Characters in anime are as likely to wield a katana as they are a broadsword or chainsaw. In most stories, technology is at least modern, if not somewhat futuristic at times. This section takes a number of these ideas and presents them as available for any Play Manga d20 character.
Purchasing Equipment: Character advancement and wealth by level remain the same as they do for any character in The Pathfinder Roleplaying Game. Prices here are reflected in currency (cy), which has an approximate modern currency value of 1 cy for every 10 fantasy gp. Depending on where a character is from in the world, they may refer to this universal currency as keys or sighs.
Real-World Exchange: For equipment and personal gear not listed here or in another source book, use the real-world value, rounded to the nearest full currency. Work with the GM to determine if such an item can be picked up as an expensive item (see below).
- 1 Modern Weapons
- 2 Ground to Vehicle Combat Basics
- 3 Modern Vehicles
- 4 Vehicle and Weapon Upgrades
- 4.1 Aerodynamic [Feature, Vehicle]
- 4.2 Armored [Feature, Vehicle]
- 4.3 Automatic Reloader [Feature, Weapon]
- 4.4 Basket [Accessory, Weapon]
- 4.5 Crosshairs [Accessory, Weapon]
- 4.6 Bayonet [Accessory, Weapon]
- 4.7 Flashlight [Accessory, Weapon]
- 4.8 Gadgets [Accessory, Vehicle]
- 4.9 Laser Scope [Accessory, Weapon]
- 4.10 Lock [Accessory, Weapon]
- 4.11 Night Vision [Accessory, Weapon]
- 4.12 Passenger Seat [Feature, Vehicle]
- 4.13 Suppressor [Accessory, Weapon]
Some items are worth far more than an average person could purchase, even if they are an 8th-level chef de cuisine. Because of this, lines of credit, loans, and other means of gaining expensive items exist in the modern age.
Obtaining Expensive Items: To represent the many ways somebody might be able to afford a car at 1st level, or a grenade launcher as early as 3rd, a character can be assumed to own 1 expensive item per level. In addition, a character with the personal wealth attribute can also own 1 expensive item per rank.
Expensive items presented here are marked in order to indicate their earlier availability to characters looking to pick them up. How early they can be gained is also listed (the car versus the grenade launcher above). Some items can only be purchased with wealth gained at higher levels, so they are not listed as expensive items.
A character wishing to begin play without an expensive item as part of their background can give it up for an additional rank in a Feat & Skill attribute of their choice.
Selling Expensive Items: Selling an expensive item is not as easy as selling other personal gear because one would need to be able to find somebody who can afford to pay half the full price. The chances of finding somebody who can do so go down the lower a character’s level (although ranks in famous, organizational ties, or personal wealth increase this chance by 1 effective level per rank). To sell an expensive item, find the level at which the item could be purchased for half the total wealth by level (a grenade launcher could reasonably be purchased by a 6th-level character, for example). At that level, finding somebody who can pay 400 cy for the grenade launcher is as easy as jumping onto the web and listing the item. For every level before 6th, subtract 10% from the selling value.
A 3rd-level character can hope to get 280 cy.
This method is intentionally unfair to characters at low levels to prevent granting an excess of funds, but is also realistic in that finding somebody who would take the character’s effort to sell a grenade launcher seriously is slim without the right connections. Most people would laugh the character off, think something is wrong with the item, or believe the trade to be illegal in some way.
|Wealth by Level||Starting Wealth (cy)|
Except under strange circumstances, modern firearms lack the misfire chance of their fantasy counterparts. If applying misfire to a modern firearm, reduce the base price by 30 cy.
Price: 270 cy (expensive 1st); Type: two-handed melee; Proficiency exotic; Damage: 3d6 (1d12 Small) slashing; Critical: 18-20/x2; Capacity: 10; Usage: 1 charge/hr.; Special: deadly, distracting; Weight 10 lbs.
It’s a standard action to activate a chainsaw, and doing so consumes a charge of power. The chainsaw continues to run constantly after activation, draining an additional charge each hour. A dropped chainsaw automatically turns off unless it is set down carefully as a move action. Anyone carrying an activated chainsaw to take a –10 penalty on Stealth checks. An activated chainsaw grants a proficient user a +2 morale bonus on Intimidate checks.
