TEXT: By 
  Charles Rice 
  Chris Davis
  Cover Art 
  Jeremy Simmons
  Interior Art
  Joseph Wigﬁeld
  Layout
  Chris Davis
  Editing
  Charles Baize
  Play Testing
  Chris Hoover, Ryan Kelley, Ethan Ripplinger, 
  Aaron Wiggins, Carrie Baize, Charles Baize, 
  Corey Hodges, Edward Lennon, Paula Rice
  Visit our Website:
  www.RPGObjects.com
  Requires the use of the d20 Modern Roleplaying Game, 
  published by Wizards of the Coast, Inc.
  d20 Modern and Wizards of the Coast are trademarks of Wizards 
  of the Coast, Inc. in the United States and other countries and are 
  used with permission
  ‘d20 System’ and the ‘d20 System’ logo are trademarks of 
  Wizards of the Coast, Inc. and are used according to the terms of 
  the d20 System License version 6.0.  A copy of this License can 
  be found at www.wizards.com/d20.
  v1.1
  
  Blood and Circuits
  page - 2
  His private nurse pressed a mask of pure oxygen 
  to his face for a moment, and then he was back. The 
  pumps slowed to a regular pace again and he returned 
  to the room, to consciousness, from the brink of death. 
  His subordinates exhaled. This old wreck of a man 
  was the only thing keeping them together. They all 
  knew it. Without him they’d turn on each other like a 
  pack of hungry wolves.
  The younger man spoke again, teeth clenched with 
  frustration “All I’m saying is to consider the option 
  Sir. Don’t let sentimentality…”
  “Ophelia. Laertes.”
  In a moment the man was on the ﬂoor. The room fell 
  silent as the two massive dogs at the old man’s side 
  leapt through the air, knocking him from his chair. His 
  moans and their growls were the only sounds in the 
  room for a moment, save for the constant rhythm of 
  the breathing pumps. Finally only the growls and the 
  whirring remained.
  “Ophelia. Laertes.”
  The dogs emerged from under the table, tongues 
  snaking out to lick the blood from their muzzles. They 
  settled back at their master’s side, ears cocked for 
  his next command, eyeing the room intently, sizing up 
  targets. 
  Again the sound of the pumps alone ﬁltered through 
  the room, “Does anyone else have anything to say 
  about my old friend?”
  Welcome to Blood and Circuits, an item creation 
  and equipment resource for use with the d20 Modern 
  roleplaying game. This book presents new classes, 
  feats, and options primarily for Smart Heroes, though 
  all heroes will ﬁnd something in this book to beneﬁt 
  them. For the GM this book also provides a window 
  into weird and super scientiﬁc achievements found in 
  literature and comics, allowing for the creation of all 
  sorts of wonders and terrors to ﬁll his campaign with.  
  The whirring sound of the pump alone occupied 
  the room for a moment. A lull in the heated debate 
  taking place. “What we need to do is decapitate this 
  ‘Emergency Response’ team in one devastating attack. 
  Kill General Thompson and the whole thing will come 
  crashing down around their heads!”
  The Savant hissed and almost rose out of his 
  wheelchair, the whirring sound increased in tempo 
  with his agitation as the pumps on the back of the 
  chair, the pumps then went straight into his back in 
  order to force his lungs to inﬂate, struggled to keep 
  pace with the beating of his artiﬁcial heart “That 
  man is still my friend. Don’t ever discuss a plan to 
  harm him again or I guarantee you won’t like the 
  consequen…”
  The meeting fell silent again, except for the sound of 
  the coughs wracking their frail leader. He sunk back 
  into his wheelchair, eyes rolled back in his head, and 
  it seemed for a tense moment as if he would die right 
  there before their plan could even take shape. 
  TABLE OF CONTENTS
  Chapter 1: Characters 
  3
  Classes 
  3
  Armorer 
  3
  Arsenal 
  4
  Combat Engineer 
  5
  Gadgeteer 
  6
  Grease Monkey 
  7
  Inventor 
  8
  New Skills 
  9
  Feats 
  11
  New Combat Modiﬁers 
  16
  Air Support 
  16
  Cover Fire 
  16
  Suppression Fire 
  16
  Bombing 
  16
  Dogﬁghting (Aerial Combat) 
  17
  Aerial Stunts 
  17
  Vehicle Combat 
  17
  Submarine Warfare 
  18
  Chapter 2: Crafting Gear 
  19
  The Design Process 
  19
  Invention Points 
  20
  Prototypes 
  21
  Weapons Design 
  22
  Archaic Weapons 
  22
  Ballistic and Energy Weapons 24
  Weapon Charges 
  27
  Weapon Mounting 
  27
  Sample Weapons 
  27
  Armor Design 
  28
  Movement  
  31
  Optics  / Sensors 
  31
  Weaponry  
  32
  Exoskeleton  
  32
  Sample Armor 
  33
  Computer Design 
  34
  Computer Hardware Design 
  34
  Computer Memory 
  34
  Computer Size 
  35
  Computer Software Design 
  35
  Skill Programs 
  39
  Sample Computers 
  39
  Headquarters Design 
  40
  Wall Modiﬁers 
  41
  Security Systems   
  41
  Rooms 
  41
  Robot Design 
  42
  Robot Endoskeleton 
  43
  Robot Control 
  43
  Robot Armor 
  44
  Robot Movement  
  44
  Robot Manipulators 
  45
  Robotic Sensors 
  45
  Sample Robots 
  45
  Vehicle Design 
  46
  Vehicle Body  
  46
  Vehicle Armor 
  48
  Vehicle Movement 
  49
  Vehicle Speed Conversion  
  49
  Unpowered Vehicles  
  50
  Muscle Powered Vehicles 
  52
  Sample Vehicle 
  53
  General Equipment Design 
  53
  Appendix 1: Progress Levels 
  56
  Appendix 2: Blood and Vigilance 
  59
  Appendix 3: Darwin^s World 
  60
  Appendix 4: Gadget Points 
  62
  
  Blood and Circuits
  page - 3
  Characters
  Chapter 1: characters
  The Savant paused for a moment as security removed 
  the Captain from the room. A blood soaked cloth 
  covered the mangled ruin of the man’s face. He 
  whimpered pitifully as they lifted up the stretcher, 
  “Take him to my operating theater, I’ll tend to him 
  when we’re ﬁnished here.”
  “No. Liberty Tower and Rock City are too well 
  defended. It’s a poor choice for a ﬁrst operation. Is 
  anyone here familiar with Camp X?”
  The Savant smiled as the men shook their heads, 
  “No, I don’t suppose you would be. It’s been out of 
  service for some time now. It was a training camp 
  during the Second World War for special operations 
  personnel from the United States, Canada and Britain. 
  It was abandoned against my will. A perfect place to 
  begin.”
  One of the Lieutenants spoke up, brow furrowed 
  with worry, keeping his voice carefully neutral and 
  non-confrontational. No one wanted to be the next 
  faceless mess removed from the room. 
  “But Sir, if the camp has been abandoned so long, 
  won’t that make a poor base for us?”
  The Savant just smiled again. “There’s something 
  there. Something very valuable. It will give us all the 
  advantage we need. Now if there’s nothing else, make 
  preparation for an assault.”
  “An assault Sir?”
  “I said the base was abandoned, young man, not 
  unguarded. Expect heavy resistance. Issue EMP riﬂes 
  to all assault agents. We leave within the hour.”
  He reached back and touched the hand of the nurse 
  behind him, “Take me to my operating theater. We 
  must tend to the Captain. Ophelia. Laertes.”
  His men watched as their leader was pushed from 
  the room, ﬂanked by the massive dogs.
  Classes
  This chapter presents new advanced classes, most 
  aimed speciﬁcally at the smart hero base class. These 
  classes specialize in one or more forms of item 
  creation presented later in this book.
  Armorer
  The armorer loves being in combat but hates getting 
  thumped. To that end he has found better ways to 
  protect himself, allowing him to hang in the most 
  brutal ﬁreﬁghts longer. The armorer prefers to be in 
  
  Blood and Circuits
  page - 4
  Characters
  the front where his creations can be put to the ultimate 
  test of front line ﬁghting. 
  Requirements
  To qualify to become an armorer, a character must 
  fulﬁll the following criteria. (The fastest path into this 
  class is through the Smart hero base class).
  Skills: Craft (mechanical) 6 ranks, Knowledge 
  (physical sciences) 6 ranks, Knowledge (technology) 
  6 ranks
  Feats: Armor Proﬁciency (light)
   
  Class Information
  The following information pertains to the armorer 
  advanced class.
  Hit Die: 1d8
  Action Points: 6 plus one-half character level, 
  rounded down.
  Class Skills:  The armorer’s class skills (and 
  the key ability for each skill) are Craft (electronic, 
  mechanical, structural) (Int), Disable Device (Int), 
  Drive (Dex), Intimidate (Cha), Knowledge (business, 
  current events, history, physical sciences, tactics, 
  technology) (Int), Repair (Int), Research (Int)  
  Skill Points at Each Level: 5+Int. modiﬁer
  Arsenal
  The arsenal loves everything about guns. Designing 
  them, building them and using them in combat. He 
  gains a special ability to use guns of his own design in 
  combat through his knowledge of their intricacies. The 
  arsenal feels about his guns the way “normal” people 
  feel about their kids.
  Requirements
  To qualify to become an arsenal, a character must 
  fulﬁll the following criteria. (The fastest path to this 
  class is through the Smart hero base class).
  Skills: Craft (mechanical) 6 ranks, Knowledge 
  (physical sciences) 6 ranks, Knowledge (technology) 
  6 ranks
  Feats: Personal Firearms Proﬁciency
  Class Information
  The following information pertains to the arsenal 
  advanced class.
  Hit Die: 1d8
  Action Points: 6 plus one-half character level, 
  rounded down.
  Class Skills:  The arsenal’s class skills (and the key 
  ability for each skill) are Computer Use (Int), Craft 
  (chemical, electronic, mechanical, structural) (Int), 
  Demolitions (Int), Disable Device (Int), Intimidate 
  (Cha), Knowledge (business, civics, current Events, 
  physical sciences, tactics, technology) (Int), Repair 
  (Int), Research (Int), Spot (Wis)
  Skill Points at Each Level: 5+Int. modiﬁer
  Class Features
  All of the following are features of the arsenal 
  advanced class.
  Weapon Afﬁnity: The arsenal has a feel for his 
  creations, gaining the listed bonus to attack rolls with 
  a gun he designed and built.
  Table 1-1: The Armorer
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +2
  +0
  +0
  Armor Afﬁnity +1
  +1
  +0
  2nd 
  +1
  +3
  +0
  +0
  Bug Hunter (Armor) +1
  +1
  +0
  3rd 
  +2
  +3
  +1
  +1
  Bonus Feat
  +2
  +0
  4th 
  +3
  +4
  +1
  +1
  Bug Hunter (Armor) +2
  +2
  +0
  5th
  +3
  +4
  +1
  +1
  Armor Afﬁnity +2
  +3
  +1
  6th
  +4
  +5
  +2
  +2
  Bug Hunter (Armor) +3; Bonus Feat
  +3
  +1
  7th
  +5
  +5
  +2
  +2
  Man in the Iron Mask
  +4
  +1
  8th
  +6
  +6
  +2
  +2
  Bug Hunter (Armor) +4
  +4
  +1
  9th
  +6
  +6
  +3
  +3
  Bonus Feat
  +5
  +2
  10th 
  +7
  +7
  +3
  +3
  Bug Hunter (Armor) +5; Armor Afﬁnity +3
  +5
  +2
  Class Features
  All of the following are features of the armorer 
  advanced class.
  Armor Afﬁnity: The armorer has a feel for his 
  creations, gaining the listed bonus to the armor check 
  penalty of any suit of armor he designs.
  Bug Hunter (armor): Any armor made by the 
  armorer has its prototype modiﬁer reduced by this 
  amount. The armorer also gains the listed bonus to 
  any Repair checks to ﬁx a bug.
  Man in the Iron Mask: At this level the armorer 
  has mastered his craft. Any suit of armor made by 
  the armorer gains a damage reduction to one type 
  of attack (bludgeoning, piercing, slashing, ballistic) 
  equal to the armorer’s Intelligence modiﬁer. Each suit 
  of armor may only have one such resistance which 
  must be decided when the armor is constructed and 
  may not be changed.
  Bonus Feats: At 3rd, 6th and 9th levels the armorer 
  gains a bonus feat from the following list: Advanced 
  Armor Design, Armory, Armor Proﬁciency (heavy), 
  Armor Proﬁciency (medium), Armor Proﬁciency 
  (powered), Builder, Great Fortitude, Improved 
  Damage Threshold, Toughness. The armorer must 
  meet the prerequisite of any feat selected. 
  
  Blood and Circuits
  page - 5
  Characters
  Bug Hunter (Firearms): Any ﬁrearm made by 
  the arsenal has its prototype modiﬁer reduced by this 
  amount. The arsenal also gains the listed bonus to any 
  Repair checks to ﬁx a bug.
  Deadeye: The arsenal develops a reputation for the 
  quality of his weapon design and his marksmanship. 
  He gains a bonus to all Craft 
  (mechanical) checks equal to his 
  Reputation modiﬁer. When holding 
  a weapon in his hand the arsenal 
  also adds his Reputation modiﬁer to all 
  Intimidate skill checks.
  Bonus Feats: At 3rd, 6th and 9th levels 
  the arsenal gains a bonus feat from the 
  following list: Builder, Dead Aim, Double Tap, Exotic 
  Firearms Proﬁciency, Far Shot, Point Blank Shot, 
  Quick Draw, Quick Reload, Weapon Finesse, 
  Weapon Focus. The arsenal must meet the 
  prerequisite of any feat selected.  
  Combat Engineer
  Combat engineers are skilled at building 
  structures quickly and efﬁciently. If you need 
  a road or a wall in a hurry, especially if you 
  need it in a combat zone, the combat engineer 
  is your man. Since building things quickly 
  involves getting rid of things in his way the 
  combat engineer is also skilled at blowing 
  things up. Unlike many other builders combat 
  engineers are often concerned with getting things 
  done now rather than making an artistic statement 
  with his inventions. However when a combat engineer 
  has the time no one is more willing and able to deliver 
  a perfect road or bridge than he is. 
  Requirements
  To qualify to become a combat engineer, a character 
  must fulﬁll the following criteria. (The fastest path 
  into this class is through the Smart hero base class).
  Skills: Craft (chemical) 6 ranks, Craft (structural)  6 
  ranks, Demolitions 6 ranks
  Feats: Builder   
  Class Information
  The following information pertains to the combat 
  engineer advanced class.
  Hit Die: 1d8
  Action Points: 6 plus one-half character level, 
  rounded down.
  Class Skills:  The combat engineer’s class skills 
  (and the key ability for each skill) are Craft (chemical, 
  electronic, mechanical, structural) (Int), Demolitions 
  (Int), Disable Device (Int), Drive (Dex), Knowledge 
  (current events, earth and life sciences, physical 
  sciences,  tactics, technology) (Int), Repair (Int), 
  Research (Int), Survival (Wis), Swim (Str)
  Skill Points at Each Level: 5+Int. modiﬁer
  Table 1-2: The Arsenal
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +0
  Weapon Afﬁnity +1
  +1
  +0
  2nd 
  +1
  +2
  +2
  +0
  Bug Hunter (Firearms) +1
  +1
  +0
  3rd 
  +2
  +2
  +2
  +1
  Bonus Feat
  +2
  +1
  4th 
  +3
  +2
  +2
  +1
  Bug Hunter (Firearms) +2
  +2
  +1
  5th
  +3
  +3
  +3
  +1
  Weapon Afﬁnity +2
  +3
  +1
  6th
  +4
  +3
  +3
  +2
  Bug Hunter (Firearms) +3; Bonus Feat
  +3
  +2
  7th
  +5
  +4
  +4
  +2
  Deadeye
  +4
  +2
  8th
  +6
  +4
  +4
  +2
  Bug Hunter (Firearms) +4
  +4
  +2
  9th
  +6
  +4
  +4
  +3
  Bonus Feat
  +5
  +3
  10th 
  +7
  +5
  +5
  +3
  Bug Hunter (Firearms) +5; Weapon Afﬁnity +3
  +5
  +3
  
  Blood and Circuits
  page - 6
  Characters
  Class Features
  All of the following are features of the combat 
  engineer advanced class.
  Hasty Construction: Combat engineers are 
  accustomed to working under extreme time pressure. 
  Whenever the combat engineer spends an action point 
  or adds a bug to speed construction he gains this 
  bonus to his Craft skill check.
   Bug Hunter (Structures and Explosives): Any 
  structure or explosive made by the combat engineer 
  has its prototype modiﬁer reduced by this amount. The 
  combat engineer also gains the listed bonus to any 
  Repair checks to ﬁx a bug.
  Brickhouse: When a combat engineer makes 
  something he makes it to last. It might not be pretty 
  but it will be solid. Add 20 plus the character’s combat 
  engineer level to the hit points of any structure he 
  builds. 
  Bonus feats: At 3rd, 6th and 9th levels the combat 
  engineer gains a bonus feat from the following 
  list: Armor Proﬁciency (light), Armor Proﬁciency 
  (medium), Endurance, Exotic Firearms Proﬁciency 
  (grenade launcher), Personal Firearms Proﬁciency, 
  Surface Vehicle Operation (heavy wheeled and 
  tracked). The combat engineer must meet the 
  prerequisite of any feat selected.   
  Gadgeteer
  The gadgeteer treats science like a game, and 
  technology like the ultimate toys. He loves the thrill 
  of seeing if something can be done and if it breaks 
  down ﬁve minutes later, well, he’s already done that. 
  The gadgeteer is on to the next challenge. Unlike 
  other inventors he is not concerned with aesthetic 
  considerations such as beauty or perfection. His 
  inventions are not made to last and are often so 
  riddled with bugs that later scientists can’t even 
  follow his work or reproduce his results. While this 
  causes the scientiﬁc community to take a dim view of 
  him, the gadgeteer is perfectly happy in the role of the 
  scientiﬁc maverick. And if “real scientists” use words 
  like “con man” or “charlatan” to describe him who 
  cares. Certainly not the gadgeteer, he’s often moving 
  too fast to hear those stiffs in the lab coats anyway.
  Requirements
  To qualify to become a gadgeteer, a character must 
  fulﬁll the following criteria. (The fastest path into this 
  class is through the Smart hero base class).
  Skills: Craft (any two) 6 ranks, Knowledge (any 
  one) 6 ranks
  Feats: Builder
  Class Information
  The following information pertains to the gadgeteer 
  advanced class.
  Hit Die: 1d8
  Action Points: 6 plus one-half character level, 
  rounded down.
  Class Skills:  The gadgeteer’s class skills (and the 
  key ability for each skill) are Bluff (Cha), Computer 
  Use (Int), Craft (chemical, electronic, mechanical, 
  structural) (Int), Disable Device (Int), Forgery (Int), 
  Table 1-3: The Combat Engineer
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +0
  Hasty Construction +1d6
  +1
  +0
  2nd 
  +1
  +2
  +2
  +0
  Bug Hunter (Structures and Explosives) +1
  +1
  +0
  3rd 
  +2
  +2
  +2
  +1
  Bonus Feat
  +2
  +0
  4th 
  +3
  +2
  +2
  +1
  Bug Hunter (Structures and Explosives) +2
  +2
  +0
  5th
  +3
  +3
  +3
  +1
  Hasty Construction +2d6
  +3
  +1
  6th
  +4
  +3
  +3
  +2
  Bug Hunter (Structures and Explosives) +3; Bonus Feat
  +3
  +1
  7th
  +5
  +4
  +4
  +2
  Brickhouse
  +4
  +1
  8th
  +6
  +4
  +4
  +2
  Bug Hunter (Structures and Explosives) +4
  +4
  +1
  9th
  +6
  +4
  +4
  +3
  Bonus Feat
  +5
  +2
  10th 
  +7
  +5
  +5
  +3
  Bug Hunter (Structures and Explosives) +5; 
  Hasty Construction +3d6
  +5
  +2
  Table 1-4: The Gadgeteer
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +0
  Mother of Invention 50 points
  +1
  +0
  2nd 
  +1
  +2
  +2
  +0
  Stone Knives and Bear Skins +1
  +1
  +0
  3rd 
  +2
  +2
  +2
  +1
  Bonus Feat
  +2
  +1
  4th 
  +3
  +2
  +2
  +1
  Stone Knives and Bear Skins +2
  +2
  +1
  5th
  +3
  +3
  +3
  +1
  Mother of Invention 250 points
  +3
  +1
  6th
  +4
  +3
  +3
  +2
  Stone Knives and Bear Skins +3; Bonus Feat
  +3
  +2
  7th
  +5
  +4
  +4
  +2
  Technobabble
  +4
  +2
  8th
  +6
  +4
  +4
  +2
  Stone Knives and Bear Skins +4
  +4
  +2
  9th
  +6
  +4
  +4
  +3
  Bonus Feat
  +5
  +3
  10th 
  +7
  +5
  +5
  +3
  Stone Knives and Bear Skins +5; 
  Mother of Invention 500 points
  +5
  +3
  
  Blood and Circuits
  page - 7
  Characters
  Knowledge (physical sciences, technology) (Int), 
  Repair (Int), Research (Int), Sleight of Hand (Int) 
  Skill Points at Each Level: 5+Int. modiﬁer
  Class Features
  All of the following are features of the gadgeteer 
  advanced class.
  Mother of Invention: The gadgeteer can create 
  complex devices seemingly from nothing but some 
  duct tape and spare parts. For a Wealth cost in spare 
  parts (remember the “at hand” equipment rules- 
  gadgeteers always seem to have spare parts and duct 
  tape falling our their pockets) of 1 per 25 points the 
  gadgeteer may make Craft skill checks each round 
  until his invention is complete. This invention is rife 
  with errors, and the ﬁrst time a prototype modiﬁer 
  is activated it will explode in a shower of parts and 
  smoke. 
  At 1st level this ability may only be used to create 
  inventions of 50 points or less. At 5th level it improves 
  to 250 points and ﬁnally at 10th level 500 points. 
  Stone Knives and Bear Skins: The gadgeteer is 
  able to build things on the cheap. He will dive into a 
  junkyard pile and somehow come out with a powerful 
  computer chip… from 1954 and somehow make that 
  work in his latest robot control module. He gains the 
  listed bonus on all Wealth checks when inventing or 
  building items.
  Technobabble: The gadgeteer is capable of 
  spewing a stream of incredibly dense scientiﬁc terms 
  when necessary. This technobabble is so dense and 
  impenetrable, while at the same time sounding very 
  impressive and ofﬁcial that it grants the gadgeteer a 
  +1 bonus per gadgeteer level on Bluff and Forgery 
  checks and also allows the gadgeteer to feint as a 
  move action in combat. 
  Bonus Feats: At 3rd, 6th and 9th levels the gadgeteer 
  gains a bonus feat from the following list: Armor 
  Proﬁciency (light), Armor Proﬁciency (medium), 
  Combat Expertise, Educated, Handyman, Personal 
  Firearms Proﬁciency, Renown, Windfall. The 
  gadgeteer must meet the prerequisite of any feat 
  selected.
  Grease Monkey
  A lot of people love to work on cars. But you have 
  to see how your handy work plays out under race 
  conditions. You want to feel the tires grab at the road 
  as you take a hard turn and you want to win pink slips 
  in the old hunk of junk you personally restored. 
  Requirements
  To qualify to become a grease monkey, a character 
  must fulﬁll the following criteria. (The fastest path 
  into this class is through the Tough hero base class).
  Skills: Craft (mechanical) 6 ranks, Drive 6 ranks, 
  Knowledge (physical sciences) 3 ranks
  Feats: Combat Driving
  
  Blood and Circuits
  page - 8
  Characters
  Class Information
  The following information pertains to the grease 
  monkey advanced class.
  Hit Die: 1d8
  Action Points: 6 plus one-half character level, 
  rounded down.
  Class Skills:  The grease monkey’s class skills (and 
  the key ability for each skill) are Craft (electronic, 
  mechanical, structural) (Int), Disable Device (Int), 
  Drive (Dex), Intimidate (Cha), Knowledge (business, 
  current events, physical sciences, popular culture, 
  rechnology) (Int), Repair (Int), Research (Int)
  Skill Points at Each Level: 5+Int. modiﬁer
  Class Features
  All of the following are features of the grease monkey 
  advanced class.
  Vehicle Afﬁnity: The grease monkey has a feel for 
  his creations, gaining the listed bonus to Drive skill 
  checks with a vehicle he has built. The grease monkey 
  also adds the listed bonus to his vehicle’s defense if he 
  takes that vehicle into combat. 
  Bug Hunter (Vehicles): Any vehicle made by the 
  grease monkey has its prototype modiﬁer reduced by 
  this amount. The grease monkey also gains the listed 
  bonus to any Repair checks to ﬁx a bug.
  Juiced: At this level the grease monkey has 
  achieved a mastery of high-performance engine design 
  most can only dream of. On a Craft (mechanical) 
  check (generating 100 Invention Points) and a Wealth 
  check (DC 10) the grease monkey increases the top 
  speed of any vehicle he juices by 10’ per grease 
  monkey level. 
  Bonus Feats: At 3rd, 6th and 9th levels the grease 
  monkey gains a bonus feat from the following 
  list: Armor Proﬁciency (light), Armor Proﬁciency 
  (medium), Builder, Drive-by Attack, Exotic Firearms 
  Proﬁciency (tank/APC weapons), Force Stop, 
  Gearhead, Handyman, Mass Production, Surface 
  Vehicle Operation, Vehicle Dodge. The grease 
  monkey must meet the prerequisite of any feat 
  selected.
  Inventor
  The inventor is not as good at combat as the other 
  invention classes detailed in Blood and Circuits. He is, 
  however, the best inventor and has the highest number 
  of skill points. 
  Requirements
  To qualify to become an inventor, a character must 
  fulﬁll the following criteria. (The fastest path into this 
  class is through the Smart hero base class).
  Skills: Craft (any one) 6 ranks, Knowledge 
  (physical sciences) 6 Ranks, Knowledge (technology) 
  6 ranks
  Feats: Educated
  Class Information
  The following information pertains to the inventor 
  advanced class.
  Hit Die: 1d8
  Action Points: 6 plus one-half character level, 
  rounded down.
  Class Skills:  The inventor’s class skills (and the 
  key ability for each skill) are Computer Use (Int), 
  Craft (chemical, electronic, mechanical, structural) 
  (Int), Demolitions (Int), Disable Device (Int), Drive 
  (Dex), Knowledge (business, current events, earth and 
  life sciences, physical sciences, tactics, technology) 
  (Int), Navigate (Int), Pilot (Dex), Repair (Int), 
  Research (Int) 
   Skill Points at Each Level: 9+Int. modiﬁer
  Class Features
  All of the following are features of the inventor 
  advanced class.
  Magnum Opus: The inventor pours his heart and 
  soul into his creations. When an inventor creates an 
  item he may make it a mastercraft item, granting the 
  ﬁnal item a bonus up to that listed on the inventor 
  class table. 
  This item’s Invention Point cost is increased by 
  50 points per +1 equipment bonus and the inventor 
  may not add to the object’s prototype modiﬁer in 
  order to rush the creation or make it more cheaply 
  (the inventor may do this on normal items but not on 
  mastercraft items). 
  Also the inventor must spend XP equal to 50 points 
  per +1 equipment bonus.  
  Bug Hunter (all): Any item made by the inventor 
  has its prototype modiﬁer reduced by this amount. 
  The inventor also gains the listed bonus to any Repair 
  Table 1-5: The Grease Monkey
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +0
  +2
  +0
  Vehicle Afﬁnity +1
  +1
  +0
  2nd 
  +1
  +1
  +3
  +1
  Bug Hunter (Vehicles) +1
  +1
  +0
  3rd 
  +2
  +1
  +3
  +1
  Bonus Feat
  +2
  +0
  4th 
  +3
  +1
  +4
  +1
  Bug Hunter (Vehicles) +2
  +2
  +0
  5th
  +3
  +2
  +4
  +2
  Vehicle Afﬁnity +2
  +3
  +1
  6th
  +4
  +2
  +5
  +2
  Bug Hunter (Vehicles); Bonus Feat
  +3
  +1
  7th
  +5
  +2
  +5
  +2
  Juiced
  +4
  +1
  8th
  +6
  +3
  +6
  +3
  Bug Hunter (Vehicles) +4
  +4
  +1
  9th
  +6
  +3
  +6
  +3
  Bonus Feat
  +5
  +2
  10th 
  +7
  +3
  +7
  +3
  Vehicle Afﬁnity +3; Bug Hunter (Vehicles) +5
  +5
  +2
  
  Blood and Circuits
  page - 9
  Characters
  checks to ﬁx a bug.
  Master Inventor: At this level the inventor gains a 
  bonus to all Craft skill checks equal to his Reputation 
  bonus. 
  Bonus Feat: At 3rd, 6th and 9th levels the inventor 
  gains a bonus feat from the following list: Advanced 
  Armor Design, Advanced Weapon Design, Armor 
  Proﬁciency (light), Builder, Gearhead, Perfectionist, 
  Personal Firearms Proﬁciency, Renown, Windfall. 
  The inventor must meet the prerequisite of any feat 
  selected.
  New Skills
  This chapter presents some new technical and military 
  related skills and new uses for existing skills. Many of 
  these will be familiar to players of Blood and Guts but 
  when appropriate, they have been reproduced here for 
  convenience. 
  Craft 
  (Structural) (Int)
  Trained Only
  Fortiﬁcations (New Use):  Characters can make 
  fortiﬁcations to aid them in combat, from the simple 
  (yet effective) foxhole, to the bunkers described in 
  the Modern Core Rulebook.  Hasty Fortiﬁcations can 
  be constructed more quickly.  For each ﬁve points 
  by which the character’s skill check exceeds the DC, 
  reduce the construction time by one hour. Vehicles 
  in the new vehicles section can reduce many of these 
  times to minutes.
  Name
  DC
  Time
  Effect
  Dug In (Small Vehicle)
  5
  24 hrs.
  ¼ Cover
     Deep 
  5
  36 hrs.
  ½ Cover
  Dug In (Med. Vehicle)
  5
  36 hrs.
  ¼ Cover
     Deep
  5
  48 hrs.
  ½ Cover
  Dug In (Lg. Vehicle)
  5
  48 hrs.
  ¼ Cover
     Deep
  5
  72 hrs.
  ½ Cover
  Foxhole (shallow)
  5
  8 hrs. per man
  ¼ Cover
  Foxhole (deep)
  5
  12 hrs. per man
  ½ Cover
  Anti-Mobility Construction:  Fortiﬁcations are also 
  useful to deny an enemy the use of its vehicles in a 
  certain area or from a certain direction.
  Name
  DC
  Time
  Effect
  Road Break 
  (shallow) 
  5
  12 hrs per 4 
  feet
  Ditch (see vehicle 
  rules for gaps)
  Road Break 
  (deep)
  10
  18 hrs per 4 
  feet
  Culvert (see vehicle 
  rules for gaps)
  Mobility Construction:  The opposite of anti-
  mobility, allows you to get where you’re going faster, 
  land aircraft safely, and cross raging rivers. Again the 
  right equipment (such as a Bridgelayer) can reduce 
  construction times substantially.
  Name
  DC
  Time
  Effect
  Improvised Road
  15
  12/hrs per 
  mile
  Wheeled vehicles 
  move ¾ speed.
  Improvised 
  Runway
  15
  8 hrs.
  Aircraft may land (as 
  opposed to crash)
  Short Runway
  18
  12 hrs.
  Aircraft may land 
  more safely
  Runway
  20
  24 hrs.
  Aircraft may land 
  more safely
  Pontoon Bridge 
  (small river)
  15
  12 hrs.
  Vehicles may cross at 
  ½ speed.
  Pontoon Bridge 
  (med. river)
  15
  18 hrs.
  Vehicles may cross at 
  ½ speed.
  Pontoon Bridge 
  (lg. river)
  15
  24 hrs.
  Vehicles may cross at 
  ½ speed.
  Sectional Bridge 
  (small river)
  20
  18 hrs.
  Vehicles may cross at 
  full speed.
  Sectional Bridge 
  (med. river)
  20
  24 hrs.
  Vehicles may cross at 
  full speed.
  Sectional Bridge 
  (lg. river)
  20
  36 hrs.
  Vehicles may cross at 
  full speed.
  Listen (Wis)
  The following new use is Trained Only.
  Sonar Operation (New Use):  Sonar operators 
  use what is known as passive sonar to detect enemy 
  vessels on most occasions.  Passive sonar gives the 
  best chance of detecting your enemy without aiding 
  his efforts to detect you.  Sonar operators have 
  ﬁnely tuned senses of hearing capable of discerning 
  minute differences in pressure and motion in the 
  waters around their ship.  These natural capabilities 
  are backed up by computers sophisticated enough 
  to identify submarines by name by the sound they 
  make when moving through the water.  This skill is 
  opposed by the Drive skill of an enemy submarine in 
  Table 1-6: The Inventor
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +2
  Magnum Opus +1
  +0
  +1
  2nd 
  +1
  +2
  +2
  +3
  Bug Hunter (all) +1
  +1
  +1
  3rd 
  +1
  +2
  +2
  +3
  Bonus Feat
  +1
  +1
  4th 
  +2
  +2
  +2
  +4
  Bug Hunter (all) +2
  +1
  +2
  5th
  +2
  +3
  +3
  +4
  Magnum Opus +2
  +2
  +2
  6th
  +3
  +3
  +3
  +5
  Bug Hunter (all) +2; Bonus Feat
  +2
  +2
  7th
  +3
  +4
  +4
  +5
  Master Inventor
  +2
  +3
  8th
  +4
  +4
  +4
  +6
  Bug Hunter (all) +4
  +3
  +3
  9th
  +4
  +4
  +4
  +6
  Bonus Feat
  +3
  +3
  10th 
  +5
  +5
  +5
  +7
  Bug Hunter (all) +5; Magnum Opus +3
  +3
  +4
  
  Blood and Circuits
  page - 10
  Characters
  transmitter is damaged, or an enemy is actively 
  jamming his signal, there is usually no need to make 
  a check.  If the character’s transmitter is damaged, 
  then the DC of her skill check is 10 + the amount of 
  damage the system has suffered.  If there is a storm, 
  the DC would be anywhere from 15 for an extremely 
  heavy thunderstorm to 30 during hurricane conditions.  
  If the PC is attempting to overcome enemy Electronic 
  Warfare, then the DC is usually a skill vs. skill 
  contest.  
  If the character rolls the DC needed exactly, then a 
  partial, garbled message gets through.
  Jamming (New Use):  Most of the time, this skill 
  is not rolled against a static DC, but rather rolled as 
  a skill vs. skill contest against the Computer Use of 
  the character’s opponent.  The character engaging 
  in active jamming rolls her skill check ﬁrst, which 
  sets the DC for her opponent’s Computer Use skill to 
  successfully get a signal through. 
  Transmission Interception (New Use):  If a signal 
  is not scrambled (meaning it is a general broadcast 
  on an unsecured frequency) then intercepting it 
  requires a Computer Use check (DC 10). If the signal 
  is scrambled (see below) it requires a successful skill 
  vs. skill contest against your opponents Computer Use 
  roll. 
  Transmission Triangulation (New Use):  Once 
  a transmission has been intercepted, a character 
  with this skill may make another skill check (DC 5 
  higher than the check required to intercept a signal) 
  to determine where that signal was broadcast. This 
  grants a +5 bonus to any active sensor scan to detect 
  the target vessel.
  Scramble/Unscramble Transmission (New Use): 
  Computer use can be used to scramble a transmission. 
  This is done with an opposed Computer Use check 
  between the individual sending the message and 
  anyone attempting to intercept or unscramble it.  
  Retry: The character may retry the skill whenever 
  conditions improve.  If the storm lessens, or if her 
  transmitter is repaired (even partially), the character 
  may try again.  If the character is trying to pierce 
  enemy jamming operations, she may try every round.  
  In the case of documents coded with Cryptography, 
  the character may try again, but disposing of the 
  original becomes a serious security issue in such a 
  case.
  Spot (Wis)
  The following new uses are Trained Only.
  Radar Operation (New Use): Even with modern 
  advanced radar systems, the eye of the operator is 
  still key in determining the difference between a 
  large cloud bank and a squadron of incoming ﬁghters.  
  A successful spot check will allow the operator to 
  distinguish natural phenomena from aircraft at a 
  range of several miles.  Characters without the Radar 
  Operation feat take a –4 penalty to Spot checks for 
  Radar Operation.
  Air Trafﬁc Control (New Use): When making 
  spot checks for radar operation you can assist a 
  craft in taking off or landing. The base DC is 15 and 
  grants a +2 circumstance bonus to pilot checks. For 
  every 5 points by which your roll exceeds this DC an 
  additional +1 bonus is granted. This use of the spot 
  skill may not be used untrained.”
  Reconnaissance (New Use): Knowing where your 
  enemy is, in what numbers, how he is defended, and 
  where he is going are crucial to formation of a plan for 
  attack or defense. Besides providing the information 
  above, a successful reconnaissance skill check will 
  grant the following bonus to Knowledge (tactics) if 
  brought the attention of a friendly force within 24 
  hours.
  Check
  Bonus
  15
  +2
  20
  +3
  25
  +4
  submarine warfare.  See the new combat rules section 
  on submarine warfare for more information.
  Active Sonar grants an operator a +10 to his skill 
  check, but grants the same bonus to any enemy in 
  the area to detect him.  Thus, this method of Sonar 
  detection is often only used by surface vessels 
  and aircraft that have a clear advantage over any 
  submarine in terms of weaponry and speed.
  Characters without the Sonar Operation feat take 
  a –4 penalty when making Listen checks for Sonar 
  Operation.
  Pilot (Dex)
  Trained Only
  Under most normal circumstances (with characters 
  being able to take 10 on piloting skill checks), there 
  is no need to make a skill check to land an aircraft.  
  However, pilots conducting special operations rarely 
  land at well lit airports during the day.
  Landing in Adverse Conditions:
  Sample Actions
  DC
  Carrier Deck
  20
  Improvised Runway
  20
  Short Runway
  15
  Normal Runway
  10
  Mildly Adverse Weather (Thunderstorm)
  +5
  Adverse Weather (High Winds, Fog, Extreme 
  Cold)
  +10
  Seriously Adverse Weather (Hurricane, Blizzard)
  +15 
  Mildly Crowded Airspace (Medium Airport)
  +5
  Crowded Airspace (Large Airport, Medium 
  Airport at Peak)
  +10
  Computer Use (Int)
  The following new uses are Trained Only.
  Send Transmission (New Use): This skill 
  represents familiarity with communication systems, 
  from backpack sized satellite radios to the satellites 
  themselves.  
  Unless there is severe weather, the character’s 
  
  Blood and Circuits
  page - 11
  Characters
  Survival (Wis)
  The following new use is Trained Only
  Signaling (New Use):  This skill also covers 
  non-electronic methods of communication, such as 
  Semaphore, and can allow a character to perform 
  the Air Trafﬁc Control skill without a radio by using 
  lights, ﬂares, ﬂags, and other improvised methods. 
  Characters without the Signaling feat take a –4 
  penalty to Survival checks for Signaling.
  Tumble (Dex)
  Trained Only
  Paradrop (New Use): Airborne insertions are 
  a powerful military tool for inserting soldiers 
  behind enemy lines for scouting, surprise raids, 
  and special operations.  In modern warfare, heavily 
  fortiﬁed positions can be bypassed, encircled, and 
  defeated with far less casualties than were taken 
  in past conﬂicts.  This skill allows a character to 
  land precisely where she wishes to, and also allows 
  parachuting under less than ideal conditions (from 
  a very fast-moving craft, a low-ﬂying craft and so 
  forth).  This skill also covers preparing equipment 
  to be dropped. Characters without the Jump School 
  feat take a –4 on any Tumble skill check made during 
  a paradrop attempt (both the skill check to land on 
  target and any skill check required to avoid damage).
  Failing this check means the character lands 100 
  yards off target for every two points by which his 
  roll missed the DC.  Failing a check by more than 5 
  means the character has landed somewhere dangerous 
  (depending on the situation, a dangerous landing 
  could be in proximity to enemy soldiers, power lines, 
  dense foliage, etc).
  Failing the check to safely land in dense foliage 
  such as a forest means the character has become 
  fouled in the brush 10-100 feet above the ground.  
  Getting down usually involves climbing or simply 
  cutting yourself free and falling the remaining 
  distance.
  Failing the check from a high speed or low altitude 
  insertion results in 1-4 points of damage per 2 points 
  by which the character missed the DC (in addition to 
  possibly landing off target, and landing somewhere 
  dangerous).  The character may attempt either a 
  Reﬂex save (DC 20), or a Tumble check (DC 15) to 
  reduce this damage by half.
  Forces on the ground need to roll a Spot check 
  (DC 10) to detect incoming paratroopers 1-6 rounds 
  (50-300 ft) before landing.  Paratroopers in the air are 
  extremely vulnerable to enemy ﬁre, being treated as 
  ﬂat-footed both while in the air, and for 1-4 rounds 
  after they land (while the soldiers get free of their 
  heavy parachute riggings). A successful Paradrop 
  skill (DC 15) will allow a character to get clear of his 
  riggings in the minimum time (1 round).  
  For these reasons, soldiers will only be dropped 
  into a hostile landing zone when absolutely necessary.  
  Often Special Operations forces will be sent in ﬁrst, to 
  make sure an area is secure (neutralizing any enemy 
  forces encountered) before more conventional troops 
  are paradropped in.
  The following uses of the Tumble skill may not be 
  used at all by characters without the Jump School feat:
  HALO (New Use): For special operations, the 
  HALO, or High Altitude Low Opening method of 
  deployment is considered the ideal.  Troops are 
  dropped from extreme altitude, making the presence 
  of aircraft harder to detect.  The soldiers so deployed 
  then wait until they are extremely low before 
  deploying their parachutes. HALO landings are only 
  spotted by forces on the ground on a Spot check of 
  20 or higher, and if a HALO drop is spotted, forces 
  on the ground only have 1-2 rounds during which to 
  attack the incoming Paratroopers.
  LALO (New Use): LALO, or Low Altitude Low 
  Opening method of deployment is also very popular, 
  used when aircraft must come in under the radar of 
  a potentially hostile group, or to avoid a diplomatic 
  incident. LALO insertions are risky, as the soldiers are 
  pulled from the craft, their chute opens, and they hit 
  the ground, all in under a minute. On a LALO jump, 
  characters receive 2d6 points of nonlethal damage 
  from the stress and impacts of the jump (if they fail 
  their paradrop skill check the damage inﬂicted above 
  is added to this nonlethal damage as well).
  Sample Actions
  DC
  Land within 100 feet of target
  15
  Land within 100 yards of target
  10
  Land within one mile of target
  5
  Paradrop Safely through dense foliage
  25
  HALO
  +5
  LALO
  +5
  Paradrop equipment 
  20
  Clear riggings in 1 round
  15
  Special: Characters with 5 or more ranks in Jump 
  receive a +2 Synergy bonus on Paradrop checks.
  Feats
  Like the new skills presented in this book these will 
  ﬁnd the most favor with Smart Heroes. However some 
  will be desirable to characters of every profession.
  Advanced Armor Design 
  You are able to design and build futuristic armors. 
  Prerequisite: Craft (mechanical) 10 ranks, 
  Knowledge (physical sciences) 8 ranks, Knowledge 
  (technology) 5 ranks
  Effect: You are able to add ﬂight, exoskeletons and 
  weapons to suits of armor you design (any armor with 
  a PL of 6 or higher). 
  Normal: Characters without this feat may not 
  design futuristic armors. 
  
  Blood and Circuits
  page - 12
  Characters
  Jet ﬁghters include military ﬁghter and ground attack 
  jets. Spacecraft are vehicles such as the space shuttle 
  and the lunar lander.
  Prerequisite: Pilot 4 ranks.
  Beneﬁt: When operating an aircraft of the selected 
  type, you take no penalty on Pilot checks made when 
  operating the aircraft, and you also apply your full 
  class bonus to Defense to the aircraft’s Defense.
  Normal: Characters without this feat take a –4 
  penalty on Pilot checks made to operate an aircraft 
  that falls in any of these classes, and on attacks made 
  with aircraft weapons and you apply only one-half 
  your class bonus to Defense (rounded down) to the 
  aircraft’s Defense. There is no penalty when the 
  character operates a general-purpose aircraft.
  Special: The character can gain this feat multiple 
  times. Each time the character takes the feat, the 
  character selects a different class of aircraft.
  Armor Proﬁciency (Powered) 
  You are skilled in the use of fantastic, powered armor.
  Prerequisite:  Armor Proﬁciency (light), Armor 
  Proﬁciency (medium)
  Effect:  When you wear a suit of powered armor 
  with which you are proﬁcient, you get to add the 
  armor’s entire equipment bonus to your defense and 
  the entire Strength bonus to your Strength.
  Bonus: Soldiers maybe select this feat as a bonus 
  feat.
  Armory 
  You have access to sophisticated armor.
  Effect: You gain a +5 bonus to Wealth checks to 
  buy armor. Either you have a backer providing you 
  with equipment or you have ﬁnancial support to 
  purchase the armor.
  Special: This feat may be taken multiple times. Its 
  effects stack.
  Bonus: This feat is a bonus feat for Charismatic 
  heroes.
  Arsenal 
  You have access to a large variety of weapons.
  Effect:  You gain a +5 bonus to Wealth checks 
  made to buy weapons.  Either you have a backer 
  providing you with equipment or you have ﬁnancial 
  support to purchase the weapons.
  Special: This feat may be taken multiple times. Its 
  effects stack. 
  Bonus: This feat is a bonus feat for Charismatic 
  heroes.
  Called Shot
  You excel with one ranged weapon.
  Prerequisite: Weapon Focus (ranged weapon), 
  Sharpshooter, BAB 7+
  Effect: As a full round action, you may make a 
  called shot, taking a –2 to hit for a +1d6 damage 
  bonus.  This feat may be taken multiple times, its 
  effects stack (so a character that has this feat twice 
  would be able to take –2 to hit for +1d6 damage, or 
  –4 to hit for +2d6 damage).  This additional damage is 
  not multiplied on a critical.
  Combat Driving
  You are highly skilled at using normal vehicles in 
  combat.
  Prerequisite: Drive 4 ranks
  Effect: When driving a normal wheeled vehicle you 
  add your class Defense bonus and Dexterity modiﬁer 
  to the defense of that vehicle.
  Normal: A character without this feat adds no 
  bonus to the Defense of a car that comes under attack.
  Bonus: This feat is a bonus feat for Fast Heroes and 
  Daredevils.
  Cover Fire 
  You are highly skilled at providing cover ﬁre.
  Prerequisites:  Personal Firearms, Teamwork
  Advanced Electronic Design 
  You are able to design and build futuristic electronics. 
  Prerequisite: Craft (electronic) 10 ranks, 
  Knowledge (physical sciences) 8 ranks, Knowledge 
  (technology) 5 ranks
  Effect: You are able to build advanced electronics 
  (any weapon with a PL of 6 or higher).
  Normal: Characters without this feat may not 
  design futuristic electronics.
  Advanced Weapon Design 
  You are able to design and build futuristic weapons. 
  Prerequisite: Craft (mechanical) 10 ranks, 
  Knowledge (physical sciences) 8 ranks, Knowledge 
  (technology) 5 ranks
  Effect: You are able to build advanced weapons 
  (any weapon with a PL of 6 or higher).
  Normal: Characters without this feat may not 
  design energy weapons.
  Advanced Vehicle Design
  You are able to design and build futuristic vehicles. 
  Prerequisite: Craft (mechanical) 10 ranks, 
  Knowledge (physical sciences) 8 ranks, Knowledge 
  (technology) 5 ranks
  Effect: You are able to build futuristic vehicles (any 
  weapon with a PL of 6 or higher).
  Normal: Characters without this feat may not 
  design futuristic vehicles.
  Aircraft Operation
  Select a class of aircraft (heavy aircraft, helicopters, 
  jet ﬁghters, or spacecraft). The character is proﬁcient 
  at operating that class of aircraft.
  The heavy aircraft class includes jumbo passenger 
  airplanes, large cargo planes, heavy bombers, and any 
  other aircraft with three or more engines. Helicopters 
  include transport and combat helicopters of all types. 
  
  Blood and Circuits
  page - 13
  Characters
  Effect:  You gain a 50% increase in cover ﬁre 
  bonuses (+3 or Dexterity modiﬁer x1.5 whichever is 
  higher).
  Bonus: This feat is a bonus feat for Dedicated 
  heroes.
  Cutting Edge 
  You have access to next-generation technology.
  Prerequisite: GM permission
  Effect: You make wealth checks to make items as 
  if you were from a society with a Progress Level one 
  higher than the current one.
  Normal: Each PL higher than 5 raises the price of 
  an item by +5.
  Special: This feat may only be selected with the 
  GM’s permission. Most campaigns will allow this 
  feat to be selected once. In superheroic or campaigns 
  featuring time travel or weird science the GM may 
  allow characters to select this feat multiple times, 
  in which case its effects stack (so selecting this feat 
  twice would allow a character from a PL 5 society to 
  build objects as if he were from a PL 7 society). 
  Bonus: This feat is a bonus feat for Smart heroes. 
  Electronic Warfare 
  You are an expert in the most sophisticated modern 
  warfare techniques.
  Effect: You gain a +3 bonus when using 
  the following uses of the Computer Use skill: 
  Jamming, Transmission Interception, Transmission 
  Triangulation, or Scrambling/Unscrambling 
  Transmission.
  Bonus: This feat is a bonus feat for Smart heroes.
  Evasive Maneuvers
  You are a master of aerial acrobatics which make any 
  craft you pilot a hard target to latch onto in a dogﬁght.
  Prerequisite: Pilot 5 ranks, Aircraft Operation (any 
  type)
  Effect: When piloting a craft you have the Aircraft 
  Operation feat for you may take a –1 penalty to attack 
  rolls in return for raising the Defense of the craft you 
  are piloting by +1. 
  Special: This feat may not be used by ﬁghters in 
  a formation (those beneﬁting from the Formation 
  Flying or Wingman feats- they are too close together). 
  However on a free action one or more the craft may 
  break formation in order to use this feat. 
  Bonus: This feat is a bonus feat for Fast Heroes and 
  Daredevils. 
  Fighter Escort 
  You are trained to protect larger, more valuable craft.
  Prerequisites: Teamwork
  Description: As their ability to protect each other 
  in air combat became apparent, strategists also 
  recognized the Fighter’s ability to protect larger, more 
  valuable craft.  Although a vital necessity at times 
  due to the strategic value of larger ships, ﬂying escort 
  with a larger ship is one of the most dangerous jobs a 
  ﬁghter pilot can have.
  Effect: A craft Large or larger protected by a 
  ﬁghter escort gains a +1 Defense bonus for each 
  ﬁghter protecting him. If the ﬁghters ﬂying escort are 
  themselves are the target of an attack their pilots only 
  apply ½ their class bonus to the Defense of their craft.
  Fixed Wing Vehicle Weapons 
  Exotic Firearms Proﬁciency 
  You are proﬁcient in Fixed-Wing mounted vehicle 
  weapons. This feat replaces the more generic Exotic 
  Firearms Proﬁciency- Cannon feat.
  Prerequisite:  Aircraft Operation (Jet Fighters)
  Effect:  You make attack rolls with the weapon 
  normally.
  Normal:  A character that uses a weapon without 
  being proﬁcient takes a –4 penalty to hit.
  Formation Flying 
  You piloting skills allow you to ﬂy in close formation, 
  protecting your fellow pilots.
  Prerequisites: Teamwork
  Description: As long as aircraft have been shooting 
  each other down pilots have known the advantages 
  of ﬂying in formation.  One craft covers for the other, 
  and a character’s wingman is usually the person he 
  trusts most in the world.
  Effect: All Fighters on the same side of a battle who 
  are ﬂying in formation with this feat gain +2 Defense 
  in vehicle combat by protecting one another. This 
  feat also grants a +2 bonus on Clear Your Six stunt 
  piloting checks.
  Handyman 
  You are skilled at building and ﬁxing items.
  Effect: You gain a +2 bonus to Repair checks and 
  one Craft skill.
  Helicopter Vehicle Weapons 
  Exotic Firearms Proﬁciency 
  You are proﬁcient in Helicopter mounted vehicle 
  weapons.  This feat replaces the more generic Exotic 
  Firearms Proﬁciency- Cannon feat.
  Prerequisite:  Aircraft Operation (Helicopters)
  Effect:  You make attack rolls with the weapon 
  normally.
  Normal:  A character that uses a weapon without 
  being proﬁcient takes a –4 penalty to hit.
  Henchmen 
  You have a group of followers.
  Prerequisite: You must be at least 3rd level.
  Beneﬁt: You have a group of followers who assist 
  you out of loyalty, serve you for pay, or obey you 
  from fear.
  Leadership Score: A character’s Leadership score 
  
  Blood and Circuits
  page - 14
  Characters
  equals his level plus any Charisma modiﬁer. In order 
  to take into account negative Charisma modiﬁers, 
  Table 1-7:  allows for very low Leadership scores, but 
  the character must still be 6th level or higher in order 
  to gain the Leadership feat and thus attract a cohort. 
  Outside factors can affect a character’s Leadership 
  score, as detailed in Table 1-8: Leadership Modiﬁers.
  Number of Followers by Level: You can lead up to 
  the indicated number of characters of each level. 
  Followers: A leader attracts followers who share 
  at least one of the character’s Allegiances. As 
  the leader’s Leadership rises, he can attract more 
  followers. If his Leadership goes down, followers may 
  desert.
  Replacing Followers: If a leader loses a cohort or 
  followers, he can generally replace them, according 
  to his current Leadership score. It takes time (1d4 
  months) to recruit replacements. If the leader is to 
  blame for the deaths of followers, it takes extra time 
  to replace them, up to a full year. Note that the leader 
  also picks up a reputation of failure, which decreases 
  his Leadership score.
  Bonus: Charismatic heroes may take this feat as a 
  bonus feat.
  Jump School
  You have been given training in advanced parachute 
  techniques including HALO and LALO openings 
  (although the military term “Jump School” is used for 
  this feat a character who was a highly skilled sport 
  jumper or “extreme athlete” could possess this feat as 
  well).
  Prerequisite: Tumble 4 ranks
  Effect: You suffer no penalty to Tumble skill checks 
  made during a paradrop. In addition you may make 
  HALO and LALO paradrops (see the Tumble skill 
  entry for more information on this new skill use).
  Bonus: This feat is a bonus feat for Fast Heroes and 
  Daredevils. 
  Mass Production 
  You are able to reduce costs on items you make in 
  bulk because of an attention to detail and knowledge 
  of mass production techniques.
  Prerequisite: Character Level 10, Workforce, 
  Knowledge (business) 5 ranks
  Effect: Each time you make a duplicate of an item 
  you gain a +2 bonus on any craft check to make the 
  item as well as a +2 bonus on the wealth check to pay 
  for the item. Each of these bonuses stacks each time 
  you make the item (so if you make a 3rd item you gain 
  +4 on craft and wealth checks to make the item). If 
  you make a duplicate of an item containing “bugs” 
  you haven’t yet found and ﬁxed then the duplicate has 
  those bugs as well. 
  Bonus: This feat is a bonus feat for Charismatic 
  heroes.
  Mastercrafter
  You are adept at creating mastercraft electronic 
  and mechanical devices (including tools, vehicles, 
  weapons, robot manipulators, and armor).
  Prerequisites: Craft (electrical) 8 ranks, Craft 
  (mechanical) 8 ranks.
  Beneﬁt: When successfully completed, a 
  mastercraft electronic or mechanical object provides 
  an equipment bonus on skill checks made to use 
  the object (in the case of mastercraft vehicles, this 
  includes Drive or Pilot checks). A mastercraft weapon 
  provides a bonus on attack or damage rolls (your 
  choice). A mastercraft suit of armor improves the 
  armor’s equipment bonus to Defense. In each case, the 
  bonus can be +1, +2, or +3, and no single object can 
  have more than one mastercraft feature. (For instance, 
  you cannot build a mastercraft weapon that gains a 
  bonus on attack rolls and damage rolls.)
  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 
  Table 1-7: Leadership (Henchman)
  Score 
  Leadership
  Number of Followers by Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  1 or less
  -
  -
  -
  -
  -
  -
  2
  -
  -
  -
  -
  -
  -
  3
  -
  -
  -
  -
  -
  -
  4
  -
  -
  -
  -
  -
  -
  5
  -
  -
  -
  -
  -
  -
  6
  -
  -
  -
  -
  -
  -
  7
  -
  -
  -
  -
  -
  -
  8
  -
  -
  -
  -
  -
  -
  9
  -
  -
  -
  -
  -
  -
  10
  5
  -
  -
  -
  -
  -
  11
  6
  -
  -
  -
  -
  -
  12
  8
  -
  -
  -
  -
  -
  13
  10
  1
  -
  -
  -
  -
  14
  15
  1
  -
  -
  -
  -
  15
  20
  2
  1
  -
  -
  -
  16
  25
  2
  1
  -
  -
  -
  17
  30
  3
  1
  1
  -
  -
  18
  35
  3
  1
  1
  -
  -
  19
  40
  4
  2
  1
  1
  -
  20
  50
  5
  3
  2
  1
  -
  21
  60
  6
  3
  2
  1
  1
  22
  75
  7
  4
  2
  2
  1
  23
  90
  9
  5
  3
  2
  1
  24
  110
  11
  6
  3
  2
  1
  25+
  135
  13
  7
  4
  2
  2
  Table 1-8: Leadership Modiﬁers
  General Leadership Modiﬁers
  The Leader Has a Reputation of
  Leadership Modiﬁer
  Great Success
  +2
  Great Failure
  -2
  Each +2 Reputation
  +1
  Follower-only Leadership Modiﬁers
  The Leader:
  Leadership Modiﬁer
  Has a base of operations
  +2
  Has a Headquarters
  +4
  Has the Home Turf feat
  +1 
  Moves around a lot
  -1
  Caused the death of other followers
  -1
  
  Blood and Circuits
  page - 15
  Characters
  object is equal to the purchase DC for the object (or its 
  components) + the bonus provided by the mastercraft 
  feature (+1, +2, or +3).
  In addition to the Wealth check, you must also pay 
  a cost in experience points equal to 250 × the bonus 
  provided by the mastercraft feature. The experience 
  points must be paid before making the Craft check. If 
  the expenditure of these experience points would drop 
  you below the minimum needed for your current level, 
  then the experience points can’t be paid and you can’t 
  make the mastercraft object until you have sufﬁcient 
  experience points to remain at your current level after 
  the expenditure is made.
  Apply the following modiﬁers to the Craft check DC 
  for mastercraft items:
  Mastercraft Feature 
  DC Modiﬁer
  Mastercraft (+1) 
  +3
  Mastercraft (+2) 
  +5
  Mastercraft (+3) 
  +10
  You can add the mastercraft feature to an existing 
  ordinary object or a lower-grade mastercraft object 
  by making a Wealth check and then making the Craft 
  check as though you were constructing the object 
  from scratch.
  Perfectionist 
  Your dedication to your craft is remarkable, causing 
  you to generate items with fewer bugs. However your 
  care causes you to take your time, choosing to do your 
  project right rather than rush it.
  Prerequisite: Wisdom 13+
  Effect: Any item you create will have its prototype 
  modiﬁer reduced by 3 upon completion.
  Special: You may not add to an item’s prototype 
  modiﬁer to rush it to completion (see the equipment 
  design rules for more information). 
  Bonus: This feat is a bonus feat for Dedicated 
  heroes.
  Radar Operation 
  You are skilled at operating Radar Systems.
  Effect: You make Spot skill checks normally to 
  perform Radar Operation.
  Normal:  Characters without this feat suffer a 
  –4 penalty to Spot skill checks to perform Radar 
  Operation.
  Bonus: This feat is a bonus feat for Smart heroes.
  Ricochet
  You can bounce your ranged attacks to catch an 
  opponent off guard.
  Prerequisites:  Weapon Focus (Aerodynamic 
  weapon), Sharpshooter, BAB 7+
  Effect:  When making a ranged attack with an 
  Aerodynamic weapon you may bounce your attack 
  off a surface to strike your target from an unexpected 
  direction as a full-round action. This attack ignores 
  any modiﬁer to your target’s Defense from Cover. If 
  you spend an action point when making a ricochet 
  attack, your target is also ﬂat-footed against the attack.
  If you exceed the required attack roll needed to hit 
  your target by 5 or more your weapon will return to 
  you after your attack.
  Ricochet, Improved
  You can bounce your weapon off multiple opponents 
  before your weapon returns to you.
  Prerequisites:  Ricochet, BAB 9+
  Effect:  As Ricochet except you may cause your 
  weapon to bounce to a new target (like setting up a 
  complicated pool shot). If you exceed the required 
  attack roll needed to hit your target by 5 or more you 
  may make an attack against a second target. This 
  second attack must be directed at a target within 10 
  feet of the original target and suffers a -2 penalty to 
  hit. If that attack succeeds by 5 or more you may then 
  make an attack against an additional target within 
  10 feet at -4 to hit. No opponent may be targeted by 
  an attack from this feat more than once per round. If 
  an attack roll succeeds by 5 or more you may have 
  your weapon return to your hand rather than choose 
  a new target. Even if an action point is spent in the 
  making of this attack only one target per round will be 
  rendered ﬂat-footed by this feat.
  Sharpshooter 
  You are an expert shot with one weapon.
  Prerequisite: Base Attack Bonus 5+, Weapon 
  Focus (one ranged weapon).
  Effect: You gain +1 to hit, and +2 damage with the 
  chosen weapon.  This bonus stacks with any bonus 
  gained from the Weapon Focus feat or the Weapon 
  Specialization Soldier Advanced Class ability.  This 
  feat may be taken more than once.  Its effects do not 
  stack.  Each time you take this feat it applies to a 
  different weapon for which you have already taken 
  Weapon Focus.
  Signaling
  You are skilled at performing non-electronic methods 
  of communication.
  Effect: You make Survival skill checks normally to 
  perform Signaling.
  Normal:  Characters without this feat suffer a –4 
  penalty to Survival skill checks to perform Signaling.
  Bonus: This feat is a bonus feat for Dedicated 
  heroes.
  Sonar Operation 
  You are skilled at operating sonar equipment.
  Effect: You make Listen skill checks normally to 
  perform Sonar Operation.
  Normal:  Characters without this feat suffer a 
  –4 penalty to Listen skill checks to perform Sonar 
  Operation.
  Bonus: This feat is a bonus feat for Dedicated 
  heroes.
  
  Blood and Circuits
  page - 16
  Characters
  Surface Vehicle Operation
  Select a class of surface vehicle (wheeled, heavy 
  wheeled, powerboat, sailboat, ship, or tracked). 
  The character is proﬁcient at operating that class of 
  vehicle.
  The heavy wheeled class includes all kinds of 
  semi-trucks and tractor-trailers, as well as wheeled 
  construction vehicles (such as earth movers) and 
  wheeled armored vehicles (such as some armored 
  personnel carriers). Powerboats are engine-powered 
  water vessels designed for operation by a single 
  person and usually no more than 100 feet in length. 
  Sailboats are wind-powered water vessels. Ships are 
  large, multicrewed water vessels. Tracked vehicles 
  include bulldozers and tanks and other military 
  vehicles.
  Prerequisite: Drive 4 ranks.
  Beneﬁt: When operating a vehicle of the selected 
  type, you take no penalty on Drive checks made when 
  operating the vehicle, and you also apply your full 
  class bonus to Defense to the vehicle’s Defense.
  Normal: Without this feat, you take a –4 
  nonproﬁcient penalty on Drive checks made to operate 
  a vehicle, and you apply only one-half your class 
  bonus to Defense (rounded down) to the vehicle’s 
  Defense.
  Special: A character can gain this feat as many as 
  ﬁve times. Each time the character takes the feat, he or 
  she selects a different class of surface vehicle.
  Teamwork- Speciﬁc Group 
  You have trained with a speciﬁc group and gain 
  bonuses when working with members of that group.
  Prerequisite:  Allegiance (Speciﬁc Team)
  Effect: Whenever you are working with someone 
  with the Teamwork feat for the same group (this could 
  be as small as one other person and as large a group 
  as a branch of the armed forces), you gain +2 to attack 
  and skill checks.
  Bonus: This feat is a bonus feat for Dedicated 
  heroes.
  Tank/Apc Weapons 
  Exotic Firearms Proﬁciency 
  You are proﬁcient with large vehicle-mounted 
  weapons found on tanks and APCs. This feat replaces 
  the more generic Exotic Firearms Proﬁciency- Cannon 
  feat.
  Prerequisite:  Drive 5 Ranks, Surface Vehicle 
  Operation (Tracked)
  Effect:  You make attack rolls with the weapon 
  normally.
  Normal:  A character that uses a weapon without 
  being proﬁcient takes a –4 penalty to hit.
  Wingman 
  You are a pilot’s best friend, capable of watching his 
  back and making sure he makes it home from his 
  mission.
  Prerequisite: Teamwork, Formation Flying
  Description: You are a most valuable commodity: 
  an expert wingman.
  Effect: You grant your partner a +4 Def bonus in 
  vehicle combat. If a missile hits the plane you are 
  defending, you may attempt to shoot it down as an 
  attack of opportunity.  This feat grants a +2 bonus on 
  Clear Your Six pilot checks, which stacks with the 
  bonus granted by Formation Flying (for a total bonus 
  of +4).
  Workforce 
  Your henchmen are skilled workers able to aid you in 
  building devices. 
  Prerequisite: Character level 5, Int 13+, Henchmen
  Effect: All of your followers gain a feat from the 
  following list for free: Builder, Cautious, Educated, 
  Gearhead, Medical Expert, Studious, Surgery. Also all 
  of your followers have a minimum Intelligence of 12.  
  New Combat Modiﬁers
  Like the new skills in this book these new combat 
  modiﬁers ﬁrst saw life in Blood and Guts. However in 
  so far as they add to and clarify weapons and vehicle 
  rules some have been reproduced here.
  Air Support
  If land forces have aircraft actively supporting them 
  in an engagement, all soldiers on that side of the battle 
  gain +2 to hit and defense.  Note that if both sides of 
  a battle have air support, both sides gain this bonus, 
  effectively negating it.
     Air Superiority:  If one side of a battle completely 
  controls the skies, then this bonus rises to +3 to hit 
  and defense.
  Cover Fire
  One of the key advantages of a gun is to make the 
  other guy duck.  One character armed with a weapon 
  capable of ﬁring on automatic may grant characters 
  a Defense bonus of +2, or his Dexterity modiﬁer, 
  whichever is higher.
  Suppression Fire
  A character with a weapon capable of automatic ﬁre 
  may attack a hex, instead of a target.  Anyone in that 
  hex who does anything except hit the dirt and stay 
  there suffers an attack of opportunity.  This ability 
  does not allow a character to make more attacks of 
  opportunity than normal.
  Bombing
  Bombs work much like conventional attacks, except 
  that they have no maximum range, and are unaffected 
  by a character’s skill. Regardless of the BAB of the 
  character dropping the bomb, the base attack bonus 
  
  Blood and Circuits
  page - 17
  Characters
  of a bomb is +0, modiﬁed by things like Bombing 
  Runs (see aerial combat below), and “smart” bomb 
  technology.  The bomb keeps falling until it hits the 
  ground.  If an attack roll with a bomb is a natural 1, 
  that bomb is a dud, and does not explode.  It will need 
  to be found and defused after the battle.  
  Bombs ignore all cover less than 90%, and all 
  concealment. Concealment might affect the ability to 
  ﬁnd the target and recognize it as valuable enough to 
  bomb, but once the bomb ﬂies, there is no miss chance 
  from concealment.
  A bomb does full damage to whatever it hits, and 
  then damage to everything around it.
  When a bomb strikes, it makes separate ranged 
  touch attack rolls on all targets within one range 
  increment at full damage and a BAB of +10.  These 
  attacks continue out to additional range increments, 
  with the bomb losing –2 BAB and 2 dice of damage, 
  and continue until the bomb’s damage, modiﬁed for 
  range, would be 0.
  Dogﬁghting (Aerial Combat)
  Aerial combat is the true test of any ﬁghter pilot’s 
  abilities, and requires him to be in peak mental and 
  physical condition.  This is why jet pilots, especially 
  those who qualify for elite top gun style programs 
  must be the best of an already elite group.
  Aerial Stunts
  Trailing (DC skill vs. skill)  
  Getting behind an enemy ﬁghter is the coup de grace 
  of most aerial combats.  This stunt requires a pilot 
  vs. pilot skill check.  A trailing aircraft negates an 
  opponent’s Defense bonus from speed, and gains a +4 
  to all attack rolls against that aircraft.
  Clear Your 6 (DC skill vs. skill)  
  The opposite of Trailing, this is used both to resist 
  being trailed, and for shaking an aircraft loose. 
  Aircraft with a Wingman or an Escort get a bonus to 
  this check.
  Brinksmanship (DC 20)  
  This stunt involves putting your own craft in danger, 
  forcing your opponent to follow you if he wishes 
  to continue attacking.  The pilot initiating this stunt 
  performs a dangerous activity (such as ﬂying under a 
  bridge or into a train tunnel), and makes a pilot check. 
  If the initiating pilot fails the check for this stunt (DC 
  20), his aircraft takes 1d6 damage for each point by 
  which he fails this check.  If he succeeds, his check 
  becomes the DC for an aircraft to follow him (so if the 
  character rolls a 23, an aircraft trying to stay with him 
  would also have to roll a 23).
  If an aircraft chooses not to follow the character, 
  attacks against the character’s aircraft receive a 50% 
  miss chance (as if totally concealed) for the next 1-4 
  rounds.
  Nap of Earth Flying (DC 20)
  A very dangerous way to ﬂy.  By ﬂying at extremely 
  low altitudes, the character can avoid being detected 
  by radar.  If any unexpected obstacle appears in the 
  character’s path, this check must be made again to 
  avoid a sudden landing (called a crash).  
  Wingover (DC 15)
  This maneuver allows an aircraft to make an extra 90-
  degree turn.
  Loop the Loop (DC 20)
  This maneuver allows the character to turn the tables 
  on a trailing opponent. A successful check allows the 
  character to make an attack of opportunity against 
  a trailing opponent, and immediately roll a skill vs. 
  skill check to begin trailing his pursuer as well.  If 
  this check fails, the pursued craft gets an attack of 
  opportunity against the character.  This stunt is an 
  attack action.
  Bombing Run (DC 15)
  By ﬂying steady and still while releasing bombs, an 
  aircraft can greatly increase the accuracy of those 
  attacks, gaining a +1 to hit for each round it performs 
  a Bombing run (so if the aircraft performed this 
  stunt for 6 rounds before releasing bombs, it would 
  gain a +6 to hit).  However, this also makes the craft 
  very vulnerable to incoming ﬁre.  The craft loses 
  all defense bonuses gained from speed, and cannot 
  perform any stunts while executing this maneuver.
  Vehicle Combat
  To dodge or suck it up… that is the question: A fundamental question that must be answered when a 
  vehicle is designed for combat is whether that vehicle will rely on the strength of its hull or the skill of its 
  driver. The armors listed later in this book for vehicles all have a Maneuver and Movement penalty listed. 
  While this functions to reduce movement and control skill checks it also reduces the Class Defense and 
  Dexterity bonus that a skilled driver can add to the vehicle (see the modiﬁed Aircraft Operation, Combat 
  Driver and Surface Vehicle Operation feats for more information on this).
  
  Blood and Circuits
  page - 18
  Characters
  Submarine Warfare
  Craft under the water have tremendous advantages, 
  using the waters to go undetected, waiting for the 
  right moment to strike.  Against ordinary surface 
  ships, a submerged submarine has total concealment 
  (all attacks have a 50% chance to miss and attackers 
  must guess target’s location). This concealment also 
  gives the craft a +10 Hide bonus to avoid being seen 
  by surface ships. This advantage was so great, that in 
  WWII countries with large submarine ﬂeets were able 
  to choke off trade over the seas, requiring new tactics 
  and technology to overcome.
  Aircraft vs. Submarine
   When a submarine is close to the surface, where it 
  can attack surface vessels, it is more visible from the 
  air.  Against an aircraft, a submarine in position to 
  attack has only one half concealment (a 20% chance 
  for weapons to miss).  The submarine can regain its 
  concealment by going deep, but cannot attack surface 
  vessels at depth.
  Worse still for the submarine, many aircraft 
  are equipped with sonar buoys, which negate the 
  submarine’s concealment against all attacks, including 
  those from surface vessels.  If aircraft start dropping 
  buoys into the water, a submarine commander would 
  be wise to run.
  As if the ability to spot the submarine, and render 
  it visible to ships on the surface weren’t bad enough, 
  many helicopters are also equipped with torpedoes 
  and depth charges to take care of enemy submarines 
  themselves.  
  Because of this powerful ability to detect and 
  destroy submarines, many naval vessels now carry 
  helicopters specially equipped to detect and destroy 
  submarines.
  Submarine vs. Submarine
  If a submarine goes deep, it has insulated itself from 
  most forms of surface attack (depth charges being an 
  exception).  However, there is no defense except skill 
  and guile in the cat and mouse game that is the true 
  test of all submarine commanders: enemy submarines.
  The waters offer only the defense that the sub 
  driver’s skill can grant.  The Drive skill of a 
  submarine’s driver becomes the Hide skill of that 
  submarine.  This is contested skill vs. skill against 
  the Listen skill of an opposing submarine’s Sonar 
  operator.
  Surface vs. Submarine
  Against a submarine in attack position, many surface 
  vessels have torpedoes of their own to ﬁght back.  
  Once a craft goes deep, a surface vessel’s best option 
  is depth charges.  Unless the vessel has sonar buoys in 
  the water, it will be attacking blind with its ﬁrst depth 
  charges.  The trick is to use a lot of depth charges, 
  look for signs of damage (oil is a good indicator of a 
  solid hit), then slowly reﬁne the depth settings of the 
  explosives.
  Depth Charges attack at the normal concealment 
  chance (if the submarine’s position is not known the 
  attacks have a base 50% chance to miss).  However, 
  each hit can be detected by surface sonar on the ship, 
  and by signs of damage ﬂoating to the surface.  Each 
  hit reduces the submarine’s concealment by 10%.
  
  Blood and Circuits
  page - 19
  Crafting Gear
  chapter 2: Crafting Gear
  The sleek attack craft dropped out of the sky over 
  the tiny camp on the shores of Lake Ontario. Alarms 
  immediately sounded. In moments the craft was 
  besieged. 
  “Sir! Automated tanks! Coming from out of the old 
  aircraft hanger!”
  “I know Lieutenant. I designed them. Get your 
  men ready. They have little EMP shielding. Properly 
  equipped as your men are we should expect minimal 
  casualties.”
  The line of men stood four abreast in the craft as the 
  ramp slowly lowered, clutching their weapons to their 
  chests, preparing for battles.
  “The Captain will lead the attack.”
  “Sir? The Captain?”
  “Yes, Lieutenant. I repaired him. Almost as good as 
  new. Isn’t that right, Captain?”
  The eyes of the men turned to see their Captain 
  emerge from the rear of the attack craft. Circuits and 
  wires where his face once was. Small cameras for 
  eyes. He snapped his arm and the whip that used to 
  be his right hand crackled menacingly on the deck 
  with a shower of electric sparks. His voice channeled 
  past what was left of his vocal cords into a voice 
  synthesizer. 
  “Yes Sir, General. Now you heard our leader! 
  Attack!”
  The core modern rules handle invention like any other 
  skill. Spend some wealth, take some time, roll the 
  dice. If you make your check you’re golden and if 
  you didn’t you’re not. While such a system works ﬁne 
  for skills like Move Silently or for a campaign that 
  does not place a heavy emphasis on creating objects, 
  game masters using the rules presented in Blood and 
  Circuits are offered this optional system for item 
  creation: Invention Points.
  The Design Process
  Following is a synopsis of the above material to 
  show the design process of a new invention. After 
  the description of each type of object that can be 
  created below you will ﬁnd an example of an 
  item’s design and creation.
  1. Theoretical Design 
  The ﬁrst step in designing a new item is 
  deciding what it is and what you want it to 
  do. Go through the tables that follow in this 
  chapter and write down what you want the 
  item to be and do, then total the materials 
  cost and Invention Points the item will 
  require (these topics are covered in depth 
  later in this chapter).
  2. