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Basic Training Manual

By order of the Director, this document is classified Top Secret. Do not copy. Do not remove from ECO Force Records Office. Do not allow this document to be compromised. Destroy this document if necessary.

Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.

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Basic Training Manual

JOINT STRATEGIC OPERATIONS COMMAND Basic Training Manual


From: The Office of the Director Building F JSOC Headquarters Murfreesboro, TN Subject: Basic Training Manual To: All ECO Force Agents November 21, 1948

Lojag Hern researched and compiled the information in this file. Joel Grahn produced the photo-art and graphic art. Drawings were provided by Mongoose Publishing. Most photos were found in the U.S. National Archive. A few photos were found in the public domain. Portions of this document have been edited by Chris Cant and John Alger.

ACKNOWLEDGMENT S CKNOWLEDGMENTS

The d20 System and the d20 System logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of the License can be found at www.wizards.com/d20. Dungeons & Dragons, Dungeon Master, and Wizards of the Coast are Registered Trademarks of Wizards of the Coast, and are used with permission. Bloodstone Press, 1948, the 1948 logo, the J.S.O.C. logo, ECO Force, and the Bloodstone Press logo are trademarks owned by Bloodstone Press. Some portions of this book which are Open Game Content originate from the System Reference Document and are 19992003 Wizards of the Coast, Inc. The remainder of this material is protected under the copyright laws of the United States of America (copyright 2003). Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Bloodstone Press. This product is a work of fiction. Any similarity to actual people, places, organizations or events is purely coincidental. By order of the Director, this document is classified Top Secret. Do not copy. Do not remove from ECO Force Records Office. Do not allow this document to be compromised. Destroy this document if necessary.

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Basic Training Manual

CONTENTS
INTRODUCTION...4 COMBAT PILOT ...5 DEMOLITION EXPERT ...8 FIELD MEDIC...12 GENTLE WARRIOR...15 MACHINIST...18 MARTIAL ARTIST...24 PROFESSIONAL DRIVER...27 RESEARCH SCIENTIST ...31 RESISTANCE FIGHTER ...36 SNIPER ...39 SOLDIER...42 SPY ...45 SURVIVALIST...49 OPEN GAME LICENSE...54

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Basic Training Manual

Welcome to the first volume of the 1948 Training Manual series. This Basic Training Manual offers an overview of 13 war-related professions including Soldier, Spy, Research Scientist and others. Basic training begins with Advanced Classes. Characters that have at least 3 levels in the core classes can usually qualify for basic training. This training can take several forms, depending on the career path of the character. Those characters specializing in combat may join the military and receive formal training. Those that are pursuing an academic path might find a mentor or a collection of books that provide deeper insight into the mysterious sciences.

INT RODUCT ION NTR ODUCTION

In addition to the Advanced Classes featured here, some others from the core rules are also allowed in 1948 including the Bodyguard, the Personality, the Investigator, and the Field Scientist. Other volumes in the Training Manual series include the Elite Training Manual, the FX Training Manual, and the Specialized Training Manual. *Note that to qualify for this training you must meet all prerequisites.*

Additional OPEN GAME CONTENT information on more The names and d20 exotic 1948 classes statistics for the classes are hereby can be found in other declared Open Game Content. If files such as the used as such by another publisher, Templar Knights, the this material should be Ninja, and the accompanied by the copyright B i o e n g i n e e r . notice : 1948: Basic Training Equipment in 1948 Manual, Copyright 2005, includes plenty of Bloodstone Press. The artwork Top Secret from Mongoose Publishing is also Explosives, elaborate Open Content. All other content of Spy Radios and this document is considered Cipher Devices, Product Identity. This material is secretive Clandestine unique to the 1948 Campaign W e a p o n s , Setting and may not be reprinted experimental Ray in any format without written Guns, and much of permission from Bloodstone Press. the equipment found in Hell on Earth. Players might also find the Occupations and the Organizations, Agencies and Secret Societies files to be helpful when designing a character. Some of the advanced war machines the characters might encounter in a 1948 adventure include the Rat, the HE-111-Z and the Vimana.

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Basic Training Manual

The combat pilot is a skilled airman, capable of flying aircraft such fighters, bombers, and reconnaissance planes deep behind enemy lines. They are responsible for providing close air support to combat units on the ground and at sea. Combat Pilots are also skilled at battling each other, frequently engaging in massive dogfights such as the Battle of Britain. Combat Pilots must have excellent vision, quick reflexes, a strong constitution (for enduring high speed turns and climbs), and steely nerves. Select this advanced class if you want your character to be a death defying top gun such as those that fly in the RAF, the Luftwaffe, the

COMBA T PILOT OMBAT

JAAF or other avionics forces. The quickest path to this advanced class is from the fast hero basic class, though other paths are possible.

To qualify to become a Combat Pilot, a character must fulfill the following criteria. Base Fortitude Save: +3 Skills: Pilot 4 ranks Feats: Aircraft Operation

REQUIREMENTS

The following information pertains to the Combat Pilot advanced class. Hit Die: The Combat Pilot gains 1d8 hit points per level. The characters Constitution modifier applies. Action Points: The Combat Pilot gains a number of action pints equal to 6 + one-half his character level, rounded down, every time he gains a new level in this class.

CLASS INFORMATION

CLASS SKILLS

The Combat Pilots class skills (and the key ability for each) are as follows.

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Concentration (Con), Drive (Dex), Knowledge (current events, history, popular culture, tactics) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/ Write Language (none), Search (Int), Speak Language (none), Spot (wis), Survival (Wis), Swim (Str). Skill Points at Each Level: 5 + Intelligence Modifier For example, a Combat Pilot who rolls a Concentration check (DC 32) receives a +6 synergy bonus to his Pilot skill check while attempting to fly in hazardous conditions. If anything happens that causes his concentration to be broken, the pilot immediately loses this bonus, although he can attempt to refocus his concentration again afterward.
Concentration DC 20 25 30 35 40 45 50 Pilot Synergy Bonus +2 +4 +6 +8 +10 +12 +14

CLASS FEA T UR ES EAT URES


The following features pertain to the Combat Pilot advanced class. Steely Will: The Combat Pilot has steely nerves, remaining calm and level heading in the face of overwhelming danger. This clam mental state helps them focus and achieve high levels of performance. Each time Combat Pilots spends an action point to modify an attack roll, skill check or ability checks, they add their Wisdom modifier to the die roll. Heroic Piloting: Combat Pilots of 2nd level or higher can make Concentration checks to gain synergy bonuses to their Pilot skill while flying under difficult situations, such as heavy damage, enemy fire, bad weather, damaged airfields and so on. This bonus depends on the skill check the Combat Pilot can make, according to the table below.

Cool Under Pressure: At 4th level, the Combat Pilot selects a number of skills equal to 3 + his Constitution modifier. When making a check with one of these skills, the Combat Pilot can take 10 even when distracted or under duress.

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Controlled Crash: The Combat Pilot is able to minimize the damage caused by crashing, enhancing chances of survival for himself and anyone else that may also be aboard his plane. When a crash becomes imminent, a Combat Pilot can attempt a Pilot skill check DC 20 +2 per circumstantial condition (damaged plane, failed engine, bad weather, poor visibility, cockpit fire, etc.) to land the plane in a way that takes advantage of its structural strengths. If the check succeeds, damage to the vehicle and its occupants is reduced by 6 points. Note that this reduction in damage is applied before any Reflex saving throws are made for half damage. Aviation Ace: Upon reaching 7th level, the Combat Pilots reflexes become so finely tuned that he adds his Dexterity modifier to the Defense of any plane he pilots. Master Targeting: Upon reaching 8th level, the Combat Pilot becomes extremely skilled at hitting targets with bombs and supply drops, gaining a +2 attack bonus when dropping bombs or supplies from an aircraft.

Top Gun: Upon reaching 10th level, a Combat Pilot can expend one action point and add his Intelligence modifier to all attack rolls and Pilot skill checks made while flying a plane. This benefit persists for 3 rounds +1 round per point of the Combat Pilots Constitution modifier.

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TABLE 1-1: The Combat Pilot Class Base Attack Fort Ref Level Bonus Save Save 1st +0 +1 +1 nd 2 +1 +2 +2 rd 3 +2 +2 +2 4th +3 +2 +2 th 5 +3 +3 +3 th 6 +4 +3 +3 7th +5 +4 +4 8th +6 +4 +4 th 9 +6 +4 +4 th 10 +7 +5 +5

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Steely will Heroic piloting Bonus feat Cool under pressure Controlled crash Bonus feat Aviation ace Master targeting Bonus feat Top gun

Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Bonus Feats: At 3rd, 6th, and 9th level, the Combat Pilot gets a bonus feat. The bonus feat must be selected from the following list, and the Combat Pilot must meet all the prerequisites of the feat to select it. Feats in italics can be found in the Specialized Training Manual. Armor Proficiency (light), Combat Expertise, Combat Flight, Cold Weather Endurance, Crash Endurance, Dive Bombing, Evasive Maneuvers, Hopeful Vigor, Level Bombing, Parachute Jump, Precision, Radio Operator, Rapid Reflexes, Vehicle Expert, Vehicle Focus, Vehicle Dodge, Vehicle Specialization, Volant Flight, Wingman.

