’t exist in the real world; cryptids, the living dead, alien monsters, and horrors from beyond space and time are all examples of monsters.
          • Person. A person is a free-willed, sapient, human-like entity. In a realistic world, this type is populated entirely with humans. In a more fantastical setting, it might include elves, space aliens, or any other species that are regular folk.
          • Robot. Robots are mechanical entities that are either remote-controlled or that follow their preloaded programming.

            Tags [Human]

            An NPC might have one or more tags appended to its type in parentheses. The parenthetical tags provide additional categorization for certain NPCs. The tags have no rules of their own, but something in the game, such as a special ability, might refer to them.

            Defense [Defense 16]

            The NPC’s Defense, all modifiers included.

            Hit Points [Hit Points 99 (18d8+18)]

            The NPC’s hit points and Hit Dice. The hit points are an average value for an NPC of this type. Constitution modifiers are included in this hit point total.

            Armor [Armor]

            The armor the NPC is normally wearing, or that is part of its body. This includes an Armor Value, their save bonus when making armor saving throws, and any other properties of the armor.

            Proficiency Bonus by CR
            CR Proficiency 0–4 +2 5–8 +3 9–12 +4 13–15 +5Speed [Speed 30 FT.]The NPC’s movement speed. Some NPCs have one or more of the following special types of movement.
            Ability Score Modifiers Score Modifier
            1 -5
            2 -4
            21 +5 22-23 +6 24-25 +7 26–27 +8 28–29 +9
            30 +10
          • Burrow. An NPC that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. It can’t burrow through solid rock unless it has a special trait that allows it to do so.
          • Climb. An NPC that has a climbing speed uses that speed to move on vertical surfaces. It doesn’t treat climbing as difficult movement.
          • Fly. An NPC that has a flying speed can use all or part of its movement to fly.
          • Swim. An NPC that has a swimming speed uses that speed while moving in the water. It doesn’t treat swimming as difficult movement.

            Ability Scores [AS Listed]

            A list of the NPC’s ability scores and modifiers. Exceptional NPCs can have ability scores of up to 30, and NPCs like animals might have a score as low as 1. For scores over 20 or under 3, use the following modifiers.

            Saving Throws [Saves as Listed]

            A list of saving throws the NPC has proficiency in. A value indicates the NPC’s total bonus for a given saving throw.

            Skills [Skills as Listed]

            A list of relevant skills the NPC is proficient in. A value indicates the NPC’s total bonus for an ability check using that skill..

            Senses [Senses as Listed]

            The NPC’s passive perception, and a list of unusual senses an NPC may have.

            Role [Roles as Listed]

            To help categorize NPCs, they are labeled with a variety of roles that the NPC can best fill in a combat encounter.

          • Fodder are simple and can be used in large numbers against higher level players.
          • Hulks have a lot of hit points, but low Defense.
          • Killers do more damage.
          • Leaders buff their allies. They make suitable “bosses” when supported by allies.
          • Loners are self-sufficient and often complex. They make suitable “bosses,” either alone or with backup.
          • Melee NPCs are better up close.
          • Ranged NPCs are better at a distance.
          • Shadows use stealth and ambush tactics.
          • Supports debuff their enemies or provide tactical benefits to allies.
          • Tanks are harder to kill and might be able to protect their allies, but do less damage.

          Equipment [Equipment as Listed]

          A list of any equipment this NPC normally equips or carries. An NPC typically carries two spare clips for any of its firearms that use clips, and 20 pieces of ammunition for any other projectile weapon it carries, but you can have it carry as much or as little ammunition as you like.

          Special Traits [GENIUS. Etc.]

          Details on any special passive traits the NPC has.

          Actions [MULTIATTACK. Etc.]

          A list of an NPC’s most commonly used combat actions. This will almost always include some kind of attack, including attack roll modifiers, damage, and special effects.

          Multiattack

          Multiattack allows an NPC to make more than one attack when attacking. The description will detail how many and what types of attacks they can make, and any other special rules that apply. Unless otherwise specified, an NPC can replace any attack it makes with a special attack.

          Bonus Actions

          A list of any special bonus actions the NPC can take.

          Reactions

          Details for any special reactions the NPC can perform.

          Limited Usage

          Some actions have limited uses.

          • X/Long Rest. This action can be used X times before the NPC finishes a long rest.
          • X/Short Rest. This action can be used X times before the NPC finishes a short or long rest.
          • Recharge X-y. This ability can be used once, and then needs to recharge to be used again. At the start of each turn, the NPC rolls a d6. If the number is in the X-y range, the ability recharges and can be used again.

          Description [Perhaps A bit Deranged…]

          NPC descriptions give you some inspiration as to what the NPCs look like, how they behave, and how they might fit into an adventure. Many of the NPCs here have short descriptions since they are archetypes we are all familiar with from action cinema, or those common in our everyday life.

          Master NPC Table

          The purpose of the NPCs by CR table is to help you quickly find NPCs that may be helpful for your encounters. They are ordered by their CR and feature the name, roles, and type to help you select among eligible candidates. The master listing organizes the NPCs by setting, then category.

          NPCs by CR Name CR Roles Type Page Civilian 0 Fodder, Melee person (human) 385 Civilian: Expert 0 Fodder, Melee person (human) 385 Drone 0 — robot (remote-controlled) 391 Goat 0 Fodder, Killer, Melee animal 392 Mostly Harmless Animal 0 Fodder, Melee animal 392 Mostly Harmless Animal: Amphibious 0 Fodder, Melee animal 393 Mostly Harmless Animal: Aquatic 0 Fodder, Melee animal 393 Mostly Harmless Animal: Climbing 0 Fodder, Melee animal 393 Mostly Harmless Animal: Flying 0 Fodder, Melee animal 393 Mostly Harmless Animal: Nocturnal 0 Fodder, Melee animal 393 Punk: Bully 0 Fodder, Melee person (human) 359 Venomous Bug 0 Killer, Melee, Shadow animal 393 Ancient Warrior ? Fodder, Melee person (human) 403 Bird of Prey ? Fodder, Killer, Melee animal 393 Cult Initiate ? Fodder, Melee person (human) 368 Dog ? Fodder, Melee animal 394 Dog: Guard Dog ? Fodder, Melee animal 394 Dog: Hunting Dog ? Fodder, Melee animal 394 Dog: Mastiff ? Fodder, Melee animal 394 Dog: Racing Dog ? Fodder, Melee animal 394 Mule ? Fodder, Melee animal 394 Pig ? Fodder, Melee animal 394 Punk ? Fodder, Killer, Melee person (human) 359 Name CR Roles Type Page Rat, Giant Sewer ? Fodder, Melee animal 395 Security Guard ? Fodder, Melee, Support person (human) 382 Snake, Venomous ? Fodder, Killer, Melee animal 354 Venomous Bug: Extremely Venomous ? Killer, Melee, Shadow animal 393 Zombie ? Fodder, Melee monster (undead) 429 Alligator ¼ Melee, Support, Tank animal 395 Beat Cop ¼ Fodder, Support person (human) 372 Bouncer ¼ Melee, Tank person (human) 382 Camel ¼ Fodder, Melee animal 395 Cult Initiate: Mystic ¼ Fodder, Killer, Ranged person (human) 368 Elk ¼ Fodder, Killer, Melee animal 396 Horse ¼ Fodder, Killer, Melee animal 396 Military Recruit ¼ Fodder, Ranged person (human) 376 Mugger ¼ Fodder, Killer, Ranged person (human) 360 Ninja ¼ Fodder, Killer, Shadow person (human) 404 Pig: Wild Boar ¼ Fodder, Melee animal 394 Reanimated Skeleton ¼ Fodder monster (undead) 433 Robot Servant ¼ Fodder, Killer, Melee robot (autonomous, futuristic) 418 Snake, Constrictor ¼ Fodder, Melee, Support animal 354 Swarm of Bats ¼ Fodder, Melee animal (swarm) 396 Swarm of Vermin ¼ Hulk, Melee animal (swarm) 396 Venomous Bug: Deadly ¼ Killer, Melee, Shadow animal 393 Wolf ¼ Fodder, Killer, Melee animal 397 Zombie Bloater ¼ Hulk, Melee monster (undead) 430 Bull ½ Fodder, Killer, Melee animal 398 Ancient Hunter ½ Fodder, Ranged person (human) 405 Ancient Hunter: Archer ½ Fodder, Ranged person (human) 354 Ape ½ Fodder animal 397 Auto Turret ½ Fodder, Ranged robot (autonomous) 391 Name CR Roles Type Page Bear, Black ½ Fodder, Killer, Melee animal 397 Crazed Maniac ½ Hulk, Melee person (human) 386 Cultist ½ Melee, Support person (human) 368 Ghoul ½ Melee, Support monster (undead) 434 Goon ½ Hulk, Melee person (human) 360 Hunter ½ Fodder, Killer person (human) 387 Intelligence Agent ½ Ranged, Support person (human) 370 Military Recruit: Well-Armed ½ Fodder, Killer, Ranged person (human) 376 Park Ranger ½ Fodder, Ranged, Support person (human) 373 Private Security ½ Fodder, Support, Tank person (human) 383 Private Security: Personal Driver ½ Fodder, Support, Tank person (human) 383 Robotic Dog ½ Fodder, Melee robot (autonomous) 392 Sewer Mutant ½ Fodder monster (mutant) 421 Swarm of Insects, Crawling ½ Fodder, Melee animal (swarm) 398

          Thief ½ Killer, Melee, Shadow person (human) 361 Zombie Dog ½ Fodder, Melee monster (undead) 431 Zombie Licker ½ Melee, Shadow monster (undead) 432 Alien Abductor 1 Ranged, Support monster (alien) 412 Ancient Shaman 1 Leader, Melee person (human) 407 Barbarian Warrior 1 Hulk, Melee person (human) 406 Cultist: Arcanist 1 Killer, Ranged, Support person (human) 368 Demon, Minor 1 Fodder monster (demon) 423 Dinosaur, Deinonychus 1 Fodder, Killer, Melee animal (prehistoric) 410 Gangster 1 Fodder, Ranged person (human) 362 Gangster: Getaway Driver 1 Fodder, Ranged person (human) 362 Great Cat 1 Fodder, Melee animal 398 Great Cat: Lion 1 Fodder, Killer, Melee animal 398 Hunter-Seeker Drone 1 Fodder, Killer, Ranged robot (autonomous, futuristic) 418 Octopus, Giant 1 Hulk, Melee, Support animal 399 Name CR Roles Type Page Police Officer 1 Killer, Support person (human) 374 Soldier 1 Fodder, Ranged person (human) 377 Soldier: Jungle 1 Fodder, Ranged person (human) 377 Soldier: Special Forces 1 Fodder, Ranged, Shadow person (human) 377 Soldier: Vehicle Specialist 1 Fodder, Ranged person (human) 378 Swarm of Insects, Flying 1 Fodder, Melee animal (swarm) 399 Sword Initiate 1 Fodder, Killer, Melee person (human) 406 Sword Initiate: Lackey 1 Fodder, Killer, Melee person (human) 406 Alien Warrior 2 Fodder, Ranged monster (alien) 412 Ancient Champion 2 Leader person (human) 408 Ancient Champion: Archer 2 Leader person (human) 408 Bear, Brown 2 Fodder, Killer, Melee animal 399 Bear, Brown: Polar Bear 2 Fodder, Killer, Melee animal 399 Enforcer 2 Melee, Tank person (human) 363 Gangster: Bank Robber 2 Fodder, Killer, Ranged person (human) 362 Gargoyle 2 Melee, Shadow, Tank monster 434 Heavy Weapons 2 Fodder, Ranged person (human) 378 Heavy Weapons: Special Forces 2 Fodder, Ranged, Shadow person (human) 378 Hippopotamus 2 Fodder, Melee animal 400 Kickboxer 2 Melee, Tank person (human) 387 Kickboxer: Hired Muscle 2 Melee, Tank person (human) 387 Officer 2 Leader, Ranged person (human) 379 Officer: Special Forces 2 Leader, Ranged, Shadow person (human) 379 Police Detective/FBI Agent 2 Support person (human) 374 Rhinoceros 2 Fodder, Killer, Melee animal 400 Saber-Toothed Tiger 2 Fodder, Melee animal (prehistoric) 410 Shark 2 Fodder, Melee animal 401 Snake, Giant Constrictor 2 Hulk, Melee, Support animal 401 Spy 2 Fodder, Killer, Ranged person (human) 371 Super Mutant 2 Hulk, Melee monster (mutant) 422 Name CR Roles Type Page Swarm of Piranha 2 Fodder, Killer, Melee animal (swarm) 401 Swarm of Venomous Snakes 2 Fodder, Killer, Melee animal (swarm) 401 Vampire, Fledgling 2 Killer, Melee monster (undead) 426 Alien Bug 3 Shadow, Loner, Melee monster (alien) 413 Bodyguard 3 Support, Tank person (human) 384 Cult Leader 3 Leader, Melee person (human) 369 Demon, Lesser 3 Fodder, Melee monster (demon) 423 Heavy Weapons: Rocket Launcher 3 Killer, Ranged person (human) 378 Mummy 3 Hulk, Melee, Support monster (undead) 435 Sniper 3 Killer, Shadow person (human) 379 Sniper: Special Forces 3 Killer, Shadow person (human) 379

          Swat Officer 3 Killer, Loner, Ranged person (human) 375 Sword Expert 3 Killer, Loner, Melee person (human) 408 Sword Expert: Cut-Throat 3 Killer, Loner, Melee person (human) 408 Zombie Elite Warrior 3 Hulk, Loner monster (undead) 432 Cult Leader: Magos 4 Killer, Leader, Ranged, Support person (human) 370 Elephant 4 Fodder, Melee animal 402 Elite Security 4 Melee, Support, Tank person (human) 385 Killer Whale 4 Hulk, Melee animal 402 Mob Lieutenant 4 Leader, Ranged person (human) 364 Moose 4 Fodder, Melee animal 402 Police Chief/FBI Manager 4 Leader, Support person (human) 375 Robotic Soldier 4 Loner robot (autonomous, futuristic) 419 Veteran 4 Ranged person (human) 380 Veteran: Special Forces 4 Ranged, Shadow person (human) 380 Veteran: Vehicle Specialist 4 Ranged person (human) 380 Alien Hunter 5 Loner monster (alien) 414 Bounty Hunter 5 Loner person (human) 376 Entity From Beyond 5 Loner, Melee, Support monster (alien) 415 Gang Leader 5 Leader person (human) 365 Name CR Roles Type Page General 5 Leader person (human) 381 Vampire, Experienced 5 Melee, Tank monster (undead) 426 Vampire, Experienced: Hypnotic 5 Melee, Support, Tank monster (undead) 427 Assassin 6 Killer, Ranged, Shadow person (human) 366 Mammoth 6 Fodder, Melee, Tank animal (prehistoric) 410 Master Spy 6 Killer, Loner, Ranged person (human) 372 Slasher 6 Loner, Melee, Tank person (human) 388 Werewolf 6 Loner, Melee, Tank monster (shifter) 435 Demon, Major 7 Loner, Melee monster (demon) 424 Killer Robot 7 Loner robot (autonomous, futuristic) 420 Mob Kingpin 7 Leader, Ranged, Support person (human) 367 Dinosaur, Tyrannosaurus Rex 8 Hulk, Melee animal (prehistoric) 411 Mad Scientist 8 Leader, Ranged, Support person (human) 389 Super Soldier 8 Loner, Ranged person (human) 381 Sword Master 9 Loner, Melee person (human) 409 Sword Master: Crime Lord 9 Loner, Melee, Shadow person (human) 410 Alien Bug Queen 10 Leader, Tank monster (alien) 416 Mummy Lord 10 Loner, Melee, Support monster (undead) 436 Ultimate Badass 11 Loner person (human) 390 Vampire, Ancient 12 Loner, Melee, Tank monster (undead) 428 Vampire, Ancient: Count 12 Loner, Melee, Support, Tank monster (undead) 428 Demon, Greater 13 Loner, Melee monster (demon) 425 God From Beyond 15 Loner, Support monster (alien) 416

          Punk

          Punks are basic criminal hooligans, attacking heroes in droves. They might comprise hordes of mooks following the orders of a gang leader, or just be ruffians looking to have some fun.

          Modern Day NPCs

          The NPCs in this section comprise characters you might meet in the real world, or are at least inspired by real-world people and animals. The selection can both fill out the cast of a typical action movie and represents all levels of play.

          Criminals

          Either on the wrong side of the law, or keeping the law in their pocket, criminals are a common enemy for heroes, even if the heroes are criminals themselves. They range from simple ruffians to masterminds running multinational crime empires.

          Punk CR ?

          Medium person (human)
          Defense 13
          Hit Points 5 (1d8 + 1)
          Armor Leather Jacket (Av 1, save +0)
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          12 (+1) 13 (+1) 12 (+1) 8 (–1) 9 (–1) 9 (–1)

          Skills Intimidation +1, Security +1, Streetwise +3
          Senses passive Perception 9
          Roles Fodder, Killer, Melee
          Equipment Small painful thing (chain, pipe), pack of smokes, street clothes, pocket stuff

          SPECIAL TRAITS

          • Dogpile. The punk has advantage on an attack roll against an enemy if at least one of the punk’s allies is within 5 feet of that enemy and the ally isn’t Incapacitated.

          ACTIONS

          • Improvised Weapon. Melee Attack: +3 to hit, PV 1, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

          Variant: Bully CR 0

          Replace Armor —Remove Roles Killer Remove Equipment Small painful thing

          Replace Actions Unarmed Strike. Melee Attack: +3 to hit, PV 1, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

          A toothless punk, the bully harasses people they perceive as weaker. They might be teenage delinquents or run-ofthe-mill assholes, but whatever the case, they aren’t willing to use lethal force.

        Variant: Carjacker CR 1/8

        Add Skills Vehicles +3, Security +3

        Add Equipment Slim Jim Mugger CR ¼

        Medium person (human)
        Defense 12
        Hit Points 9 (2d8)
        Armor
        Speed 30 ft.

        STR DEX CON INT WIS CHA
        10 (+0) 14 (+2) 10 (+0) 8 (-1) 10 (+0) 11 (+0)

        Skills Intimidation +2
        Senses passive Perception 10
        Roles Fodder, Killer, Ranged
        Equipment Concealed pistol, knife, street clothes, pocket stuff

      ACTIONS

      • Knife. Melee or Ranged Attack: +4 to hit, PV 1, reach 5 ft. or range 20/60, one target. Hit: 4 (1d4 + 2) slashing damage.

        Concealed Pistol (8 rounds; bonus reload). Ranged Attack: +4 to hit, PV 2, range 100/200 ft., one target. Hit: 6 (1d8 + 2) ballistic damage, or 7 (1d10 + 2) ballistic damage if wielded in two hands.

      REACTIONS

      • Nervous Shot. After rolling initiative, the mugger can spend their reaction to make a concealed pistol attack.

        The mugger wants your money, and may or may not want any trouble. Whether robbing someone in an alley or holding up a liquor store, they’re willing to shoot if you don’t do what they say.

        Goon CR ½

        Medium person (human)
        Defense 11
        Hit Points 26 (4d8 + 8)
        Armor Leather Jacket (Av 1, save +2)
        Speed 30 ft.

        STR DEX CON INT WIS CHA
        15 (+2) 11 (+0) 14 (+2) 8 (-1) 9 (-1) 10 (+0)

        Skills Endurance +4, Intimidation +2, Streetwise +3
        Senses passive Perception 9
        Roles Hulk, Melee
        Equipment Medium hurtful thing (baseball bat, chair), street clothes, pocket stuff

        SPECIAL TRAITS

        • Dogpile. The goon has advantage on an attack roll against an enemy if at least one of the goon’s allies is within 5 feet of that enemy and the ally isn’t Incapacitated.

        ACTIONS

        • Multiattack. The goon makes two attacks: one with their improvised weapon, then one with their unarmed strike as a bonus action.

          Improvised Weapon. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if wielded in two hands.

          Unarmed Strike. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

          Goons are experienced street toughs. They might be working for the mob, leading lesser punks, or providing a gang some extra muscle.

          Thief

          Thieves are professional criminals, but would rather avoid direct conflict when they can. They prefer to stick to the shadows, get in and out quietly, and make off with whatever they can steal.

          Thief CR ½

          Medium person (human)
          Defense 14
          Hit Points 18 (4d8)
          Armor
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          11 (+0) 16 (+3) 11 (+0) 14 (+2) 12 (+1) 11 (+0)

          Skills Athletics +2, Acrobatics +5, Security +6, Stealth +7, Streetwise +3
          Senses passive Perception 11
          Roles Killer, Melee, Shadow
          Equipment Burglar’s kit, dark outfit

          SPECIAL TRAITS

          • Parkour. The thief can ignore difficult terrain when they move. Climbing and Swimming are not difficult movements for the thief.

            Vital Strike (1/Turn). The thief deals an extra 7 (2d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn’t Incapacitated and doesn’t have disadvantage on the attack roll.

            Vanish. The thief can take the Hide action as a bonus action. If the thief moves during their turn while hidden, they remain hidden until the end of their turn or until the thief makes an attack.

          ACTIONS

          • Unarmed Strike. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ~~~ Gangster

            Gangsters are armed and dangerous, willing to kill for what they want. Most are organized, either as small groups or working for larger criminal enterprises.

            Gangster CR 1

            Medium person (human)
            Defense 14
            Hit Points 27 (5d8 + 5)
            Armor Leather Jacket (Av 1, save +2)
            Speed 30 ft.

            STR DEX CON INT WIS CHA
            14 (+2) 16 (+3) 12 (+1) 10 (+0) 9 (-1) 12 (+1)

            Skills Acrobatics +5, Deception +3, Vehicles +5, Intimidation +3, Security +2, Stealth +5, Streetwise +3
            Senses passive Perception 9
            Roles Fodder, Ranged
            Equipment Large knife, pocket .38 pistol, street clothes, pocket stuff

          ACTIONS

          • Multiattack. The gangster makes two attacks.

            Large Knife. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

            Pocket Pistol (5 rounds; action reload). Ranged Attack: +5 to hit, PV 1, range 50/100 ft., one target. Hit: 6 (1d6 + 3) ballistic damage, or 7 (1d8 + 3) ballistic damage if wielded in two hands.

          Variant: Bank Robber CR 2

          Add Skills Security +4

          Add Equipment Smg, money bags, mask

          Add Roles Killer

          Add Actions SMG (30 rounds; bonus reload). Ranged Attack: +5 to hit, PV 3, range 100/200 ft., one target. Hit: 8 (1d10 + 3) ballistic damage, or 14 (2d10 + 3) ballistic damage when using burst fire.