Price: 75 cy (expensive 1st); Type: one-handed thrown; Proficiency –; Damage: 5d6 bludgeoning; Critical: —; Range: 40 ft.; Capacity: 1; Usage: disposable; Special splash; Weight: 1 lb.
A grenade is primed and armed as a free action before throwing (or launching from a grenade launcher), and detonates at the beginning of the wielder’s next turn. When a grenade detonates, it damages all targets within a 20-foot-radius spread. A successful DC 15 Reflex save halves any damage dealt by a grenade.
Elemental Grenades: Whether created via modern methods, alchemy, or magic, elemental grenades deal acid, cold, electricity, or fire damage, as determined when they are created. If crafted magically, they require Craft Wondrous Item and an appropriate spell of that type, such as acid arrow, burning hands, or shocking grasp.
Shrapnel Grenade: For 90 cy (expensive 1st), a shrapnel grenade also deals 2d6 piercing and slashing damage with a range of 30 ft. and a weight of 2 lbs.
Price: 800 cy (expensive 3rd); Type: two-handed ranged; Proficiency exotic (heavy weaponry); Damage: as grenade; Critical: —; Range: 100 ft.; Capacity: 20 (5 grenades); Usage: see text; Special: slow-firing; Weight 8 lbs.
A grenade launcher is a bulky weapon that can fire any grenade a great distance. Grenades propelled by a launcher can be set to detonate upon impact or at the start of the wielder’s next turn. A grenade launcher requires charges to fire, but unless the weapon is also loaded with a grenade, any charges that are consumed are wasted. A grenade launcher can hold up to 5 grenades at a time. Loading a single grenade into a grenade launcher is a move action, and up to 3 grenades can be loaded as a full-round action.
Price: 3,000 cy; Type: two-handed ranged; Proficiency exotic (heavy weaponry); Damage: (M) 3d10 (or 3d8 if Small) bludgeoning and piercing; Critical: x4; Range: 200 ft.; Capacity: 10; Usage: 1 charge; Special: slow-firing, touch; Weight 14 lbs.
A monster of a weapon, the rail gun is often mounted onto a sled or other means of mobility, since carrying it, even in 2 hands, would be next to impossible for all but the strongest of characters. A long chain of bullets trails off the side of the weapon, and when fired, discarded casings pile up around it quickly as it drives its ammunition into most materials as easily as paper. Shots fired from a rail gun bypass an object’s first 10 points of hardness, and can completely penetrate targets without hardness.
When making an attack with a rail gun, make a single attack roll and compare that result to the AC of all creatures in a line extending out to the weapon’s maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. However, if the attack’s damage fails to penetrate any target’s hardness or damage reduction, this shot is blocked and cannot damage targets that are farther away.
Price: 150 cy (expensive 1st); Type: one-handed ranged; Proficiency martial (firearms); Damage: 1d8 (1d6 Small) bludgeoning and piercing; Critical: x4; Range: 20 ft.; Capacity: 6; Usage: 1; Special: –; Weight 4 lbs.
The classic six-shooter; a favorite amongst lawmen, performers, and ranchers. They are easy to purchase and most formal combat training will teach their proper use. A revolver can be wielded as a simple, one-handed melee weapon that deals 1d6 (or 1d4 if Small) bludgeoning damage on a hit.
Handgun: A handgun is a revolver with a Critical of x3; Range: of 60 ft.; Capacity: of 20; and Weight of 2 lbs. It can be wielded as a simple, light melee weapon that deals 1d4 (or 1d3 if Small) bludgeoning damage on a hit.
Craft DC 20; Cost: 75 cy 101
Price: 300 cy (expensive 1st); Type: two-handed ranged; Proficiency martial (firearms); Damage: 1d10 (1d8 Small) bludgeoning and piercing; Critical: 18-20 x2; Range: 80 ft.; Capacity: 1; Usage: 1; Special: –; Weight 12 lbs.
A rifle’s long range makes it better suited to hunting than a shotgun, but it lacks the ability to fire buckshot in order to hit more targets.
Assault Rifle: For 800 cy (expensive 3), an assault rifle can only use scatter with a range increment of 50 feet.
Craft DC 20; Cost: 150 cy (or 400 cy for an automatic rifle)
Price: 1,080 cy (expensive 5th); Type: two-handed ranged; Proficiency exotic (heavy weaponry); Damage: 6d6 (4d6 Small) fire, 6d6 (4d6 Small) bludgeoning; Critical —; Range: 120 ft.; Capacity: 10; Usage: 1 (disposable); Special: slow-firing, touch; Weight 10 lbs.
A newly created rocket launcher contains its entire load of rockets. It cannot be reloaded, and once its final rocket is fired, the weapon is useless. Rockets fired from a rocket launcher can target a single target or a grid intersection. A creature that takes a direct hit from a rocket cannot attempt a saving throw to reduce the damage taken. When a rocket strikes its target, it explodes in a 30-foot- radius burst that deals fire and bludgeoning damage to all creatures within that area of effect—a successful DC 15 Reflex save halves the damage for all but the target. Some rocket launchers carry alternate loads, replacing the fire damage with electricity or cold damage, and there are rumors of rocket launchers capable of doing even more damage using radioactive payloads or futuristic, gravity- based shells.
Price: 300 cy (expensive 1st); Type: two-handed ranged; Proficiency martial (firearms); Damage: 1d8 (1d6 Small) bludgeoning and piercing; Critical: x4; Range: 20 ft.; Capacity: 1; Usage: 1; Special: scatter; Weight 12 lbs.
Shotguns are a perfect deterrent for most humans because they’re both loud and life-threatening at close range. Being able to fire buckshot or rock salt at multiple targets is a big selling factor of these otherwise unwieldy firearms.
Double-Barrel Shotguns: For 450 cy, these shotguns can fire two cartridges at once. Make 2 attacks against the same target (or targets if using scatter). Each attack takes a –4 penalty. On a hit, the target takes 2d8 damage (2d6 if the weapon is Small) from each barrel (4d8 or 4d6 total).
Sawed-Off: A sawed-off shotgun can only use scatter to attack each creature in an adjacent 15-ft space. Large and larger creatures are still only attacked once. After 15 feet, the weapon deals half damage in addition to any other penalties for firing outside of its range increment.
Ground to Vehicle Combat Basics
In a regular combat, any vehicle with a speed measured in miles per hour (most modern vehicles), can be assumed to be present on their turn each round, and not available as a target when it isn’t their turn because they’re very far away, turning around for another volley. To hit such targets requires an attack of opportunity or a readied action. The vehicle’s driver is also unaware of the combat situation while it isn’t their turn without some form of communication between them and their target location. An area may not have sufficient space for a vehicle to maneuver, making it necessary for the driver to rethink their tactics.
Flying Blind: When a vehicle’s driver doesn’t have contact with somebody at their target location, they are flying blind. The driver takes a –4 penalty on drive checks and attack rolls, as well as to AC and saves because maneuvering at such close range is very difficult even for the most skilled driver. They are also considered flat- footed to any attacks that may be readied against them.
Modern vehicles are often gas or electricity-powered, multi-passenger, and fully customizable. The prices of some of these items put them out of reach of most characters without some form of personal wealth or organizational ties. The rules for driving modern vehicles are the same as fantasy vehicles, except as noted here.
Airplane, Fighter Jet
Price: 80,000,000 cy (expensive 15th); Type: Huge aircraft; Speed 3,000 mph (good); AC 32; Hardness 10; hp 120; Weight 45,000 lbs.
Fighter jets are, for good reason, exclusively used by military establishments and the occasional mega- corporation to keep the peace and ensure their place of power. Occasionally, somebody with a good amount of personal wealth might be able to procure a basic model that flies, but lacks any power without additional upgrades and weaponry.
A basic fighter jet seats 1 with a storage compartment that can be reconfigured into either a gunner’s seat or a passenger seat. It also has up to 3 cells in which weapons or explosives can be installed and fired at enemies. Each cell has enough space to fit a standard weapon, or two weapons with upgrades can fill the space of all three.
Thopter: Fighter jets don’t tend to exist in a fantasy setting, but the mechanical equivalent for the time period, often referred to simply as a thopter, could be found and purchased for as little as 8,000 cy (expensive 7th). These aircraft have a fly speed of 50 feet per round with average maneuverability and can carry either 1 passenger, 2 standard weapons, or 1 weapon with upgrades. They require a move action every round to remain aloft (made as part of normal movement, or to hover), or they fall at twice their speed each round until they crash.
In a modern setting, building a fighter jet from scratch would take more time than a character with any hope of adventuring could accomplish. A character that wishes to obtain such a vehicle without a lot of experience or personal wealth would have to stumble onto one, usually after it has crashed, or steal it.
In a more futuristic setting, fighter jets could be commonplace, and even feature out-of-atmosphere technology as a standard. The cost to build one could be as low as 40,000 cy (expensive 7th).
Airplane, Passenger Jet
Price: 40,000 cy (expensive 7th); Type: Gargantuan aircraft; Speed 450 mph (average); AC 23; Hardness 10; hp 90; Weight 90,000 lbs.
Passenger jets are more publicly available, especially to the wealthy, who often pay a professional pilot to fly them around as well, freeing their own skills up for something else.
A basic passenger jet seats up to 10 comfortably with a 50-cubic-foot storage compartment for equipment and cargo weighing as much as 10,000 lbs. If necessary, the storage compartment can be reconfigured into two cells given time to craft them. Each cell has enough space to fit a standard weapon, or one weapon with upgrades can fill the space of both.
Cargo Plane: Cargo planes are crafted specifically to carry objects and crates, with very little space for passengers. Up to 4 can sit, including pilots, and up to 6 more can stand, with harnesses available as a precaution. The plane has 150-cubic-feet of storage compartment, and can carry a total of 30,000 lbs. 50-feet of this space can be converted into 2 weapon cells.
While crafting a passenger jet in a modern setting is considerably easier than crafting a fighter jet, it is still a much faster option to pick one up as an expensive item. That said, if the core of the system can be obtained (worth roughly half the total price of the jet), the rest can be cobbled together over time.
In a more futuristic setting, passenger jets are a primary means of transportation, and even feature out-of- atmosphere technology as a standard. The cost to build one could be as low as 8,000 cy (expensive 3rd).
Advanced cars are modified for dangerous driving situations where they may see combat regularly. Most are fancy by default, and emblazoned with logos related to the organization that owns them. Individuals with advanced cars may opt instead to keep them low-key to avoid drawing a great deal of attention to them.
An advanced car seats up to 2 comfortably with a storage compartment and up to 6 cells in which vehicle upgrades, weapons, or explosives can be installed. Each cell has enough space to fit a standard weapon, or two weapons with upgrades can fill the space of three.
Anybody with access to a garage and the right Knowledge (engineering) checks can build an advanced car from a schematic. Building one from scratch requires at least 12 years of experience. Each year of formal schooling reduces this requirement by 3 years.
Basic cars are not intended for combat, but can be used in a pinch. They are the most customizable of vehicles, but also the least resistant to repeated damage next to motorcycles.
A basic car seats up to 2 comfortably with a storage compartment and up to 8 cells in which vehicle upgrades, weapons, or explosives can be installed. Each cell has enough space to fit a standard weapon, or two weapons with upgrades can fill the space of all three.
Anybody with access to a garage and the right Knowledge (engineering) checks can build a basic car from a schematic. Building one from scratch requires at least 8 years of experience. Each year of formal schooling reduces this requirement by 4 years.
* = This is how many feet the vehicle can travel in one move action if it was at a complete stop at the beginning of its turn. If the vehicle was moving already, it can move its full speed instead (see Ground to Vehicle Combat Basics on page 97 for more information).
Advanced motorcycles are modified for dangerous driving situations where they may see combat regularly. Most are fancy by default, and emblazoned with logos related to the organization that owns them. Individuals with advanced motorcycles may opt instead to keep them low-key to avoid drawing a great deal of attention to them. An advanced motorcycle seats 1 comfortably with up to 4 cells in which vehicle upgrades, weapons, or explosives can be installed. Each cell has enough space to fit a standard weapon, or two weapons with upgrades can fill the space of three.
Anybody with access to a garage and the right Knowledge (engineering) checks can build an advanced motorcycle from a schematic. Building one from scratch requires at least 12 years of experience. Each year of formal schooling reduces this requirement by 3 years.
Basic motorcycles are not intended for combat, but can be used in a pinch. They are one of the cheapest of modern vehicles, but also the least resistant to repeated damage.
A basic motorcycle seats up 2 comfortably with up to 2 cells in which vehicle upgrades, weapons, or explosives can be installed. Each cell has enough space to fit a standard weapon. If necessary, the extra seat can be reconfigured into one weapon cell given time to craft it. This is the only way to get a basic motorcycle with enough cells to fit up to two weapons with upgrades.
Anybody with access to a garage and the right Knowledge (engineering) checks can build a basic motorcycle from a schematic. Building one from scratch requires at least 8 years of experience. Each year of formal schooling reduces this requirement by 4 years.
Vehicle and Weapon Upgrades
The following upgrades are available for purchase with currency and can be applied to the appropriate vehicle or weapon. A mech pilot can also select one of these upgrades as a single modification for his giant mobile armor.
Upgrades are divided between accessories and features.
Accessories can be added to, or removed from, a weapon as a move action. Features are permanent additions that require 1 day per 100 cy of the total cost to add as well as an appropriate Craft or Knowledge (engineering) check. There is no limit to the number of upgrades that can be added to a weapon, but upgrades made to the same location on the weapon do not stack (crosshairs do not stack with a laser scope).
Vehicle Size: The price for vehicle upgrades assumes a Large vehicle size. Smaller vehicle upgrades cost half as much for each step below Large, and Larger upgrades cost double.
Masterwork Upgrades, Vehicles, and Weapons A masterwork modern weapon is better balanced and of higher craftsmanship, granting it a +1 enhancement bonus on attack rolls for 30 cy. This otherwise functions as it does with masterwork fantasy weapons.
Masterwork vehicles grant 1 additional cell and a +2 enhancement bonus on drive checks for an additional cost of 300 cy per 1,000 cy of their value.
Masterwork upgrades have improved functionality. They cost double the price of a basic upgrade.
The expensive level of a masterwork weapon increases by +1, while a masterwork vehicle increases by +2 instead. This cost cannot be paid separately (you can’t pay 30 cy at 1st level for a masterwork rifle).
Aerodynamic [Feature, Vehicle]
Price: 200 cy
Making a vehicle aerodynamic uses 1 cell and grants the vehicle a bonus on drive checks and to its AC equal to the Driver’s Dexterity modifier (maximum +2). If the vehicle has a maximum Dexterity bonus to AC, increase that bonus by +2 instead.
Masterwork aerodynamics also increase the vehicle’s speed by 20 ft./30 mph.
Armored [Feature, Vehicle]
Light Armor: Uses 1 cell, grants a +3 armor bonus to the vehicle’s AC, suffers a –2 penalty on drive checks, and increases the weight of the vehicle by 1/4 (a 1,000 lb. vehicle would weigh 1,250 lbs. with light armor).
Medium Armor: Uses 2 cells, grants a +6 armor bonus to the vehicle’s AC, suffers a –2 penalty on drive checks, reduces speed by 10 ft./15 mph, and increases the weight of the vehicle by 1/2. Maximum Dexterity is reduced by 1, to a minimum of +0.
Heavy Armor: Uses 3 cells, grants a +9 armor bonus to the vehicle’s AC, suffers a –4 penalty on drive checks, reduces speed by 20 ft./30 mph, and doubles the vehicle’s weight. Maximum Dexterity is reduced by 2, to a minimum of +0.
Automatic Reloader [Feature, Weapon]
Price: 10 cy; Location: ejection port
An automatic reloader doubles the weapon’s capacity before it must be reloaded, but also requires a separate reload of its own as a swift action (or the load time of the weapon, if greater). The wielder can choose not to reload the automatic reloader while reloading the rest of the weapon.
A character with Rapid Reload can apply that feat to either the weapon or the automatic reloader, not both.
Basket [Accessory, Weapon]
Price: 2 cy; Location: ejection port
A basket catches up to twice the weapon’s capacity of cases or shells as the weapon is fired, preventing them from falling to the ground and potentially leaving evidence. Without a basket, collecting cases and shells requires a move action and a DC 5 Perception check (plus any relevant penalties) per 3 recovered.
A masterwork basket catches up to 4 x the weapon’s capacity instead.
Crosshairs [Accessory, Weapon]
Price: 20 cy; Location: forward sight
Crosshairs is the short description of the focusing scope added to a ranged or thrown weapon. While attached, the weapon gains a +2 on attacks made outside of the weapon’s first range increment. A masterwork weapon gains this bonus on all attacks.
Bayonet [Accessory, Weapon]
Price: 30 cy; Location: frame
A bayonet is a long blade affixed to the end of a weapon that allows that weapon to act as a melee weapon that deals 1d4 piercing damage on a hit (plus Strength modifier, or 1-1/2 x Strength modifier if the weapon is two-handed). A masterwork bayonet also gains a +1 enhancement bonus on its attacks and grants the wielder a +1 shield bonus to AC against melee attacks.
Flashlight [Accessory, Weapon]
Price: 5 cy; Location: frame
A flashlight creates a cone of bright light out to 15 feet, then dim light for another 15 feet. A masterwork flashlight is adjustable and extends the range of both bright and dim light out to as far as 20 feet.
Gadgets [Accessory, Vehicle]
Price: 300 cy
Choose up to 4 of the following gadgets that are added to the vehicle. In total, these gadgets use 1 cell. For gadgets not listed here, work with the GM to determine how they affect the vehicle.
GPS: Grants a +8 bonus on checks to navigate in the vehicle.
Radar: No penalty to AC or attacks when flying blind.
Satellite Radio Communication: Also available as a CB radio. Allows for long distance communication. Another creature that can communicate with the radio can prevent the driver from flying blind if at the target location.
Shocks, High-Intensity: Reduces falling distance by up to 20 feet.
Siren: Creates blaring noise and bright light within 10 feet.
Trailer Hitch: Can attach a trailer weighing up to 1/2 the vehicle’s weight.
Tow Winch: Can drag another vehicle weighing up to twice the vehicle’s weight.
Laser Scope [Accessory, Weapon]
Price: 60 cy; Location: forward sight
A laser scope gives near-perfect aim against targets unaware of the impending attack. Activating or deactivating the scope is a swift action. Once activated, it doubles the weapon’s threat range against a flat-footed target, but also conveys a –8 penalty on Stealth checks to hide. A masterwork laser scope conveys only a –4 penalty and also functions as basic crosshairs.
A weapon that is also keen, or a wielder who has the Improved Critical feat, increases the threat range of a weapon with a laser scope by +1 for each, applied after all other effects, so a keen rifle with a laser scope wielded by somebody with Improved Critical (rifle) would have a critical threat range of 13-20 x2.
Lock [Accessory, Weapon]
Price: by lock; Location: trigger
Biometric: 100 cy. A biometric lock only functions for the creature to which it is assigned. For any other creature, the weapon cannot be wielded normally (it can still be used as an improvised melee or thrown weapon).
Digital: 50 cy. A digital lock has a combination that must be input before it can be wielded properly. Any creature that knows the combination, or that can succeed at a DC skill check to hack the code, can unlock it.
Night Vision [Accessory, Weapon]
Price: 40 cy; Location: rear sight
Masterwork night vision grants light sensitivity instead and does not glow.
Passenger Seat [Feature, Vehicle]
Additional passenger seats can be added to a vehicle using 1 cell for one or 2 cells for three. Each seat allows one Medium creature to ride in the vehicle comfortably.
Suppressor [Accessory, Weapon]
Price: 15 cy; Location: barrel