Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Archive Forums
Wiki Pages
d20 Modern SRD
Modern Equipment
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Morrus" data-source="post: 6160294" data-attributes="member: 1"><p style="text-align: right"><a href="http://www.enworld.org/forum/showwiki.php?title=d20%20Modern:d20%20Modern%20System%20Reference%20Document&redirect=no" target="_blank"><img src="http://www.enworld.org/newsimages/d20_mod_srd_small.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p><p>[h=3]EQUIPMENT BASICS[/h] [h=5]On-Hand Objects[/h] To account for the mundane and innocuous objects that most people  have among their possessions—and not force every character to  specifically purchase such objects in order to employ them—use the  following rules.</p><p> With the GM’s permission, a character can make a Wealth check to see  if he or she has a mundane object on hand, as long as the object has a  purchase DC of 10 or lower. (The GM determines the purchase DC for an  object that’s not mentioned in this chapter, using similarly priced  objects as a guide.) The Wealth check works the same as for buying the  object, except that the character takes a –10 penalty on the check, and  he or she can’t take 10 or take 20. Also, a character can’t make a  Wealth check to see if he or she has a mundane object on hand during  character generation or between adventures—only during play. If the  character succeeds, his or her Wealth bonus is unaffected, even if the  object’s purchase DC is higher than his or her Wealth bonus.</p><p> Depending on the situation, the GM can rule that a certain mundane  object is not available; for an object to be obtainable, the character  must be in a place where the object logically would be.</p><p> [h=5]Restricted Objects[/h] Some objects require licenses to own or operate, or are restricted in  use to qualifying organizations or individuals. In such cases, a  character must purchase a license or pay a fee to legally own the  object. A license or fee is a separate item, purchased in addition to  (and usually before) the object to which it applies. The four levels of  restriction are as follows.</p><p> <strong>Licensed</strong>: The owner must obtain a license to own or operate  the object legally. Generally, the license is not expensive, and  obtaining it has few if any additional legal requirements.</p><p> <strong>Restricted</strong>: Only specially qualified individuals or  organizations are technically allowed to own the object. However, the  real obstacles to ownership are time and money; anyone with sufficient  patience and cash can eventually acquire the necessary license.</p><p> <strong>Military</strong>: The object is sold primarily to legitimate police  and military organizations. A military rating is essentially the same as  restricted (see above), except that manufacturers and dealers are  generally under tight government scrutiny and are therefore especially  wary of selling to private individuals.</p><p> <strong>Illegal</strong>: The object is illegal in all but specific, highly regulated circumstances.</p><p></p><p> <strong>[bar]Table: Restricted Objects[/bar]</strong></p><p> [TABLE="class: outer_border, width: 450"] [TR] [TD="width: 150"]<strong>Registration Rating</strong></p><p><strong></strong>[/TD] [TD="width: 100, align: center"]<strong>License or Fee Purchase DC</strong>[/TD] [TD="width: 100, align: center"]<strong>Black Market Purchase DC[SUP]1[/SUP]</strong>[/TD] [TD="width: 100, align: center"]<strong>Time Required</strong>[/TD] [/TR] [TR] [TD]Licensed[/TD] [TD="align: center"]10[/TD] [TD="align: center"]+1[/TD] [TD="align: center"]1 day[/TD] [/TR] [TR] [TD]Restricted[/TD] [TD="align: center"]15[/TD] [TD="align: center"]+2[/TD] [TD="align: center"]2 days[/TD] [/TR] [TR] [TD]Military[/TD] [TD="align: center"]10[/TD] [TD="align: center"]+3[/TD] [TD="align: center"]3 days[/TD] [/TR] [TR] [TD]Illegal[/TD] [TD="align: center"]25[/TD] [TD="align: center"]+4[/TD] [TD="align: center"]4 days[/TD] [/TR] [TR] [TD="colspan: 4"]<span style="font-size: 9px">1 Add to the object’s purchase DC if  the character tries to buy it on the black market without first  obtaining a license; see The Black Market, below.</span>[/TD] [/TR] [/TABLE]   [h=5]Purchasing a License[/h] To purchase a license or pay necessary fees, make a Wealth check  against the purchase DC given in Table: Restricted Objects. With a  success, the license is issued to the character after the number of days  indicated. To speed the process, the hero can make a Knowledge  (business) check against a DC equal to the license purchase DC. Success  results in the license being issued in 1d6 hours. (During the process of  character creation, a character just needs to purchase the license or  pay the fee; the time required takes place before game play begins.)</p><p> As a general rule, a character must obtain the appropriate license  before buying a restricted object. Legitimate dealers will not sell  restricted objects to a character who does not have the necessary  license. However, a character may be able to turn to the black market  (see below) to obtain restricted objects without a license.</p><p> [h=5]The Black Market[/h] Sometimes a character wants to obtain an object without going through  the hassle of getting a license first. Almost anything is available on  the black market. Knowledge (streetwise) checks can be used to locate a  black market merchant. The DC is based on the location in question: 15  to find a black market merchant in a big city, or 20, 25, or higher in  small towns and rural areas.</p><p> Objects purchased on the black market are more expensive than those  purchased legally. Add the black market purchase DC modifier from Table:  Restricted Objects to the object’s purchase DC.</p><p> Obtaining an object on the black market takes a number of days  according to the Time Required column on Table: Restricted Objects.  The  process can be hurried, but each day cut out of the process (to a  minimum of one day) increases the purchase DC by an additional +1.</p><p> [h=5]Requisitioning Equipment[/h] When a hero working for Department-7 needs more equipment than he or  she has on hand, the hero may try to requisition it. Department-7  evaluates whether the character really needs the object, how soon the  agency can supply it, and whether the agency can reasonably expect to  get it back when the hero is done with it.</p><p> The result is determined by a level check (1d20 + character level)  against a DC equal to the equipment’s purchase DC. Add the character’s  Charisma bonus to the check. Table: Requisition Modifiers lists  modifiers that may affect the check.</p><p> The result of the check determines whether and how quickly  Department-7 can provide the hero with the requested equipment. With a  success, the object is issued to the hero. Generally, it takes 24 hours  to obtain an object through requisition, but if the object is especially  common, or if the hero beats the check DC by 5 or more, it is available  in 1d4 hours.</p><p> Requisitioned objects are loaned, not given, to the hero. Obviously,  expendable objects like ammunition don’t have to be returned if used.</p><p> <strong></strong></p><p><strong>[bar]Table: Requisition Modifiers[/bar]</strong></p><p> [TABLE="class: outer_border, width: 350"] [TR] [TD="width: 300"]<strong>Situation</strong></p><p><strong></strong>[/TD] [TD="width: 50, align: center"]<strong>Modifier</strong>[/TD] [/TR] [TR] [TD]Object is necessary for assignment    +6[/TD] [TD="align: center"]+6[/TD] [/TR] [TR] [TD]Object has obvious application for assignment[/TD] [TD="align: center"]+4[/TD] [/TR] [TR] [TD]Object has peripheral application for assignment[/TD] [TD="align: center"]+2[/TD] [/TR] [TR] [TD]Object has no obvious application for assignment[/TD] [TD="align: center"]-2[/TD] [/TR] [TR] [TD]Object is rare[/TD] [TD="align: center"]-2[/TD] [/TR] [TR] [TD]<em>Object restriction</em>[/TD] [TD="align: center"]</p><p>[/TD] [/TR] [TR] [TD]Licensed[/TD] [TD="align: center"]-2[/TD] [/TR] [TR] [TD]Restricted[/TD] [TD="align: center"]-4[/TD] [/TR] [TR] [TD]Military[/TD] [TD="align: center"]-6[/TD] [/TR] [TR] [TD]Illegal[/TD] [TD="align: center"]-8[/TD] [/TR] [TR] [TD]Hero is skilled or proficient in use of object[/TD] [TD="align: center"]+2[/TD] [/TR] [TR] [TD]Hero returned all gear undamaged on previous mission[/TD] [TD="align: center"]+2[/TD] [/TR] [/TABLE]   [h=5]Mastercraft Objects[/h] Weapons, armor, and some other types of equipment can be constructed  as mastercraft objects. The exceptional quality of these objects  provides the user a bonus on attack rolls, damage, Defense, or some  other characteristic that improves when the object is used.</p><p> A mastercraft object that provides a +1 bonus can usually be  purchased on the open market as a custom version of a common object. The  increased cost of such an object adds +3 to the purchase DC.</p><p> A rare few objects are of mastercraft quality even without  customization—the off-the-shelf version of the object is of such high  quality that it is always provides a bonus of +1. In these cases, the  purchase DC is not increased (such objects are already priced higher  than similar objects of lower quality).</p><p> Mastercraft objects with a bonus of +2 or +3 are not common and are  generally not for sale. If a mastercraft +2 object could be found for  purchase, its cost would add +6 to the normal purchase DC. The cost of a  mastercraft +3 object would add +9 to the normal purchase DC.</p><p> [h=5]Concealed Weapons and Objects[/h] It’s assumed that, when attempting to conceal a weapon or other object, a character is wearing appropriate clothing.</p><p> Drawing a concealed weapon is more difficult than drawing a regularly  holstered weapon, and normally requires an attack action. Keeping the  weapon in an easier-to-draw position makes concealing it more difficult.</p><p> <strong>Sleight of Hand Checks</strong></p><p> To conceal a weapon or other object, make a Sleight of Hand check. A  character concealing an object before he or she heads out into public  can usually take 10 unless he or she is rushed, trying to conceal it  when others might see, or under other unusual constraints. Sleight of  Hand can be used untrained in this instance, but the character must take  10.</p><p> <strong>Size and Concealment</strong></p><p> The object’s size affects the check result, as shown on Table:  Concealing Weapons and Objects. The type of holster used or clothing  worn, and any attempt to make a weapon easier to draw, can also affect  the check.