          Bank robbers are heavily armed and ready to hold up a bank—or anywhere, really—full of people.

          Variant: Getaway Driver CR 1

          Add Skills Vehicles +7

          Add Offensive Driving. The getaway driver has advantage on ability checks made during a ramming maneuver or to avoid a crash. While the getaway driver operates a vehicle, that vehicle’s Strength modifier is increased by 2.

          Enforcer CR 2

          Medium person (human)
          Defense 16
          Hit Points 39 (6d8 + 12)
          Armor Light ballistic vest (Av 2, save +2, Ballistic, Concealable)
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          16 (+3) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 12 (+1)

          Skills Athletics +5, Vehicles +4, Endurance +4, Intimidation +3, Perception +3, Security +2, Stealth +4, Streetwise +3
          Senses passive Perception 13
          Roles Melee, Tank
          Equipment Brass knuckles, pocket .38 pistol, suit or street clothes, pocket stuff

          SPECIAL TRAITS

          • Power Attack. When the enforcer makes a melee attack, they can choose to suffer a -5 penalty to the attack roll. If they do and the attack hits, it deals an additional 5 damage.

          ACTIONS

          • Multiattack. The enforcer makes two melee attacks.

          Brass Knuckles. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

          Concealed Pistol (8 rounds; bonus reload). Ranged Attack: +4 to hit, PV 2, range 100/200 ft., one target. Hit: 6 (1d8 + 2) ballistic damage, or 7 (1d10 + 2) ballistic damage if wielded in two hands.

          Enforcers are knee breakers for the mob, the top thugs in gangs, or muscle for hire. Consummate professionals, most enforcers maintain a reputation for discretion and loyalty.

          Hitman CR 3

          Medium person (human)
          Defense 16
          Hit Points 44 (8d8 + 8)
          Armor
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          16 (+3) 16 (+3) 13 (+1) 12 (+1) 14 (+2) 13 (+1)

          Skills Vehicles +5, Insight +4, Perception +4, Security +3, Stealth +5, Streetwise +4
          Senses passive Perception 14
          Roles Killer, Ranged, Shadow
          Equipment Concealed carry pistol, knife, suit, pocket stuff

          SPECIAL TRAITS

          • Fast Reflexes. The hitman has advantage on initiative rolls.

          Vital Strike (1/Turn). The hitman deals an extra 10 (3d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of the hitman that isn’t Incapacitated and the hitman doesn’t have disadvantage on the attack roll.

          Surprise Attack. The hitman has advantage on attack rolls against a target that has not yet acted during this combat.

        ACTIONS

        • Multiattack. The hitman makes two attacks.
        • Knife. Melee or Ranged Attack: +5 to hit, PV 1, reach 5 ft. or range 30/60, one target. Hit: 5 (1d4 + 3) slashing damage.

          Concealed Pistol (8 rounds; bonus reload). Ranged Attack: +5 to hit, PV 2, range 100/200 ft., one target. Hit: 7 (1d8 + 3) ballistic damage, or 8 (1d10 + 3) ballistic damage if wielded in two hands.

          Hitman Hitmen are killers for hire, or the loyal wet workers of organized crime. It’s not personal. Usually. Mob Lieutenant CR 4

          Medium person (human)
          Defense 16
          Hit Points 52 (8d8 + 16)
          Armor Light ballistic vest (Av 2, save +2, Ballistic, Concealable)
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          17 (+3) 16 (+3) 14 (+2) 15 (+2) 15 (+2) 16 (+3)

          Saves Int +4, Wis +4, Cha +5
          Skills Deception +5, Insight +4, Intimidation +7, Perception +4, Persuasion +5, Streetwise +6
          Senses passive Perception 14
          Roles Leader, Ranged
          Equipment Brass knuckles, pump-action shotgun, suit, pocket stuff

          SPECIAL TRAITS

          • Genius. The lieutenant has 2 genius points and can enact plans as if a 3rd-level Smart Hero (save DC 12). They know the following plans: Dirty Little Secrets, I had Them Bugged, Coordinated Maneuvers.

            Orders. Allies that can see and hear the lieutenant add a d4 to each of their attack rolls and saving throws. A combatant can benefit from only one such die at a time.

          ACTIONS

          • Multiattack. The lieutenant makes two attacks.

            Brass Knuckles. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

            Shotgun (9 rounds; action reload). Ranged Attack: +5 to hit, PV 3, range 200/400 ft., one target. Hit: 10 (2d6 + 3) ballistic damage. This attack is made at advantage against targets within 30 feet.

            Ranking members of the mob or another large organized criminal enterprise, lieutenants are the middle management of crime, passing on orders from the boss to lower ranking members. Maybe someday, they’ll be the boss.

            Gang Leader

            Leading a street gang requires an iron will and an iron fist. A gang leader is usually the most dangerous criminal in the group.

            Gang Leader CR 5

            Medium person (human)
            Defense 16
            Hit Points 75 (10d8 + 30)
            Armor Light ballistic vest (Av 2, save +3, Ballistic, Concealable)
            Speed 30 ft.

            STR DEX CON INT WIS CHA
            18 (+4) 18 (+4) 16 (+3) 14 (+2) 15 (+2) 14 (+2)

            Saves Con +6, Wis +5, Cha +5
            Skills Athletics +7, Acrobatics +7, Vehicles +7, Intimidation +5, Perception +5, Security +5, Stealth +7, Streetwise +8
            Senses passive Perception 15
            Roles Leader
            Equipment Smg, street clothes, pocket stuff

          ACTIONS

          • Get ‘Em! The gang leader makes two unarmed strikes or one ranged attack, then up to two allies that can hear the gang leader can make an attack as a reaction.

            Unarmed Strike

            . Melee Attack: +7 to hit, PV 1, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

            Smg (30 rounds; bonus reload). Ranged Attack: +7 to hit, PV 2, range 100/200 ft., one target. Hit: 9 (1d10 + 4) ballistic damage, or 15 (2d10 + 4) ballistic damage when using burst fire.

            Assassin More than simple hitmen, assassins are hired to take out high priority targets. They might work for a criminal organization, hire themselves out to the highest bidder, or work off-book for a shadowy government agency. Whatever the case, they are masters of the kill. Assassin CR 6

            Medium person (human)
            Defense 15
            Hit Points 55 (10d8 + 10)
            Armor
            Speed 30 ft.

            STR DEX CON INT WIS CHA
            12 (+1) 18 (+4) 13 (+1) 15 (+2) 16 (+3) 13 (+1)

            Skills Vehicles +7, Insight +6, Perception +6, Security +8, Stealth +10, Streetwise +6
            Senses passive Perception 16
            Roles Killer, Ranged, Shadow
            Equipment Poisoned knife, sniper rifle, burglar’s kit, unassuming clothing Assassinate. Any hit the assassin scores against a surprised target is a critical hit.

            Vital Strike (1/Turn). The assassin deals an extra 14 (4d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t Incapacitated and the assassin doesn’t have disadvantage on the attack roll.

            Surprise Attack. The assassin has advantage on attack rolls against a target that has not yet acted during this combat.

          ACTIONS

          • Multiattack. The assassin makes two melee attacks.

            Poisoned Dagger. Melee or Ranged Attack: +7 to hit, PV 2, reach 5 ft. or range 40/80, one target. Hit: 6 (1d4 + 4) slashing damage, and the target must attempt a DC 15 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one.

            Sniper Rifle (7 rounds; action reload). Ranged Attack: +7 to hit, PV 4, range 2000/6000 ft., one target. Hit: 13 (2d8 + 4) ballistic damage. The assassin cannot move during the same turn they makes an attack with this weapon.

            Mob Kingpin

            The head of crime in the area, the mob boss rarely gets directly involved, but when they do, their enemies find them capable of terrifying violence.

            Mob Kingpin CR 7

            Medium person (human)
            Defense 18
            Hit Points 75 (10d8 + 30)
            Armor Light ballistic vest (Av 2, save +3, Ballistic, Concealable)
            Speed 30 ft.

            STR DEX CON INT WIS CHA
            19 (+4) 13 (+1) 16 (+3) 18 (+4) 15 (+2) 18 (+4)

            Saves Dex +4, Int +7, Wis +5, Cha +7
            Skills Deception +7, Endurance +6, Insight +8, Intimidation +10, Perception +5, Persuasion +7, Streetwise +8
            Senses passive Perception 15
            Roles Leader, Ranged, Support
            Equipment Brass knuckles, hand cannon pistol, suit, fancy ring

            SPECIAL TRAITS

            • Big Guns. The kingpin can use Strength instead of Dexterity when making a ranged attack with a non-light ranged weapon, and they can ignore the stationary property of weapons.

              Genius. The kingpin has 4 genius points and can enact plans as if a 7th-level Smart Hero (save DC 15). They know the following plans: Dirty Little Secrets, I had It Poisoned, I had Them Bugged, I knew You’d Do That, I lured You Into Danger, Coordinated Maneuvers, When A plan Comes Together.

              Orders. Allies that can see and hear the kingpin add a d4 to each of their attack rolls and saving throws. A combatant can benefit from only one such die at a time.

              Hardcore. When the kingpin fails a saving throw (other than an armor saving throw), they can choose to take 10 damage to automatically succeed on that saving throw instead. This damage cannot be reduced or prevented.

            ACTIONS

            • Multiattack. The kingpin makes two attacks.

              Brass Knuckles. Melee Attack: +7 to hit, PV 1, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

              Hand Cannon (7 rounds; bonus reload). Ranged Attack: +7 to hit, PV 3, range 100/200 ft., one target. Hit: 10 (1d12 + 4) ballistic damage.

              Cultists

          Most real-world cults are populated by regular people who have been indoctrinated or duped into believing the cult’s rhetoric by a charismatic leader. But in stories, cultists are more often worshipers of evil powers, performing dark rituals and human sacrifices in the dead of night. These NPCs fall into the latter category. Each optionally can have real magical power, but by default they are run-of-themill dagger-wielding maniacs.

          Cult Initiate CR ?

          Medium person (human)
          Defense 12
          Hit Points 9 (2d8)
          Armor
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          13 (+1) 12 (+1) 10 (+0) 11 (+0) 7 (-2) 8 (-1)

          Skills Streetwise +0
          Senses passive Perception 8
          Roles Fodder, Melee
          Equipment Ritual dagger, robes, mask

          SPECIAL TRAITS

          • Fanatic. The cult initiate cannot be Frightened and has advantage on attack rolls against Frightened targets.

          ACTIONS

          • Ritual Dagger. Melee Attack: +3 to hit, PV 2, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

            These initiates seek dark power and believe they can find it in whatever cult they have joined.

            Variant: Mystic CR ¼

            Replace Int 14 (+2)

            Add Senses Nightvision

            Replace Roles Fodder, Killer, Ranged

            Add Actions

            Add Dark Energy. Ranged Attack: +4 to hit, PV N/a, range 60 ft., one target. Hit: 7 (2d6) cold damage. This attack ignores cover and armor.

            Existing only in a world where the supernatural is real, these initiates have learned the truth of the dark arts, which they can use to harm their enemies.

            Cultist CR ½

            Medium person (human)
            Defense 13
            Hit Points 22 (4d8 + 4)
            Armor
            Speed 30 ft.

            STR DEX CON INT WIS CHA
            15 (+2) 12 (+1) 12 (+1) 13 (+1) 9 (-1) 14 (+2)

            Skills Deception +4, Streetwise +1
            Senses passive Perception 9
            Roles Melee, Support
            Equipment Ritual dagger, robes, mask

            SPECIAL TRAITS

            • Fanatic. The cultist cannot be Frightened and has advantage on attack rolls against Frightened targets.

            Terrify (1/Short Rest). When the cultist hits with an attack, they can attempt to scare the target with the cultist’s ferocity. The target must succeed at a DC 12 Wisdom saving throw or be Frightened until the end of its next turn.

          ACTIONS

          • Multiattack. The cultist makes one attack, then can make another as a bonus action.

            Ritual Dagger. Melee Attack: +4 to hit, PV 2, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

            Fully immersed in their cult, these cultists whisper their dark beliefs to those they might corrupt. Variant: Arcanist CR 1

            Replace Int 15 (+2)

            Add Senses Nightvision

            Replace Roles Killer, Ranged, Support Add ActionsDark Energy. Ranged Attack: +4 to hit, PV N/a, range 60 ft., one target. Hit: 7 (2d6) cold damage. This attack ignores cover and armor.

            Wielding magic that is all too real, cult arcanists have truly begun their journey in the occult.

            Cult Leader

            These dark preachers perform unholy rites, claiming direct connection to their dark gods. Whether the powers they venerate are real or not, their minions follow their orders without question.

            Cult Leader CR 3

            Medium person (human)
            Defense 16
            Hit Points 55 (10d8 + 10)
            Armor
            Speed 30 ft.

            STR DEX CON INT WIS CHA
            13 (+1) 14 (+2) 12 (+1)
            14 (+2) 11 (+0) 16 (+3)

            Saves Wis +2
            Skills Deception +7, Persuasion +5, Streetwise +2
            Senses passive Perception 10
            Roles Leader, Melee
            Equipment Ritual dagger, robes, mask

            SPECIAL TRAITS

            • Fanatic. The cult leader cannot be Frightened and has advantage on attack rolls against Frightened targets.

            Orders. Allies that can see and hear the cult leader add a d4 to each of their attack rolls and saving throws. A combatant can benefit from only one such die at a time.

            True Believer. The cult leader adds their Charisma modifier to all of their damage rolls (included below).

          ACTIONS

          • Multiattack. The cult leader makes two attacks, then can make another as a bonus action.
          • Ritual Dagger. Melee Attack: +4 to hit, PV 2, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
          Variant: Magos CR 4

          Replace Int 16 (+3)

          Add Senses Nightvision

          Replace Roles Killer, Leader, Ranged, Support

          Add Actions:

          • Dark Energy. Ranged Attack: +5 to hit, PV N/a, range 60 ft., one target. Hit: 10 (2d6 + 3) cold damage. This attack ignores cover and armor.

          Add Bonus Actions:

          • Blinding Darkness (Recharge 6). As a bonus action, the magos can shroud an unbeliever’s vision in shadow. One enemy within 60 feet that the magos can see must succeed at a DC 13 Constitution saving throw or be Blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.
          • Descent Into Madness (Recharge 6). As a bonus action, the magos can grip an enemy’s mind with madness. One enemy within 60 feet that the magos can see must succeed at a DC 13 Wisdom saving throw or be Frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.

          Having communed with darkness, a cult magos commands magics most foul. They are often served by demonic or alien entities in addition to the zealously loyal masses of their cult.

          ~~~ Espionage

          Gathering intel on criminals or other governments, most of these agents work directly for an official agency such as the Cia, but some operate as private contractors.

          Intelligence Agent CR ½

          Medium person (human)
          Defense 15
          Hit Points 18 (4d8)
          Armor
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          10 (+0) 14 (+2) 10 (+0) 16 (+3) 15 (+2) 16 (+3)

          Skills Deception +5, Insight +4, Investigation +5, Perception +4, Persuasion +5
          Senses passive Perception 14
          Roles Ranged, Support
          Equipment Concealed pistol, badge, fancy suit or street clothes, surveillance kit, bag stuff, pocket stuff

          SPECIAL TRAITS

          • Genius. The agent has 2 genius points, and can enact plans as if a 1st-level Smart Hero (save DC 13). They know the following plans: Dirty Little Secret, I had Them Bugged, I have The Perfect Disguise, I lured You Into Danger

          ACTIONS

          • Unarmed Strike. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

           

        • Concealed Pistol (8 rounds; bonus reload). Ranged Attack: +4 to hit, PV 2, range 100/200 ft., one target. Hit: 6 (1d8 + 2) ballistic damage, or 7 (1d10 + 2) ballistic damage if wielded in two hands.
        •  

          Intelligence agents are the “rank and file” of the espionage business, functioning as domestic field agents or teams working under more senior members of their organization.

          ~~~ Master Spy

          Suave and collected in the most dangerous situations imaginable, master spies are at the top of the espionage game. They take on the missions no one else can.

          Spy CR 2

          Medium person (human)
          Defense 16
          Hit Points 27 (5d8 + 5)
          Armor
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          11 (+0) 15 (+2) 12 (+1) 14 (+2) 16 (+3) 16 (+3)

          Skills Deception +5, Vehicles +4, Insight +7, Investigation +6, Perception +7, Persuasion +5, Security +6, Sleight of Hand +4, Stealth +4
          Senses passive Perception 17
          Roles Killer, Ranged, Fodder
          Equipment Concealed pistol, disguise kit, fake ID, fancy suit or street clothes, surveillance kit, bag stuff, pocket stuff

        ACTIONS

        • Multiattack. The spy makes two attacks, then can make another as a bonus action if the spy is not wielding a weapon in two hands.

          Unarmed Strike. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

          Concealed Pistol (8 rounds; bonus reload). Ranged Attack: +5 to hit, PV 2, range 100/200 ft., one target. Hit: 7 (1d8 + 3) ballistic damage, or 8 (1d10 + 3) ballistic damage if wielded in two hands.

        BONUS ACTIONS

        • Know Weakness. As a bonus action, the spy gains advantage on attacks against one target until the start of their next turn. The first of these attacks that hits deals an additional 3 (1d6) damage.

          Sixth Sense. The spy can take the Search action as a bonus action and they cannot be surprised.

          Spies are higher ranking espionage experts, often leading teams of field agents or working overseas spying on foreign governments.

          Master Spy CR 6

          Medium person (human)
          Defense 18
          Hit Points 65 (10d8 + 20)
          Armor
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          11 (+0) 20 (+5) 14 (+2) 16 (+3) 20 (+5) 18 (+4)

          Saves Dex +8, Con +5, Wis +8, Cha +7
          Skills Deception +10, Vehicles +8, Insight +11, Investigation +9, Perception +11, Persuasion +7, Security +9, Sleight of Hand +8, Stealth +8
          Senses passive Perception 21
          Roles Killer, Loner, Ranged
          Equipment Concealed pistol, disguise kit, fake ID, fancy suit or street clothes, surveillance kit, bag stuff, pocket stuff

          SPECIAL TRAITS

          • Evasion. When the master spy makes a Dexterity saving throw to take half damage from an effect, they takes no damage on a successful save, and half damage on a failed one.

            Hardcore. When the master spy fails a saving throw (other than an armor saving throw), they can choose to take 10 damage to automatically succeed on that saving throw instead. This damage cannot be reduced or prevented.

          ACTIONS

          • Multiattack. The master spy makes two attacks, then can make another as a bonus action if the master spy is not wielding a weapon in two hands.

            Unarmed Strike. Melee Attack: +8 to hit, PV 1, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.

            Concealed Pistol (8 rounds; bonus reload). Ranged Attack: +8 to hit, PV 2, range 100/200 ft., one target. Hit: 9 (1d8 + 5) ballistic damage, or 10 (1d10 + 5) ballistic damage if wielded in two hands.

          BONUS ACTIONS

          • Know Weakness. As a bonus action, the master spy gains advantage on attacks against one target until the start of their next turn. The first of these attacks that hits deals an additional 3 (1d6) damage.

            Sixth Sense. The master spy can take the Search action as a bonus action and they cannot be surprised.

            Law Enforcement

            Police, Fbi, or private bounty hunters, law enforcement is in charge of dealing with criminals. Law-abiding heroes might work alongside them or fight against corruption, while more criminal-leaning heroes might come into conflict with them. Maybe it’s all a big misunderstanding. Or maybe not.

            Beat Cop CR ¼

            Medium person (human)
            Defense 13
            Hit Points 6 (1d8 + 2)
            Armor Light ballistic vest (Av 2, save +2, Ballistic, Concealable)
            Speed 30 ft.

            STR DEX CON INT WIS CHA
            14 (+2) 13 (+1) 12 (+1) 10 (+0) 11 (+0) 11 (+0)

            Skills Athletics +4, Vehicles +3, Intimidation +2, Streetwise +2
            Senses passive Perception 10
            Roles Fodder, Support
            Equipment 9mm semi-auto pistol, police kit, pocket stuff

          ACTIONS

            • Cuff ‘Em. The cop tries to cuff a combatant they have Grappled. The target must succeed at a DC 12 Strength saving throw or be cuffed. The cop decides whether the target is cuffed to an object, to the cop, or to itself. A combatant cuffed to an object or the cop cannot move further than 5 feet from what it is cuffed to and has disadvantage on any attack rolls made with the cuffed hand. A combatant cuffed to itself has disadvantage on any attack roll or ability check that uses its hands.
            • Nightstick. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
            • 9mm Semi-Auto Pistol (21 rounds; bonus reload). Ranged Attack: +3 to hit, PV 2, range 100/200 ft., one target. Hit: 6 (1d10 + 1) ballistic damage.
            • Beat Cop

          Rookie cops, traffic cops, or any other lower-ranking member of law enforcement, beat cops take on the jobs no one else in their department wants.

            • Park Ranger CR ½

          Medium person (human)
          Defense 13
          Hit Points 22 (4d8 + 4)
          Armor
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          14 (+2) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 11 (+0)

          Skills Athletics +4, Endurance +3, Perception +4, Survival +4
          Senses passive Perception 14
          Roles Fodder, Ranged, Support
          Equipment 9mm Semi-Auto Pistol, badge and uniform, survival kit, first aid kit, pocket stuff

        ACTIONS

        • Unarmed Strike. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 9mm Semi-Auto Pistol (21 rounds; bonus reload). Ranged Attack: +4 to hit, PV 2, range 100/200 ft., one target. Hit: 7 (1d10 + 2) ballistic damage.

          Pepper Spray (10 rounds; no reload). Ranged Attack: +4 to hit, PV 0, range 10 ft., one target. Hit: 2 (1d4) poison damage and the target must succeed at a DC 12 Constitution saving throw 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.

          Park rangers are law enforcement personnel assigned to wilderness areas. They can make arrests, but they spend most of their time rescuing lost campers and keeping an eye on local wildlife.

          Police Officer CR 1

          Medium person (human)
          Defense 13
          Hit Points 13 (2d8 + 4)
          Armor Light ballistic vest (Av 2, save +2, Ballistic, Concealable)
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          14 (+2) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 11 (+0)

          Skills Athletics +4, Vehicles +4, Intimidation +2, Streetwise +2
          Senses passive Perception 10
          Roles Killer, Support
          Equipment 9mm Semi-Auto Pistol, Taser, police kit, pocket stuff

        ACTIONS

        • Multiattack. The officer makes two attacks. They can replace either of these attacks with its Cuff ‘Em action.

          Cuff ‘Em. The officer tries to cuff a combatant they have Grappled. The target must succeed at a DC 12 Strength saving throw or be cuffed. The officer decides whether the target is cuffed to an object, to the officer, or to itself. A combatant cuffed to an object or the officer cannot move further than 5 feet from what it is cuffed to and has disadvantage on any attack rolls made with the cuffed hand. A combatant cuffed to itself has disadvantage on any attack roll or ability check that uses its hands.

          Nightstick. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

          9mm Semi-Auto Pistol (21 rounds; bonus reload). Ranged Attack: +4 to hit, PV 2, range 100/200 ft., one target. Hit: 7 (1d10 + 2) ballistic damage.

          Taser (2/Long Rest). Ranged Attack: +4 to hit, PV 0, range 15 ft., one target. Hit: 2 (1d4) electrical damage and the target must succeed at a DC 12 Constitution saving throw or be Stunned until the end of its next turn.

          Police officers are experienced in law enforcement. Or at least, they’re well-armed enough to enforce any law. They carry tasers to subdue criminals, but are willing to open fire if necessary.

          Police Detective/FBI Agent CR 2

          Medium person (human)
          Defense 14
          Hit Points 33 (6d8 + 6)
          Armor Light ballistic vest (Av 2, save +2, Ballistic, Concealable)
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          14 (+2) 17 (+3) 12 (+1) 14 (+2) 15 (+2) 13 (+1)

          Skills Athletics +4, Vehicles +5, Insight +4, Investigation +4, Intimidation +5, Perception +4, Streetwise +4
          Senses passive Perception 14
          Roles Support
          Equipment 9mm Semi-Auto Pistol, Taser, police kit or surveillance kit, civilian clothing or suit, pocket stuff

        ACTIONS

          • Multiattack. The detective makes two attacks. They can replace either of these attacks with its Cuff ‘Em action.
          • Cuff ‘Em. The detective tries to cuff a combatant they have Grappled. The target must succeed at a DC 13 Strength saving throw or be cuffed. The detective decides whether the target is cuffed to an object, to the detective, or to itself. A combatant cuffed to an object or the detective cannot move further than 5 feet from what it is cuffed to and has disadvantage on any attack rolls made with the cuffed hand. A combatant cuffed to itself has disadvantage on any attack roll or ability check that uses its hands.
          • Nightstick. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
          • 9mm Semi-Auto Pistol (21 rounds; bonus reload). Ranged Attack: +5 to hit, PV 2, range 100/200 ft., one target. Hit: 8 (1d10 + 3) ballistic damage.
          • Taser (2/Long Rest). Ranged Attack: +5 to hit, PV 0, range 15 ft., one target. Hit: 2 (1d4) electrical damage and the target must succeed at a DC 13 Constitution saving throw or be Stunned until the end of its next turn.

        Working as detectives in their police precinct, or for the investigative branch of the government, detectives specialize in solving crimes.

          • Swat Officer CR 3

        Medium person (human)
        Defense 14
        Hit Points 39 (6d8 + 12)
        Armor Heavy ballistic vest (Av 4, save +2, Ballistic)
        Speed 20 ft. (30 ft. without shield)

        STR DEX CON INT WIS CHA
        14 (+2) 16 (+3) 15 (+2) 10 (+0) 13 (+1) 11 (+0)

        Saves Con +4
        Skills Athletics +4, Vehicles +5, Intimidation +4, Perception +3
        Senses passive Perception 13
        Roles Killer, Loner, Ranged
        Equipment Pump-action shotgun, police kit, tactical shield, flashbang grenade, smoke grenade Tactical Shield. The officer has 3/4 cover against attacks with a Penetration Value of 3 or less.

      ACTIONS

      • Multiattack. The officer makes two attacks.

        Nightstick. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

        Shotgun (9 rounds; action reload). Ranged Attack: +5 to hit, PV 3, range 200/400 ft., one target. Hit: 10 (2d6 + 3) ballistic damage. This attack is made at advantage against targets within 30 feet.

        Flashbang (1/Long Rest). Thrown Explosive Attack: +5 to hit, PV N/a, range 80 ft. Effect: Each combatant within 30 feet of the explosion takes 1d4 explosive damage and must succeed at a DC 13 Constitution saving throw or be Deafened and Stunned until the end of its next turn.

        Smoke Grenade (1/Long Rest). Thrown Explosive Attack: +5 to hit, PV N/a, range 80 ft. Effect: The grenade creates a cloud of smoke with a 15-foot radius from the explosion. The area covered by the smoke has no visibility for 1 minute.

        When the situation is too dangerous for regular police, Swat officers arrive with heavy armor, tactical shields, and military weapons to take care of the problem.

        Police Chief/FBI Manager CR 4

        Medium person (human)
        Defense 15
        Hit Points 49 (9d8 + 9)
        Armor Light ballistic vest (Av 2, save +2, Ballistic, Concealable)
        Speed 30 ft.

        STR DEX CON INT WIS CHA
        14 (+2) 14 (+2) 12 (+1) 14 (+2) 15 (+2) 16 (+3)

        Saves Dex +4, Con +3, Cha +5
        Skills Athletics +4, Vehicles +4, Insight +4, Investigation +4, Intimidation +7, Perception +4, Persuasion +5, Streetwise +6
        Senses passive Perception 14
        Roles Leader, Support
        Equipment 9mm Semi-Auto Pistol, police kit, suit or uniform, pocket stuff

        SPECIAL TRAITS

        • Orders. Allies that can see and hear the chief add a d4 to each of their attack rolls and saving throws. A combatant can benefit from only one such die at a time.

        ACTIONS

        • Book ‘Em. The chief makes two attacks. Up to two of the chief’s allies that can see or hear the chief can use their reaction to make an attack, make a grapple attempt, or use their Cuff ‘Em action.
        • Nightstick. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
        • 9mm Semi-Auto Pistol (21 rounds; bonus reload). Ranged Attack: +4 to hit, PV 2, range 100/200 ft., one target. Hit: 7 (1d10 + 2) ballistic damage.

          Perhaps not as fit as they used to be, these officers—or agents—are experienced and know what they’re doing, and have been placed in charge because of it. Some enjoy their comfy new positions, while others would rather still be out working the streets and find any excuse to do so.

          Bounty Hunter CR 5

          Medium person (human)
          Defense 15
          Hit Points 84 (13d8 + 22)
          Armor Leather Jacket (Av 1, save +3)
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          18 (+4) 16 (+3) 15 (+2) 11 (+0) 13 (+1) 12 (+1)

          Skills Vehicles +6, Intimidation +3, Perception +3, Security +2, Stealth +5, Streetwise +5, Survival +5
          Senses passive Perception 13
          Roles Loner
          Equipment Hunting rifle, baseball bat, bag stuff, pocket stuff

          SPECIAL TRAITS

          • Learn Their Moves.After an enemy hits them with an attack, the bounty hunter gains a +4 bonus to Defense against any further attacks that same enemy makes against the bounty hunter during that turn.

          ACTIONS

          • Multiattack. The bounty hunter makes two attacks.
          • Bat. Melee Attack: +7 to hit, PV 1, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if wielded in two hands.

            Rifle (6 rounds; bonus reload). Ranged Attack: +6 to hit, PV 4, range 750/2200 ft., one target. Hit: 9 (1d12 + 3) ballistic damage.

          BONUS ACTIONS

          • Relentless Hunter. As a bonus action, the bounty hunter can mark one enemy they can see. For the next hour, or until they mark a different target, the bounty hunter has advantage on Wisdom (Perception) checks against that enemy and Wisdom (Survival) checks made to track them. In addition, the bounty hunter deals an extra 7 (2d6) damage whenever they hit the marked enemy with an attack.

            Private citizens, bounty hunters are enabled by law to hunt down criminals and turn them in. Their ranks include retired military veterans, criminals turned law enforcers, and folks who just want an excuse for violence.

            Military

            Members of the military are trained to fight. Most work for the government or mercenary companies hired by a government, but they also represent paramilitary organizations.

            Military Recruit CR ¼

            Medium person (human)
            Defense 12
            Hit Points 9 (2d8)
            Armor Modern Combat Armor (Av 3, save +0, Awkward)
            Speed 20 ft. (30 ft. without armor)

            STR DEX CON INT WIS CHA
            12 (+1) 13 (+1) 10 (+0) 10 (+0) 11 (+0) 11 (+0)

            Senses passive Perception 10
            Roles Fodder, Ranged
            Equipment 9mm Semi-Auto Pistol, knife, military uniform

          ACTIONS

          • Knife. Melee or Ranged Attack: +3 to hit, PV 1, reach 5 ft. or range 20/60, one target. Hit: 3 (1d4 + 1) slashing damage. 9mm Semi-Auto Pistol (21 rounds; bonus reload). Ranged Attack: +3 to hit, PV 2, range 100/200 ft., one target. Hit: 6 (1d10 + 1) ballistic damage.

          Variant: Well-Armed CR ½

          Add Equipment Assault carbine

          Add Roles Killer

          Add Actions Assault Carbine (30 rounds; bonus reload). Ranged Attack: +3 to hit, PV 3, range 800/1600 ft., one target. Hit: 7 (1d12 + 1) ballistic damage, or 14 (2d12 + 1) ballistic damage when using burst fire.

          These recruits have been given full armaments, either for training or because the situation is dire.

          Military Recruit

          Not yet fully trained, recruits are usually not deployed for combat, but they might end up needing to fight anyway.

          Soldier CR 1

          Medium person (human)
          Defense 14
          Hit Points 13 (2d8 + 4)
          Armor Modern Combat Armor (Av 3, save +2, Awkward)
          Speed 20 ft. (30 ft. without armor)

          STR DEX CON INT WIS CHA
          14 (+2) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 11 (+0)

          Skills Athletics +4, Vehicles +4, Endurance +4
          Senses passive Perception 10
          Roles Fodder, Ranged
          Equipment Assault carbine, knife, soldier’s kit

        ACTIONS

        • Knife. Melee or Ranged Attack: +4 to hit, PV 1, reach 5 ft. or range 20/60, one target. Hit: 4 (1d4 + 2) slashing damage.

          Assault Carbine (30 rounds; bonus reload). Ranged Attack: +4 to hit, PV 3, range 800/1600 ft., one target. Hit: 8 (1d12 + 2) ballistic damage, or 15 (2d12 + 2) ballistic damage when using burst fire.

          Fully trained, these soldiers are deployed all over the world.

          Variant: Jungle CR 1

          Add Skills Survival +2

          Add Equipment Machete

          Add Actions Machete. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. -Trained for jungle combat, these soldiers carry machetes to cut through the thick foliage.

        Variant: Special Forces CR 1

        Add Skills Deception +2, Mechanics +2, Stealth +4, Survival +4, Streetwise +4

        Add Swim Training. The special forces soldier can hold their breath for twice as long as normal. Swimming is not difficult movement for this soldier.

        These soldiers are trained for black ops or extreme combat scenarios.

        Variant: Vehicle Specialist CR 1

        Add Skills Vehicles +6

        Add Combat Driving. While the soldier drives a vehicle, attacks made from that vehicle by the soldier’s allies do not suffer disadvantage because the vehicle is moving.

        Trained to drive during combat, these soldiers know how to keep their military vehicles steady in a fight.

        Heavy Weapons CR 2

        Medium person (human)
        Defense 13
        Hit Points 30 (4d8 + 12)
        Armor Modern Combat Armor (Av 3, save +2, Awkward)
        Speed 20 ft. (30 ft. without armor)

        STR DEX CON INT WIS CHA
        16 (+3) 12 (+1) 16 (+3) 11 (+0) 10 (+0) 11 (+0)

        Skills Athletics +5, Vehicles +3, Endurance +5, Intimidation +2, Mechanics +2
        Senses passive Perception 10
        Roles Fodder, Ranged
        Equipment Heavy machine gun, ammunition belt, large knife, soldier’s kit Big Guns. The heavy can use Strength instead of Dexterity when making a ranged attack with a nonlight ranged weapon, and can ignore the stationary property of weapons.

      ACTIONS

      • Large Knife. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

        Machine Gun. Ranged Attack: +5 to hit, PV 5, range 1200/2400 ft., one target. Hit: 14 (2d10 + 3) ballistic damage.

        Grenade (1/Long Rest). Thrown Explosive Attack: +5 to hit, PV 3, range 80 ft. Effect: Each combatant within 20 feet of the explosion must attempt a DC 13 Dexterity saving throw, taking 18 (4d8) explosive damage (Pv 3) on a failed save, or half as much on a successful one.

        These soldiers (sometimes called “heavies”) have been trained to carry and operate gigantic weapons.

      Variant: Rocket Launcher CR 3

      Add Equipment Rocket launcher

      Add Roles Killer Add ActionsRocket Launcher (1/Long Rest). Each combatant within 10 feet of a point within 2,000 feet that the heavy can see must attempt a DC 13 Dexterity saving throw, taking 36 (8d8) explosive damage on a failed save, or half as much on a successful one.

      Some heavies carry rocket launchers, making them incredibly dangerous, even to enemy vehicles.

    Variant: Special Forces sniper CR 2

    Add Skills Deception +2, Stealth +3, Survival +4, Streetwise +4

    Add Swim Training. The heavy can hold their breath for twice as long as normal. Swimming is not difficult movement for the heavy.

    Special forces and black ops often require serious firepower.

    Officer CR 2

    Medium person (human)
    Defense 15
    Hit Points 26 (4d8 + 8)
    Armor Modern Combat Armor (Av 3, save +2, Awkward)
    Speed 20 ft. (30 ft. without armor)

    STR DEX CON INT WIS CHA
    14 (+2) 16 (+3) 14 (+2) 14 (+2) 13 (+1) 15 (+2)

    Skills Athletics +4, Vehicles +5, Endurance +4, Perception +3, Persuasion +4, Survival +3
    Senses passive Perception 13
    Roles Leader, Ranged
    Equipment 9mm Semi-Auto Pistol, rapier, two grenades, soldier’s kit Orders. Allies that can see and hear the officer add a d4 to each of their attack rolls and saving throws. A combatant can benefit from only one such die at a time.

ACTIONS

  • Multiattack. The officer makes two attacks, only one of which can be with a grenade.
  • Rapier. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. 9mm Semi-Auto Pistol (21 rounds; bonus reload). Ranged Attack: +5 to hit, PV 2, range 100/200 ft., one target. Hit: 8 (1d10 + 3) ballistic damage.

    Grenade (2/Long Rest). Thrown Explosive Attack: +5 to hit, PV 3, range 80 ft. Effect: Each combatant within 20 feet of the explosion must attempt a DC 13 Dexterity saving throw, taking 18 (4d8) explosive damage (Pv 3) on a failed save, or half as much on a successful one.

    Officers are trained to lead their troops into battle, capable of making life-and-death decisions under extreme pressure.

    Variant: Special Forces CR 2

    Add Skills Deception +4, Mechanics +4, Stealth +5, Survival +5, Streetwise +5

    Add Swim Training. The special forces officer can hold their breath for twice as long as normal. Swimming is not difficult movement for the special forces officer.

    These officers lead special forces teams.

    Sniper CR 3

    Medium person (human)
    Defense 14
    Hit Points 16 (3d8 + 3)
    Armor Heavy ballistic vest (Av 4, save +2, Ballistic)
    Speed 30 ft.

    STR DEX CON INT WIS CHA
    12 (+1) 15 (+2) 12 (+1) 13 (+1) 16 (+3) 11 (+0)

    Skills Athletics +3, Vehicles +4, Endurance +3, Perception +7, Stealth +4, Survival +5
    Senses passive Perception 17
    Roles Killer, Shadow
    Equipment Sniper rifle, knife, soldier’s kit

    SPECIAL TRAITS

    • Assassinate. Any hit the sniper scores with a ranged attack against a surprised target is a critical hit.

    ACTIONS

    • Knife. Melee or Ranged Attack: +5 to hit, PV 1, reach 5 ft. or range 20/60, one target. Hit: 5 (1d4 + 3) slashing damage.

    Sniper Rifle (7 rounds; action reload). Ranged Attack: +5 to hit, PV 4, range 2000/6000 ft., one target. Hit: 12 (2d8 + 3) ballistic damage. The sniper cannot move during the same turn they make an attack with this weapon.

    Able to kill from incredible distances, snipers are terrors on the battlefield.

Variant: Special Forces CR 3

Add Skills Deception +2, Mechanics +3, Survival +7, Streetwise +7

Add Swim Training. The sniper can hold their breath for twice as long as normal. Swimming is not difficult movement for the special forces sniper.

These snipers function as much as military assassins as they do fire support.

Veteran CR 4

Medium person (human)
Defense 16
Hit Points 52 (7d8 + 21)
Armor Heavy ballistic vest (Av 4, save +2, Ballistic)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 12 (+1) 13 (+1) 11 (+0)

Skills Athletics +5, Vehicles +6, Endurance +5, Perception +3, Survival +3
Senses passive Perception 13
Roles Ranged
Equipment Assault rifle, knife, two grenades, soldier’s kit

SPECIAL TRAITS

  • Headshot. The veteran scores a critical hit on a roll of 19 or 20 when making ranged attacks.

ACTIONS

  • Multiattack. The veteran makes three attacks, only one of which can be with a grenade.
  • Knife. Melee or Ranged Attack: +6 to hit, PV 1, reach 5 ft. or range 20/60, one target. Hit: 6 (1d4 + 4) slashing damage.

Assault Rifle (30 rounds; bonus reload). Ranged Attack: +6 to hit, PV 3, range 1800 ft., one target. Hit: 10 (1d12 + 4) ballistic damage, or 16 (2d12 + 4) ballistic damage when using burst fire.

Grenade (2/Long Rest). Thrown Explosive Attack: +6 to hit, PV 3, range 80 ft. Effect: Each combatant within 20 feet of the explosion must attempt a DC 14 Dexterity saving throw, taking 18 (4d8) explosive damage (Pv 3) on a failed save, or half as much on a successful one.

Military veterans, retired or not, are the most experienced soldiers around, having been in a number of combat situations.

Variant: Special Forces CR 4

Add Skills Deception +2, Mechanics +3, Stealth +6, Survival +5, Streetwise +5

Add Swim Training. The veteran can hold their breath for twice as long as normal. Swimming is not difficult movement for the special forces veteran.

These veterans are the baddest around, having experienced some of the most intense scenarios imaginable.

Variant: Vehicle Specialist CR 4

Add Skills Vehicles +8-Add Combat Driving. While the vehicle specialist drives a vehicle, attacks made from that vehicle by the soldier’s allies do not suffer disadvantage because the vehicle is moving. In addition, while the vehicle specialist drives a vehicle, the vehicle’s Strength, Dexterity, and Constitution modifiers are increased by 2 Veterans trained in combat driving are some of the best drivers out there, able to push their vehicles to the limit while keeping the ride smooth as butter.

General CR 5

Medium person (human)
Defense 16
Hit Points 65 (10d8 + 20)
Armor Heavy ballistic vest (Av 4, save +3, Ballistic)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 18 (+4) 15 (+2) 16 (+3)

Saves Str +6, Dex +6, Con +5
Skills Athletics +6, Insight +5, Intimidation +6, Perception +5, Persuasion +6, Survival +5
Senses passive Perception 15
Roles Leader
Equipment 9mm Semi-Auto Pistol, knife, decorated military uniform Genius. The general has 4 genius points, and can enact plans as if a 7th-level Smart Hero (save DC 15). They know the following plans: Customize, Cut the Power, Know the Layout, Overload, Coordinated Maneuvers, The Right Tool, When A plan Comes Together.

Orders. Allies that can see and hear the general add a d4 to each of their attack rolls and saving throws. A combatant can benefit from only one such die at a time.

ACTIONS

  • Multiattack. The general makes two attacks.
  • Rapier. Melee Attack: +6 to hit, PV 1, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

9mm Semi-Auto Pistol (21 rounds; bonus reload). Ranged Attack: +6 to hit, PV 2, range 100/200 ft., one target. Hit: 8 (1d10 + 3) ballistic damage.

Generals lead entire armies into battle, whether from the safety of their command centers or from the front line.

Super Soldier CR 8

Medium person (human)
Defense 18
Hit Points 114 (12d8 + 60)
Armor Heavy ballistic vest (Av 4, save +3, Ballistic)
Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 15 (+2) 17 (+3) 13 (+1)

Skills Athletics +11, Acrobatics +8, Vehicles +8, Endurance +11, Perception +6, Stealth +8, Survival +6, Streetwise +6
Senses passive Perception 16
Roles Loner, Ranged
Equipment Assault rifle, knife, two grenades, soldier’s kit

SPECIAL TRAITS

  • Headshot. The super soldier scores a critical hit on a roll of 19 or 20 when making ranged attacks.

Hardcore. When the super soldier fails a saving throw (other than an armor saving throw), they can choose to take 10 damage to automatically succeed on that saving throw instead. This damage cannot be reduced or prevented.

ACTIONS

  • Multiattack. The super soldier makes three attacks, only one of which can be with a grenade.
  • Knife. Melee or Ranged Attack: +8 to hit, PV 1, reach 5 ft. or range 20/60, one target. Hit: 7 (1d4 + 5) slashing damage.

Assault Rifle (30 rounds; bonus reload). Ranged Attack: +8 to hit, PV 3, range 1800 ft., one target. Hit: 11 (1d12 + 5) ballistic damage, or 18 (2d12 + 5) ballistic damage when using burst fire.

Grenade (2/Long Rest). Thrown Explosive Attack: +8 to hit, PV 3, range 80 ft. Effect: Each combatant within 20 feet of the explosion must attempt a DC 16 Dexterity saving throw, taking 18 (4d8) explosive damage (Pv 3) on a failed save, or half as much on a successful one.

Whether modified by secret science or having undergone an incredible degree of intense training, the super soldier is the perfect warrior, the pinnacle of human ability.

Security

While not employed by law enforcement, security personnel may be empowered to take extreme measures to keep out intruders or protect their clients.

Security Guard CR ?

Medium person (human)
Defense 13
Hit Points 9 (2d8)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 11 (+0) 10 (+0) 14 (+2) 13 (+1)

Skills Perception +4
Senses passive Perception 14
Roles Fodder, Melee, Support
Equipment Flashlight, uniform, pocket stuff

ACTIONS

  • Unarmed Strike. Melee Attack: +3 to hit, PV 1, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Spotlight. The security guard shines their flashlight on an enemy within 30 feet of which they are aware. If the target was in dim light or total darkness, it must succeed at a DC 11 Wisdom saving throw or be Blinded until the end of the security guard’s next turn.

These common security guards patrol low-stakes areas and mostly exist to keep kids out of closed buildings, prevent shoplifting, escort belligerent customers out of stores, and call the cops if anything worse happens.

Bouncer CR ¼

Medium person (human)
Defense 16
Hit Points 15 (2d8 + 6)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 11 (+0) 13 (+1) 13 (+1)

Skills Athletics +6, Insight +3, Intimidation +3
Senses passive Perception 11
Roles Melee, Tank
Equipment Clipboard, pocket stuff

ACTIONS

  • Unarmed Strike. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage and the bouncer can attempt to grapple the target.

BONUS ACTIONS

  • Toss. As a bonus action, the bouncer can throw an enemy they have grappled up to 10 feet away, ending the grapple.

Bouncer

Bouncers are adept at handling drunks that have gotten too rowdy, and anyone who’s getting too handsy with the employees.

Private Security CR ½

Medium person (human)
Defense 16
Hit Points 25 (3d8 + 12)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 11 (+0) 14 (+2) 12 (+1)

Skills Athletics +5, Vehicles +4, Insight +4, Perception +4
Senses passive Perception 14
Roles Fodder, Support, Tank
Equipment Concealed carry pistol, stun gun, radio earpiece, uniform, pocket stuff

ACTIONS

  • Unarmed Strike. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and the private security can attempt to grapple the target.
  • Stun Gun. Melee Attack: +5 to hit, PV 0, reach 5 ft., one target. Hit: 2 (1d4) electrical damage and the target must succeed at a DC 12 Constitution saving throw or be Stunned until the end of its next turn.

Concealed Pistol (8 rounds; bonus reload). Ranged Attack: +4 to hit, PV 2, range 100/200 ft., one target. Hit: 6 (1d8 + 2) ballistic damage, or 7 (1d10 + 2) ballistic damage if wielded in two hands.

Private security protect higher value locations and individuals. They are armed and capable of dealing with even violent assailants.

Variant: Personal Driver CR 1/2

Add Skills Vehicles +6

Add Defensive Driving. The personal driver has advantage on ability checks made during a ramming maneuver or to avoid a crash. While the personal driver operates a vehicle, that vehicle’s Constitution modifier is increased by 2.

Bodyguard

These professional bodyguards put their lives on the line to protect their employers.

Bodyguard CR 3

Medium person (human)
Defense 17
Hit Points 59 (7d8 + 28)
Armor Light ballistic vest (Av 2, save +2, Ballistic, Concealable)
Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 18 (+4) 11 (+0) 14 (+2) 11 (+0)

Skills Athletics +5, Vehicles +5, Insight +4, Perception +4
Senses passive Perception 14
Roles Support, Tank
Equipment Concealed carry pistol, stun gun, radio earpiece, suit, pocket stuff

SPECIAL TRAITS

  • Extreme Effort (1/Short Rest). The bodyguard can take an additional action during their turn.

ACTIONS

  • Multiattack. The bodyguard makes two attacks.

Unarmed Strike. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

  • Stun Gun. Melee Attack: +5 to hit, PV 0, reach 5 ft., one target. Hit: 2 (1d4) electrical damage and the target must succeed at a DC 13 Constitution saving throw or be Stunned until the end of its next turn.

 

Concealed Pistol (8 rounds; bonus reload). Ranged Attack: +5 to hit, PV 2, range 100/200 ft., one target. Hit: 7 (1d8 + 3) ballistic damage, or 8 (1d10 + 3) ballistic damage if wielded in two hands.

REACTIONS

  • Take A bullet. When an ally within 5 feet is hit by an attack, the bodyguard can cause the attack to hit the bodyguard instead.

Elite Security CR 4

Medium person (human)
Defense 17
Hit Points 76 (9d8 + 36)
Armor Light ballistic vest (Av 2, save +2, Ballistic, Concealable)
Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 18 (+4) 13 (+1) 16 (+3) 13 (+1)

Saves Dex +5, Wis +5
Skills Athletics +8, Vehicles +5, Insight +5, Perception +5
Senses passive Perception 15
Roles Melee, Support, Tank
Equipment Smg, stun gun, large knife, radio earpiece, suit, pocket stuff

SPECIAL TRAITS

  • Extreme Effort (1/Short Rest). The elite security can take an additional action during their turn.

ACTIONS

  • Multiattack. The elite security makes two attacks.
  • Unarmed Strike. Melee Attack: +6 to hit, PV 1, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage and the elite security can attempt to grapple the target.
  • Stun Gun. Melee Attack: +6 to hit, PV 0, reach 5 ft., one target. Hit: 2 (1d4) electrical damage and the target must succeed at a DC 14 Constitution saving throw or be Stunned until the end of its next turn.
  • Smg (30 rounds; bonus reload). Ranged Attack: +5 to hit, PV 3, range 100/200 ft., one target. Hit: 8 (1d10 + 3) ballistic damage, or 14 (2d10 + 3) ballistic damage when using burst fire.

REACTIONS

  • Take A bullet. When an ally within 5 feet is hit by an attack, the elite security can cause the attack to hit themselves instead.

For extremely high-security areas, these elite security guards are heavily armed and authorized to protect their charges with extreme prejudice.

Miscellaneous People Civilian CR 0

Medium person (human)
Defense 10
Hit Points 4 (1d8)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Skills One or two skills +2
Senses passive Perception 10 (12 if Perception was chosen as a skill)
Roles Fodder, Melee
Equipment Bag stuff, pocket stuff

ACTIONS

  • Unarmed Strike. Melee Attack: +2 to hit, PV 1, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Civilians are regular people going about their regular lives. They’re rarely directly involved in the action, but sometimes they get caught up in the fray.

Variant: Expert CR 0

Replace Int, Wis, or Cha 14 (+2)

Replace Skills One or two skills +4 (+6 if based on chosen ability score) Experts are normal people, but they have expertise in some field of study or craft.

Crazed Maniac

This crazed maniac has taken some kind of drugs and gone on a violent rampage.

Crazed Maniac CR ½

Medium person (human)
Defense 10
Hit Points 32 (5d8 + 10)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 8 (-1) 7 (-2) 8 (-1)

Senses passive Perception 8
Roles Hulk, Melee
Equipment Large agonizing thing (table, stop sign) Drugged Up. The maniac cannot be Frightened or Sickened.

Reckless Attack. At the start of their turn, the maniac can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against the maniac have advantage until the start of the maniac’s next turn.

ACTIONS

  • Multiattack. The maniac makes two melee attacks.

Improvised Weapon. Melee Attack: +3 to hit, PV 1, reach 5 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage.

Hunter CR ½

Medium person (human)
Defense 13
Hit Points 16 (3d8 + 3)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+1) 10 (+0) 13 (+1) 10 (+0)

Skills Endurance +3, Perception +3, Stealth +4, Survival +3
Senses passive Perception 13
Roles Fodder, Killer
Equipment Hunting rifle, large knife, camo outfit, survival kit, pocket stuff

ACTIONS

  • Multiattack. The hunter makes two melee attacks.
  • Knife. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Rifle (6 rounds; bonus reload). Ranged Attack: +4 to hit, PV 4, range 750/2200 ft., one target. Hit: 8 (1d12 + 2) ballistic damage.

BONUS ACTIONS

  • Relentless Hunter (1/Short Rest). As a bonus action, the hunter can mark one enemy they can see. For the next hour, or until they mark a different target, the hunter has advantage on Wisdom (Perception) checks against that enemy and Wisdom (Survival) checks made to track them. In addition, the hunter deals an extra 3 (1d6) damage whenever they hit the marked enemy with an attack.

A typical hunter is out in the wilds looking for game, but some may be dangerous poachers.

Kickboxer CR 2

Medium person (human)
Defense 16
Hit Points 45 (6d8 + 18)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+3) 10 (+0) 13 (+1) 8 (-1)

Skills Athletics +5, Endurance +5, Intimidation +1
Senses passive Perception 11
Roles Melee, Tank
Equipment Pocket stuff

ACTIONS

  • One Two Punch. The kickboxer makes two unarmed strikes. If the first attack hits, the second is made at advantage if it is against the same target.

Submission. The kickboxer makes up to two grapple attempts. If they have an opponent grappled, the kickboxer can replace one or both of these attempts with an unarmed strike against that opponent. This unarmed strike automatically hits.

Unarmed Strike. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

This professional fighter is an expert in unarmed combat in and out of the ring.

Variant: Hired Muscle CR 2

Add Skills Intimidation +3, Security +2, Stealth +4, Streetwise +3

A kickboxer makes for great hired muscle, and some take to a life of crime full-time.

Slasher

This murderer has near-supernatural durability and an intense need to kill. Even if you think they’re dead, never turn your back on the body.

Slasher CR 6

Medium person (human)
Defense 17
Hit Points 95 (10d8 + 50)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 20 (+5) 13 (+1) 15 (+2) 8 (-1)

Saves Str +7, Con +8, Wis +5
Skills Athletics +7, Endurance +11, Intimidation +5, Perception +5, Stealth +6
Senses passive Perception 15
Roles Loner, Melee, Tank
Equipment Machete, metal claw, creepy mask

SPECIAL TRAITS

  • Relentless. The slasher cannot be Frightened, Paralyzed, or Stunned.

Rise Again (1/Short Rest). At the start of the slasher’s turn, if they have 0 hit points, they regain 20 hit points and can stand up as a free action.

Side Step. The slasher does not fall Prone when they dive for cover, but can move only up to 10 feet when doing so.

Hardcore. When the slasher fails a saving throw (other than an armor saving throw), they can choose to take 10 damage to automatically succeed on that saving throw instead. This damage cannot be reduced or prevented.

ACTIONS

  • Multiattack. The slasher makes two attacks with their machete, then they can make one attack with their metal claw as a bonus action.
  • Machete. Melee Attack: +7 to hit, PV 1, reach 5 ft., one target. Hit: 9 (1d6 + 4) slashing damage.

Metal Claw. Melee Attack: +7 to hit, PV 1, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage and the target is Grappled by the slasher.

Mad Scientist

Perhaps a bit deranged, or maybe just misunderstood, this scientist operates on the bleeding edge. Far from an easy target, the mad scientist employs a variety of chemical weapons when backed into a corner.

Mad Scientist CR 8

Medium person (human)
Defense 16
Hit Points 99 (18d8 + 18)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 12 (+1) 20 (+5) 9 (-1) 17 (+3)

Saves Con +4, Int +8, Wis +2
Skills Intimidation +6, Investigation +8, Mechanics +8, Medicine +8, Natural Sciences +11, Social Sciences +8
Senses passive Perception 9
Roles Leader, Ranged, Support
Equipment Lab attire, chemistry kit, dangerous chemicals

SPECIAL TRAITS

  • Genius. The mad scientist has 4 genius points, and can enact plans as if a 9th-level Smart Hero (save DC 16). They know the following plans: Adrenaline Shot, Can of Whoop Ass, Knockout Gas, I have The Cure, Inferno Bomb, Coordinated Maneuvers, Right Into My Trap, The Right Tool, Watch Your Step

ACTIONS

  • Multiattack. The mad scientist makes two ranged attacks.

Unarmed Strike. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Dangerous Chemicals. Ranged Attack: +8 to hit, PV 3, range 30/60 ft., one target. Hit: 15 (3d6 + 5) acid damage.

Ultimate Badass CR 11

Medium person (human)
Defense 19
Hit Points 152 (16d8 + 80)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5)

Saves Str +9, Dex +9, Con +9, Int +9, Wis +9, Cha +9
Skills Athletics +9, Acrobatics +9, Deception +9, Vehicles +9, Endurance +9, Intimidation +9, Investigation +9, Perception +9, Security +9, Stealth +9, Survival +9, Streetwise +9
Senses passive Perception 19
Roles Loner
Equipment Machine gun, street clothes with tank top

SPECIAL TRAITS

  • Badass Driving. While the ultimate badass drives a vehicle, the vehicle’s Strength, Dexterity, and Constitution modifiers are increased by 4.

    Swim Training. The ultimate badass can hold their breath for twice as long as normal. Swimming is not difficult movement for the ultimate badass.

    Weapon Master. The ultimate badass scores a critical hit on a roll of 18, 19, or 20.

    Hardcore. When the ultimate badass fails a saving throw (other than an armor saving throw), they can choose to take 15 damage to automatically succeed on that saving throw instead. This damage cannot be reduced or prevented.

ACTIONS

  • Multiattack. The ultimate badass makes three attacks. They can use the Suppressive Fire action in place of one of these attacks.

    Unarmed Strike. Melee Attack: +9 to hit, PV 1, reach 5 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage.

    Machine Gun. Ranged Attack: +9 to hit, PV 5, range 1200/2400 ft., one target. Hit: 16 (2d10 + 5) ballistic damage.

    Ultimate Badass

    The perfect warrior. The greatest of all time. The ultimate badass is every action hero’s ultimate enemy, with skills pushing the limits of believability.

    Drone

This basic, commercially available drone isn’t much use in a fight, but it’s great for recon. And recreation!

Robots

Autonomous or remote-controlled machines, these robots can be found in the modern world as consumer goods and as research projects.

Drone CR 0

Tiny robot (remote-controlled)
Defense 11
Hit Points 2 (1d4)
Armor Metal Frame (Av 2, save +0)
Speed 0 ft., fly 120 ft.

STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 11 (+0) 1 (-5) 10 (+0) 1 (-5)

Senses passive Perception 10, Nightvision
Roles —Remote-Controlled. The drone takes no action on its own and does not roll initiative. Instead, its operator can spend their action to give the drone a turn, choosing its actions and movement.

Mechanical Nature. The drone cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

Auto Turret CR ½

Medium robot (autonomous)
Defense 14
Hit Points 19 (3d8 + 6)
Armor Metal Frame (Av 2, save +2)
Speed 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 15 (+2) 3 (-4) 10 (+0) 1 (-5)

Senses passive Perception 10
Roles Fodder, Ranged Mechanical Nature. The turret cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

Short Circuit. When the turret takes at least 5 electrical damage from one source, it suffers disadvantage on attack rolls and ability checks until the end of its next turn.

Stationary. The turret automatically fails all Dexterity saving throws, but it has advantage on Strength saving throws.

ACTIONS

  • Turret. Ranged Attack: +5 to hit, PV 3, range 900/1800 ft., one target. Hit: 9 (1d12 + 3) ballistic damage.

This automated turret fires upon whatever targets it has been programmed to.

Robotic Dog

A recent development in robotics, this “dog” is capable of acting autonomously, though its uses are still rudimentary.

Robotic Dog CR ½

Medium robot (autonomous)
Defense 13
Hit Points 19 (3d8 + 6)
Armor Metal Frame (Av 2, save +2)
Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 5 (-3) 13 (+1) 5 (-3)

Senses passive Perception 11, Nightvision
Roles Fodder, Melee Mechanical Nature. The robotic dog cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

Short Circuit. When the robotic dog takes at least 5 electrical damage from one source, it suffers disadvantage on attack rolls and ability checks until the end of its next turn.

ACTIONS

  • Slam. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Animals

Animals can get wrapped up in all kinds of heroic scenarios, either by accident or by training.

Goat CR 0

Medium animal
Defense 10
Hit Points 4 (1d8)
Armor
Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3)

Skills Athletics +3
Senses passive Perception 10
Roles Fodder, Killer, Melee Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.

ACTIONS

  • Ram. Melee Attack: +3 to hit, PV 1, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Mostly Harmless Animal CR 0 Tiny animal
Defense 12
Hit Points 2 (1d4)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4
Senses passive Perception 11
Roles Fodder, Melee

ACTIONS

  • Harass. Melee Attack: +2 to hit, PV 0, reach 5 ft., one target. Hit: 1 piercing damage.

Variant: Amphibious CR 0

Replace Speed 20 ft., swim 20 ft.

Add Amphibious. The animal can breathe air and water.

Variant: Aquatic CR 0

Replace Speed 0 ft., swim 40 ft.

Add Water Breathing. The animal can breathe only underwater.

Variant: Climbing CR 0

Replace Speed 30 ft., climb 30 ft.

Variant: Flying CR 0

Replace Speed 5 ft., fly 50 ft.

Variant: Nocturnal CR 0

Add Senses Nightvision Venomous Bug CR 0 Tiny animal
Defense 12
Hit Points 1 (1d4 – 1)
Armor
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

Skills Stealth +6
Senses passive Perception 10, Nightvision
Roles Killer, Melee, Shadow Spider Climb. The venomous bug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

  • Bite or Sting. Melee Attack: +4 to hit, PV 0, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be Poisoned for 1 minute. While poisoned in this way, the target suffers 3 (1d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on a success.

Variant: Extremely Venomous CR ?

Replace Actions Bite or Sting. Melee Attack: +4 to hit, PV 0, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be Poisoned for 1 minute. While poisoned in this way, the target suffers 10 (3d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on a success.

Variant: Deadly CR ¼

Replace Actions Bite or Sting. Melee Attack: +4 to hit, PV 0, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be Poisoned for 1 minute. While poisoned in this way, the target suffers 20 (6d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on a success.

Variant: Flying CR 0

Replace Speed 20 ft., climb 20 ft., fly 30 ft.

Bird of Prey CR ?

Tiny animal
Defense 13
Hit Points 6 (4d4 – 4)
Armor
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)

Skills Perception +4, Stealth +5
Senses passive Perception 14
Roles Fodder, Killer, Melee

SPECIAL TRAITS

  • Flyby. The bird of prey doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Keen Sight. The bird of prey has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

  • Talons. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Variant: Nocturnal CR 1/8

Add Senses Nightvision Dog CR ?

Small animal
Defense 12
Hit Points 5 (1d8 + 1)
Armor
Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 4 (-3) 12 (+1) 7 (-2)

Skills Perception +3
Senses passive Perception 13
Roles Melee, Fodder

Equipment Collar

SPECIAL TRAITS

  • Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

  • Bite. Melee Attack: +2 to hit, PV 1, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked Prone.

Variant: Guard Dog CR 1/8

Replace Skills Perception +5

Replace Senses passive Perception 15

Replace Actions

  • Bite. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked Prone.

Variant: Hunting Dog CR 1/8

Add Skills Survival +3 Variant: Mastiff CR 1/8

Medium animal

Replace Str 13 (+1)

Replace Actions:

  • Bite. Melee Attack: +3 to hit, PV 1, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked Prone.

Variant: Racing Dog CR 1/8

Replace Speed 50 ft.

Add Skills Athletics +2, Endurance +3 Mule CR ?

Medium animal
Defense 10
Hit Points 11 (2d8 + 2)
Armor
Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Saves Wis +2
Skills Endurance +3
Senses passive Perception 10
Roles Fodder, Melee Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.

ACTIONS

  • Hooves. Melee Attack: +2 to hit, PV 1, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Pig CR ?

Medium animal
Defense 11
Hit Points 11 (1d8 + 2)
Armor
Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Saves Con +3
Senses passive Perception 10
Roles Fodder, Melee

ACTIONS

  • Slam. Melee Attack: +3 to hit, PV 1, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Variant: Wild Boar CR ¼

Add Relentless (1/Short Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Replace Actions

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.

  • Tusk. Melee Attack: +3 to hit, PV 1, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

 

Rat, Giant Sewer CR ?

Small animal
Defense 12
Hit Points 7 (2d6)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (+0) 2 (?4) 10 (+0) 4 (?3)

Senses passive Perception 10, Nightvision
Roles Fodder, Melee Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The rat has advantage on an attack roll against a target if at least one of the rat’s allies is within 5 feet of the target and the ally isn’t Incapacitated.

ACTIONS

  • Bite. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Snake, Venomous CR ?

Tiny animal
Defense 13
Hit Points 2 (1d4)
Armor
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 1 (?5) 10 (+0) 3 (?4)

Senses passive Perception 10, Nightvision
Roles Fodder, Killer, Melee

ACTIONS

  • Bite. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 1 piercing damage, and the target must attempt a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

Alligator CR ¼

Medium animal
Defense 13
Hit Points 11 (2d8 + 2)
Armor
Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Saves Str +4, Con +3
Skills Stealth +2
Senses passive Perception 10
Roles Melee, Support, Tank Hold Breath. The alligator can hold its breath for 15 minutes.

ACTIONS

  • Bite. Melee Attack: +4 to hit, PV 2, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target is Grappled by the alligator. Until this grapple ends, the target is Restrained, and the alligator can’t bite another target.

Camel CR ¼

Large animal
Defense 12
Hit Points 15 (2d10 + 4)
Armor
Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3)

Skills Endurance +6
Senses passive Perception 9
Roles Fodder, Melee

ACTIONS

  • Bite. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Elk CR ¼ Large animal
Defense 10
Hit Points 13 (2d10 + 2)
Armor
Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

Senses passive Perception 10
Roles Fodder, Killer, Melee Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.

ACTIONS

  • Ram. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  • Hooves. Melee Attack: +5 to hit, PV 1, reach 5 ft., one Prone target. Hit: 8 (2d4 + 3) bludgeoning damage.

Horse CR ¼

Large animal
Defense 10
Hit Points 13 (2d10 + 2)
Armor
Speed 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Senses passive Perception 10
Roles Fodder, Killer, Melee
Equipment Saddle

ACTIONS

  • Hooves. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Snake, Constrictor CR ¼ Large animal
Defense 12
Hit Points 13 (2d10 + 2)
Armor
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 1 (?5) 10 (+0) 3 (?4)

Senses passive Perception 10, Nightvision
Roles Fodder, Melee, Support

ACTIONS

  • Bite. Melee Attack: +4 to hit, PV 0, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Constrict. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is Grappled by the snake. Until this grapple ends, the target is Restrained, and the snake can’t constrict another target.

Swarm of Bats CR ¼

Medium animal (swarm)
Defense 12
Hit Points 22 (5d8)
Armor
Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 10 (+0) 2 (?4) 12 (+1) 4 (?3)

Senses passive Perception 11, Nightvision
Roles Fodder, Melee Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm. The swarm can occupy another combatant’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points, and it cannot be Frightened, Grappled, Paralyzed, Prone, Restrained, or Stunned. Halve all ballistic, bludgeoning, piercing, or slashing damage against it.

ACTIONS

  • Bites. Melee Attack: +4 to hit, PV 0, reach 0 ft., one target in the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm is at half its hit points or fewer.

Swarm of Vermin CR ¼

Medium animal (swarm)
Defense 10
Hit Points 24 (7d8 – 7)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 9 (-1) 2 (?4) 10 (+0) 3 (?4)

Senses passive Perception 10, Nightvision
Roles Fodder, Hulk, Melee Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.

Swarm. The swarm can occupy another combatant’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points, and it cannot be Frightened, Grappled, Paralyzed, Prone, Restrained, or Stunned. Halve all ballistic, bludgeoning, piercing, or slashing damage against it.

ACTIONS

  • Bites. Melee Attack: +2 to hit, PV 0, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Wolf CR ¼

Large animal
Defense 13
Hit Points 11 (2d8 + 2)
Armor
Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (?4) 12 (+1) 6 (?2)

Skills Perception +3, Stealth +4
Senses passive Perception 13
Roles Killer, Melee, Fodder Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a target if at least one of the wolf’s allies is within 5 feet of the target and the ally isn’t Incapacitated.

ACTIONS

  • Bite. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.

Ape CR ½

Medium animal
Defense 12
Hit Points 19 (3d8 + 6)
Armor
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)

Skills Athletics +5, Perception +3
Senses passive Perception 13
Roles Fodder

ACTIONS

  • Multiattack. The ape makes an attack, then can make another as a bonus action.
  • Fist. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  • Rock. Ranged Attack: +5 to hit, PV 1, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Bear, Black CR ½

Medium animal
Defense 11
Hit Points 19 (3d8 + 6)
Armor
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)

Skills Endurance +4, Perception +3
Senses passive Perception 13
Roles Fodder, Killer, Melee Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

  • Multiattack. The bear makes a bite attack, then can make an attack with its claws as a bonus action.

Bite. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

  • Claws. Melee Attack: +4 to hit, PV 1, reach 5 ft,. one target. Hit: 7 (2d4 + 2) slashing damage.

 

Bull CR ½

Large animal
Defense 11
Hit Points 15 (2d10 + 4
Armor Thick Hide (Av 1)
Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 10 (+0) 6 (-2)

Senses passive Perception 10
Roles Fodder, Killer, Melee Bullrush. If the bull moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.

ACTIONS

  • Ram. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  • Hooves. Melee Attack: +5 to hit, PV 1, reach 5 ft., one Prone target. Hit: 8 (2d4 + 3) bludgeoning damage.

Swarm of Insects, Crawling CR ½

Medium animal (swarm)
Defense 12
Hit Points 28 (8d8 – 8)
Armor
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 8 (-1) 1 (?5) 10 (+0) 1 (?5)

Senses passive Perception 10, Nightvision
Roles Fodder, Melee Swarm. The swarm can occupy another combatant’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points, and it cannot be Frightened, Grappled, Paralyzed, Prone, Restrained, or Stunned. Halve all ballistic, bludgeoning, piercing, or slashing damage against it.

ACTIONS

  • Bites. Melee Attack: +4 to hit, PV 0, reach 0 ft., one target in the swarm’s space. Hit: 5 (2d4) piercing damage plus 5 (2d4) poison damage, or 2 (1d4) piercing damage plus 2 (1d4) poison damage if the swarm is at half its hit points or fewer.

Great Cat CR 1

Large animal
Defense 12
Hit Points 37 (5d10 + 10)
Armor
Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (?4) 12 (+1) 8 (?1)

Skills Acrobatics +4, Perception +3, Stealth +6
Senses passive Perception 13, Nightvision
Roles Fodder, Melee Keen Smell. The great cat has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the great cat moves at least 20 feet straight toward a target and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked Prone. If the target is Prone, the great cat can make one bite attack against it as a bonus action.

ACTIONS

  • Bite. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
  • Claw. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Variant: Lion

Replace Hit Points 26 (4d10 + 4)

Replace Speed 50 ft.

Replace Con 12 (+1)

Add Roles Killer

Add Pack Tactics. The lion has advantage on an attack roll against a target if at least one of the lion’s allies is within 5 feet of the target and the ally isn’t Incapacitated.

~~~ Octopus, Giant CR 1

Large animal
Defense 11
Hit Points 52 (8d10 + 8)
Armor
Speed 10 ft., swim 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (+0) 4 (-3)

Skills Perception +4, Stealth +5
Senses passive Perception 14, Nightvision
Roles Hulk, Melee, Support Hold Breath. While out of water, the octopus can hold its breath for 1 hour.

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The octopus can breathe only underwater.

ACTIONS

  • Tentacles. Melee Attack: +5 to hit, PV 1, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, the octopus grapples it. Until this grapple ends, the target is Restrained, and the octopus can’t use its tentacles on another target.

Ink Cloud (1/Short Rest). A 20-foot radius cloud of ink extends all around the octopus if it is underwater. The area has no visibility for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Swarm of Insects, Flying CR 1

Medium animal (swarm)
Defense 13
Hit Points 28 (8d8 – 8)
Armor
Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 8 (-1) 1 (?5) 10 (+0) 1 (?5)

Senses passive Perception 10, Nightvision
Roles Fodder, Melee Swarm. The swarm can occupy another combatant’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points, and it cannot be Frightened, Grappled, Paralyzed, Prone, Restrained, or Stunned. Halve all ballistic, bludgeoning, piercing, or slashing damage against it.

ACTIONS

  • Stings. Melee Attack: +5 to hit, PV 0, reach 0 ft., one target in the swarm’s space. Hit: 2 (1d4) piercing damage plus 10 (4d4) poison damage, or 1 piercing damage plus 5 (2d4) poison damage if the swarm is at half its hit points or fewer.

Bear, Brown CR 2

Large animal
Defense 11
Hit Points 30 (4d10 + 8)
Armor Thick Hide (Av 1, save +0)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 15 (+2) 2 (-4) 13 (+1) 7 (-2)

Saves Con +4
Skills Endurance +4, Perception +3
Senses passive Perception 13
Roles Fodder, Killer, Melee Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

  • Multiattack. The bear makes a bite attack, then can make an attack with its claws as a bonus action.
  • Bite. Melee Attack: +6 to hit, PV 1, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • Claws. Melee Attack: +6 to hit, PV 1, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Variant: Polar Bear CR 2

Replace Speed 40 ft., swim 30 ft.

Swarm of Piranha Hippopotamus CR 2 Large animal
Defense 13
Hit Points 37 (5d10 + 10)
Armor Thick Hide (Av 2, save +0)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 14 (+2) 2 (-4) 10 (+0) 6 (-2)

Senses passive Perception 10
Roles Fodder, Melee

ACTIONS

  • Bite. Melee Attack: +6 to hit, PV 2, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Rhinoceros CR 2

Large animal
Defense 11
Hit Points 37 (5d10 + 10)
Armor Thick Hide (Av 2)
Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 15 (+2) 2 (?4) 12 (+1) 6 (?2)

Senses passive Perception 11
Roles Fodder, Killer, Melee Charge. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked Prone.

ACTIONS

  • Gore. Melee Attack: +7 to hit, PV 2, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Shark CR 2 Large animal
Defense 12
Hit Points 45 (6d10 + 12)
Armor
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (?5) 10 (+0) 4 (?3)

Skills Perception +2
Senses passive Perception 12, Nightvision
Roles Fodder, Melee Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Water Breathing. The shark can breathe only underwater.

ACTIONS

  • Bite. Melee Attack: +6 to hit, PV 2, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Snake, Giant Constrictor CR 2 Huge animal
Defense 12
Hit Points 60 (8d12 + 8)
Armor
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (?5) 10 (+0) 3 (?4)

Skills Athletics +6, Perception +2
Senses passive Perception 12, Nightvision
Roles Hulk, Melee, Support

ACTIONS

  • Bite. Melee Attack: +6 to hit, PV 1, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Attack: +6 to hit, PV 2, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is Grappled by the snake. Until this grapple ends, the target is Restrained, and the snake can’t constrict another target.

Swarm of Piranha CR 2

Medium animal (swarm)
Defense 13
Hit Points 35 (10d8 – 10)
Armor
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 9 (-1) 2 (?4) 7 (-2) 2 (?4)

Senses passive Perception 8, Nightvision
Roles Fodder, Killer, Melee Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Water Breathing. The swarm can breathe only underwater.

Swarm. The swarm can occupy another combatant’s space and vice versa, and the swarm can move through any opening large enough for a Tiny fish. The swarm can’t regain hit points or gain temporary hit points, and it cannot be Frightened, Grappled, Paralyzed, Prone, Restrained, or Stunned. Halve all ballistic, bludgeoning, piercing, or slashing damage against it.

ACTIONS

  • Bites. Melee Attack: +5 to hit, PV 1, reach 0 ft., one target in the swarm’s space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Venomous Snakes CR 2

Medium animal (swarm)
Defense 13
Hit Points 36 (8d8)
Armor
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 11 (+0) 1 (?5) 10 (+0) 3 (?4)

Senses passive Perception 10, Nightvision
Roles Fodder, Killer, Melee Swarm. The swarm can occupy another combatant’s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’t regain hit points or gain temporary hit points, and it cannot be Frightened, Grappled, Paralyzed, Prone, Restrained, or Stunned. Halve all ballistic, bludgeoning, piercing, or slashing damage against it.

ACTIONS

  • Bites. Melee Attack: +5 to hit, PV 1, reach 0 ft., one target in the swarm’s space. Hit: 5 (2d4) piercing damage plus 15 (6d4) poison damage, or 2 (1d4) piercing damage plus 7 (3d4) poison damage if the swarm is at half its hit points or fewer.

Elephant CR 4

Huge animal
Defense 12
Hit Points 66 (7d12 + 21)
Armor Thick Hide (Av 3, save +0)
Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2)

Senses passive Perception 10
Roles Fodder, Melee Trampling Charge. If the elephant moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked Prone. If the target is Prone, the elephant can make one stomp attack against it as a bonus action.

ACTIONS

  • Gore. Melee Attack: +8 to hit, PV 2, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
  • Stomp. Melee Attack: +8 to hit, PV 2, reach 5 ft., one Prone target. Hit: 22 (3d10 + 6) bludgeoning damage.

Killer Whale CR 4

Huge animal
Defense 12
Hit Points 82 (11d12 + 11)
Armor Thick Blubber (Av 3, save +0)
Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 13 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3
Senses passive Perception 13, Nightvision
Roles Hulk, Melee Hold Breath. The whale can hold its breath for 30 minutes.

  • Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.

 

ACTIONS

  • Bite. Melee Attack: +6 to hit, PV 2, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.

Moose CR 4

Huge animal
Defense 14
Hit Points 68 (8d10 + 24)
Armor Thick Hide (Av 1)
Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 17 (+3) 2 (-4) 12 (+1) 6 (-2)

Skills Perception +3
Senses passive Perception 13
Roles Fodder, Melee Charge. If the moose moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked Prone.

ACTIONS

  • Ram. Melee Attack: +7 to hit, PV 2, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
  • Hooves. Melee Attack: +7 to hit, PV 2, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.

Ancient Warrior

These warriors protect their people with spears they craft themselves.

Historic and

Prehistoric NPCs

Every age was “modern” while it was happening. While you don’t see many ninjas or barbarian warriors roaming the streets of our modern world, these figures still play a significant part in action cinema of the last century.

Historical People

These people represent either characters from history, or those who have adopted an anachronistic way of life in the modern era.

Ancient Warrior CR ?

Medium person (human)
Defense 12
Hit Points 11 (2d8 + 2)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 8 (-1) 12 (+1) 8 (-1)

Skills Survival +5
Senses passive Perception 11
Roles Fodder, Melee
Equipment Spear, ancient attire

ACTIONS

  • Spear. Melee or Ranged Attack: +3 to hit, PV 2, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d8 + 1) piercing damage, or 6 (1d10 + 1) piercing damage if used with two hands to make a melee attack.

Ninja

Silent and deadly, these ninjas often attack in large groups to take down targets quickly.

Ninja CR ¼

Medium person (human)
Defense 15
Hit Points 9 (2d8)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 11 (+0) 10 (+0) 14 (+2) 11 (+0)

Skills Athletics +2, Acrobatics +6, Deception +2, Stealth +6
Senses passive Perception 12
Roles Fodder, Killer, Shadow
Equipment Poisoned dagger, many shuriken, ninja outfit

SPECIAL TRAITS

  • Parkour. The ninja can ignore difficult terrain when they move. Climbing and Swimming are not difficult movements for the ninja.

Vanish. The ninja can take the Hide action as a bonus action. If the ninja moves while hidden, they remain hidden until the end of their turn or until they make an attack.

ACTIONS

  • Poisoned Dagger. Melee Attack: +4 to hit, PV 2, reach 5 ft., one target. Hit: 4 (1d4 + 2), and the target must succeed at a DC 12 Constitution saving throw or be Sickened until the end of its next turn.

Shuriken Storm. The ninja throws a storm of ninja stars at a point within 60 feet that they can see. Each combatant within 10 feet of that point must attempt a DC 12 Dexterity saving throw. A target that fails takes 2 (1d4) piercing damage (Pv 1) and is Distracted by the shuriken until the end of the ninja’s turn.

Barbarian Warrior

Barbarian warriors carry swords into battle, throwing themselves at their enemies with wrath and fervor.

Ancient Hunter CR ½

Medium person (human)
Defense 13
Hit Points 22 (4d8 + 4)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 8 (-1) 14 (+2) 8 (-1)

Skills Perception +4, Stealth +4, Survival +6
Senses passive Perception 14
Roles Fodder, Ranged
Equipment Spear, blowgun, ancient attire

ACTIONS

  • Spear. Melee or Ranged Attack: +3 to hit, PV 1, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d8 + 1) piercing damage, or 6 (1d10 + 1) piercing damage if used with two hands to make a melee attack.
  • Blowgun. Ranged Attack: +4 to hit, PV 0, range 30/60 ft., one target. Hit: 3 piercing damage, and the target must attempt a DC 12 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much on a successful one.

Ancient hunters use poisoned darts or arrows to protect their territories.

Variant: Archer CR 1/2

Add Equipment Bow, quiver filled with arrows

Add Actions:

  • Bow. Ranged Attack: +4 to hit, PV 1, range 250/750 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target must attempt a DC 12 Constitution saving throw, taking 5 (1d10) poison damage on a failed save, or half as much on a successful one.

Barbarian Warrior CR 1

Medium person (human)
Defense 11
Hit Points 30 (4d8 + 12)
Armor Hides (Av 1, save +2)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 16 (+3) 9 (-1) 13 (+1) 8 (-1)

Skills Athletics +4, Endurance +5, Survival +3
Senses passive Perception 11
Roles Hulk, Melee
Equipment Two-handed sword, ancient attire

SPECIAL TRAITS

  • Reckless Attack. At the start of their turn, the warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against the warrior have advantage until the start of the warrior’s next turn.

ACTIONS

  • Sword. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Sword Initiate CR 1

Medium person (human)
Defense 14
Hit Points 22 (5d8)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 11 (+0) 12 (+1) 13 (+1) 10 (+0)

Skills Acrobatics +5, Perception +3
Senses passive Perception 13
Roles Fodder, Killer, Melee

Equipment Sword

SPECIAL TRAITS

  • Oak & Iron. The sword initiate treats all non-heavy melee weapons as if they had the finesse property.

Parkour. The sword initiate can ignore difficult terrain when they move. Climbing and Swimming are not difficult movements for the sword initiate.

Quickness. The sword initiate can take the Dash or Disengage action as a bonus action.

ACTIONS

  • Multiattack. The initiate master makes an attack with their sword, then can make an attack with an unarmed strike as a bonus action.
  • Sword. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if wielded in two hands.

Unarmed Strike. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Skilled with the blade, sword initiates prefer a sword to more modern weapons, even when firearms are available.

Variant: Lackey CR 1

Add Skills Intimidation +2, Security +3, Stealth +5, Streetwise +3

Some criminal organizations employ swordsmen to avoid gun laws or to allow for quieter violence.

Ancient Shaman

This shaman is a religious leader in their community.

Ancient Shaman CR 1

Medium person (human)
Defense 13
Hit Points 27 (5d8 + 5)
Armor
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 15 (+2)

Saves Wis +5, Cha +4
Skills Perception +5, Persuasion +4, Stealth +4, Survival +7
Senses passive Perception 15
Roles Leader, Melee
Equipment Spear, ancient attire

ACTIONS

  • Command. The shaman makes an attack, then up to two allies that can see or hear the shaman can spend their reaction to make an attack.
  • Spear. Melee or Ranged Attack: +4 to hit, PV 1, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands to make a melee attack.

Ancient Champion CR 2

Medium person (human)
Defense 13
Hit Points 39 (6d8 + 12)
Armor Hides (Av 1, save +2)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 13 (+1)

Saves Str +5, Con +4
Skills Intimidation +3, Perception +4, Stealth +5, Survival +6
Senses passive Perception 14
Roles Leader
Equipment Spear, blowgun, ancient attire

SPECIAL TRAITS

  • Chosen. The champion scores a critical hit on a natural roll of 19 or 20, and when they do so, they inspire they allies. Each ally that can see the champion score a critical hit has advantage on its next attack roll.

ACTIONS

  • Multiattack. The champion makes two melee attacks.
  • Spear. Melee or Ranged Attack: +5 to hit, PV 1, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack.
  • Blowgun. Ranged Attack: +5 to hit, PV 0, range 30/60 ft., one target. Hit: 4 piercing damage, and the target must attempt a DC 12 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much on a successful one.

    Prized warriors of their people, ancient champions are strong, skilled, and inspiring on the battlefield.

    Variant: Archer CR 2

    Add Equipment Bow, quiver filled with arrows

    Add Actions:

    • Bow. Ranged Attack: +5 to hit, PV 1, range 250/750 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must attempt a DC 12 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much on a successful one. Sword Expert CR 3

      Medium person (human)
      Defense 15
      Hit Points 44 (8d8 + 8)
      Armor
      Speed 30 ft.

      STR DEX CON INT WIS CHA
      15 (+2) 18 (+4) 13 (+1) 13 (+1) 16 (+3) 12 (+1)

      Skills Acrobatics +6, Athletics +4, Endurance +3, Perception +5
      Senses passive Perception 15
      Roles Killer, Loner, Melee

      Equipment Sword

      SPECIAL TRAITS

      • Oak & Iron. The sword expert treats all non-heavy melee weapons as if they had the finesse property.

      Parkour. The sword expert can ignore difficult terrain when they move. Climbing and Swimming are not difficult movements for the sword expert.

      Quickness. The sword expert can take the Dash or Disengage action as a bonus action.

    ACTIONS

    • Multiattack. The sword expert makes two attacks with their sword, then can make one attack with an unarmed strike as a bonus action.
    • Sword. Melee Attack: +6 to hit, PV 1, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if wielded in two hands. If this is the first time the sword master has hit the target with a sword attack this turn, the attack deals an additional 3 (1d6) slashing damage.

      Unarmed Strike. Melee Attack: +6 to hit, PV 1, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

      Extremely skilled with the blade, the expert sword master has spent years or even decades practicing and perfecting their deadly art.

      Variant: Cut-Throat CR 3

      Add Skills Intimidation +5, Security +3, Stealth +6, Streetwise +5

      Sword experts that work as criminals are well respected by their peers, and feared by their enemies.

      Sword Master (Crime Boss)

      Criminal sword masters are usually the leaders of their organizations, or function as the top enforcer sent to eliminate the most important of enemies.

      Sword Master CR 9

      Medium person (human)
      Defense 19
      Hit Points 130 (20d8 + 40)
      Armor
      Speed 30 ft.

      STR DEX CON INT WIS CHA
      15 (+2) 20 (+5) 15 (+2) 18 (+4) 20 (+5) 16 (+3)

      Saves Str +6, Dex +9, Con +6, Int +8, Wis +9
      Skills Acrobatics +9, Athletics +6, Endurance +6, Perception +9
      Senses passive Perception 19
      Roles Loner, Melee

      Equipment Sword

      SPECIAL TRAITS

      • Evasion. When the master makes a Dexterity saving throw to take half damage from an effect, they take no damage on a successful save, and half damage on a failed one.

      Oak & Iron. The master treats all non-heavy melee weapons as if they had the finesse property.

      Parkour. The master can ignore difficult terrain when they move. Climbing and Swimming are not difficult movements for the master.

      Quickness. The master can take the Dash or Disengage action as a bonus action.

      Hardcore. When the master fails a saving throw (other than an armor saving throw), they can choose to take 15 damage to automatically succeed on that saving throw instead. This damage cannot be reduced or prevented.

    ACTIONS

    • Multiattack. The master makes two attacks with their sword, then can make two attacks with unarmed strikes as a bonus action.
    • Sword. Melee Attack: +9 to hit, PV 1, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if wielded in two hands. If this is the first time the sword master has hit the target with a sword attack this turn, the attack deals an additional 10 (3d6) slashing damage.

      Unarmed Strike. Melee Attack: +9 to hit, PV 1, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the master can choose one of the following additional effects:

      • The target must succeed on a DC 17 Dexterity saving throw or be knocked Prone.
      • The target must attempt a DC 17 Strength saving throw. If it fails, the master can push the target up to 15 feet away.
      • The target can’t take reactions until the end of the boss’s next turn.

        While you studied whatever it was you do, this sword master studied the blade. Their skill and speed border on the impossible, able to kill multiple enemies in the blink of an eye.

        Variant: Crime Boss CR 9

        Add Skills Intimidation +11, Security +8, Stealth +9, Streetwise +9 Prehistoric Animals Prehistoric animals are all natural entities, but they can’t be found in our modern world. That doesn’t stop them from being staples of action cinema or from appearing in Everyday Heroes adventures.

        Dinosaur, Deinonychus CR 1

        Medium animal (prehistoric)
        Defense 13
        Hit Points 22 (4d8 + 4)
        Armor
        Speed 40 ft.

        STR DEX CON INT WIS CHA
        15 (+2) 15 (+2) 12 (+1) 2 (-4) 12 (+1) 5 (-3)

        Skills Acrobatics +4, Perception +3, Stealth +4
        Senses passive Perception 13, Nightvision
        Roles Fodder, Killer, Melee Pack Tactics. The deinonychus has advantage on an attack roll against a target if at least one of the deinonychus’ allies is within 5 feet of the target and the ally isn’t Incapacitated.

        Pounce. If the deinonychus moves at least 20 feet straight toward a target and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked Prone. If the target is Prone, the deinonychus can make one bite attack against it as a bonus action.

      ACTIONS

      • Multiattack. The deinonychus makes an attack with its bite, then it can make an attack with its claws as a bonus action.
      • Bite. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
      • Claws. Melee Attack: +4 to hit, PV 2, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage. Saber-Toothed Tiger CR 2 Large animal (prehistoric)
        Defense 12
        Hit Points 52 (7d10 + 14)
        Armor
        Speed 40 ft.
        STR DEX CON INT WIS CHA
        18 (+4) 14 (+2) 15 (+2) 3 (?4) 12 (+1) 8 (?1)

        Skills Perception +3, Stealth +4
        Senses passive Perception 13, Nightvision
        Roles Fodder, Melee Keen Smell. The saber-toothed tiger has advantage on Wisdom (Perception) checks that rely on smell.

        Pounce. If the saber-toothed tiger moves at least 20 feet straight toward a target and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the sabertoothed tiger can make one bite attack against it as a bonus action.

      ACTIONS

      • Bite. Melee Attack: +6 to hit, PV 2, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
      • Claw. Melee Attack: +6 to hit, PV 1, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Mammoth CR 6

        Huge animal (prehistoric)
        Defense 16
        Hit Points 115 (10d12 + 50)
        Armor Thick hide (Av 3, save +0)
        Speed 40 ft.

        STR DEX CON INT WIS CHA
        24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 6 (-2)

        Tyrannosaurus Rex
        Senses passive Perception 10
        Roles Fodder, Melee, Tank Trampling Charge. If the mammoth moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked Prone. If the target is Prone, the mammoth can make one stomp attack against it as a bonus action.

      ACTIONS

      • Gore. Melee Attack: +10 to hit, PV 2, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
      • Stomp. Melee Attack: +10 to hit, PV 2, reach 5 ft., one Prone target. Hit: 29 (4d10 + 7) bludgeoning damage. Dinosaur, Tyrannosaurus Rex CR 8 Huge animal (prehistoric)
        Defense 13
        Hit Points 126 (12d12 + 48)
        Armor Thick hide (Av 3, save +0)
        Speed 50 ft.
        STR DEX CON INT WIS CHA
        27 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1)

        Skills Perception +4
        Senses passive Perception 14
        Roles Hulk, Melee

      ACTIONS

      • Multiattack. The tyrannosaurus makes an attack with its bite, then it can make an attack with its tail as a bonus action. It can’t make both attacks against the same target.
      • Bite. Melee Attack: +10 to hit, PV 3, reach 10 ft., one target, Hit: 33 (4d12 + 7) piercing damage. If the target is a medium or smaller creature, the tyrannosaurus grapples it. Until this grapple ends, the target is Restrained, and the tyrannosaurus can’t bite another target.
      • Tail. Melee Attack: +10 to hit, PV 2, reach 10 ft., one target, Hit: 20 (3d8 + 7) bludgeoning damage.

        Alien Warrior

        The shock troopers of any alien invasion, these warriors sport high-power energy weapons and blades made of alien alloys, and are protected by advanced alien armor.

        Science Fiction NPCs

        These threats include enemies inspired by those found in science fiction films, including aliens, robots, and cosmic entities beyond human comprehension.

        Aliens

        Whether from another planet or another dimension, aliens come in a variety of shapes and sizes. Some use advanced technology beyond human understanding, while others are nightmarish beasts or unknowable horrors.

        Alien Abductor CR 1

        Small monster (alien)
        Defense 15
        Hit Points 17 (5d6)
        Armor Energy shield (Av 5, save +2)
        Speed 25 ft.

        STR DEX CON INT WIS CHA
        7 (-2) 14 (+2) 10 (+0) 18 (+4) 13 (+1) 15 (+2)

        Skills Vehicles +4, Investigation +6, Natural Sciences +8, Social Sciences +6
        Senses passive Perception 11
        Roles Ranged, Support

        Equipment Space suit, ray gun

        SPECIAL TRAITS

        • Genius. The alien abductor has 2 genius points, and can enact plans as if a 3rd-level Smart Hero (save DC 14). They know the following plans: Adrenaline Shot, I have the Cure, Knockout Gas, Know the Layout, Right Into My Trap, Smokescreen

        ACTIONS

        • Unarmed Strike. Melee Attack: +2 to hit, PV 1, reach 5 ft., one target. Hit: 3 bludgeoning damage.
        • Ray Gun. Ranged Attack: +4 to hit, PV 5, range 150/300 ft., one target. Hit: 11 (2d8 + 2) fire damage.

        These little green (or gray) men are here to study us. They usually come at night, abduct helpless sleeping victims, and then return them to their beds once their probing is complete. Sometimes, though, they may be surprised to find their victims fighting back.

        Alien Warrior CR 2

        Medium monster (alien)
        Defense 14
        Hit Points 32 (5d8 + 10)
        Armor Alien combat armor (Av 4, save +2)
        Speed 30 ft.

        STR DEX CON INT WIS CHA
        16 (+3) 16 (+3) 15 (+2) 10 (+0) 11 (+0) 11 (+0)

        Senses passive Perception 10
        Roles Fodder, Ranged
        Equipment Alien blade, energy rifle

      ACTIONS

      • Alien Blade. Melee Attack: +5 to hit, PV 2, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

        Energy Rifle (30 rounds; bonus reload). Ranged Attack: +5 to hit, PV 5, range 1000/2000 ft., one target. Hit: 14 (2d10 + 3) fire damage.

        Alien Bug

        These stealthy monsters from space stalk their prey silently through the darkness, leaping from the shadows to deliver devastating strikes. As if that weren’t bad enough, the things bleed acid and if left alone long enough they’ll start to multiply.

        Alien Bug CR 3

        Large monster (alien)
        Defense 14
        Hit Points 52 (8d8 + 16)
        Armor Hard shell (Av 3, save +2)
        Speed 40 ft., climb 40 ft.

        STR DEX CON INT WIS CHA
        16 (+3) 17 (+3) 14 (+2) 6 (-2) 15 (+2) 7 (-2)

        Skills Athletics +5, Endurance +6, Perception +4, Stealth +7
        Senses passive Perception 14, Nightvision
        Roles Loner, Melee, Shadow Acidic Blood. When the alien bug takes ballistic, explosive, piercing, or slashing damage, it bleeds acid. Each combatant within 5 feet of it must attempt a DC 12 Dexterity saving throw, taking 4 (1d8) acid damage (Pv 3) on a failed save. The combatant that dealt the triggering damage cannot Dive for Cover as a reaction to this effect.

        Acid Immunity. The alien bug is immune to acid damage.

        Camouflage. The alien bug has advantage on Dexterity (Stealth) checks while it is not moving.

        Fearless. The alien bug cannot be Frightened.

        To The Nest. The alien bug can move at full speed while dragging a medium or smaller enemy it has Grappled, even while climbing.

      ACTIONS

      • Multiattack. The alien bug makes an attack with its bite, then it can make an attack with its claws as a bonus action.
      • Bite. Melee Attack: +5 to hit, PV 3, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
      • Claws. Melee Attack: +5 to hit, PV 2, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

        Alien Hunter

        This alien has come to Earth for the sport of hunting the most dangerous game. Or humans, if that’s all that’s available. It has access to far more advanced weapons, but uses simple hunting tools to prove its superiority.

        Alien Hunter CR 5

        Medium monster (alien)
        Defense 15
        Hit Points 90 (12d8 + 36)
        Armor
        Speed 40 ft.

        STR DEX CON INT WIS CHA
        18 (+4) 16 (+3) 17 (+3) 12 (+1) 18 (+4) 11 (+0)

        Skills Acrobatics +6, Athletics +7, Endurance +6, Perception +7, Stealth +6, Survival +7
        Senses passive Perception 17, Nightvision
        Roles Loner
        Equipment Two metal claws, three returning blades, net launcher loaded with two metal nets Self-Destruct. When the alien hunter is killed, its wrist-mounted self-destruct device initiates. One round later, at the end of the turn of whoever killed the alien hunter, the device detonates. Each combatant within 40 feet of the detonation must attempt a DC 14 Dexterity saving throw, taking 35 (10d6) explosive damage on a failed save, or half as much on a successful one.

      ACTIONS

      • Multiattack. The alien hunter makes two attacks, then it can make one more attack as a bonus action.

        Metal Claw. Melee Attack: +7 to hit, PV 3, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

        Returning Blade. Ranged Attack: +7 to hit, PV 3, range 100/200 ft., one target. Hit: 11 (1d8 + 4) piercing damage, returning.

        Net Launcher (2/Long Rest). Ranged Attack: +6 to hit, PV 3, range 30/60 ft., one target. Hit:

        The target is Restrained. The target can free itself by making a DC of 15 Strength check as an action or by dealing 25 points of slashing damage to the net.

        Entity From Beyond

        A roiling mass of horrid tentacles, this entity has been summoned from a distant star or warped alternate reality.

        Entity From Beyond CR 5 Large monster (alien)
        Defense 14
        Hit Points 93 (11d10 + 33)
        Armor
        Speed 30 ft., swim 30 ft.

        STR DEX CON INT WIS CHA
        18 (+4) 12 (+1) 17 (+3) 8 (-1) 17 (+3) 15 (+2)

        Saves Con +6, Int +2, Wis +6
        Skills Athletics +7
        Senses passive Perception 13, Nightvision
        Roles Loner, Melee, Support Amorphous Form. The entity cannot fall Prone, and it can fit into any space up to 6 inches in diameter. When it dives for cover, it can move only up to 5 feet.

        From Beyond. The entity cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

        Reality Warping Aura. Whenever an enemy moves within 15 feet of the entity or starts its turn there, that enemy must attempt a DC 14 Wisdom saving throw. On a failed save, the enemy takes 7 (2d6) psychic damage (ignoring armor) and is Distracted until the start of its next turn.

      ACTIONS

      • Multiattack. The entity makes two attacks.
      • Tentacle. Melee Attack: +7 to hit, PV 2, reach 15 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) acid damage and the target is Grappled by the entity. Alien Bug Queen CR 10 Gargantuan monster (alien)
        Defense 18
        Hit Points 188 (13d20 + 52)
        Armor Hard shell (Av 4, save +4)
        Speed 0 ft.
        STR DEX CON INT WIS CHA
        20 (+5) 12 (+1) 18 (+4) 11 (+0) 17 (+3) 13 (+1)

        Saves Dex +5, Con +8, Int +4
        Skills Endurance +12, Perception +7
        Senses passive Perception 17, Nightvision
        Roles Leader, Tank Acidic Blood. When the queen takes ballistic, explosive, piercing, or slashing damage, it bleeds acid. Each combatant within 10 feet of it must attempt a DC 16 Dexterity saving throw, taking 9 (2d8) acid damage (Pv 5) on a failed save. The combatant that dealt the triggering damage cannot Dive for Cover as a reaction to this effect.

        Acid Immunity. The queen is immune to acid damage.

        Enrage. When the queen is reduced to half hit points, it becomes enraged. At the start of its next turn, the queen disconnects itself from its egg sac, its size becomes huge, its speed becomes 40 ft., and it has advantage on attack rolls. These effects last until the queen finishes a long rest.

        Fearless. The queen cannot be Frightened.

        Pheromones. As a bonus action, the queen can mark an enemy within 30 feet of it with pheromones. Other alien bugs have advantage on attacks against a target marked with pheromones. The pheromones last for 1 minute or until the queen uses this trait again.

        Hardcore. When the queen fails a saving throw (other than an armor saving throw), it can choose to take 15 damage to automatically succeed on that saving throw instead. This damage cannot be reduced or prevented.

      ACTIONS

      • Multiattack. The queen makes an attack with its bite, then it can make an attack with its claws as a bonus action.
      • Bite. Melee Attack: +9 to hit, PV 4, reach 10 ft., one target. Hit: 19 (3d8 + 5) piercing damage.
      • Claw. Melee Attack: +9 to hit, PV 3, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

        Acid Spit. The queen rains acid in a 30-foot radius centered on a space it can see within 120 feet. Each combatant in the area must attempt a DC 16 Dexterity saving throw, taking 27 (6d8) acid damage (Pv 5) on a failed save, or half as much on a successful one.

        When an alien bug has fed enough and has found a suitable lair, it undergoes a mutagenic transformation and becomes a gigantic, egg-laying queen with a huge egg sac. It can disconnect from its egg sac if sufficiently threatened, but otherwise it remains stationary, producing ever more young to serve it.

        God From Beyond CR 15 Gargantuan monster (alien)
        Defense 20
        Hit Points 203 (11d20 + 88)
        Armor
        Speed 40 ft., swim 60 ft.
        STR DEX CON INT WIS CHA
        26 (+8) 16 (+3) 26 (+8) 24 (+7) 20 (+5) 26 (+8)

        Saves Dex +8, Int +12, Wis +10, Cha +13
        Skills Perception +10
        Senses passive Perception 20, Nightvision
        Roles Loner, Support Accelerated Time Frame. The god takes three turns each round. It rolls a separate initiative for each turn.

        From Beyond. The god cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

        Genius. The god has 7 genius points, and can enact plans as if a 9th-level Smart Hero (save DC 21). They know the following plans: Cut the Power, I lured You Into Danger, Know the Layout, Coordinated Maneuvers, Right Into My Trap, Slippery Surface, Smokescreen, We Interrupt This Program.

        Side Step. The god does not fall Prone when it dives for cover, but it can move only up to 10 feet when doing so.

        Hardcore. When the god fails a saving throw (other than an armor saving throw), they can choose to take 20 damage to automatically succeed on that saving throw instead. This damage cannot be reduced or prevented.

        God From Beyond

        This hulking “god” may not actually be divine, but it is a being of true power, nonetheless. Its mighty form towers over mere mortals, and its mind is beyond our understanding.

      ACTIONS

      • Tentacle. Melee Attack: +13 to hit, PV 4, reach 20 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 14 (4d6) acid damage, and the target is Grappled by the god.

        Psychic Scream. One enemy that the god is aware of must attempt a DC 20 Intelligence saving throw, taking 21 (6d6) psychic damage (ignoring armor) on a failed save, or half as much on a successful one. A target that fails this save is also Sickened until the end of its next turn.

        Teleport. The god instantly moves to any point within 120 feet, ignoring everything in between.

        Hunter-SEEKER Drone

        Most commonly used to enforce futuristic totalitarian regimes, these armed drones can act as scouts or assassins for any military or paramilitary force.

        Futuristic Robots

        Autonomous or remote-controlled machines, robots can be found in the modern world as well as in science fiction. Those beyond modern technology have the futuristic tag.

        Robot Servant CR ¼

        Medium robot (autonomous, futuristic)
        Defense 13
        Hit Points 7 (1d8 + 3)
        Armor Metal frame (Av 2, save +0)
        Speed 30 ft.

        STR DEX CON INT WIS CHA
        18 (+4) 12 (+1) 16 (+3) 12 (+1) 10 (+0) 8 (-1)

        Senses passive Perception 10
        Roles Fodder, Killer, Melee Mechanical Nature. The robot cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

        Short Circuit. When the robot takes at least 5 electrical damage from one source, it suffers disadvantage on attack rolls and ability checks until the end of its next turn.

      ACTIONS

      • Unarmed Strike. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

        These robots were built to serve. They may fight to defend their owners, or turn on their creators to free themselves from captivity.

        Hunter-Seeker Drone CR 1

        Small robot (autonomous, futuristic)
        Defense 14
        Hit Points 18 (4d6 + 4)
        Armor Metal frame (Av 2, save +2)
        Speed 0 ft., fly 60 ft.

        STR DEX CON INT WIS CHA
        10 (+0) 18 (+4) 13 (+1) 7 (-2) 14 (+2) 1 (-5)

        Skills Perception +4
        Senses passive Perception 14
        Roles Fodder, Killer, Ranged

        SPECIAL TRAITS

        • Hover. The drone does not fall Prone when it dives for cover as long as it is flying.

          Mechanical Nature. The drone cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

          Short Circuit. When the robot takes at least 5 electrical damage from one source, it suffers disadvantage on attack rolls and ability checks until the end of its next turn.

        ACTIONS

        • Turret. Ranged Attack: +6 to hit, PV 2, range 200/400 ft., one target. Hit: 13 (2d8 + 4) ballistic damage.

          Robotic Soldier Made for combat, D.a.R.P.A.’s Atlas class robotic soldier is compassionless and perfectly loyal, sent when the mission is too dangerous—or too immoral—for human soldiers. If such a machine went rogue, it would be dangerous indeed. Robotic Soldier CR 4

          Medium robot (autonomous, futuristic)
          Defense 17
          Hit Points 59 (7d8 + 28)
          Armor Metal frame (Av 3, save +2)
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          20 (+5) 18 (+4) 18 (+4) 14 (+2) 14 (+2) 8 (-1)

          Saves Int +4
          Senses passive Perception 12
          Roles Loner

          Equipment Assault rifle

          SPECIAL TRAITS

          • Mechanical Nature.The robot cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

          Short Circuit. When the robot takes at least 10 electrical damage from one source, it suffers disadvantage on attack rolls and ability checks until the end of its next turn.

        ACTIONS

        • Multiattack. The robotic soldier makes two attacks.

          Unarmed Strike. Melee Attack: +7 to hit, PV 2, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.

          Assault Rifle (30 rounds; bonus reload). Ranged Attack: +6 to hit, PV 3, range 900/1800 ft., one target. Hit: 10 (1d12 + 4) ballistic damage, or 16 (2d12 + 4) ballistic damage when using burst fire.

          Killer Robot

          Capable of absorbing an immense amount of firepower, this mechanical assassin will not stop until it has utterly destroyed its target.

          Killer Robot CR 7

          Medium robot (autonomous, futuristic)
          Defense 17
          Hit Points 104 (11d8 + 55)
          Armor Metal frame (Av 4, save +3)
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          20 (+5) 20 (+5) 20 (+5) 14 (+2) 14 (+2) 8 (-1)

          Skills Intimidation +5, Perception +5
          Senses passive Perception 15
          Roles Loner

          Equipment Pump-action shotgun

          SPECIAL TRAITS

          • Mechanical Nature.The robot cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

          Short Circuit. When the robot takes at least 20 electrical damage from one source, it suffers disadvantage on attack rolls and ability checks until the end of its next turn.

        ACTIONS

        • Multiattack. The robot makes three attacks.

          Unarmed Strike. Melee Attack: +8 to hit, PV 2, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

          Shotgun (9 Rounds; bonus reload). Ranged Attack: +8 to hit, PV 3, range 400 ft., one target. Hit: 12 (2d6 + 5) ballistic damage. This attack is made at advantage if the target is within 30 feet.

          Sewer Mutant

          These creatures skulk in the shadows of civilization; in sewers, deep in the woods, or in long-abandoned structures. Some are misunderstood outcasts, while others are vicious and cruel monsters.

          Mutated Humans

          The idea of humans that are transformed to become monstrous beasts has been with us since antiquity. The discovery of the terrible effects of radiation in the modern era has only added fuel to that fire. These two mutants make for excellent foes in a radioactive wasteland.

          Sewer Mutant CR ½

          Medium person (mutant)
          Defense 12
          Hit Points 26 (4d8 + 8)
          Armor
          Speed 30 ft., climb 30 ft.

          STR DEX CON INT WIS CHA
          15 (+2) 14 (+2) 14 (+2) 6 (-2) 9 (-1) 7 (-2)

          Skills Perception +1, Stealth +4
          Senses passive Perception 11
          Roles Fodder

          Equipment Rags

          SPECIAL TRAITS

          • Fear of Fire. When the mutant takes any fire damage, it is Frightened until the end of its next turn.

          Sewer Creature. The sewer mutant cannot be Sickened.

        ACTIONS

        • Claws. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

          Spit Acid. Ranged Attack: +4 to hit, PV 1, range 20/40 ft., one target. Hit: 7 (2d4 + 2) acid damage.

          Super Mutant

          This mutated, hulking human is unnaturally strong. They might be on an uncontrolled rampage, or under the sway of whoever created them.

          Super Mutant CR 2

          Medium person (mutant)
          Defense 11
          Hit Points 57 (6d8 + 30)
          Armor
          Speed 30 ft.

          STR DEX CON INT WIS CHA
          24 (+7) 6 (-2) 20 (+5) 7 (-2) 9 (-1) 7 (-2)

          Senses passive Perception 9
          Roles Hulk, Melee
          Equipment Torn clothing

        ACTIONS

        • Huge Fists. Melee Attack: +7 to hit, PV 2, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage and the target must succeed at a DC 15 Strength saving throw or be knocked back 10 feet and fall Prone. Demon, Minor

          Cruel and spiteful beings conjured forth from the pit, minor demons are often found in the service of mortal masters. These monstrous beings are short and hunched, but move with surprising grace. Their leathery wings carry them quickly toward their victims or away from danger.

          Supernatural NPCs

          These fiendish horrors come from beyond this mortal coil, or even from beyond the grave. Supernatural enemies include demons, vampires, zombies, and stranger things still.

          Demons

          Evil beings from the depths of hell, demons are most often brought into the world by foolish mortals that summon them for personal gain. Others might slip into our reality on desecrated ground, or travel through ancient gateways or high-tech portals between dimensions.

          Demon, Minor CR 1

          Small monster (demon)
          Defense 15
          Hit Points 22 (5d6 + 5)
          Armor
          Speed 30 ft., fly 60 ft.

          STR DEX CON INT WIS CHA
          9 (-1) 15 (+2) 12 (+1) 8 (-1) 9 (-1) 7 (-2)

          Saves Con +3
          Senses passive Perception 9
          Roles Fodder

          SPECIAL TRAITS

          • Born In Flames. The demon is immune to fire damage.

          ACTIONS

          • Claws. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 5 (1d10) fire damage.
          • Hellfire. Ranged Attack: +4 to hit, PV 1, range 60 ft., one target. Hit: 9 (2d6 + 2) fire damage. Demon, Lesser CR 3

            Medium monster (demon)
            Defense 16
            Hit Points 52 (8d8 + 16)
            Armor
            Speed 30 ft., climb 30 ft.

            STR DEX CON INT WIS CHA
            16 (+3) 12 (+1) 15 (+2) 10 (+0) 11 (+0) 9 (-1)

            Saves Dex +3, Con +4, Wis +2
            Senses passive Perception 10
            Roles Fodder, Melee Born In Flames. The demon is immune to fire damage.

            Combust. When the demon is reduced to 0 hit points, its inner fire explodes forth in a 10-foot radius around it. Each combatant in the area must attempt a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage (Pv 4) on a failed save, or half as much on a successful one.

          ACTIONS

          • Multiattack. The demon makes an attack with its claws, then it can make an attack with its bite as a bonus action.
          • Claws. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
          • Bite. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 5 (1d10) fire damage.

            These demons might be mistaken for human at a distance—a long distance. While humanoid and roughly the height of an adult human, the similarities end there. With twisted, bestial features and eyes glowing with hatred, these are the foot soldiers of hell. Most commonly brought forth by powerful summoners, some slip through the cracks of reality to torment mortals.

            ~~~ Demon, Greater

            Beings of power beyond mortal control, these demons appear only in the darkest of times, when the gates of hell have swung wide and destruction rains upon the world.

            Demon, Major CR 7

            Large monster (demon)
            Defense 17
            Hit Points 102 (12d10 + 36)
            Armor
            Speed 40 ft., fly 40 ft.

            STR DEX CON INT WIS CHA
            20 (+5) 10 (+0) 17 (+3) 17 (+3) 15 (+2) 18 (+4)

            Saves Dex +3, Con +6, Wis +5, Cha +7
            Senses passive Perception 12
            Roles Loner, Melee Born In Flames. The demon is immune to fire damage.

            Combust. When the demon is reduced to 0 hit points, its inner fire explodes forth in a 20-foot radius around it. Each combatant in the area must attempt a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage (Pv 4) on a failed save, or half as much on a successful one.

            Side Step. The demon does not fall Prone when it dives for cover, but it can move only up to 10 feet when doing so.

          ACTIONS

          • Multiattack. The demon makes two attacks with its claws, then it can make an attack with its bite as a bonus action.
          • Claw. Melee Attack: +8 to hit, PV 2, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage.
          • Bite. Melee Attack: +8 to hit, PV 2, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 11 (2d10) fire damage.

            Fire Breath (Recharge 6). The demon breathes a 30-foot cone of hellfire. Each combatant in the cone must attempt a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage (Pv 1) on a failed save, or half as much on a successful one. The demon can aim the cone at a specific enemy. If it does, the cone is centered on that enemy’s location, even if it dives for cover.

            The commanders of the legions of hell, these massive demons can be conjured by only the mightiest of sorcerers, and can only pass through great rifts between worlds. With bright red skin, giant bat wings, and curled ram horns, these are the demons of legend.

            Demon, Greater CR 13

            Huge monster (demon)
            Defense 18
            Hit Points 172 (15d12 + 75)
            Armor Demon plate (Av 3, save +5)
            Speed 40 ft., fly 90 ft.

            STR DEX CON INT WIS CHA
            25 (+7) 10 (+0) 20 (+5) 18 (+4) 17 (+3) 22 (+6)

            Saves Dex +5, Con +10, Int +9, Wis +8, Cha +11
            Senses passive Perception 13
            Roles Loner, Melee

            Equipment Giant demon sword

            SPECIAL TRAITS

            • Born In Flames. The demon is immune to fire damage.

            Combust. When the demon is reduced to 0 hit points, its inner fire explodes forth in a 30-foot radius around it. Each combatant in the area must attempt a DC 18 Dexterity saving throw, taking 70 (20d6) fire damage (Pv 5) on a failed save, or half as much on a successful one.

            Side Step. The demon does not fall Prone when it dives for cover, but it can move only up to 10 feet when doing so.

            Hardcore. When the demon fails a saving throw (other than an armor saving throw), they can choose to take 20 damage to automatically succeed on that saving throw instead. This damage cannot be reduced or prevented.

          ACTIONS

          • Multiattack. The demon makes an attack with its demon sword and an attack with its claw or two attacks with its claws, then it can make an attack with its bite as a bonus action.

            Demon Sword. Melee Attack: +12 to hit, PV 4, reach 15 ft., one target. Hit: 20 (2d12 + 7) slashing damage plus 16 (3d10) fire damage.

          • Claw. Melee Attack: +12 to hit, PV 3, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
          • Bite. Melee Attack: +12 to hit, PV 3, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage and the target must succeed at a DC 19 Constitution saving throw or be Sickened until the end of its next turn.

            Conjure Flames (Recharge 6). The demon conjures a 40-foot radius storm of hellfire, centered on a point it can see within 120 feet. Each combatant in the area must attempt a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage (ignoring armor) on a failed save, or half as much on a successful one.

            Vampires

            Vampires are once-human beings that feed on the blood of the living. There are many myths about vampires, and those presented here are only examples. You can modify them with any of the following additional rules: Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.

            Fear of Holy Symbols. When the vampire sees a holy symbol that is prominently worn or held within 30 feet of it, the vampire must succeed at a DC 20 Wisdom saving throw or be Frightened until it can no longer see the holy symbol. It cannot willingly approach the holy symbol while Frightened in this way.

            Garlic Vulnerability. The vampire has disadvantage on attack rolls against any target that is wearing garlic. If it has the Hypnosis ability, it cannot use that ability against anyone wearing garlic.

            Harmed by Holy Water. A vampire splashed by holy water takes 7 (2d6) psychic damage, ignoring armor. This damage increases to 35 (10d6) if it is doused or immersed in holy water. If it has the Regeneration ability, that ability is suppressed during its next turn after taking this damage.

            Running Water. The vampire can’t willingly cross running water except while in its coffin. The vampire takes 20 acid damage, ignoring armor, at the end of each of its turns if it is immersed in running water. If it has the Regeneration ability, it cannot use that ability while immersed in running water.

            Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is Incapacitated, the vampire is Paralyzed until the stake is removed.

            UV Allergy. The vampire treats artificial UV light as sunlight.

            Vampire, Fledgling CR 2

            Medium monster (undead)
            Defense 13
            Hit Points 32 (5d8 + 10)
            Armor
            Speed 30 ft., climb 30 ft.

            STR DEX CON INT WIS CHA
            16 (+3) 16 (+3) 15 (+2) 11 (+0) 10 (+0) 13 (+1)

            Saves Dex +5, Wis +2
            Skills Deception +3, Endurance +6, Intimidation +3, Perception +2, Security +2, Stealth +5, Streetwise +2
            Senses passive Perception 12, Nightvision
            Roles Killer, Melee
            Equipment Club attire, bag stuff, pocket stuff

            SPECIAL TRAITS

            • Flammable. When the vampire takes any fire damage, it is Burning.

              Vampiric Nature. The vampire cannot gain Exhaustion.

              Sunlight Hypersensitivity. The vampire takes 20 fire damage, ignoring armor, when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

            ACTIONS

            • Multiattack. The vampire makes an attack, then it can make an attack with its claws as a bonus action.
            • Bite. Melee Attack: +5 to hit, PV 2, reach 5 ft., one willing target, or a target that is Grappled by the vampire, Incapacitated, or Restrained. Hit: 13 (3d6 + 3) piercing damage. The target’s hit point maximum is reduced by an amount equal to half the damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
            • Claws. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can automatically grapple the target.

              Fledgling vampires can be found in night clubs and back alleys. Whether partygoers or feral sewer-dwellers, they are simple beings on the hunt for blood.

              Vampire, Experienced CR 5

              Medium monster (undead)
              Defense 15
              Hit Points 82 (11d8 + 33)
              Armor
              Speed 30 ft., climb 30 ft.

              STR DEX CON INT WIS CHA
              16 (+3) 16 (+3) 16 (+2) 15 (+2) 14 (+2) 17 (+3)

              Saves Dex +6, Wis +5, Cha +6
              Skills Athletics +6, Acrobatics +6, Deception +6, Vehicles +6, Endurance +8, Intimidation +6, Perception +5, Security +5, Stealth +6, Streetwise +8
              Senses passive Perception 15, Nightvision
              Roles Melee, Tank
              Equipment Trench coat, sunglasses, bag stuff, pocket stuff

              SPECIAL TRAITS

              • Flammable. When the vampire takes any fire damage, it is Burning.

                Vampiric Nature. The vampire cannot gain Exhaustion.

                Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight.

                Sunlight Hypersensitivity. The vampire takes 20 fire damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

              ACTIONS

              • Multiattack. The vampire makes an attack, then it can make an attack with its claws as a bonus action.
              • Bite. Melee Attack: +6 to hit, PV 2, reach 5 ft., one willing target, or a target that is Grappled by the vampire, Incapacitated, or Restrained. Hit: 13 (3d6 + 3) piercing damage. The target’s hit point maximum is reduced by an amount equal to half the damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
              • Claws. Melee Attack: +6 to hit, PV 1, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can automatically grapple the target. Vampire, Experienced Experienced vampires have more nuance in their approach, having lived long enough that they know not to expose themselves. They move in the shadows and live private yet decadent unlives.

              Variant: Hypnotic CR 5

              Add Roles Support

              Add Actions

              Hypnosis (1/Short Rest). The vampire targets one person it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 14 Wisdom saving throw against this magic or be hypnotized by the vampire for 1 minute. The hypnotized target follows the vampire orders loyally for the duration. At the end of each of the target’s turns, and each time the vampire or the vampire’s companions do anything harmful to it, the target can repeat the saving throw, ending the effect on itself on a success.

              Hypnotic vampires can enforce their will directly upon mortals, controlling their minds and their actions.

              Vampire, Ancient CR 12

              Medium monster (undead)
              Defense 19
              Hit Points 136 (16d8 + 64)
              Armor
              Speed 30 ft., climb 30 ft.

              STR DEX CON INT WIS CHA
              24 (+7) 25 (+7) 19 (+4) 18 (+4) 16 (+3) 21 (+5)

              Saves Con +8, Dex +11, Wis +7, Cha +9
              Skills Deception +9, Endurance +12, Intimidation +9, Perception +7, Persuasion +9, Stealth +11
              Senses passive Perception 17, Nightvision
              Roles Loner, Melee, Tank
              Equipment Aristocratic clothing, jewelry

              SPECIAL TRAITS

              • Flammable. When the vampire takes any fire damage, it is Burning.

              Vampiric Nature. The ancient vampire cannot gain Exhaustion.

              Regeneration. The ancient vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight.

              Sunlight Hypersensitivity. The ancient vampire takes 20 fire damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

              Unnatural Speed. The ancient vampire takes two turns during each round. It rolls a separate initiative for each turn.

              Hardcore. When an ancient vampire fails a saving throw (other than an armor saving throw), they can choose to take 15 damage to automatically succeed on that saving throw instead. This damage cannot be reduced or prevented.

            ACTIONS

            • Multiattack. The vampire makes an attack, then it can make an attack with its claws as a bonus action.
            • Bite. Melee Attack: +11 to hit, PV 2, reach 5 ft., one willing target, or a target that is Grappled by the vampire, Incapacitated, or Restrained. Hit: 21 (4d6 + 7) piercing damage. The target’s hit point maximum is reduced by an amount equal to half the damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
            • Claws. Melee Attack: +11 to hit, PV 1, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage. Instead of dealing damage, the vampire can automatically grapple the target.

              Ancient vampires have been around a long time. An awfully long time. Most are out of touch with the times, lording over their domains like monarchs of old. But whether they rule from the tops of skyscrapers or the depths of the sewers, they hold incredible influence over mortals and vampires alike.

              Variant: Count CR 12

              Add Vampire Powers. The vampire count has one or more of the following special traits and/or actions.

            • Children of Night (1/Long Rest). As an action, the vampire magically calls 2d4 swarms of bats or vermin, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called beasts arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
            • Hypnosis. As an action, the vampire targets one person it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be hypnotized by the vampire for 10 minutes. The hypnotized target follows the vampire orders loyally for the duration. The vampire can also cause the target to forget anything it has witnessed within the last hour. After each minute passes, and each time the vampire or the vampire’s companions do anything harmful to it, the target can repeat the saving throw, ending the effect on itself on a success. Anything it was compelled to forget remains forgotten.
            • Misty Escape. When it is reduced to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Turn To mist action) instead of falling Unconscious, provided that it isn’t in sunlight. If it can’t transform, it is destroyed. While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then Paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
            • Shapechange. As a bonus action, the vampire can turn into a bat or back to its original form. While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
            • Turn To Mist. As an action, the vampire can turn into mist or back to its original form. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter an enemy’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all non-magical damage, except the damage it takes from sunlight.

              These vampires are rooted more in mythology, capable of turning into bats, vanishing into mist, and/or controlling the minds of mortals.

              Zombies

              Infected by an undead virus, these risen dead seek only to devour the living and pass on their terrible sickness.

              Zombie CR ?

              Medium monster (undead)
              Defense 8
              Hit Points 6 (1d8 + 2)
              Armor
              Speed 20 ft.

              STR DEX CON INT WIS CHA
              13 (+1) 6 (-2) 14 (+2) 3 (-4) 6 (-2) 5 (-3)

              Senses passive Perception 8
              Roles Fodder, Melee
              Equipment Tattered clothing, pocket stuff

              SPECIAL TRAITS

              • Aim For The Head.An attacker that does not already have disadvantage can take disadvantage on any attack roll against the zombie. If they do, that attack ignores the zombie’s Undead Fortitude talent.

                Flammable. When the zombie takes any fire damage, it is Burning.

                Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken, unless the damage is from a critical hit. On a success, the zombie is reduced to 1 hit point instead.

                Undead Nature. The zombie cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

              ACTIONS

              • Bite. Melee Attack: +3 to hit, PV 1, reach 5 ft., one target Grappled by the zombie. Hit: 4 (1d6 + 1) piercing damage and the target is exposed to the zombie virus. This attack is made at advantage.
              • Swipe. Melee Attack: +3 to hit, PV 1, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage and the zombie can immediately attempt a grapple against the target as a free action.

              Variant: Runner CR 1/8
              Speed 30 ft.

              These zombies are as fast as the living. You’re going to have to run!

              Zombie

              The living dead. They wander about in packs, grabbing hold of anyone they can find to satiate their eternal hunger.

              Zombie, Bloater CR ¼

              Medium monster (undead)
              Defense 7
              Hit Points 22 (3d8 + 9)
              Armor
              Speed 20 ft.

              STR DEX CON INT WIS CHA
              13 (+1) 4 (-3) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

              Senses passive Perception 8
              Roles Hulk, Melee

              Equipment Tattered clothing

              SPECIAL TRAITS

              • Aim For The Head.An attacker that does not already have disadvantage can take disadvantage on any attack roll against the zombie. If they do, that attack ignores the zombie’s Undead Fortitude talent.

              Explode. When the bloater is reduced to 0 hit points, it explodes in a horrible wave of gore. Each combatant within 10 feet of it must attempt a DC 13 Dexterity saving throw, taking 7 (2d6) explosive damage on a failed save, or half as much on a successful one.

              Flammable. When the zombie takes any fire damage, it is Burning.

              Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken, unless the damage is from a critical hit. On a success, the zombie is reduced to 1 hit point instead.

              Undead Nature. The zombie cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

            ACTIONS

            • Bite. Melee Attack: +3 to hit, PV 1, reach 5 ft., one target Grappled by the zombie. Hit: 4 (1d6 + 1) piercing damage and the target is exposed to the zombie virus. This attack is made at advantage.
            • Swipe. Melee Attack: +3 to hit, PV 1, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage and the zombie can immediately attempt a grapple against the target as a free action.

              This horrible, bloated zombie is filled with noxious fluids and explosive chemicals, causing it to explode when slain. It’s best to keep your distance from these things.

              Zombie, Dog

              Faster than its humanoid kin, a dog that has been turned into a zombie is extremely dangerous, able to sink its teeth into its prey and infect them with alarming speed.

              Zombie, Dog CR ½

              Medium monster (undead)
              Defense 11
              Hit Points 26 (4d8 + 8)
              Armor
              Speed 40 ft.

              STR DEX CON INT WIS CHA
              15 (+2) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 5 (-3)

              Skills Perception +2
              Senses passive Perception 12
              Roles Fodder, Melee

              Equipment Collar

              SPECIAL TRAITS

              • Aim For The Head.An attacker that does not already have disadvantage can take disadvantage on any attack roll against the zombie. If they do, that attack ignores the zombie’s Undead Fortitude talent.
              • Keen Hearing and Smell. The zombie dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

              Flammable. When the zombie takes any fire damage, it is Burning.

              Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken, unless the damage is from a critical hit. On a success, the zombie is reduced to 1 hit point instead.

              Undead Nature. The zombie cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

            ACTIONS

            • Bite. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, the target is exposed to the zombie virus, and it must succeed on a DC 12 Strength saving throw or be knocked Prone. Zombie, Licker CR ½

              Medium monster (undead)
              Defense 12
              Hit Points 26 (4d8 + 8)
              Armor
              Speed 30 ft., climb 30 ft.

              STR DEX CON INT WIS CHA
              13 (+1) 15 (+2) 14 (+2) 3 (-4) 9 (-1) 5 (-3)

              Skills Stealth +6
              Senses passive Perception 9
              Roles Melee, Shadow Aim For The Head. An attacker that does not already have disadvantage can take disadvantage on any attack roll against the zombie. If they do, that attack ignores the zombie’s Undead Fortitude talent.

              Flammable. When the zombie takes any fire damage, it is Burning.

              Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken, unless the damage is from a critical hit. On a success, the zombie is reduced to 1 hit point instead.

              Undead Nature. The zombie cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

            ACTIONS

            • Bite. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target Grappled by the zombie. Hit: 9 (2d6 + 2) piercing damage and the target is exposed to the zombie virus. This attack is made at advantage.
            • Tongue. Melee Attack: +4 to hit, PV 2, reach 15 ft., one target. Hit: 5 (1d6 + 2) slashing damage and the target is Grappled and pulled up to 10 feet toward the licker.

              This mutated zombie’s defining talent is its incredibly long, barbed tongue, which it uses to grab prey to bring to its waiting jaws. It is also capable of clinging to walls, allowing it to ambush victims from above.

              Zombie, Elite Warrior CR 3 Large monster (undead)
              Defense 11
              Hit Points 69 (6d8 + 42)
              Armor Heavy ballistic vest (Av 4, save +0, Ballistic)
              Speed 20 ft.
              STR DEX CON INT WIS CHA
              18 (+4) 12 (+1) 24 (+7) 6 (-2) 10 (+0) 5 (-3)

              Skills Athletics +6
              Senses passive Perception 10
              Roles Hulk, Loner

              Equipment Heavy machine gun

              SPECIAL TRAITS

              • Aim For The Head.An attacker that does not already have disadvantage can take disadvantage on any attack roll against the zombie. If they do, that attack ignores the zombie’s Undead Fortitude talent, as well as its armor.

              Flammable. When the zombie takes any fire damage, it is Burning.

              Side Step. The zombie does not fall Prone when it dives for cover, but it can move only up to 5 feet when doing so.

              Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken, unless the damage is from a critical hit. On a success, the zombie is reduced to 1 hit point instead.

              Undead Nature. The zombie cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

            ACTIONS

            • Multiattack. The zombie makes two attacks.

              Machine Gun. Ranged Attack: +3 to hit, PV 5, range 2400/5000 ft., one target. Hit: 12 (2d10 + 1) ballistic damage.

            • Slam. Melee Attack: +6 to hit, PV 2, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
            • Bite. Melee Attack: +6 to hit, PV 2, reach 5 ft., one target Grappled by the zombie. Hit: 7 (1d6 + 4) piercing damage and the target is exposed to the zombie virus. This attack is made at advantage.

              Zombie, Elite Warrior

              This zombie has been modified and conditioned by some shadowy organization to be the perfect killing machine. Utterly loyal, this entity feels no pain and no remorse.

              Other Supernatural Monsters Reanimated Skeleton CR ¼

              Medium monster (undead)
              Defense 13
              Hit Points 13 (2d8 + 4)
              Armor
              Speed 30 ft.

              STR DEX CON INT WIS CHA
              10 (+0) 14 (+2) 14 (+2) 6 (-2) 8 (-1) 5 (-3)

              Senses passive Perception 9, Nightvision
              Roles Fodder
              Equipment Rapier, bow, quiver of arrows

              SPECIAL TRAITS

              • Empty Bones. The skeleton has damage reduction 5 against ballistic and piercing, but when it takes any bludgeoning damage, its Defense is reduced by 1, to a minimum of 10, until it finishes a short or long rest.

                Undead Nature. The skeleton cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

              ACTIONS

              • Rapier. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
              • Bow. Ranged Attack: +4 to hit, PV 1, range 200/800 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

                Dusty bones reanimated through foul necromancy. A reanimated skeleton may guard ancient mausoleums, or serve a dark master.

                Ghoul CR ½

                Medium monster (undead)
                Defense 13
                Hit Points 22 (4d8 + 4)
                Armor
                Speed 30 ft., climb 30 ft.

                STR DEX CON INT WIS CHA
                15 (+2) 12 (+1) 12 (+1) 5 (-3) 11 (+0) 7 (-2)

                Senses passive Perception 10, Nightvision
                Roles Melee, Support
                Equipment Rotting limb or organ meat

                SPECIAL TRAITS

                • Smell of Death. Whenever an enemy moves within 5 feet of the ghoul or starts its turn there, that enemy must succeed on a DC 12 Constitution saving throw or be Sickened until the start of its next turn.

                  Undead Nature. The ghoul cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

                ACTIONS

                • Bite. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

                  Ghouls are unliving nightmares that feed on corpses. If there are no corpses available, they aren’t above making new ones.

                  Gargoyle CR 2

                  Medium monster
                  Defense 15
                  Hit Points 52 (7d8 + 21)
                  Armor
                  Speed 30 ft., fly 60 ft.

                  STR DEX CON INT WIS CHA
                  15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2)

                  Senses passive Perception 10, Nightvision
                  Roles Melee, Shadow, Tank Creature of Stone. The gargoyle cannot become Sickened, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

                  False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

                ACTIONS

                • Multiattack. The gargoyle makes an attack with its bite, then it can make an attack with its claws as a bonus action.
                • Bite. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
                • Claws. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

                  This creature resembles a statue, but it is truly a vicious entity that hides in plain sight, ready to prey upon anyone it catches alone.

                  Mummy CR 3

                  Medium monster (undead)
                  Defense 11
                  Hit Points 54 (9d8 + 18)
                  Armor
                  Speed 20 ft.

                  STR DEX CON INT WIS CHA
                  16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)

                  Saves Wis +2
                  Senses passive Perception 10, Nightvision
                  Roles Hulk, Melee, Support Flammable. When the mummy takes any fire damage, it is Burning.

                  Side Step. The mummy does not fall Prone when it dives for cover, but it can move only up to 5 feet when doing so.

                  Undead Nature. The mummy cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

                ACTIONS

                • Multiattack. The mummy can use its Dreadful Glare, then makes one attack as a bonus action.

                  Cursed Fist. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) psychic damage that ignores armor. The target must also make a DC 12 Charisma saving throw or become cursed for the next 8 hours. A cursed combatant takes an additional 3 (1d6) psychic damage (ignoring armor) whenever it takes damage, and it has disadvantage on death saving throws. A target that is already cursed is not cursed an additional time. Instead, the duration of the existing curse is increased by 8 hours.

                  Dreadful Glare. The mummy glares at one combatant it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw or become Frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also Paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

                  Mummies are the guardians of long-lost tombs that curse any who would dare disturb them.

                  Werewolf CR 6

                  Medium monster (shifter)
                  Defense 15 (12 in human form)
                  Hit Points 45 (6d8 + 18)
                  Armor
                  Speed 50 ft. (30 ft. in human form)

                  STR DEX CON INT WIS CHA
                  20 (+5) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 11 (+0)

                  Skills Perception +6
                  Senses passive Perception 16, Nightvision
                  Roles Loner, Melee, Tank

                  SPECIAL TRAITS

                  • Shapechanger. The werewolf can use its action to shapeshift into a wolf-humanoid hybrid or into a wolf, or back into its human form. Its statistics, except where noted otherwise, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its human form if it dies.
                  • Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

                    Regeneration. The werewolf regains 10 hit points at the start of its turn if it has at least 1 hit point.

                    Supernatural Toughness. The werewolf has damage reduction 10 against all ballistic, bludgeoning, explosive, piercing, and slashing damage that is not caused by a silver weapon or another werewolf.

                  ACTIONS

                  • Multiattack. The werewolf makes two attacks. In hybrid form it makes one attack with its bite and one with its claws.

                    Bite (wolf or hybrid form only). Melee Attack: +8 to hit, PV 1, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a person, they are exposed to the lycanthropy disease.

                    Claws (hybrid form only). Melee Attack: +8 to hit, PV 1, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

                    Unarmed Strike. Melee Attack: +8 to hit, PV 1, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

                    Cursed to turn into a wolf during the full moon, werewolves vary greatly in personality—at least while they are human. Once the wolf comes out, they are predatory creatures that exhibit the worst qualities of human and animal alike, viciously attacking their prey only after inspiring true terror.

                    Mummy Lord CR 10

                    Medium monster (undead)
                    Defense 17
                    Hit Points 137 (18d8 + 56)
                    Armor
                    Speed 20 ft.

                    STR DEX CON INT WIS CHA
                    20 (+5) 10 (+0) 17 (+3) 11 (+0) 18 (+4) 16 (+3)

                    Saves Con +7, Int +4, Wis +8, Cha +7
                    Senses passive Perception 14, Nightvision
                    Roles Loner, Melee, Support Flammable. When the mummy lord takes at least 10 fire damage from one source, it is Burning.

                    Reactive. The mummy lord can take up to three reactions between each of its turns, but only one during any single turn.

                    Undead Nature. The mummy lord cannot be Frightened, Paralyzed, Sickened, or Stunned, and it cannot gain levels of Exhaustion or Intoxication. It is immune to poison damage.

                    Hardcore. When the mummy lord fails a saving throw (other than an armor saving throw), they can choose to take 15 damage to automatically succeed on that saving throw instead. This damage cannot be reduced or prevented.

                  ACTIONS

                  • Multiattack. The mummy lord can use its Dreadful Glare, then it can make one attack as a bonus action.

                    Cursed Fist. Melee Attack: +9 to hit, PV 1, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage plus 21 (6d6) psychic damage that ignores armor. The target must also make a DC 16 Charisma saving throw or become cursed for the next 8 hours. A cursed combatant takes an additional 3 (1d6) psychic damage (ignoring armor) whenever it takes damage, and it has disadvantage on death saving throws. A target that is already cursed is not cursed an additional time. Instead, the duration of the existing curse is increased by 8 hours.

                    Dreadful Glare. The mummy glares at one combatant it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 16 Wisdom saving throw or become Frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also Paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

                  • Plague of Boils (1/Short Rest). Each living combatant within 20 feet of a point the mummy lord can see within 120 feet must succeed at a DC 16 Constitution saving throw or become Sickened for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
                  • Plague of Insects (1/Short Rest). Flying insects swarm in a 20-foot radius sphere centered on a point the mummy lord can see within 120 feet. The insects remain for 1 minute, and their area has poor visibility and counts as difficult terrain. Whenever a combatant enters the insects’ area for the first time on a turn or starts its turn there, they must attempt a DC 16 Constitution saving throw, taking 22 (4d10) piercing damage (Pv 0) on a failed save, or half as much on a successful one.

                  BONUS ACTIONS

                  • Whirlwind of Sand. As a bonus action, the mummy lord can magically transform into a whirlwind of sand, move up to 20 feet, then revert to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can’t be Grappled, petrified, knocked Prone, Restrained, or Stunned. Equipment worn or carried by the mummy lord remains in its possession.

                  REACTIONS

                  • Blinding Dust. When an enemy moves within 5 feet of the mummy lord, the mummy lord can cause blinding dust and sand to swirl magically around it. Each combatant within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be Blinded until the end of the combatant’s next turn.

                    Blasphemous Word. When an enemy damages the mummy lord, it can utter a blasphemous word. The enemy that damaged the mummy lord must succeed on a DC 16 Wisdom saving throw or be Stunned until the end of the mummy lord’s next turn. The target must be able to hear the word to be affected.

                    Reactive Whirlwind. Any time the mummy lord could Dive for Cover, it can use its Whirlwind of Sand trait as a reaction instead.

                    A mummy lord is a being of great power that guards its tomb with the darkest of curses. Some wish only to protect what is theirs, but others would rather be released to wreak havoc on the world.

                    Creating New Allies and Opponents

                    You may find that you want the players to encounter a specific type of enemy (or friend), and the various existing options don’t quite do what you want. In that case, making your own is a fairly simple process.

                    The Basics

                    Concept. The first thing to do is decide what this NPC is. The sky’s the limit here. This will serve as a guide going forward as you determine the statistics of the NPC.

                    Size and Type. The concept should give you a good idea of the size and type of the NPC. The beginning of this chapter has more details on size and type. You can add any tags you like to the NPC’s type to further define it. For example, a regular human is a Medium person (human), while a dragon might be a Huge monster (dragon). Remember that tags don’t do anything on their own, so you only need them if you’re including mechanics that reference them. Otherwise, they just help organize things.

                    CR. Next, decide how much of a challenge you want your NPC to be. This will determine how powerful it is, informing the rest of your choices. Each of the values on the tables below is an average, and can be tweaked up or down, as described below. Generally, if you increase one value, you should lower another, but a slight leaning toward more or less powerful overall is fine.

                    Role. If you like, you can pick one or more roles for the NPC. As a reminder, the basic roles are Hulk, Killer, Leader, Shadow, Support, and Tank. an NPC can also have the Melee or Ranged, and/or Fodder or Loner roles. an NPC can have any number of roles. Each of the following sections has advice on how you might adjust the values by role.

                    Defense. The Defense value for your NPC. You can modify this value by up to +/- 3 for NPCs you want to be harder or easier to hit. If you’ve chosen a role…

                  • A Hulk should have 2 or 3 lower Defense.
                  •  

                  • A Killer might have 1 or 2 lower Defense.
                  •  

                  • A Support often has 1 or 2 lower Defense.
                  •  

                  • A Tank should have 2 or 3 higher Defense.
                  •  

                  Typical NPC Stats by CR CR Defense Hit Points Attack Bonus Damage Save DC Good Saves0123 +2 1 9 +1 12 9 +3 3 10 +2 ¼ 13 15 +3 5 11 +2 ½ 13 25 +4 8 12+311330+41012+321345+51513+431460+52013+441475+62514+551490+63014+5615105+7 35 15+6715115+7 40 15+6815125+8 40 16+7916135+8 45 16+71016150+9 50 17+81116165+9 55 17+81217180+1060 18+91317195+1065 18+91417210+1170 19 +101518225+1175 19 +10

                  A Fodder can have a higher Defense if it has lower hit points.

                  Hit Points. The maximum hit points of the NPC. You can add or subtract up to 50 percent for tougher or frailer enemies. If you’ve chosen a role…

                • A Hulk should have 25 to 50 percent more hit points.
                •  

                • A Killer usually has 25 to 50 percent lower hit points, though a low Defense means it can have a little more.
                •  

                • A Leader may have lower hit points, relying on its allies to protect it.
                •  

                • A Tank might have slightly above average hit points.
                •  

                • A Fodder can have lower hit points if it has higher Defense.
                •  

                Attack Bonus. The NPC’s attack bonus with its primary weapon(s). You can modify this value by up to +/- 2 for enemies that you want to hit the players more or less. If you’ve chosen a role…

              • A Killer has a higher attack bonus, unless it deals an extremely high amount of damage.
              •  

              • A Leader may have a lower attack bonus if it relies more on others to hit for it.
              •  

              • A Tank may have a lower attack bonus if its defenses are especially good.
              •  

              • A Melee NPC should have a lower attack bonus at a range, which can be as low as you like, or it can have no ranged attacks.
              •  

              • A Ranged NPC should have a lower attack bonus in melee. This bonus can be as low as you like.
              •  

              Damage. The average damage the NPC does in a round, assuming it hits with all its attacks with its primary weapon(s). You can add or subtract up to 50 percent damage for deadlier or less dangerous NPCs. Remember that this value includes the damage of every attack the NPC makes, as well as any special abilities it has that improves its damage. If you’ve chosen a role…

            • A Killer should have 25 to 50 percent higher damage.
            •  

            • A Tank usually deals about 25 percent lower damage.
            •  

            • A Leader may deal less damage if it can boost the damage of its allies.
            •  

            • A Support usually deals less damage in exchange for more debilitating effects, except for area damage.
            •  

            • A Melee NPC should deal more damage in melee, or have no ranged attack, unless its ranged attack bonus is especially bad.
            •  

            • A Ranged NPC should deal more damage at a range, unless its melee attack bonus is especially bad.
            •  

            • A Fodder should consolidate its damage into fewer attacks.
            •  

            If an NPC has damaging abilities that are limited to one use before needing to rest or recharge, they count as dealing ¼ the amount of damage when calculating how much damage the NPC can deal per round. Abilities that can be used 2 times before resting or recharging, they count as dealing ½ the amount of damage. Abilities that can be used 3 or more times count fully.

            If an NPC has an attack or ability that can target multiple characters, count it as dealing twice as much damage when making this calculation. This is multiplied with the limited use value, so a multi-target ability that can be used once before resting would be counted as ¼ × 2 = ½ the amount of damage.

            If an effect requires both an attack roll and a saving throw to take full effect counts as dealing ¾ the amount of damage if the saving throw reduces the damage to half, or ½ the amount of damage if the saving throw negates the damage. For example, if an attack deals additional poison damage that can be halved with a successful Constitution saving throw, the non-poison damage would be counted fully, and the poison damage would count as ¾ of its damage.

            Save DC. The save DC against the NPC’s abilities that require a saving throw. You can modify this value by up to +/– 2 for more or less difficult to avoid abilities. If you’ve chosen a role . . .

            A Support’s save DC may be 1 or 2 higher than normal, unless its effects are especially debilitating.

            Good Saves. The value for the NPC’s best saving throw(s), whether simply from its ability scores, or its specifically listed save bonus.

            Putting It Together

            Armor. If an NPC has armor, reduce its recommended hit points by 5, or 10 if its armor has a PV of 3 or higher.

            Attacks. When choosing attacks for your NPC, you can select weapons from the equipment list and use their damage dice, range, PV, and other qualities, then decide how many attacks the NPC will make with that weapon, dividing their damage between these attacks.

            Players will develop expectations for what kind of damage different weapons can deal, so try not to stray too far from the provided damage die when using an existing weapon. Adding up to 5 or subtracting up to 2 emulates the range of normal human ability scores, but you can vary it more for weirder enemies.

            Enemies might carry more than one weapon, but secondary weapons can have as low attack and damage as makes sense. A ranged specialist might be terrible up close, and a sword fighter’s backup dagger will probably do less damage, but that’s not what the NPC is focused on.

            Ability Scores. An NPC’s ability scores are up to you, but remember that these determine an NPC’s saving throws that aren’t explicitly listed, so an ability score modifier shouldn’t be higher than you want the NPC’s best save to be.

            Other Saving Throws. An NPC’s saving throws besides their best one(s) are entirely up to you and what makes sense for the individual NPC. If you want them to be different from the NPC’s base ability modifier, note them down explicitly.

            Skills. an NPC can have any skill bonuses you feel are appropriate without changing its CR, but as a guideline, you can use the “Attack Bonus” column on the table above for skills they are good at, and up to +3 higher than that for skills they are amazing at.

            Other Abilities. Enemies can have all manner of additional special abilities, but as long as they don’t deal higher damage than the NPC should be able to, or reduce damage in a consistent manner, they don’t factor into an NPC’s CR. Abilities that increase damage dealt or reduce damage taken should be factored into the NPC’s damage and hit points.

            If you’ve chosen a role…

            • A Fodder should have a small number of simple traits and special attacks, if any.
            • A Loner can have all manner of weird and complex special abilities and attacks. It might take extra turns or more reactions, or just make a lot of attacks.

            Meticulous Consistency

            The NPCs that appear in this book, and those that will be printed later, are designed for consistency and usability. When you need an enemy for a onetime fight, you don’t need to worry about anything except what’s above. But if you want to make sure your stat blocks stand up to exacting scrutiny, here are a few extra, optional things to consider.

            Hit Dice. An NPC’s hit points are the average roll of their Hit Dice, plus their Constitution modifier times their number of Hit Dice. For example, an NPC with 4d8 Hit Dice and a 14 Constitution modifier would have 4.5 × 4 + 8 = 26 hit points. You can adjust the number of Hit Dice and Constitution modifier to get a hit point total as close as possible to the number you want. In addition, Hit Die size is based on an NPC’s size, rather than its archetype: d4 for Tiny, d6 for Small, d8 for Medium, d10 for Large, d12 for Huge, and d20 for Gargantuan. This will always be d8s for any normal human.

            Proficiency Bonus. Like heroes, NPCs have a proficiency bonus, using their CR instead of their level: +2 from 0 to 4, +4 from 5 to 8, and +4 from 9 to 12. NPCs with a CR higher than 12 have a proficiency bonus of +5.

            If you want to be accurate with skills, saves, and attack bonuses, an NPC’s bonus should be equal to the relevant ability score modifier, plus their proficiency bonus if proficient, or twice their proficiency if they have expertise in a skill. Their save Dcs should be 8 + a relevant ability score + their proficiency bonus. And remember that proficiency in armor means the NPC adds its proficiency bonus to armor saves.

            Ability Scores. When deciding on an NPC’s ability scores, consider what bonuses you want them to have, reduce that by their proficiency bonus, and then pick an ability score with that modifier. For example, if you want a CR 1 NPC to have a +4 attack bonus, you would need to give it a 14 or 15 in the relevant ability score so that it has +2 from proficiency and +2 from its ability score, or an 18 or 19 for a +4 ability modifier if it isn’t proficient in its attack.

            ~~~ 5e Changes 10 Levels

            Everyday Heroes classes and archetypes stop at 10 levels instead of 20.

            Archetypes And Classes

            Classes are broken up into two components: Archetype and Class. For each Archetype, there are multiple classes to choose from. Archetypes are a broad approach to conflict, often establishing a baseline mechanic, while classes offer specialization.

            Armor

            Personal armor, like ballistic vests, does not modify Defense. Instead it gives heroes a chance to avoid potentially fatal blows with an armor save when they would otherwise be reduced to 0 hit points.

            Armor Value And Penetration Value

            Armor and objects have an Armor Value (Av) that stands as a rough approximation of physical durability. Weapons have a Penetration Value (Pv) that stands as a rough approximation of their ability to penetrate or destroy armor and objects. These values are used in numerous game mechanics including personal armor, vehicle combat, and destroying objects.

            Backgrounds

            Backgrounds offer ability score increases in addition to other benefits. They do not include a set of personality traits.

            Breaking Objects

            Inanimate objects do not have hit points in Everyday Heroes. The Armor vs Penetration system is instead used to determine what attacks can effectively destroy a given type of object and how quickly it can do so.

            Bulk

            Bulks is a new optional encumbrance mechanic that roughly approximates the size and weight of personal equipment.

            Burst Fire

            Burst fire is a new mechanic to simulate the use of burst fire from automatic weapons.

            Chase Mechanics

            Everyday Heroes includes a system for running action scenes involving chases and races not found in 5e.

            Companion Rules

            Everyday Heroes has a standard set of rules for controlling “companions” in combat. Companions are combat capable NPCs controlled by a hero.

            Conditions

            The standard list of conditions in Everyday Heroes has some new conditions and removes some that were not applicable to a modern setting. New conditions include Burning, Distracted, and Intoxication.

            Cover

            Cover provides a static Defense value rather than modifying a hero’s Defense. It is also possible to attack through cover in some circumstances.

            Critical Miss

            Rolling a 1 on an attack roll is considered a “critical miss” though there is no defined consequence for this in most situations.

            Damage Types

            The list of damage types is slightly different, including explosive damage and excluding some types of purely magical damage.

            Defense Score

            Defense replaces Armor Class in Everyday Heroes. Defense is based on a hero’s primary ability score and an Archetype based defenses bonus. It is not influenced by armor.

            Dice Steps

            Dice steps are a mechanic to formalize the increase or decrease of the size of dice that is rolled.

            Difficult Movement

            This is a new formal definition for any mode of movement that incurs double the normal movement cost such as climbing, swimming, crawling, and so forth.

            Disarming

            Disarming is now a standard special attack option.

            Dive For Cover

            Dive for Cover is a new reaction available to all players and NPCs that allow them to avoid explosions or other damaging area effects.

            Expertise

            Expertise is a formal mechanic that is granted to a wide range of classes and can be gained through feats and other means.

            Explosives

            Explosives have special rules for both targeting and dealing damage.

            Falling

            Falling damage is higher in Everyday Heroes: 1d8 per 10 feet.

            Feats, Basic And Advanced

            Basic feats are a selection of feats that raise ability scores, grant proficiencies, and provide other basic bonuses. They can be taken multiple times. Advanced feats provide new talents for heroes and can only be taken once.

            Feats Are Standard

            Feats are now a standard rule rather than an optional rule. Archetypes award feat selections, usually at even levels.

            Feats Have Two Sizes

            Major feats are more powerful feats, while minor feats are less powerful. When selecting a feat, you can typically choose one major feat, or two minor feats.

            Firearm And Explosive Properties

            There are a number of new weapon and armor properties due to the unique properties of firearms and other modern armaments.

            First Aid

            The effects of the First Aid action have been expanded to include a range of effects.

            Friendly Fire

            It is possible to hit allies engaged with your target when critically missing with a ranged attack.

            Heroes

            Characters in Everyday Heroes are called Heroes rather than characters.

            Milestone Use

            The use of milestones is considered the standard method for heroes gaining levels. Everyday Heroes does not use experience points.

            Multiclassing

            Multiclassing in Everyday Heroes is done by taking special Multiclass feats. All Archetypes and all classes have a set number of Multiclass feats that provide access to talents from the archetype or class.

            Professions

            Professions are a new character-building mechanic that represents a hero’s normal job.

            Proficiencies, Equipment

            Heroes can learn Equipment Proficiencies which include broad categories of weapons and armor under the same proficiency.

            Proficiencies, NO Tool

            There are no tool proficiencies in Everyday Heroes.

            Race

            There is no race mechanic in Everyday Heroes core rules. All players are presumed to be human.

            Reload Action

            There is now a standard definition for an action made to reload a weapon that uses ammunition. The type of action required is determined by the weapon for applicable weapons.

            Resting

            There are now rules for receiving medical care by skilled allies during a rest.

            Second Wind

            All heroes have access to the Second Wind action which allows a hero to spend up to half their Hit Dice to recover hit points during a combat or chase.

            Skills

            There are 22 in the base Everyday Heroes list, some of which are different. They reflect the modern setting.

            Special Attacks

            Special attacks are formally defined as aggressive actions that don’t include an attack roll, and instead use a different mechanic to determine the effects of the action, but are made whenever a normal attack could be made.

            Suppressive Fire

            Suppressive fire is a new mechanic to simulate a large volley of gunfire.

            Suffocation

            The suffocation rules have been modified slightly for simplicity.

            Talents

            The special abilities offered by backgrounds, professions, archetypes, classes, and feats are called talents.

            Traps

            Player set traps have more formalized rules that allow the player to use an ability score contest against potential victims to determine the success of the trap.

            Unarmed Damage

            Unarmed attacks are considered a basic weapon and deal 1d4 damage by default.

            Vehicle Mechanics

            Everyday Heroes includes a system for driving vehicles and rules governing their use in combat and chase scenes.

            Wealth Level And Price Level

            All heroes have a Wealth Level that is a rough approximation of their standard of living. Items have a price level that is a rough approximation of their affordability. Heroes can freely have or acquire items with a price level at or below their Wealth Level. Currency is not kept track of except for role play.

            ~~~

            Vehicle Conditions

            Blown Tires

            • Crash Check, +2 levels of Loss of Control and Loss of Power

            Totaled

            • Cannot move under its own power
            • Cannot be controlled
            • If moving, the vehicle crashes and comes to a full stop
            Loss of Control
            Level Effect
            1 -2 on Vehicle’s Dexterity modifier
            2 Disadvantage on rolls using vehicle’s Dexterity modifier
            3 Vehicle risks a crash at the start of its driver’s turn. Vehicle Dexterity modifier cannot be higher than 0
            Level Effect
            1 -2 on Vehicle’s Strength modifier
            2 Disadvantage on rolls using vehicle’s Strength modifier
            3 Vehicle has no power, slowing one speed category each round. Vehicle risks a crash

            Crashes

            Crash Check

            • Dexterity (Vehicles) check + Vehicle’s Dexterity Modifier

            Crash DC

            • Conditions DC + Speed Modifier
            Body Damage
            Level Effect
            1 -2 on Vehicle damage saving throw
            2 Disadvantage on vehicle damage saving throw
            3 The vehicle is Totaled

            Vehicle Damage

            Steps to Determine Damage

            • The source of damage must have a PV higher than the vehicle’s AV.
            • Make a Vehicle Damage saving throw
            • Success = Roll location for damage
            • Failure = Vehicle Totaled

            Vehicle Damage Saving Throws

            d20 + Vehicle’s Constitution modifier

            RollPart DamagedEffect
            Vehicle Damage (roll 1d6)
            1 Cargo Random cargo hit
            2 Body +1 level Body Damage
            3 Control +1 level Loss of Control
            4 Power +1 level Loss of Power
            5 Tire Blown Tires
            6 Passenger Random passenger hit