Mines and other explosives pose serious hazards on the battlefields of 1948. Demolition Experts are the people trained in setting these explosives as well as being skilled at finding and disarming them. Often, demolition experts accompany the first wave of assault troops that attacked a beach. Their primary task is to clear mines and traps for the main force coming behind them. Demolitions Experts must have steady hands and pay careful, meticulous attention to their work. Many demolition experts have backgrounds in electronics or chemistry.

DEMOLIT ION EXPER T EMOLITION XPERT

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Select this class if you want your character to be one who dodges enemy fire as he scrambles to set explosive charges or disable enemy mines. Concentration (Con), Craft (chemical, mechanical, structural) (Int), Demolitions (Int), Disable Device (Int), Knowledge (tactics) (Int), Search (Int), Spot (Wis), Swim (Str), Treat Injury (Wis). Skill Points at Each Level: 3 + Intelligence Modifier.

To qualify to become a demolition expert, a character must fulfill the following criteria. Skills: Demolitions 6 ranks, Disable Device 4 ranks Feats: Steady Hands

REQUIREMENTS

CLASS FEATURES
The following features pertain to the Demolition Expert advanced class. Defensive Position: Since it is the Demolition Experts job to advance with the vanguard of an assault and disable mines, they make it a point to practice ducking for cover. Starting at 2nd level, the Demolitions Expert gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he or she has cover. Masterful Detonation: Upon reaching 2nd level, the Demolitions Expert gains a +2 bonus to any Demolitions skill check made to set an explosives disarm DC higher than 10.

The following information pertains to the Demolition Expert advanced class Hit Die: 1d8 + Constitution modifier. Action Points: The Demolition Expert gains a number of action pints equal to 6 + one-half his character level, rounded down, every time he gains a new level in this class.

CLASS INFORMATION

CLASS SKILLS
The Demolition Experts class skills (and the key ability for each) are as follows.

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Destructive Charge: The Demolition Expert of 4th level or higher is trained in the practice of placing explosive charges in especially vulnerable locations of buildings, vehicles and other structures, inflicting an extra 2 points of damage when they explode. To do this, the Demolition Expert must make a Craft check (structural or mechanical, as appropriate for the object, DC 25). A check at DC 30 will increase the damage to +4. A Demolition Expert who can make a Craft check DC 35 can place explosives that inflict +6 points of damage when they explode. This damage is in addition to the double or triple damage that can be inflicted by making a Demolitions check (see the Demolitions skill in the SRD).
DC Extra Damage (average) 1d4 (2) 2d4 (5) 3d4 (7) 4d4 (10) 5d4 (12) 6d4 (15) Save DC Increase +1 +2 +3 +4 +5 +6 Increased Blast Radius 5 ft. 10 ft. 15 ft.

with a successful saving throw. Evasion can only be used if the character is wearing light armor or no armor. It is an extraordinary ability. Extreme Detonation: A demolition Expert of 7th level can tinker with his explosives, making them more dangerous when used. By spending 1 action point and making either a Craft (electronic) or Craft (mechanical) check (whichever is appropriate for the explosive in question), the Demolitions Expert can improve an explosives performanceat the risk of causing an accidental explosion. The DC for the Craft check depends on the degree of improvement being made, as shown on the table below. The Demolitions Expert can choose to increase the damage caused by the bomb, increase the DC of the saving throw against it, or increase the area it affects. He can make all three modifications to a single bomb, but doing so requires separate checks for each aspect. The player must decide what DC the character will attempt to check for before the roll is made. Failure indicates a possible explosion. The Demolition Expert performs the modifications of one aspect in one hour. The Demolition Expert cant take 10 or take 20 on this check. If the check succeeds, the effect of the improvement lasts until the object is put into use. While making the

25 30 35 40 45 50

Evasion: At 2nd level, a Demolitions Expert gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Demolition Expert takes no damage

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improvements, the Demolition Expert risks accidentally setting the explosive off prematurely. A check that fails by 10 or more indicates the device has been accidentally armed and will detonate in mere seconds or sooner. The character must immediately make a Demolitions check to disarm the explosive (DC equal to the DC of the failed check). Once disarmed, the explosive is a useless, worthless dud. Hustle: Beginning at 8th level, the Demolition Expert can take 10 while performing Disable Device, Demolitions and Search checks even while under duress.
Table 1-2: The Demolition Expert Class Base Attack Fort Ref Will Level Bonus Save Save Save st 1 +0 +1 +1 +0 2nd +1 +2 +2 +0 rd 3 +1 +2 +2 +1 th 4 +2 +2 +2 +1 5th +2 +3 +3 +1 6th +3 +3 +3 +2 th 7 +3 +4 +4 +2 th 8 +4 +4 +4 +2 9th +4 +4 +4 +3 th 10 +5 +5 +5 +3

Neutralize Charge: At 10th level, the Demolition Expert can spend 1 action point to gain a temporary +6 luck bonus to his Demolitions check when attempting to disarm an explosive. Bonus Feats: At 3rd, 6th, and 9th level, the Demolition Expert gets a bonus feat. The bonus feat must be selected from the following list, and the Demolition Expert must meet all the prerequisites of the feat to select it. Advanced Firearms Proficiency, Armor Proficiency (light), Builder, Cautious, Duck and Cover, Heroic Surge, Improved Damage Threshold, Improved Initiative, Lightning Reflexes, Rapid Reflexes, Targeted Blast, Weapon Focus.
Special Defensive position Masterful detonation Bonus feat Destructive charge Evasion Bonus feat Extreme detonation Hustle Bonus feat Neutralize charge Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +0 +0 +0 +0 +1 +1 +1 +1 +2 +2

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Basic Training Manual

Nearly all armies employ special troops who can administer rapid first aid and attempt to rescue injured soldiers. These field medics are protected by the Geneva Convention, which makes it a war crime to shoot at them. However, plenty of medics are shot by enemy fire while trying to help other soldiers every day. Field medics must be intelligent and skilled in surgery. They must also be exceptionally brave individuals, dedicated to helping others who have fallen in the line of fire. Select this class if you want your character to be one who fights to save lives on the battlefield rather than destroy them. To qualify to become a Field Medic, a character must fulfill the following -criteria. Base Attack Bonus: +2. Skills: Treat Injury 6 ranks, Knowledge (life sciences) 6 ranks. Feat: Surgery. The following information pertains to the Field Medic advanced class.

FIELD MEDIC

Hit Die: The Field Medic gains 1d8 hit points per level. The characters Constitution modifier applies. Action Points: The Field Medic gains 6 + one-half character level, rounded down, every time the Field Medic attains a new level in this class.

CLASS SKILLS
The Field Medics class skills (and the key ability for each skill) are as follows. Concentrate (Con), Craft (pharmaceutical) (Int), Diplomacy (Cha), Drive (Dex), Knowledge (behavioral sciences, current events, earth and life sciences, popular culture, technology) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Research (Int), Speak Language (none), Spot (Wis), Treat Injury (Wis). Skill Points at Each Level: 5 + Int modifier.

REQUIREMENTS

CLASS INFORMATION

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Basic Training Manual CLASS FEATURES


The following features pertain to the Field Medic advanced class. Medical Specialist: The Field Medic receives a competence bonus on Treat Injury checks. At 1st level, the bonus is +1. It increases to +2 at 5th level, and to +3 at 8th level. Expert Healer: At 2nd level and higher, the Field Medics ability to restore hit points with a medical kit or surgery kit and a successful use of the Treat Injury skill improves. In addition to the normal hit point recovery rate (1d4 for a medical kit, 1d6 per patients character level for surgery), the Field Medic restores 1 hit point for every level he or she has in this advanced class. Bonus Feats: At 3rd, 6th, and 9th level, the Field Medic gets a bonus feat. The bonus feat must be selected from the following list, and the Field Medic must meet all the prerequisites of the feat to select it. Feats in italics can be found in the Specialized Training Manual. Armor Proficiency (light), Cross-Training, Duck and Cover, Cautious, Dodge, Educated, Expert Advice, Improved Initiative, Medical Expert, Personal Firearms Proficiency, Research Specialist , Surface Vehicle Operation, Vehicle Expert, Vehicle Focus. Medical Mastery: When making a Treat Injury skill check, a Field Medic of 4th level or higher may take 10 even if stress and distractions would normally prevent him or her from doing so. Minor Medical Miracle: At 7th level or higher, a Field Medic can save a character reduced to 10 hit points or lower. If the Field Medic is able to administer aid within 3 rounds of the characters death, he or she can make a Treat Injury check. The DC for this check is 30, and the Field Medic cant take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilize and be restored to 0 hit points. If the Field Medic fails the skill check or the patient fails the save, the dead character cant be saved. Medical Miracle: At 10th level, a Field Medic can revive a character reduced to 10 hit points or lower. If the Field Medic is able to administer aid within 3 minutes of the characters death, he or she can make a Treat Injury check. The DC for this check is 40, and the Field Medic cant take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 20) to stabilize and be restored to 1d6 hit points. If the Field Medic fails the skill check or the patient fails the Fortitude save, the dead character cant be restored.