</p><p> <strong></strong></p><p><strong>[bar]Table: Concealing Weapons and Objects[/bar]</strong></p><p> [TABLE="class: outer_border, width: 450"] [TR] [TD="width: 300"]<strong>Condition</strong></p><p><strong></strong>[/TD] [TD="width: 150, align: center"]<strong>Sleight of Hand Modifier</strong>[/TD] [/TR] [TR] [TD]<em>Size of weapon or object</em>[/TD] [TD="align: center"]</p><p>[/TD] [/TR] [TR] [TD]Fine[/TD] [TD="align: center"]+12[/TD] [/TR] [TR] [TD]Diminutive[/TD] [TD="align: center"]+8[/TD] [/TR] [TR] [TD]Tiny[/TD] [TD="align: center"]+4[/TD] [/TR] [TR] [TD]Small[/TD] [TD="align: center"]+0[/TD] [/TR] [TR] [TD]Medium-size[/TD] [TD="align: center"]-4[/TD] [/TR] [TR] [TD]Large[/TD] [TD="align: center"]-8[/TD] [/TR] [TR] [TD]Huge or larger[/TD] [TD="align: center"]can't conceal[/TD] [/TR] [TR] [TD]Clothing is tight or small[/TD] [TD="align: center"]-4[/TD] [/TR] [TR] [TD]Clothing is especially loose or bulky[/TD] [TD="align: center"]+2[/TD] [/TR] [TR] [TD]Clothing is specifically modified for concealing object[/TD] [TD="align: center"]+2[/TD] [/TR] [TR] [TD]Weapon is carried in concealed carry holster[/TD] [TD="align: center"]+4[/TD] [/TR] [TR] [TD]Weapon can be drawn normally[/TD] [TD="align: center"]-2[/TD] [/TR] [TR] [TD]Weapon can be drawn as free action with Quick Draw feat[/TD] [TD="align: center"]-4[/TD] [/TR] [/TABLE]   [h=5]Spotting Concealed Objects[/h] Noticing a concealed weapon or other object requires a Spot check.  The DC varies: If the target made a roll when concealing an object, the  DC of the Spot check to notice the object is the same as the target’s  check result (an opposed check, in other words). If the target took 10  on his or her Sleight of Hand check, use this formula:</p><p></p><p>Spot DC = Target’s Sleight of Hand skill modifier (including modifiers from Table: Concealing Weapons and Objects) + 10</p><p></p><p>An observer attempting to spot a concealed object receives a –1  penalty for every 10 feet between him or herself and the target, and a  –5 penalty if distracted.</p><p> Patting someone down for a hidden weapon requires a similar check.  However, the skill employed is Search, and the searcher gets a +4  circumstance bonus for the hands-on act of frisking the target. Some  devices may also offer bonuses under certain circumstances (a metal  detector offers a bonus to Search checks to find metal objects, for  example).</p><p> [h=5]Spotting Concealable Armor[/h] Concealable armor can be worn under clothing if the wearer wants it  to go unnoticed. Don’t use the modifiers from Table: Concealing Weapons  and Objects when wearing concealable armor. Instead, anyone attempting  to notice the armor must make a Spot check (DC 30).</p><p> [h=5]Living in Luxury[/h] The purchase DCs given are for average-quality items. It’s possible  to purchase similar items with luxury features, generally by increasing  the purchase DC by 1. Although such items are more expensive, they offer  no additional features or game benefits.</p><p> [h=5]Carrying Capacity[/h] A character’s carrying capacity depends directly on the character’s Strength score, as shown on Table: Carrying Capacity.</p><p> <strong></strong></p><p><strong>[bar]Table: Carrying Capacity[/bar]</strong></p><p> [TABLE="class: outer_border, width: 360"] [TR] [TD="width: 90, align: center"]<strong>Strength</strong></p><p><strong></strong>[/TD] [TD="width: 90, align: center"]<strong>Light Load</strong>[/TD] [TD="width: 90, align: center"]<strong>Medium Load</strong>[/TD] [TD="width: 90, align: center"]<strong>Heavy Load</strong>[/TD] [/TR] [TR] [TD="align: center"]1[/TD] [TD="align: center"]up to 3 lb.[/TD] [TD="align: center"]4–6 lb.[/TD] [TD="align: center"]7–10 lb.[/TD] [/TR] [TR] [TD="align: center"]2[/TD] [TD="align: center"]up to 6 lb.[/TD] [TD="align: center"]7–13 lb.[/TD] [TD="align: center"]14–20 lb.[/TD] [/TR] [TR] [TD="align: center"]3[/TD] [TD="align: center"]up to 10 lb.[/TD] [TD="align: center"]11–20 lb.[/TD] [TD="align: center"]21–30 lb.[/TD] [/TR] [TR] [TD="align: center"]4[/TD] [TD="align: center"]up to 13 lb.[/TD] [TD="align: center"]14–26 lb.[/TD] [TD="align: center"]27–40 lb.[/TD] [/TR] [TR] [TD="align: center"]5[/TD] [TD="align: center"]up to 16 lb.[/TD] [TD="align: center"]17–33 lb.[/TD] [TD="align: center"]34–50 lb.[/TD] [/TR] [TR] [TD="align: center"]6[/TD] [TD="align: center"]up to 20 lb.[/TD] [TD="align: center"]21–40 lb.[/TD] [TD="align: center"]41–60 lb.[/TD] [/TR] [TR] [TD="align: center"]7[/TD] [TD="align: center"]up to 23 lb.[/TD] [TD="align: center"]24–46 lb.[/TD] [TD="align: center"]47–70 lb.[/TD] [/TR] [TR] [TD="align: center"]8[/TD] [TD="align: center"]up to 26 lb.[/TD] [TD="align: center"]27–53 lb.[/TD] [TD="align: center"]54–80 lb.[/TD] [/TR] [TR] [TD="align: center"]9[/TD] [TD="align: center"]up to 30 lb.[/TD] [TD="align: center"]31–60 lb.[/TD] [TD="align: center"]61–90 lb.[/TD] [/TR] [TR] [TD="align: center"]10[/TD] [TD="align: center"]up to 33 lb.[/TD] [TD="align: center"]34–66 lb.[/TD] [TD="align: center"]67–100 lb.[/TD] [/TR] [TR] [TD="align: center"]11[/TD] [TD="align: center"]up to 38 lb.[/TD] [TD="align: center"]39–76 lb.[/TD] [TD="align: center"]77–115 lb.[/TD] [/TR] [TR] [TD="align: center"]12[/TD] [TD="align: center"]up to 43 lb.[/TD] [TD="align: center"]44–86 lb.[/TD] [TD="align: center"]87–130 lb.[/TD] [/TR] [TR] [TD="align: center"]13[/TD] [TD="align: center"]up to 50 lb.[/TD] [TD="align: center"]51–100 lb.[/TD] [TD="align: center"]101–150 lb.[/TD] [/TR] [TR] [TD="align: center"]14[/TD] [TD="align: center"]up to 58 lb.[/TD] [TD="align: center"]59–116 lb.[/TD] [TD="align: center"]117–175 lb.[/TD] [/TR] [TR] [TD="align: center"]15[/TD] [TD="align: center"]up to 66 lb.[/TD] [TD="align: center"]67–133 lb.[/TD] [TD="align: center"]134–200 lb.[/TD] [/TR] [TR] [TD="align: center"]16[/TD] [TD="align: center"]up to 76 lb.[/TD] [TD="align: center"]77–153 lb.[/TD] [TD="align: center"]154–230 lb.[/TD] [/TR] [TR] [TD="align: center"]17[/TD] [TD="align: center"]up to 86 lb.[/TD] [TD="align: center"]87–173 lb.[/TD] [TD="align: center"]174–260 lb.[/TD] [/TR] [TR] [TD="align: center"]18[/TD] [TD="align: center"]up to 100 lb.[/TD] [TD="align: center"]101–200 lb.[/TD] [TD="align: center"]201–300 lb.[/TD] [/TR] [TR] [TD="align: center"]19[/TD] [TD="align: center"]up to 116 lb.[/TD] [TD="align: center"]117–233 lb.[/TD] [TD="align: center"]234–350 lb.[/TD] [/TR] [TR] [TD="align: center"]20[/TD] [TD="align: center"]up to 133 lb.[/TD] [TD="align: center"]134–266 lb.[/TD] [TD="align: center"]267–400 lb.[/TD] [/TR] [TR] [TD="align: center"]21[/TD] [TD="align: center"]up to 153 lb.[/TD] [TD="align: center"]154–306 lb.[/TD] [TD="align: center"]307–460 lb.[/TD] [/TR] [TR] [TD="align: center"]22[/TD] [TD="align: center"]up to 173 lb.[/TD] [TD="align: center"]174–346 lb.[/TD] [TD="align: center"]347–520 lb.[/TD] [/TR] [TR] [TD="align: center"]23[/TD] [TD="align: center"]up to 200 lb.[/TD] [TD="align: center"]201–400 lb.[/TD] [TD="align: center"]401–600 lb.[/TD] [/TR] [TR] [TD="align: center"]24[/TD] [TD="align: center"]up to 233 lb.[/TD] [TD="align: center"]234–466 lb.[/TD] [TD="align: center"]467–700 lb.[/TD] [/TR] [TR] [TD="align: center"]25[/TD] [TD="align: center"]up to 266 lb.[/TD] [TD="align: center"]267–533 lb.[/TD] [TD="align: center"]534–800 lb.[/TD] [/TR] [TR] [TD="align: center"]26[/TD] [TD="align: center"]up to 306 lb.[/TD] [TD="align: center"]307–613 lb.[/TD] [TD="align: center"]614–920 lb.[/TD] [/TR] [TR] [TD="align: center"]27[/TD] [TD="align: center"]up to 346 lb.[/TD] [TD="align: center"]347–693 lb.[/TD] [TD="align: center"]694–1,040 lb.[/TD] [/TR] [TR] [TD="align: center"]28[/TD] [TD="align: center"]up to 400 lb.[/TD] [TD="align: center"]401–800 lb.[/TD] [TD="align: center"]801–1,200 lb.[/TD] [/TR] [TR] [TD="align: center"]29[/TD] [TD="align: center"]up to 466 lb.[/TD] [TD="align: center"]467–933 lb.[/TD] [TD="align: center"]934–1,400 lb.[/TD] [/TR] [TR] [TD="align: center"]+10[/TD] [TD="align: center"]x4[/TD] [TD="align: center"]x4[/TD] [TD="align: center"]x4[/TD] [/TR] [/TABLE] If the weight of everything a character is wearing or carrying  amounts to no more than his or her light load figure, the character can  move and perform any actions normally (though the character’s speed  might already be slowed by the armor he or she is wearing).</p><p></p><p> If the weight of the character’s gear falls in his or her medium load  range, the character is considered encumbered. An encumbered  character’s speed is reduced to the value given below, if the character  is not already slowed to that speed for some other reason.</p><p></p><p> [TABLE="class: outer_border, width: 200"] [TR] [TD="width: 100"]<strong>Previous Speed</strong></p><p><strong></strong>[/TD] [TD="width: 100, align: center"]<strong>Current Speed</strong>[/TD] [/TR] [TR] [TD="align: center"]20 ft.[/TD] [TD="align: center"]15ft.[/TD] [/TR] [TR] [TD="align: center"]30 ft.[/TD] [TD="align: center"]20 ft.[/TD] [/TR] [TR] [TD="align: center"]40 ft.[/TD] [TD="align: center"]30 ft.[/TD] [/TR] [TR] [TD="align: center"]50 ft.[/TD] [TD="align: center"]40 ft.[/TD] [/TR] [TR] [TD="align: center"]60 ft.[/TD] [TD="align: center"]50 ft.[/TD] [/TR] [/TABLE] An encumbered character performs as if his or her Dexterity modifier  were no higher than +3. In addition, the character takes a –3  encumbrance penalty on attack rolls and checks involving the following  skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and  Tumble. This encumbrance penalty stacks with any armor penalty that may  also apply.</p><p></p><p> If the weight of a character’s gear falls in his or her heavy load  range, the character is considered heavily encumbered. A heavily  encumbered character’s speed is reduced to the value given below, if the  character is not already slowed to that speed for some other reason.</p><p></p><p> [TABLE="class: outer_border, width: 200"] [TR] [TD="width: 100"]<strong>Previous Speed</strong></p><p><strong></strong>[/TD] [TD="width: 100, align: center"]<strong>Current Speed</strong>[/TD] [/TR] [TR] [TD="align: center"]20 ft.[/TD] [TD="align: center"]10ft.[/TD] [/TR] [TR] [TD="align: center"]30 ft.[/TD] [TD="align: center"]15 ft.[/TD] [/TR] [TR] [TD="align: center"]40 ft.[/TD] [TD="align: center"]20 ft.[/TD] [/TR] [TR] [TD="align: center"]50 ft.[/TD] [TD="align: center"]25 ft.[/TD] [/TR] [TR] [TD="align: center"]60 ft.[/TD] [TD="align: center"]30 ft.[/TD] [/TR] [/TABLE] A heavily encumbered character performs as if his or her Dexterity  modifier were no higher than +1. In addition, the character takes a –6  encumbrance penalty on attack rolls and checks involving the following  skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and  Tumble. This encumbrance penalty stacks with any armor penalty that may  also apply. Finally, a heavily encumbered character’s maximum running  speed is his or her speed x3 instead of speed x4.</p><p></p><p> The figure at the upper end of a character’s heavy load range is his  or her maximum load. No character can move or perform any other actions  while carrying more than his or her maximum load.</p><p></p><p> <strong>Lifting and Dragging</strong>: A character can lift up to his or her maximum load over his or her head.</p><p></p><p> A character can lift up to double his or her maximum load off the ground, but he or she can only stagger around with it. </p><p></p><p> While overloaded in this way, the character loses any Dexterity bonus  to Defense and can only move 5 feet per round (as a full-round action).</p><p></p><p> A character can generally push or drag along the ground up to five  times his or her maximum load. Favorable conditions (smooth ground,  dragging a slick object) can double these numbers, and bad circumstances  (broken ground, pushing an object that snags) can reduce them to  one-half or less.</p><p></p><p> <strong>Bigger and Smaller Creatures</strong>: The figures on Table: Carrying  Capacity are for Medium-size bipedal creatures. Larger bipedal creatures  can carry more weight depending on size category: Large x2, Huge x4,  Gargantuan x8, and Colossal x16. Smaller creatures can carry less weight  depending on size category: Small x3/4, Tiny x1/2, Diminutive x1/4, and  Fine x1/8.</p><p></p><p> Quadrupeds, such as horses, can carry heavier loads than characters  can. Use these multipliers instead of the ones given above: Fine x1/4,  Diminutive x1/2, Tiny x3/4, Small x1, Medium-size x1.5, Large x3, Huge  x6, Gargantuan x12, and Colossal x24.</p><p></p><p> <strong>Tremendous Strength</strong>: For Strength scores not listed, find the  Strength score between 20 and 29 that has the same ones digit as the  creature’s Strength score. Multiply the figures by 4 if the creature’s  Strength is in the 30s, 16 if it’s in the 40s, 64 if it’s in the 50s,  and so on.</p></blockquote><p></p>
[QUOTE="Morrus, post: 6160294, member: 1"] [RIGHT][URL="http://www.enworld.org/forum/showwiki.php?title=d20%20Modern:d20%20Modern%20System%20Reference%20Document&redirect=no"][IMG]http://www.enworld.org/newsimages/d20_mod_srd_small.jpg[/IMG][/URL][/RIGHT] [h=3]EQUIPMENT BASICS[/h] [h=5]On-Hand Objects[/h] To account for the mundane and innocuous objects that most people have among their possessions—and not force every character to specifically purchase such objects in order to employ them—use the following rules. With the GM’s permission, a character can make a Wealth check to see if he or she has a mundane object on hand, as long as the object has a purchase DC of 10 or lower. (The GM determines the purchase DC for an object that’s not mentioned in this chapter, using similarly priced objects as a guide.) The Wealth check works the same as for buying the object, except that the character takes a –10 penalty on the check, and he or she can’t take 10 or take 20. Also, a character can’t make a Wealth check to see if he or she has a mundane object on hand during character generation or between adventures—only during play. If the character succeeds, his or her Wealth bonus is unaffected, even if the object’s purchase DC is higher than his or her Wealth bonus. Depending on the situation, the GM can rule that a certain mundane object is not available; for an object to be obtainable, the character must be in a place where the object logically would be. [h=5]Restricted Objects[/h] Some objects require licenses to own or operate, or are restricted in use to qualifying organizations or individuals. In such cases, a character must purchase a license or pay a fee to legally own the object. A license or fee is a separate item, purchased in addition to (and usually before) the object to which it applies. The four levels of restriction are as follows. [B]Licensed[/B]: The owner must obtain a license to own or operate the object legally. Generally, the license is not expensive, and obtaining it has few if any additional legal requirements. [B]Restricted[/B]: Only specially qualified individuals or organizations are technically allowed to own the object. However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can eventually acquire the necessary license. [B]Military[/B]: The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted (see above), except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals. [B]Illegal[/B]: The object is illegal in all but specific, highly regulated circumstances. [B][bar]Table: Restricted Objects[/bar][/B] [TABLE="class: outer_border, width: 450"] [TR] [TD="width: 150"][B]Registration Rating [/B][/TD] [TD="width: 100, align: center"][B]License or Fee Purchase DC[/B][/TD] [TD="width: 100, align: center"][B]Black Market Purchase DC[SUP]1[/SUP][/B][/TD] [TD="width: 100, align: center"][B]Time Required[/B][/TD] [/TR] [TR] [TD]Licensed[/TD] [TD="align: center"]10[/TD] [TD="align: center"]+1[/TD] [TD="align: center"]1 day[/TD] [/TR] [TR] [TD]Restricted[/TD] [TD="align: center"]15[/TD] [TD="align: center"]+2[/TD] [TD="align: center"]2 days[/TD] [/TR] [TR] [TD]Military[/TD] [TD="align: center"]10[/TD] [TD="align: center"]+3[/TD] [TD="align: center"]3 days[/TD] [/TR] [TR] [TD]Illegal[/TD] [TD="align: center"]25[/TD] [TD="align: center"]+4[/TD] [TD="align: center"]4 days[/TD] [/TR] [TR] [TD="colspan: 4"][SIZE=1]1 Add to the object’s purchase DC if the character tries to buy it on the black market without first obtaining a license; see The Black Market, below.[/SIZE][/TD] [/TR] [/TABLE] [h=5]Purchasing a License[/h] To purchase a license or pay necessary fees, make a Wealth check against the purchase DC given in Table: Restricted Objects. With a success, the license is issued to the character after the number of days indicated. To speed the process, the hero can make a Knowledge (business) check against a DC equal to the license purchase DC. Success results in the license being issued in 1d6 hours. (During the process of character creation, a character just needs to purchase the license or pay the fee; the time required takes place before game play begins.) As a general rule, a character must obtain the appropriate license before buying a restricted object. Legitimate dealers will not sell restricted objects to a character who does not have the necessary license. However, a character may be able to turn to the black market (see below) to obtain restricted objects without a license. [h=5]The Black Market[/h] Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost anything is available on the black market. Knowledge (streetwise) checks can be used to locate a black market merchant. The DC is based on the location in question: 15 to find a black market merchant in a big city, or 20, 25, or higher in small towns and rural areas. Objects purchased on the black market are more expensive than those purchased legally. Add the black market purchase DC modifier from Table: Restricted Objects to the object’s purchase DC. Obtaining an object on the black market takes a number of days according to the Time Required column on Table: Restricted Objects. The process can be hurried, but each day cut out of the process (to a minimum of one day) increases the purchase DC by an additional +1. [h=5]Requisitioning Equipment[/h] When a hero working for Department-7 needs more equipment than he or she has on hand, the hero may try to requisition it. Department-7 evaluates whether the character really needs the object, how soon the agency can supply it, and whether the agency can reasonably expect to get it back when the hero is done with it. The result is determined by a level check (1d20 + character level) against a DC equal to the equipment’s purchase DC. Add the character’s Charisma bonus to the check. Table: Requisition Modifiers lists modifiers that may affect the check. The result of the check determines whether and how quickly Department-7 can provide the hero with the requested equipment. With a success, the object is issued to the hero. Generally, it takes 24 hours to obtain an object through requisition, but if the object is especially common, or if the hero beats the check DC by 5 or more, it is available in 1d4 hours. Requisitioned objects are loaned, not given, to the hero. Obviously, expendable objects like ammunition don’t have to be returned if used. [B] [bar]Table: Requisition Modifiers[/bar][/B] [TABLE="class: outer_border, width: 350"] [TR] [TD="width: 300"][B]Situation [/B][/TD] [TD="width: 50, align: center"][B]Modifier[/B][/TD] [/TR] [TR] [TD]Object is necessary for assignment +6[/TD] [TD="align: center"]+6[/TD] [/TR] [TR] [TD]Object has obvious application for assignment[/TD] [TD="align: center"]+4[/TD] [/TR] [TR] [TD]Object has peripheral application for assignment[/TD] [TD="align: center"]+2[/TD] [/TR] [TR] [TD]Object has no obvious application for assignment[/TD] [TD="align: center"]-2[/TD] [/TR] [TR] [TD]Object is rare[/TD] [TD="align: center"]-2[/TD] [/TR] [TR] [TD][I]Object restriction[/I][/TD] [TD="align: center"] [/TD] [/TR] [TR] [TD]Licensed[/TD] [TD="align: center"]-2[/TD] [/TR] [TR] [TD]Restricted[/TD] [TD="align: center"]-4[/TD] [/TR] [TR] [TD]Military[/TD] [TD="align: center"]-6[/TD] [/TR] [TR] [TD]Illegal[/TD] [TD="align: center"]-8[/TD] [/TR] [TR] [TD]Hero is skilled or proficient in use of object[/TD] [TD="align: center"]+2[/TD] [/TR] [TR] [TD]Hero returned all gear undamaged on previous mission[/TD] [TD="align: center"]+2[/TD] [/TR] [/TABLE] [h=5]Mastercraft Objects[/h] Weapons, armor, and some other types of equipment can be constructed as mastercraft objects. The exceptional quality of these objects provides the user a bonus on attack rolls, damage, Defense, or some other characteristic that improves when the object is used. A mastercraft object that provides a +1 bonus can usually be purchased on the open market as a custom version of a common object. The increased cost of such an object adds +3 to the purchase DC. A rare few objects are of mastercraft quality even without customization—the off-the-shelf version of the object is of such high quality that it is always provides a bonus of +1. In these cases, the purchase DC is not increased (such objects are already priced higher than similar objects of lower quality). Mastercraft objects with a bonus of +2 or +3 are not common and are generally not for sale. If a mastercraft +2 object could be found for purchase, its cost would add +6 to the normal purchase DC. The cost of a mastercraft +3 object would add +9 to the normal purchase DC. [h=5]Concealed Weapons and Objects[/h] It’s assumed that, when attempting to conceal a weapon or other object, a character is wearing appropriate clothing. Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon, and normally requires an attack action. Keeping the weapon in an easier-to-draw position makes concealing it more difficult. [B]Sleight of Hand Checks[/B] To conceal a weapon or other object, make a Sleight of Hand check. A character concealing an object before he or she heads out into public can usually take 10 unless he or she is rushed, trying to conceal it when others might see, or under other unusual constraints. Sleight of Hand can be used untrained in this instance, but the character must take 10. [B]Size and Concealment[/B] The object’s size affects the check result, as shown on Table: Concealing Weapons and Objects. The type of holster used or clothing worn, and any attempt to make a weapon easier to draw, can also affect the check. [B] [bar]Table: Concealing Weapons and Objects[/bar][/B] [TABLE="class: outer_border, width: 450"] [TR] [TD="width: 300"][B]Condition [/B][/TD] [TD="width: 150, align: center"][B]Sleight of Hand Modifier[/B][/TD] [/TR] [TR] [TD][I]Size of weapon or object[/I][/TD] [TD="align: center"] [/TD] [/TR] [TR] [TD]Fine[/TD] [TD="align: center"]+12[/TD] [/TR] [TR] [TD]Diminutive[/TD] [TD="align: center"]+8[/TD] [/TR] [TR] [TD]Tiny[/TD] [TD="align: center"]+4[/TD] [/TR] [TR] [TD]Small[/TD] [TD="align: center"]+0[/TD] [/TR] [TR] [TD]Medium-size[/TD] [TD="align: center"]-4[/TD] [/TR] [TR] [TD]Large[/TD] [TD="align: center"]-8[/TD] [/TR] [TR] [TD]Huge or larger[/TD] [TD="align: center"]can't conceal[/TD] [/TR] [TR] [TD]Clothing is tight or small[/TD] [TD="align: center"]-4[/TD] [/TR] [TR] [TD]Clothing is especially loose or bulky[/TD] [TD="align: center"]+2[/TD] [/TR] [TR] [TD]Clothing is specifically modified for concealing object[/TD] [TD="align: center"]+2[/TD] [/TR] [TR] [TD]Weapon is carried in concealed carry holster[/TD] [TD="align: center"]+4[/TD] [/TR] [TR] [TD]Weapon can be drawn normally[/TD] [TD="align: center"]-2[/TD] [/TR] [TR] [TD]Weapon can be drawn as free action with Quick Draw feat[/TD] [TD="align: center"]-4[/TD] [/TR] [/TABLE] [h=5]Spotting Concealed Objects[/h] Noticing a concealed weapon or other object requires a Spot check. The DC varies: If the target made a roll when concealing an object, the DC of the Spot check to notice the object is the same as the target’s check result (an opposed check, in other words). If the target took 10 on his or her Sleight of Hand check, use this formula: Spot DC = Target’s Sleight of Hand skill modifier (including modifiers from Table: Concealing Weapons and Objects) + 10 An observer attempting to spot a concealed object receives a –1 penalty for every 10 feet between him or herself and the target, and a –5 penalty if distracted. Patting someone down for a hidden weapon requires a similar check. However, the skill employed is Search, and the searcher gets a +4 circumstance bonus for the hands-on act of frisking the target. Some devices may also offer bonuses under certain circumstances (a metal detector offers a bonus to Search checks to find metal objects, for example). [h=5]Spotting Concealable Armor[/h] Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Don’t use the modifiers from Table: Concealing Weapons and Objects when wearing concealable armor. Instead, anyone attempting to notice the armor must make a Spot check (DC 30). [h=5]Living in Luxury[/h] The purchase DCs given are for average-quality items. It’s possible to purchase similar items with luxury features, generally by increasing the purchase DC by 1. Although such items are more expensive, they offer no additional features or game benefits. [h=5]Carrying Capacity[/h] A character’s carrying capacity depends directly on the character’s Strength score, as shown on Table: Carrying Capacity. [B] [bar]Table: Carrying Capacity[/bar][/B] [TABLE="class: outer_border, width: 360"] [TR] [TD="width: 90, align: center"][B]Strength [/B][/TD] [TD="width: 90, align: center"][B]Light Load[/B][/TD] [TD="width: 90, align: center"][B]Medium Load[/B][/TD] [TD="width: 90, align: center"][B]Heavy Load[/B][/TD] [/TR] [TR] [TD="align: center"]1[/TD] [TD="align: center"]up to 3 lb.[/TD] [TD="align: center"]4–6 lb.[/TD] [TD="align: center"]7–10 lb.[/TD] [/TR] [TR] [TD="align: center"]2[/TD] [TD="align: center"]up to 6 lb.[/TD] [TD="align: center"]7–13 lb.[/TD] [TD="align: center"]14–20 lb.[/TD] [/TR] [TR] [TD="align: center"]3[/TD] [TD="align: center"]up to 10 lb.[/TD] [TD="align: center"]11–20 lb.[/TD] [TD="align: center"]21–30 lb.[/TD] [/TR] [TR] [TD="align: center"]4[/TD] [TD="align: center"]up to 13 lb.[/TD] [TD="align: center"]14–26 lb.[/TD] [TD="align: center"]27–40 lb.[/TD] [/TR] [TR] [TD="align: center"]5[/TD] [TD="align: center"]up to 16 lb.[/TD] [TD="align: center"]17–33 lb.[/TD] [TD="align: center"]34–50 lb.[/TD] [/TR] [TR] [TD="align: center"]6[/TD] [TD="align: center"]up to 20 lb.[/TD] [TD="align: center"]21–40 lb.[/TD] [TD="align: center"]41–60 lb.[/TD] [/TR] [TR] [TD="align: center"]7[/TD] [TD="align: center"]up to 23 lb.[/TD] [TD="align: center"]24–46 lb.[/TD] [TD="align: center"]47–70 lb.[/TD] [/TR] [TR] [TD="align: center"]8[/TD] [TD="align: center"]up to 26 lb.[/TD] [TD="align: center"]27–53 lb.[/TD] [TD="align: center"]54–80 lb.[/TD] [/TR] [TR] [TD="align: center"]9[/TD] [TD="align: center"]up to 30 lb.[/TD] [TD="align: center"]31–60 lb.[/TD] [TD="align: center"]61–90 lb.[/TD] [/TR] [TR] [TD="align: center"]10[/TD] [TD="align: center"]up to 33 lb.[/TD] [TD="align: center"]34–66 lb.[/TD] [TD="align: center"]67–100 lb.[/TD] [/TR] [TR] [TD="align: center"]11[/TD] [TD="align: center"]up to 38 lb.[/TD] [TD="align: center"]39–76 lb.[/TD] [TD="align: center"]77–115 lb.[/TD] [/TR] [TR] [TD="align: center"]12[/TD] [TD="align: center"]up to 43 lb.[/TD] [TD="align: center"]44–86 lb.[/TD] [TD="align: center"]87–130 lb.[/TD] [/TR] [TR] [TD="align: center"]13[/TD] [TD="align: center"]up to 50 lb.[/TD] [TD="align: center"]51–100 lb.[/TD] [TD="align: center"]101–150 lb.[/TD] [/TR] [TR] [TD="align: center"]14[/TD] [TD="align: center"]up to 58 lb.[/TD] [TD="align: center"]59–116 lb.[/TD] [TD="align: center"]117–175 lb.[/TD] [/TR] [TR] [TD="align: center"]15[/TD] [TD="align: center"]up to 66 lb.[/TD] [TD="align: center"]67–133 lb.[/TD] [TD="align: center"]134–200 lb.[/TD] [/TR] [TR] [TD="align: center"]16[/TD] [TD="align: center"]up to 76 lb.[/TD] [TD="align: center"]77–153 lb.[/TD] [TD="align: center"]154–230 lb.[/TD] [/TR] [TR] [TD="align: center"]17[/TD] [TD="align: center"]up to 86 lb.[/TD] [TD="align: center"]87–173 lb.[/TD] [TD="align: center"]174–260 lb.[/TD] [/TR] [TR] [TD="align: center"]18[/TD] [TD="align: center"]up to 100 lb.[/TD] [TD="align: center"]101–200 lb.[/TD] [TD="align: center"]201–300 lb.[/TD] [/TR] [TR] [TD="align: center"]19[/TD] [TD="align: center"]up to 116 lb.[/TD] [TD="align: center"]117–233 lb.[/TD] [TD="align: center"]234–350 lb.[/TD] [/TR] [TR] [TD="align: center"]20[/TD] [TD="align: center"]up to 133 lb.[/TD] [TD="align: center"]134–266 lb.[/TD] [TD="align: center"]267–400 lb.[/TD] [/TR] [TR] [TD="align: center"]21[/TD] [TD="align: center"]up to 153 lb.[/TD] [TD="align: center"]154–306 lb.[/TD] [TD="align: center"]307–460 lb.[/TD] [/TR] [TR] [TD="align: center"]22[/TD] [TD="align: center"]up to 173 lb.[/TD] [TD="align: center"]174–346 lb.[/TD] [TD="align: center"]347–520 lb.[/TD] [/TR] [TR] [TD="align: center"]23[/TD] [TD="align: center"]up to 200 lb.[/TD] [TD="align: center"]201–400 lb.[/TD] [TD="align: center"]401–600 lb.[/TD] [/TR] [TR] [TD="align: center"]24[/TD] [TD="align: center"]up to 233 lb.[/TD] [TD="align: center"]234–466 lb.[/TD] [TD="align: center"]467–700 lb.[/TD] [/TR] [TR] [TD="align: center"]25[/TD] [TD="align: center"]up to 266 lb.[/TD] [TD="align: center"]267–533 lb.[/TD] [TD="align: center"]534–800 lb.[/TD] [/TR] [TR] [TD="align: center"]26[/TD] [TD="align: center"]up to 306 lb.[/TD] [TD="align: center"]307–613 lb.[/TD] [TD="align: center"]614–920 lb.[/TD] [/TR] [TR] [TD="align: center"]27[/TD] [TD="align: center"]up to 346 lb.[/TD] [TD="align: center"]347–693 lb.[/TD] [TD="align: center"]694–1,040 lb.[/TD] [/TR] [TR] [TD="align: center"]28[/TD] [TD="align: center"]up to 400 lb.[/TD] [TD="align: center"]401–800 lb.[/TD] [TD="align: center"]801–1,200 lb.[/TD] [/TR] [TR] [TD="align: center"]29[/TD] [TD="align: center"]up to 466 lb.[/TD] [TD="align: center"]467–933 lb.[/TD] [TD="align: center"]934–1,400 lb.[/TD] [/TR] [TR] [TD="align: center"]+10[/TD] [TD="align: center"]x4[/TD] [TD="align: center"]x4[/TD] [TD="align: center"]x4[/TD] [/TR] [/TABLE] If the weight of everything a character is wearing or carrying amounts to no more than his or her light load figure, the character can move and perform any actions normally (though the character’s speed might already be slowed by the armor he or she is wearing). If the weight of the character’s gear falls in his or her medium load range, the character is considered encumbered. An encumbered character’s speed is reduced to the value given below, if the character is not already slowed to that speed for some other reason. [TABLE="class: outer_border, width: 200"] [TR] [TD="width: 100"][B]Previous Speed [/B][/TD] [TD="width: 100, align: center"][B]Current Speed[/B][/TD] [/TR] [TR] [TD="align: center"]20 ft.[/TD] [TD="align: center"]15ft.[/TD] [/TR] [TR] [TD="align: center"]30 ft.[/TD] [TD="align: center"]20 ft.[/TD] [/TR] [TR] [TD="align: center"]40 ft.[/TD] [TD="align: center"]30 ft.[/TD] [/TR] [TR] [TD="align: center"]50 ft.[/TD] [TD="align: center"]40 ft.[/TD] [/TR] [TR] [TD="align: center"]60 ft.[/TD] [TD="align: center"]50 ft.[/TD] [/TR] [/TABLE] An encumbered character performs as if his or her Dexterity modifier were no higher than +3. In addition, the character takes a –3 encumbrance penalty on attack rolls and checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble. This encumbrance penalty stacks with any armor penalty that may also apply. If the weight of a character’s gear falls in his or her heavy load range, the character is considered heavily encumbered. A heavily encumbered character’s speed is reduced to the value given below, if the character is not already slowed to that speed for some other reason. [TABLE="class: outer_border, width: 200"] [TR] [TD="width: 100"][B]Previous Speed [/B][/TD] [TD="width: 100, align: center"][B]Current Speed[/B][/TD] [/TR] [TR] [TD="align: center"]20 ft.[/TD] [TD="align: center"]10ft.[/TD] [/TR] [TR] [TD="align: center"]30 ft.[/TD] [TD="align: center"]15 ft.[/TD] [/TR] [TR] [TD="align: center"]40 ft.[/TD] [TD="align: center"]20 ft.[/TD] [/TR] [TR] [TD="align: center"]50 ft.[/TD] [TD="align: center"]25 ft.[/TD] [/TR] [TR] [TD="align: center"]60 ft.[/TD] [TD="align: center"]30 ft.[/TD] [/TR] [/TABLE] A heavily encumbered character performs as if his or her Dexterity modifier were no higher than +1. In addition, the character takes a –6 encumbrance penalty on attack rolls and checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble. This encumbrance penalty stacks with any armor penalty that may also apply. Finally, a heavily encumbered character’s maximum running speed is his or her speed x3 instead of speed x4. The figure at the upper end of a character’s heavy load range is his or her maximum load. No character can move or perform any other actions while carrying more than his or her maximum load. [B]Lifting and Dragging[/B]: A character can lift up to his or her maximum load over his or her head. A character can lift up to double his or her maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to Defense and can only move 5 feet per round (as a full-round action). A character can generally push or drag along the ground up to five times his or her maximum load. Favorable conditions (smooth ground, dragging a slick object) can double these numbers, and bad circumstances (broken ground, pushing an object that snags) can reduce them to one-half or less. [B]Bigger and Smaller Creatures[/B]: The figures on Table: Carrying Capacity are for Medium-size bipedal creatures. Larger bipedal creatures can carry more weight depending on size category: Large x2, Huge x4, Gargantuan x8, and Colossal x16. Smaller creatures can carry less weight depending on size category: Small x3/4, Tiny x1/2, Diminutive x1/4, and Fine x1/8. Quadrupeds, such as horses, can carry heavier loads than characters can. Use these multipliers instead of the ones given above: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small x1, Medium-size x1.5, Large x3, Huge x6, Gargantuan x12, and Colossal x24. [B]Tremendous Strength[/B]: For Strength scores not listed, find the Strength score between 20 and 29 that has the same ones digit as the creature’s Strength score. Multiply the figures by 4 if the creature’s Strength is in the 30s, 16 if it’s in the 40s, 64 if it’s in the 50s, and so on. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Wiki Pages
d20 Modern SRD
Modern Equipment
Top