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Basic Training Manual

TABLE 1-3: The Field Medic Class Base Attack Fort Ref Level Bonus Save Save 1st +0 +2 +0 nd 2 +1 +3 +0 3rd +1 +3 +1 4th +2 +4 +1 th 5 +2 +4 +1 th 6 +3 +5 +2 7th +3 +5 +2 8th +4 +6 +2 th 9 +4 +6 +3 10th +5 +7 +3

Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Special Medical specialist +1 Expert healer Bonus feat Medical mastery Medical specialist +3 Bonus feat Minor medical miracle Medical specialist +3 Bonus feat Medical miracle

Defense Bonus +0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

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A Gentle Warrior is a student of one or more of the soft-form martial artsthose that emphasize holds and trips over punches and kicks. Even more than other martial artists, his philosophy teaches that restraint, humility, and nonviolence mark the path to happiness, health, and long life. He may develop his skills to aid in his careerperhaps as an officer of the law or a bodyguardor he may choose this as his calling, becoming a teacher and example to others. The Gentle Warrior learns to bend like a reed in the wind, and to turn others violence and aggression into peaceful tranquillity. Select this advanced class if you want your character to be an expert in self-defense or in subduing an opponent with a minimum of violence. The fastest path into this advanced class is from the Fast hero basic class, though other paths are possible.

GENTLE WAR RIOR ARRIOR

CLASS INFORMATION

The following information pertains to the Gentle Warrior advanced class. Hit Die: The Gentle Warrior gains 1d8 hit points per level. The characters Constitution modifier applies. Action Points: The Gentle Warrior gains a number of action points equal to 6 + one half his character level, rounded down, every time he attains a new level in this class.

CLASS SKILLS
The Gentle Warriors class skills (and the key ability for each) are as follows. Balance (Dex), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (current events, popular culture, theology and philosophy) (Int), Move Silently (Dex), Perform (dance) (Cha), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Tumble (Dex). Skill Points at Each Level: 3 + Int modifier.

REQUIREMENTS

To qualify to become a Gentle Warrior, a character must fulfill the following criteria. Defense Bonus: +4. Skills: Balance 6 ranks. Feats: Combat Expertise, Combat Martial Arts, Defensive Martial Arts.

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Basic Training Manual CLASS FEATURES


The following features pertain to the Gentle Warrior advanced class. Unarmed Weapon Finesse: At 1st level, a Gentle Warrior gains the Unarmed Weapon Finesse class ability, providing the benefits of the Weapon Finesse feat specifically to unarmed attacks. The Gentle Warrior may use his Dexterity modifier instead of his Strength modifier on unarmed attack rolls. Uncanny Dodge: At 1st level, the Gentle Warrior gains the Uncanny Dodge 1 class ability, providing the benefits of the Fast hero talent of the same name. The Gentle Warrior retains his Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if he is immobilized.) If the Gentle Warrior already has the Uncanny Dodge 1 ability as a class ability, he instead gains the benefits of Uncanny Dodge 2. Improved Grapple: At 2nd level, the Gentle Warrior becomes so fluid at starting grapples that opponents have little time to prevent it. If the Gentle Warrior hits with an unarmed strike, he deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. He can deal normal damage while grappling, rather than nonlethal damage, without suffering a penalty on his grapple check. He also receives a +4 competence bonus on all grapple checks (regardless of whether he started the grapple). Bonus Feats: At 3rd, 6th, and 9th level, the Gentle Warrior gets a bonus feat. The bonus feat must be selected from the following list, and the Gentle Warrior must meet all the prerequisites of the feat to select it. Feats in italics can be found in the Specialized Training Manual. Agile Riposte, Battle Sense, Combat Reflexes, Combat Sense, Combat Throw, Cross-Training, Dodge, Elusive Target, Gymnast, Improved Combat Throw, Improved Disarm, Improved Trip, Light Footed , Mobility, Self Improvement, Rapid Reflexes, Spring Attack, Unbalance Opponent, Whirlwind Attack.

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Uncanny Dodge II: At 4th level, the Gentle Warrior gains the Uncanny Dodge II class ability, providing the benefits of the Fast hero talent of the same name. The Gentle Warrior can no longer be flanked; he can react to opponents on opposite sides of himself as easily as he can react to a single attacker. If the Gentle Warrior already has the Uncanny Dodge 2 ability as a class ability, he gains no additional benefit from this feature. At Arms Length: At 5th level, the Gentle Warrior masters the art of maneuvering himself to avoid melee attacks. Whenever an opponent moves into range of his or her melee attack, the Gentle Warrior may make an opposed Reflex save. If the Gentle Warrior wins the contest, he may take a 5-foot step to keep his opponent at bay. The opponent may then continue his or her turn. The Gentle Warrior may not make a 5-foot step into a square that is threatened by an opponent. If no legal 5-foot step is available, the Gentle Warrior may not move. Hard to Hold: At 7th level, the Gentle Warrior learns how to more effectively defend against an opponent who attempts to grapple him. If he is resisting a grapple attack (when the opponent attempts to get a hold or maintain a grapple), the Gentle Warrior may use his Dexterity modifier instead of his Strength modifier when rolling his grapple check. Greater Grapple: At 8th level, the Gentle Warrior improves his skill with all aspects of grappling. He may use his Dexterity modifier instead of his Strength modifier when rolling any grapple check. Also, in grapples the Gentle Warrior instigates, he can overcome some of the normal consequences of grappling. He no longer loses his Dexterity bonus to Defense when he is engaged in a grapple he instigated. He also continues to threaten the squares around him while engaged in such a grapple. However, in order to make an attack of opportunity, the Gentle Warrior must release his opponent and end the grapple. Nerve Pinch: At 10th level, the Gentle Warrior learns how to use pressure points to knock an opponent out while grappling. Along with the options listed in the Grapple section of Chapter 5: Combat of the d20 Modern Roleplaying Game, he may also attempt the following action. Nerve Pinch: Make an opposed grapple check; if you succeed, your opponent must immediately make a Fortitude save (DC 20) or fall unconscious for 1d4 + 1 rounds.

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Table 1-4: The Gentle Warrior
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Fort Bonus Save +0 +1 +1 +2 +3 +3 +4 +5 +6 +6 +7 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Unarmed weapon finesse, uncanny dodge I Improved grapple Bonus feat Uncanny dodge II At arms length Bonus feat Hard to hold Greater grapple Bonus feat Nerve pinch Defense Bonus +1 +2 +2 +3 +4 +4 +5 +6 +6 +7 Reputation Bonus +0 +0 +0 +0 +1 +1 +1 +1 +2 +2

The Machinist specializes in all things mechanical. He is an expert in vehicle repair, weapon enhancement and mechanical innovation. He is a master craftsman who can create new devices, modify existing mechanisms, and disable complex items with ease. The Machinist is most happy when working intimately with gears, shafts, and pistons. He is the kind of person who can see enormous potential in a pile of scrap metal and loose wires. And he can diagnose mechanical problems as well as a doctor treats physical injuries.

MACHINIST

Select this advanced class if you want your character to be an expert mechanic and top-notch innovator of new devices. The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible. To qualify to become a Machinist, a character must fulfill the following criteria. Skills: Computer Use 6 ranks, either Craft (electronic) 4 ranks or Craft (mechanical) 6 ranks, and Disable Device 6 ranks.

REQUIREMENTS

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Feats: Builder (Craft Electronic and Craft Mechanical)

CLASS INFORMATION
The following information pertains to the Machinist advanced class. Hit Die: The Machinist gains 1d6 hit points per level. The characters Constitution modifier applies. Action Points: 6 + one-half character level, rounded down, every time the Machinist attains a new level in this class.

CLASS SKILLS
The Machinists class skills (and the key ability for each skill) are as follows. Computer Use (Int), Craft (electronic, mechanical) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Knowledge (earth and life sciences, physical sciences, popular culture, technology) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Speak Language (none), Spot (Wis). Skill Points at Each Level: 7 + Int modifier.

CLASS FEATURES
The following features pertain to the Machinist advanced class. Jury-Rig: A Machinist gains a +2 competence bonus on Repair skill checks made to attempt temporary or jury-rigged repairs. See the Repair skill for details on jury-rigging. At 7th level, this competence bonus increases to +4.

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Extreme Machine: If it has mechanical or electronic components, a Machinist of 2nd level or higher can get maximum performance out of it. By spending 1 Action Point and making either a Craft (electronic) or Craft (mechanical) check (whichever is appropriate for the machine in question), the Machinist can temporarily improve a machines performanceat the risk of causing the machine to need repairs later. The DC for the Craft check depends on the type of improvement being made, as shown on the table below.
Improvement Ranged Weapons +1 to damage +2 to damage +3 to damage +5 ft. to range increment +10 ft. to range increment Electronic Devices +1 equipment bonus +2 equipment bonus +3 equipment bonus Vehicles +1 hardness +2 hardness +1 on initiative checks +1 to maneuver +2 to maneuver

The Machinist performs the extreme modifications in 1 hour. The Machinist cant take 10 or take 20 on this check. If the check succeeds, the effect of the improvement lasts for a number of minutes equal to his or her Machinist class level, beginning when the object is first put into use. The Machinist selects the single improvement he or she wants to make prior to making the check. After the duration of the effect ends, the machine reverts to its previous state and a repair chance percentile roll is made. The result of this roll indicates whether the machine re-quires Craft DC Repair Chance (d%) repairs before it can be used again.
15 20 25 15 25 15 20 25 20 25 20 25 30 0125 0150 0175 0125 0150 0125 0150 0175 01-25 01-50 0125 0150 0175

Bonus Feats: At 3rd, 6th, and 9th level, the Machinist gets a bonus feat. The bonus feat must be selected from the following list, and the Machinist must meet all the prerequisites of the feat to select it.Feats in italics can be found in the Specialized Training Manual. Aircraft Operation, Artillery Operation, Builder, Cautious, Cross-Training, Educated, Expert Advice, Gearhead, Jack of All Trades, Mortar/Indirect Fire Weapons , Open Minded, Radar Operation, Radio Operator, Studious, Surface Vehicle Operation, Teamwork, Vehicle Expert, Vehicle Focus, Windfall.

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Improvised Machine: A Machinist of 4th level or higher can build unique machines to serve special needs. These improvised machines can be of any size, though those that are extremely large or extremely small are more difficult and expensive to construct. These improvised machines can serve as weapon systems, vehicles, security systems, and other useful constructions. Wealth Check: The purchase DC for the components needed to construct an improvised machine is based on the machines size. Note that there is a different standard measure of size applied to vehicles, objects, and weapons. A Large gun is quite a bit smaller than a Large vehicle, for example. Make the Wealth check to purchase and gather the necessary components prior to starting construction. Construct Frame: The machines body determines its size, shape, locomotion, and hit points. The DC of the Craft (mechanical) check is set by the machines complexity and modified by the form of locomotion, external components, and other facets.
Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Machine Complexity (example) Simple (trip wire) Moderate (Carburetor) Complex (automobile engine) Base Craft DC 15 20 25 Advanced (jet engine) 30 Experimental (hover platform) 35

Purchase DC 20 18 15 12 12 15 20 25 30

Examples Explosive bullets (50), button compass, spy camera Dynamo flashlight Suitcase radio, typewriter, fragmentation grenade Handgun, generator, cipher machine, backpack radio Motor cycle, mine detector, side car, PIAT, carbine, submachine gun Type 94 mini-tank, half-track cycle, fiat 1100, rifle, 20 mm cannon T-70 light tank, Ha-Go tank, Stuart, Sikorsky YR4B, 80 mm cannon Medium tank, Tiger, Cromwell, Zero fighter plane, 128 mm cannon Submarine, T-28 tank, Maus tank, B-17 flying fortress, 460 mm cannon

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Components Craft DC Modifier

Locomotion 1 Bipedal +4 Quadruped +3 Treads +2 Fly +6 Float +2 Wheels +1 2 External Components Manipulators (claws, tongs, forks, etc.) +3 Infantry weapon (gun, grenade launcher, etc.) +2 Artillery weapon (cannon, rocket launcher, etc.) +4 3 Armor (+1 hardness) +1 1 Select only one of the options in this category. 2 Select one or more of the options in this category. 3. Armor can be selected multiple times. The effect stacks. Each time it increases the DC 1 point.

60 to construct a Large or Huge frame and 100 hours to construct a Gargantuan or Colossal frame. Construct the Electronics: The next step is to build the internal electronics for the machine and install them in the frame. The DC is based on the size of the machine and modified by the number of components that need to be wired together. For a Fine or Diminutive machine, the DC is 20. For a Tiny or larger machine, the DC is 15. Add +1 to the DC for each external component. Make the Craft (electronic) check. It takes a Machinist 12 hours to wire a Fine or Diminutive machine, 6 hours to wire a Tiny, Small or Medium machine, 12 hours to wire a Large or Huge machine and 18 hours to wire a Gargantuan or Colossal machine. Mastercraft: At 5th level, the Machinist becomes adept at creating mastercraft objects. He or she applies the mastercraft ability to one of his or her Craft skills (electronic or mechanical). From this point on, he or she can build mastercraft objects using that skill.

Select a frame size and form, add manipulators, weapons and sensors. Add all the modifiers to determine the checks DC. Make the Craft (mechanical) check to construct the machines frame. It takes a Machinist 30 hours to construct a Fine or Diminutive frame, 12 hours to construct a Tiny or Small frame, 40 hours to construct a Medium frame,

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With Craft (electronic), the Machinist can build electronic devices. With Craft (mechanical), the Machinist can build mechanical devices, including weapons. On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. The cost to build a mastercraft object is equal to the purchase DC for the components (see the appropriate Craft skill description) + the bonus provided by the mastercraft feature. A Machinist can add the mastercraft feature to an existing ordinary object by making the Wealth check and then making the Craft check as though he or she were constructing the object from scratch. In addition to the Wealth check, the Machinist must also pay a cost in experience points equal to 25 x his or her Machinist level x the bonus provided by the mastercraft feature. The XP must be paid before making the Craft check. If the expenditure of these XP would drop the Machinist to below the minimum needed for his or her current level, then the XP cant be paid and the Machinist cant use the mastercraft ability until he or she gains enough additional XP to remain at his or her current level after the expenditure is made. When successfully completed, a mastercraft object provides a +1 bonus to its quality compared to an ordinary object of the same type. All weapons and armor, and certain other types of equipment, such as computers and electronic devices, can be constructed as mastercraft objects. At 8th level, the Machinist can add the mastercraft ability to another Craft skill, or he or she can improve his or her ability in the skill selected at 5th level, so that his or her mastercraft objects provide a +2 bonus. At 10th level, the Machinist adds another +1 bonus to his or her mastercraft ability. If the Machinist focuses his or her ability on one Craft skill, his or her mastercraft objects now provide a +3 bonus. If the Machinist already has the ability for both Craft skills, he or she chooses which one to improve to a +2 bonus. The Craft DC for a mastercraft object is the same as for a normal object of the same type, as described in the Craft skill, with the following modification: For a +1 object, add +3 to the Craft DC; for a +2 object, add +5 to the Craft DC; and for a +3 object, add +10 to the Craft DC.

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Table 1-5: The Machinist
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Jury-rig +2 Extreme machine Bonus feat Improvised machine Mastercraft Bonus feat Jury-rig +4 Mastercraft Bonus feat Mastercraft

Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

People from several eastern countries such as Japan, India, China and Korea practice martial arts. Some people from western countries have also learned these ancient methods of self-defense. Martial Artists practice one or more forms of the specialized fighting styles known as Kung-fu, Karate, Judo and others. Just as important as the physical aspect of martial arts is the mental aspect. Martial Artists are more than just proficient fighters, they are also students of philosophy and meditation. Select this advanced class if you want your character to be one that excels in hand-to-hand melee and the use of ancient weapons.

MAR TIAL ARTIST ART

The fastest path to this advanced class is from the Strong Hero, though other paths are possible.

To qualify to become a Martial Artist, a character must fulfill the following criteria. Base Attack Bonus: +3. Skill: Jump 3 ranks. Feats: Combat Martial Arts, Defensive Martial Arts.

REQUIREMENTS

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The following information pertains to the Martial Artist advanced class. Hit Die: The Martial Artist gains 1d8 hit points per level. The characters Constitution modifier applies. Action Points: 6 + one-half character level, rounded down, every time the martial artist attains a new level in this class. Living Weapon: The Martial Artist attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the Martial Artist may even make unarmed strikes when his or her hands are full, and there is no such thing as an offhand attack for a Martial Artist striking unarmed. The Martial Artist also deals more damage with unarmed strikes. At 1st level, the martial artist deals 1d6 points of damage with an unarmed strike. At 4th level, damage increases to 1d8. At 8th level, it increases to 1d10. This is an increase to Combat Martial Arts damage; this has no effect on Brawl. Flying Kick: Starting at 2nd level, a Martial Artist can use a charge to deliver a devastating flying kick to an opponent. At the end of this charge, the martial artist adds his or her class level as a bonus to the damage he or she deals with an unarmed strike. Bonus Feats: At 3rd, 6th, and 9th level, the Martial Artist gets a bonus feat. The bonus feat must be selected from the following list, and the Martial Artist must meet all the prerequisites of the feat to select it. Feats in italics can be found in the Specialized Training Manual. Acrobatic, Advanced Combat Martial Arts, Archaic Weapons Proficiency, Best Defense, Code of Honor,

The Martial Artists class skills (and the key ability for each skill) are as follows. Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, popular culture, theology and philosophy) (Int), Move Silently (Dex), Perform (dance) (Cha), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Tumble (Dex). Skill Points at Each Level: 3 + Int modifier. The following features pertain to the Martial Artist advanced class.

CLASS SKILLS

CLASS FEATURES

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Combat Reflexes, Combat Sense, Combat Throw, Elusive Target, Exotic Melee Weapon Proficiency, Feint Attack, Gymnast, Improved Combat Throw, Improved Combat Martial Arts, Improved Grapple, Heroic Will, Inflict Massive Damage, Light Footed, Mind Over Body, Self Improvement, Unbalance Opponent, Weapon Focus. Iron Fist: At 5th level, a Martial Artist gains the ability to spend 1 action point to increase the damage he or she deals to a single opponent with a single unarmed strike. The martial artist declares the use of the action point after making a successful unarmed strike. The result of the action point roll is added to the damage roll for that attack.
Table 1-6: The Martial Artist
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

At 10th level, this ability im-proves. The Martial Artist now adds the result of the action point roll to all successful attacks he or she makes in a round. Flurry of Blows: At 7th level, a Martial Artist gains the ability to strike with a flurry of blows at the expense of accuracy. The Martial Artist must be unarmored to use this talent, and he or she must make unarmed strikes to gain the benefit. With a flurry of blows, the Martial Artist may make one extra attack in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a 2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.
Defense Bonus +1 +2 +2 +3 +4 +4 +5 +6 +6 +7 Reputation Bonus +0 +0 +0 +0 +1 +1 +1 +1 +2 +2

Special Living weapon 1d6 Flying kick Bonus feat Living weapon 1d8 Iron fist (one attack) Bonus feat Flurry of blows Living weapon 1d10 Bonus feat Iron fist (all attacks)

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Mobile infantry, messengers, tank drivers, mob wheelmen, supply line truck drivers, highway patrol officers, chauffeursthese are but a few of the people who take levels in the Professional Driver advanced class. A Professional Driver is someone who is as comfortable driving a car, motorcycle, or other land vehicle as an Olympic sprinter is on the track. He maneuvers his vehicle as naturally as a fish swims, and can coax it to perform beyond the limits listed by the manufacturer. Select this advanced class if you want your character to be an artist behind the wheel, someone who is able to make his vehicle perform tricks and stunts that leave onlookers breathless. The fastest path into this advanced class is from the Fast hero basic class, though other paths are possible.

P ROFESSIONAL DRIV ER RIVER

The following class information pertains to the Professional Driver advanced class. Hit Die: The Professional Driver gains 1d8 hit points per level. The c h a r a c t e r s Constitution modifier applies. Action Points: The Professional Driver gains a number of action points equal to 6 + one half his character level, rounded down, every time he attains a new level in this class.

CLASS INFORMATION

To qualify to become a Professional Driver, a character must fulfill the following criteria. Skill: Drive 6 ranks. Feat: Vehicle Expert. Other: Base Reflex save +2.

REQUIREMENTS

The Professional Drivers class skills (and the key ability for each skill) are as follows. Balance (Dex), Concentration (Con), Craft (electronic, mechanical) (Int), Disable Device (Dex), Drive (Dex), Knowledge (current events, popular culture, streetwise, technology) (Int), Listen (Wis),

CLASS SKILLS

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Profession (Wis), Navigate (Int), Pilot (Dex), Read/ Write Language (none), Repair (Int), Speak Language (none), Tumble (Dex). Skill Points at Each Level: 5 + Int modifier. Leadfoot: At 2nd level, the Professional Driver gains a +2 competence bonus on initiative checks when controlling a vehicle. Sense Direction: At 2nd level, the Professional Driver is accustomed to finding his way quickly through strange cities and locations. He gains a competence bonus equal to his Professional Driver level when making Navigate checks while driving. This does not allow the Professional Driver to have any insight into traffic conditions, road conditions, or local traffic patterns (such as oneway streets or traffic circles). It merely allows him to determine the most direct path toward a known object or location, or to have a general sense of the compass points, without consulting a map. Bonus Feats: At 3rd, 6th, and 9th level, the Professional Driver gets a bonus feat. The bonus feat must be selected from the following list, and the Professional Driver must meet all of the prerequisites of the feat to select it. Feats in italics can be found in the Specialized Training Manual.

The following features pertain to the Professional Driver advanced class. Uncanny Dodge X: The Professional Driver gains the ability of uncanny dodge, or increases the potency of this ability if he already has it. If the Professional Driver does not have uncanny dodge 1 (usually gained as a Fast hero), he gains uncanny dodge 1: He retains his Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if hes immobilized.) If the Professional Driver already has uncanny dodge 1, he gains uncanny dodge 2: He can no longer be flanked; he can react to opponents on opposite sides of himself as easily as he can react to a single attacker. If the Professional Driver already has uncanny dodge 2, then he gains no further benefit from this ability.

CLASS FEATURES

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Builder, Code of Honor , Combat Driving , Crash Endurance, Diagnostic Ear, Dodge, Drive-By-Attack, Follow That Car, Force Stop, Gearhead, Guide, Lucky, Renown, Vehicle Dodge, Vehicle Expert, Vehicle Focus, Vehicle Specialization. Born to Drive: At 4th level, the Professional Driver has become a world-class expert at driving some vehicles. He gains a competence bonus equal to his Professional Driver level when making Drive checks while behind the wheel of a vehicle for which he has the Vehicle Specialization feat. Need for Speed: At 5th level, the Professional Driver can improve the top speed of a ground vehicle that he controls. The vehicles top speed is increased by 25%. Nursing the Turns: At 7th level, the Professional Driver can get better performance out of a vehicle, reducing some of its penalties. The Professional Driver may spend 1 action point to negate the maneuver penalty or initiative penalty of a vehicle he controls until the beginning of the Professional Drivers next turn. Redlining the Needle: At 8th level, the Professional Driver treats check/roll modifiers for all-out and highway speeds as street speeds (reduce to 1 as opposed to 2 and 4, respectively). (See Vehicle Speeds and Modifiers in the SRD.) On a Dime: At 10th level, the Professional Driver is able to make his vehicle perform tricks that no one else can. Each round he may perform one extra stunt per turn. Normally performing a stunt is considered a move action, so a character can only perform two stunts in a single turn. With this ability, the Professional Driver to perform up to three stunts. This extra stunt may not be traded out for a different move action it must be used for performing a vehicular maneuver.

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Table 1-7: The Professional Driver


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Uncanny dodge Leadfoot, sense of direction Bonus feat Born to drive Need for speed Bonus feat Nursing the turns Redlining the needle Bonus feat On a dime Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

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Governments push their scientists hard to develop the next super-weapon or technological advantage that will tip the scales in their favor. Scientific advancement progresses at breakneck speed throughout the war, with new weapons and equipment rolling onto the battlefield every few months. It is the Research Scientists who develop all the important weapons of the war, including the atomic bomb. Research Scientists must be intelligent and skilled in one or more of the sciences. They often speak multiple languages and travel frequently to symposiums and exhibitions. Although the majority of their work focuses on experimental research, they also do a great deal of research in the form of combing through archives and pouring over scientific journals. Select this class if you want your character to be the sort that logs long hours hovering over a microscope, or working through massive equations, constantly seeking sciences next wondrous achievement. Note that several villainous Research Scientists specialized in Knowledge (life science) and engaged in monstrous medical experimentation on captured or imprisoned people.

RESEAR CH SCIENT IST ESEARCH CIENTIST

To qualify to become a Research Scientist, a character must fulfill the following criteria. Skills: Craft (chemical, electrical, mechanical, or pharmaceutical) +6, Knowledge (physical science, life science, or technology) 6 ranks, Research 6 ranks. Feats: Research Specialist

REQUIREMENTS

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Basic Training Manual CLASS INFORMATION CLASS FEATURES

The following information pertains to the Research Scientist advanced class. Hit Die: The Research Scientist gains 1d6 hit points per level. The characters Constitution modifier applies. Action Points: The Research Scientist gains 6 +onehalf his total character level, rounded down, every time he gains a level in this class.

The following are all class features of the Research Scientist. Field of Expertise: At first level, the Research Scientist selects a field that will be his primary area of study. This field can be a Craft related skill (Chemical, Electronic, Mechanical, Pharmaceutical, or Structural). It can also be a Knowledge related skill (behavioral sciences, earth and life sciences, physical sciences, or technology) Whenever the Research Scientist makes a skill check related to the selected field of expertise, that character gains a +2 insight bonus to the roll. At 5th level, the Research scientist can either select another field of expertise or he can choose to continue his study in his previously selected field. If he selects a second field of expertise, he adds a +2 insight bonus to any rolls associated with a second specified area of study. If he chooses to continue his studies in his previously selected area, the insight bonus increases to +4. At 10th level, the Research Scientist can again choose to either add a second (or third) field of expertise or stick with a previously selected field and increase that bonus by 2 more (to +4 or +6, depending on previous choices).

The Research Scientists class skills (and the key ability for each) are as follows. Computer Use (Int), Craft (chemical, electrical, mechanical, pharmaceutical) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Knowledge (life science, physical science, technology) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Speak Language (none). Skill Points at Each Level: 7 + Intelligence modifier.

CLASS SKILLS

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Research Mastery: Research Scientists are highly skilled at utilizing their facilities. They gain a +4 equipment bonus to any check they make while using a laboratory or research facility to develop new technology or achieve new discoveries. Minor Breakthrough: Upon attaining 5th level, a Research Scientist receives credit for a minor scientific breakthrough that earns him or her the recognition of her peers. The Research Scientist chooses one of the following Knowledge skills: behavioral sciences, earth and life sciences, physical sciences, or technology. When dealing with others with at least 1 rank in the same Knowledge skill, the Research Scientist gains a +2 bonus on Reputation checks. This minor breakthrough also provides the Research Scientist with a +3 Wealth bonus increase. Personal Assistant: At 7th level, the Research Scientist gains a personal assistant to help organize his day-to-day schedule. Some personal assistants act as business managers, others as secretaries, others as valets, and yet others as personal nursesthe player and GM should get together ahead of time to decide how this will play out for an individual Research Scientist. The personal assistant is not a

heroic character, and so will not perform particularly dangerous assignments. He or she will run errands, perform chores, and deliver messages from and for the Research Scientist and anyone he designates. The personal assistant joins the game as a Dedicated ordinary of 3rd level. He or she does not amass experience points from the Research Scientists adventures, but every time the Research Scientist gains a character level, the personal assistant gains an ordinary level.

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If anything happens to a personal assistant, the Research Scientist can hire a new one. This takes 2d4 weeks, and the new personal assistant always begins as a Dedicated ordinary of 3rd level. Major Breakthrough: At 10th level, the Research Scientist gains a +2 bonus on Reputation checks when dealing with individuals who have at least 1 rank in any of the following Knowledge skills: behavioral sciences, earth and life sciences, physical sciences, or technology. This bonus stacks with the bonus provided by the minor breakthrough ability. This major breakthrough also provides the Research Scientist with a +3 Wealth bonus increase.
Structural Craft DC DC Example 15 Bookcase, false wall 20 Shed, house deck Bunker, domed ceiling 25 30 35 Mansion Reinforced bunker

Bonus Feats: At 3rd, 6th and 9th level, a Research Scientist gains a bonus feat. The bonus feat must be selected from the following list, and the Research Scientist must meet all the prerequisites of the feat to select it. Feats in italics can be found in the Specialized Training Manual. Advanced Calculations, Animal Affinity, Attentive, Builder, Cautious, Educated, Expert Advice , Gearhead, Jack of All Trades, Low Profile, Observation, Open Minded, Personal Firearms Proficiency, Radar Operation , Renown, Research Specialist , Sonar Operation, Studious, Teamwork.

Mechanical Craft DC DC Example 15 Tripwire trap Engine component 20 25 30 35 Automobile engine Airplane Jet engine

Electronic Craft DC DC Example Timer/detonator 15 20 25 30 35 Vacuum tube, fuse Radio communication Radar Computer

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Table 1-8: The Research Scientist
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Field of expertise Research mastery Bonus feat Minor breakthrough Field of expertise Bonus feat Personal assistant Major breakthrough Bonus feat Field of expertise Defense Bonus +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 Reputation Bonus +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

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Partisans, patriots, rebels, or freedom fighters Whatever you call them, Resistance Fighters spring up wherever the Axis powers send their armies. In Russia, they fight in the rural countryside and ruined cities, in Poland they form the Underground Army and exercise organized resistance against German and Soviet occupation. In Southeast Asia, they band together in secret organizations that struggled against the Japanese invasions. Resistance Fighters are usually local citizens who have taken up arms to defend their homeland from invaders. They are often skilled outdoorsmen and scouts, though not a l w a y s . Sometimes they are urbanites, knowledgeable a b o u t shortcuts, street gangs, and safe

RESIST ANCE FIGHT ER ESISTANCE IGHTER

houses. Resistance fighters are intimately familiar with the battleground, since it is their home. Select this advanced class if you want your character to be the sort that roams the Alaskan frontier, patrols the Burmese byways, guides foreign armies through the wastes of North Africa, scurries in the shadowy alleys of Krakow or defends the suburbs of Stalingrad. To qualify to become a Resistance Fighter, a character must fulfill the following criteria. Base Attack Bonus: +3. Skill: Knowledge (tactics) 4 ranks, Survival 4 ranks or Knowledge (streetwise) 4 ranks. Feat: Personal Firearms Proficiency.

REQUIREMENTS

The following information pertains to the Resistance Fighter advanced class. Hit Die: The Resistance Fighter gains 1d8 hit points per level. The characters Constitution modifier applies. Action Points: The Resistance Fighter gains 5 + onehalf his character level, rounded down, every time the character attains a new level in this class.

CLASS INFORMATION

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Basic Training Manual CLASS SKILLS


Listen, Move Silently, Navigate, Profession, Spot, and Survival checks. At 5th level and again at 10th level, the Resistance Fighters chosen terrain bonus either improves by +1 or he may choose another terrain type at +1. Home Town Advantage: Upon reaching 4th level, Resistance Fighters gain a +1 morale bonus to all attack rolls made while defending their homeland from invaders. Upon reaching 7th level, this bonus increases to +2. Hated Enemy: Resistance Fighters can select up to three particular groups defined by their allegiances as hated enemies. For example, a Resistance Fighter could select Nazis, or Nazis and Japanese, or even Communists, Fascists and Nazis as hated enemies. When dealing with members of a hated group the Resistance Fighter gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against these enemies. Likewise, he gets the same bonus to weapon damage rolls against enemies of this type. A Resistance Fighter also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the Resistance Fighter cannot strike with deadly accuracy beyond that range). This bonus doesnt apply to targets that are immune to critical hits.

The Resistance Fighters class skills (and the key ability for each skill) are as follows. Bluff (Cha), Drive (Dex), Climb (Str), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, history, streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Ride (Dex), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis). Skill Points at Each Level: 7 + Int modifier. The following features pertain to the Resistance Fighter advanced class. Terrain Bonus: At 1st level the Resistance Fighter must select a favored terrain type (aquatic, desert, forest, hill, marsh, mountains, plains, or urban). While in this terrain the Resistance Fighter gains a +2 bonus on all Climb, Diplomacy, Drive, Gather Information, Handle Animal, Hide, Knowledge (current events, history, streetwise, and tactics),

CLASS FEATURES

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Network: Resistance Fighters can obtain items on the black market faster and cheaper than others can. Although not all items are available to Resistance Fighters on the black market, those that are available have their purchase DC reduced by one point and can be obtained 1 day quicker than for characters who are not Resistance Fighter. Bonus Feats: At 3rd, 6th, and 9th level, the Resistance Fighter gets a bonus feat. The bonus feat must be selected from the following list, and the Resistance Fighter must meet all the prerequisites of the feat to select it. Feats in italics can be found in the Specialized Training Manual. Advanced Firearms Proficiency, Antithesis, Archaic Weapons Proficiency, Armor Proficiency (light), Brawl, Burst Fire, Camouflage, Cleave, Cold Weather Endurance, Combat Reflexes, Enemy, Exotic Weapon Proficiency, Far Shot, Fast, Great Cleave, Improved Knockout Punch, Knockout Punch, Marksman , Observation , Power Attack, Street Fighting, Toughness, Track, Weapon Focus.

Table 1-9: The Resistance Fighter


Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Hated enemy Terrain bonus Bonus feat Hometown advantage +1 Terrain bonus Bonus feat Hometown advantage +2 Network Bonus feat Terrain bonus Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

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Snipers enjoy a great deal of autonomy in the field, due to the fact that they operate in small teams or even alone. Snipers sneak across enemy lines and attack unsuspecting targets from more than 500 yards way. They take careful, patient shots that strike with pinpoint accuracy. Often a spotter who helps them locates targets, carry extra ammunition, and provide cover fire accompanies them. Snipers must be brave but cautious individuals with sharp eyesight and a good ability to hide. Many snipers are highly skilled in Survival and Navigation as well. Select this advanced class if you want your character to be the sort that skulks in the shadows, waiting patiently to open fire on unsuspecting enemies.

SNIPER

The following information pertains to the Sniper advanced class. Hit Die: The Sniper gains 1d8 hit points per level. The characters Constitution modifier applies. Action Points: The Sniper gains 6 + onehalf his character level, rounded down, every time the character attains a new level in this class.

CLASS INFORMATION

To qualify to become a Sniper, a character must fulfill the following criteria. Base Attack Bonus: +4. Skill: Knowledge (tactics) 4 ranks. Feat: Personal Firearms Proficiency, Far Shot, Weapon Focus or the equivalent class ability (with appropriate weapon).

REQUIREMENTS

The Snipers class skills (and the key ability for each skill) are as follows. Balance (Dex), Climb (Str), Concentration (Con), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Spot (Wis), Survival (Wis). Skill Points at Each Level: 5 + Int modifier.

CLASS SKILLS

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Sharp-Shooting: At 5th level, if the Sniper uses a personal firearm to attack a target, the cover bonus to the targets Defense is reduced by 2. Greater Weapon Focus: At 7 th level, a Sniper receives a +1 competence bonus on attack rolls made with the firearm selected for the Weapon Focus feat which is required for this class. This bonus stacks with the earlier bonus. Improved Critical: For the weapon the Sniper has applied Weapon Focus to, the Snipers threat range increases by one. Focused Aim: Upon reaching 8th level, a sniper gains the ability to significantly increase his marksmanship by concentrating on his target. The benefit of this focused aim increases both attack and damage rolls. To use this ability, the Sniper makes a Concentration check and consults the table below.
DC 20 25 30 35 40 45 Attack and Damage Bonus +1 attack +0 damage +1 attack +1 damage +2 attack +1 damage +2 attack +2 damage +3 attack +2 damage +3 attack +3 damage

The following features pertain to the Sniper advanced class. Dead Aim: At 1st level, Snipers automatically gain the Dead Aim feat, which enables the character to line up deadly shots with ranged weapons. Before making a ranged attack the character may take a full round action to line up a shot. This grants the character a +2 circumstance bonus on his next attack roll. Once the Sniper begins aiming, he cant move, even to take a 5-fot step, until after making his next attack or the benefit of the feat is wasted. Likewise, if the Snipers concentration is disrupted or he is otherwise attacked before his next action, he loses the benefit of aiming. Camouflage: Starting at 2nd level, the Sniper gains the ability to use concealment to maximum advantage. Whenever the Sniper has concealment, the attackers miss chance increases by 10%. For example, if the Sniper has one-half concealment (which normally causes a 20% miss chance), the miss chance is 30%.

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The Sniper can take 10 on this check but he can never take 20. He can also attempt again in the subsequent rounds, provided he has the opportunity. This bonus stacks with that gained from the Dead Aim class ability. Bulls Eye: At 10th level, a Sniper becomes so adept at using the firearm to which he or she has applied Weapon Focus and Greater Weapon Focus that the Snipers attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, the Sniper can spend 1 action point to deal +3d6 points of damage.
Table 1-10: The Sniper
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Dead aim Camouflage Bonus feat Improved critical Sharp shooting Bonus feat Greater weapon focus Focused aim Bonus feat Bulls Eye Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

Bonus Feats: At 3rd, 6th, and 9th level, the Sniper gets a bonus feat. The bonus feat must be selected from the following list, and the Sniper must meet all the prerequisites of the feat to select it. Feats in italics can be found in the Specialized Training Manual. Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Battle Sense, Burst Fire, Critical Shot, Duck and Cover , Enemy , Exotic Firearms Proficiency, Forced March, Hopeful Vigor, Inflict Massive Damage, Low Profile, Marksman, Observation, Precision, Sharpshooter, Skulking, Steady Aim, Tactical Strike.

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Millions of men are either drafted or enlisted into some form of nationally sponsored military during the war. Still others fight as mercenaries or resistance fighters in occupied territory. Soldiers form the backbone of the massive armies that clash on the lands and seas. They man the heavy guns, walk the patrols and fight desperate hand-to-hand combats. Soldiers must be physically fit and prepared for combat. They often have areas of specialty outside their combat functions, such as mechanic, radio operator, truck driver and so on. Select this advanced class if you want your character to be a member of an organized military unit, such as the U.S. Marines, German Army, Nazi SS, Soviet Red Army or other military force. These are the men who fight face to face on the front lines, living the horrors of war every day.

SOLDIER

The following information pertains to the Soldier advanced class. Hit Die: The Soldier gains 1d10 hit points per level. The characters Constitution modifier applies. Action Points: 6 + onehalf character level, rounded down, every time the character attains a new level in this class.

CLASS INFORMATION

CLASS SKILLS

To qualify to become a Soldier, a character must fulfill the following criteria. Base Attack Bonus: +3. Skill: Knowledge (tactics) 3 ranks. Feat: Personal Firearms Proficiency.

REQUIREMENTS

The Soldiers class skills (and the key ability for each skill) are as follows. Climb (Str), Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, history, popular culture, tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str). Skill Points at Each Level: 5 + Int modifier.

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Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (light), Artillery Operations, Battle Planner, Battle Sense, Brawl, Burst Fire, Cleave, Combat Reflexes, Coordinated Artillery, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Fairbairn Fighting Style, Far Shot, Great Cleave, Grenadier, Heavy Fire, Heroic Will, Improved Brawl, Improved Grapple, Improved Knockout Punch, Knockout Punch, Master Grenadier, Mortar/ Indirect Fire Weapons, Parachute Jump, Point Blank Shot, Power Attack, Rapid Action, Rapid Metabolism, Reckless Offense, Tactical Strike, Targeted Autofire, Targeted Launch, Teamwork, Wide Fire. Tactical Aid: As an attack action, the Soldier provides tactical aid to any single ally (but not him or herself) within sight and voice range of the soldiers position. As a full-round action, the Soldier provides tactical aid to all of his or her allies (including him or herself) within sight and voice range of the soldiers position. This aid provides either a competence bonus on attack rolls or a dodge bonus to Defense (Soldiers choice). This bonus is equal to the Soldiers Intelligence modifier (minimum +1), and it lasts for a number of rounds equal to one-half of the Soldiers level in the advanced class, rounded down.

The following features pertain to the Soldier advanced class. Weapon Focus: At 1st level, a Soldier gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Soldier chooses a specific weapon. The soldier can choose unarmed strike or grapple as the weapon. The soldier must be proficient with the chosen weapon. The soldier adds +1 to all attack rolls made using the selected weapon. Weapon Specialization: At 2nd level, a Soldier gains weapon specialization with a specific melee or ranged weapon that he or she also has applied the Weapon Focus feat or class feature to. The soldier gets a +2 bonus on damage rolls with the chosen weapon. Bonus Feats: At 3rd, 6th, and 9th level, the Soldier gets a bonus feat. The bonus feat must be selected from the following list, and the Soldier must meet all the prerequisites of the feat to select it. Feats in italics can be found in the Specialized Training Manual.

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Improved Critical: For the weapon the Soldier has applied weapon specialization to the Soldiers threat range increases by one. Improved Reaction: At 7th level, a Soldier gains a +2 competence bonus on initiative checks. Greater Weapon Specialization: At 8th level, a Soldier gains greater weapon specialization with the weapon he or she selected at 2nd level. This ability increases the bonus on damage rolls to +4 when using the selected weapon.
Table 1-11: The Soldier
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Weapon focus Weapon specialization Bonus feat Tactical aid Improved critical Bonus feat Improved reaction Greater weapon specialization Bonus feat Critical strike Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +0 +0 +0 +0 +1 +1 +1 +1 +2 +2

Critical Strike: At 10th level, a Soldier gains the ability to automatically confirm a threat as a critical hit when attacking with the weapon he or she has applied weapon specialization to, eliminating the need to make a roll to confirm the critical hit.

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Spies are widespread, working in nearly every country on the globe. Spies live lives of travel, lies, and risk. They often come from various backgrounds, but they are all scrupulously screened for one particular quality--loyalty. However, the screening doesnt catch every double agent. Spies must be smart, quick witted and have a knack for deceit. Most spies have a wide array of skills ranging from knowledge of scientific disciplines to piloting and unarmed combat. Select this advanced class if you want your character to be a suave and resourceful agent of espionage, mingling with the enemy, eves-dropping on conversations and stealing important document. To qualify to become a spy, a character must fulfill the following criteria. Skills: Bluff 6 ranks, Disguise 6 ranks, Gather Information 6 ranks. Feats: Alertness

SPY

The following information pertains to the Spy advanced class. Hit Die: The Spy gains 1d6 hit points per level. The characters Constitution modifier applies. Action Points: The spy gains a number of action pints equal to 7 + one-half his character level, rounded down, every time he gains a new level in this class.

CLASS INFORMATION

REQUIREMENTS

The spys class skills (and the key ability for each) are as follows. Bluff (Cha), Climb (Str), Drive (Dex), Disable Device (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Read/Write Language (none), Research (Int), Search (Int), Sense Motive (Wis), Slight of Hand (Dex), Speak Language (none), Spot (Wis). Skill Points at Each Level: 9 + Intelligence Modifier

CLASS SKILLS

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Silver Tongued: At 4th level, the Spy develops such a smooth and convincing style that he can convince a single target to regard him as a trusted friend. (If the target is currently being threatened or attacked by the Spy or his allies, this ability doesnt work.) The target makes a Will saving throw to avoid being persuaded by the Spys words and actions. The DC is 10 + Spys class level + Spys Charisma bonus. This ability doesnt enable the Spy to control the target, but the target perceives the Spys words and actions in the most favorable way. The Spy can try to give the target orders, but he must win an opposed Charisma check to convince the target to perform any actions he or she wouldnt normally undertake. The target never obeys suicidal or obviously harmful orders, and any act by the Spy or his allies that threatens the target breaks the mood and clears the targets head. Otherwise, the target remains won over for 1 minute per Spy level. After the duration expires, the GM determines the reaction and attitude of the target based on what the character compelled the target to do. The target never obeys suicidal or obviously harmful orders, and any act by the Spy or his allies that threatens the target

The following features pertain to the spy advanced class. Sweep: A Spy knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Spy (but not behind him). The Spy can use this bonus at the start of an encounter to identify important adversaries, alarms, traps or important items such as documents and files that can be easily concealed and carried away. Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result. Stunning Heroics: The Spy has a knack for impressive, last minute efforts that defy believability. This ability with flashy maneuvers and rapid thinking allows the Spy to add his Charisma modifier to the die roll whenever he spends 1 Action Point to improve the result of an attack roll, skill check, saving throw, or ability check.

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Master of Disguise : At 7 th level, the spy becomes so skilled at disguising his appearance that he can spend one Action Point to gain a temporary +6 circumstance bonus to his Disguise checks. This bonus persists for 1 hour per Spy level. After that time, the disguise begins to show signs of wear, fake beards begin to peel off, wigs become disheveled, and so on. The character must spend another action point if he wishes to restore the disguise. Cultural Training: Upon reaching 5th level, spies undergo intense training in a selected foreign language and culture. Usually this training is conducted at a school but in some cases the agents training occurs in the field with first hand experience. Regardless of how the spy achieves it, they gain a bonus language and a +2 competence bonus to all Bluff, Diplomacy, Gather Information, Intimidate, and perform checks made with a selected group of foreign people who speak that language. Improved Sweep: At 8th level, the Spys ability to get the lay of the land improves. Now the Spy not only spots potential perils with a successful check, he can determine the relative strength of these dangers. A successful check relates the dangers strength compared to the Spy: stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD).

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Spy Mastery: Upon reaching 10th level, the Spy can select a number of skills equal to 3 + his Intelligence modifier. With these skills, the maximum ranks he can now have with these skills is equal to his total character level +5. Bonus Feats: At 3rd, 6th, and 9th level, the Spy gains a bonus feat. The bonus feat must be selected from the following list and the spy must meat all the perquisites of a feat to select it. Feats in italics can be found in the Specialized Training Manual. Agile Riposte, Attentive, Brawl, Camouflage , Combat Martial Arts, Defensive Martial Arts, Deceptive, Dodge, Educated, Feint Attack, Improved Grapple, Jack of All Trades, Low Profile, Meticulous, Nimble, Radio Operator, Rapid Reflexes, Quick Draw, Run, Self Improvement, Skill Focus, Skulking, Stealthy, Trustworthy.
Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +0 +0 +0 +0 +1 +1 +1 +1 +2 +2

Table 1-12: The Spy


Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Special Sweep Stunning heroics Bonus feat Silver tongued Cultural training Bonus feat Master of disguise Improved sweep Bonus feat Spy mastery

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A Survivalist is someone who enjoys spending time in the deep wilderness. She has the knowledge, training, and experience to live under conditions others would call less than primitivemoreover, she thrives under these conditions. The Survivalist knows where to find food and fresh water, how to prepare proper shelter, and what plants and animals are dangerous (and which are edible). Shes the kind of person who can walk into the wild with nothing but the clothes on her back and come back a week later looking even healthier and happier than ever. Select this advanced class if you want your character to be as comfortable and secure in the wilderness as most people are in cities. It provides many bonuses to the skills required enduring the rigors and dangers of untamed nature, as well as abilities to understand the natural world and its creatures. The fastest path into this advanced class is from the Tough hero basic class, though other paths are possible. To qualify to become a Survivalist, a character must fulfill the following criteria. Defense Bonus: +2.

SUR V IV ALIST URV IVALIST

Saves: Fortitude save +2. Skills: Climb 6 ranks, Survival 6 ranks, Navigate 3 ranks. The following information pertains to the Survivalist advanced class. Hit Die: The Survivalist gains 1d10 hit points per level. The characters Constitution modifier applies.

CLASS INFORMATION

REQUIREMENTS

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Action Points: The Survivalist gains a number of action points equal to 6 + one half her character level, rounded down, every time she attains a new level in this class. The Survivalists class skills (and the key ability for each) are as follows. Balance (Dex), Climb (Str), Craft (structural) (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (current events, earth and life sciences, history, popular culture) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Ride (Dex), Search (Int), Speak Language (none), Survival (Wis), Swim (Str), Treat Injury (Wis). Skill Points at Each Level: 5 + Int modifier. The following features pertain to the Survivalist advanced class. Athletic: At 1st level, the Survivalist gains the Athletic class feature, providing the benefit of the feat with the same name. The Survivalist gets a +2 bonus on all Climb checks and Swim checks. Naturalist: At 2nd level, the Survivalist selects one of the following terrains in which she specializes: arctic, desert, deciduous forest, jungle, mountain (high altitude), mountain (low altitude), plains (temperate grasslands), rainforest, savanna, sea coast, swamp, volcanic plain. When in that particular terrain, she gains a +2 competence bonus on all checks involving the following skills: Climb, Craft (structural), Hide, Move Silently, Navigate, Search, Survival. At 5th level, the Survivalist may select another terrain in which she gains this advantage, or she may opt to increase the competence bonus she receives in her original terrain to +4. At 8th level, the Survivalist may select another terrain in which she gains this advantage, or she may opt to increase the competence bonus she receives in one of her other terrains by an additional +2. Bonus Feats: At 3rd, 6th, and 9th level, the Survivalist gets a bonus feat. The bonus feat must be selected from the following list, and the Survivalist must meet all the prerequisites of the feat to select it. Acrobatic, Animal Affinity, Camouflage, Cold Weather Endurance, Cross-Training, Dodge, Far Shot, Focused, Great Fortitude, Guide, Mind Over Body,

CLASS SKILLS

CLASS FEATURES

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Personal Firearms Proficiency, Rapid Metabolism, Run, Simple Weapon Proficiency, Self Improvement, Stealthy, Toughness, Track. Endurance: At 4th level, the Survivalist gains the Endurance class feature, providing the benefit of the feat with the same name. The Survivalist gains a +4 bonus on the following checks and saves: hourly Swim checks to avoid becoming fatigued, Constitution checks to hold her breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning. Also, she may sleep in medium or light armor without becoming fatigued. Orienteering: By 7th level, the Survivalists sense of direction and understanding of topography is so keen that she is able to accurately predict the location of natural features she has never seen before. After spending 1 minute studying the area around her, the Survivalist may attempt a Survival check (DC 15) to determine any two of the following pieces of information: the direction and approximate distance to the nearest lake or large body of water; the time of day (within 15 minutes); any one compass point; the weather conditions for the next 6 hours; the location of any game trails (and what type of animal passed along it most recently); the temperature (within five degrees); the location of the highest point of land within 5 miles. If she is in a terrain for which she has taken the Naturalist talent, a successful Survival check also allows her to determine one of the following pieces of information: the location of the nearest river or stream; whether or not a particular plant is poisonous; whether or not there is a major road within 5 miles; the present latitude (within five degrees); the weather conditions for the next 12 hours; the time of day (within 5 minutes). Live off the Land: At 10th level, in certain types of locations the Survivalist can find sufficient food and shelter to live indefinitely without supplies or equipment. In any terrain in which she has specialized using her Naturalist talents, the Survivalist gains an additional +4 competence bonus on the following checks: Climb, Craft (structural), Hide, Move Silently, Navigate, Search, Survival. This bonus stacks with any bonuses granted by Naturalist talent. She also gains a +1 circumstance bonus on all melee attack rolls. While in one of her chosen terrains, a Survival check (DC 20) allows her to forage, hunt, and prepare enough food and fresh water to meet one persons

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daily requirements with no effect on her overland speed. With a Survival check (DC 30) she can gather enough for two peoples daily requirements. determine one of the following pieces of information: the location of the nearest river or stream; whether or not a particular plant is poisonous; whether or not there is a major road within 5 miles; the present latitude (within five degrees); the weather conditions for the next 12 hours; the time of day (within 5 minutes).

Table 1-13: The Survivalist


Class Base Attack Level Bonus 1st +0 2nd +1 3rd +2 4th +3 5th +3 6th +4 7th +5 8th +6 9th +6 10th +7 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Athletic Naturalist Bonus feat Endurance Naturalist Bonus feat Orienteering Naturalist Bonus feat Live of the land Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +0 +0 +0 +0 +1 +1 +1 +1 +2 +2

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1948 is a historical/sci-fi/fantasy adventure setting that focuses on an alternate WWII history. In 1948, no atomic bombs have been developed yet, though several nations are racing towards that end. Instead, dozens of other "wonder weapons" have been invented including huge super-tanks that weigh over 1,000 tons, ray guns, jet packs, flying platforms, and genetic mutations. There are also plenty of extra-dimensional aliens, demons, monsters, and much more. The 1948 setting also features a heavy dose of magic and mysticism. Voodoo mystics, occultists, holy knights, psychic spies, and arcane scholars are frequently encountered. Legends of huge underground cities, lost tomes of power and races of superior beings entice governments on both sides of the conflict to hunt down every possible advantage they can find. The Axis powers have used these new weapons to turn the tide of the war against the Allies. In response, the Allies have developed many of their own wonder weapons, causing the battle fronts in both Europe and Asia to shift back and forth several times. New Nazi jets have begun bombing American cities. Japanese bioengineers have created unthinkable monstrous horrors that terrorize whole navel fleets in the Pacific. An ancient race of Nagas from inside the Earth has taken an interest in the war as have disgusting aliens from Sirius Minor. In the center of it all is the long and sordid history of the Templar Knights and a race of diabolical half-fiends, spawned nearly 1,600 years ago. Behind the scenes, dozens of secret societies pull the strings like puppeteers. The Illumanati, the Priori of Sion, the Freemasons, the Skull and Bones Society, the Black Dragon Society, the New Forest Witches, the Golden Dawn and many other organizations all pursue their own sinister goals as the world is ripped asunder!

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OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved. 1. Definitions: (a) Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b) Derivative Material means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) Product Identity means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Blood and Guts Copyright 2003, RPGObjects; Author Charles Rice Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan. Modern Players Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan! Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing 1948 BasicTraining Manual copyright 2005, Bloodstone Press.

By order of the Director, this document is classified Top Secret. Do not copy. Do not remove from ECO Force Records Office. Do not allow this document to be compromised. Destroy this document if necessary.

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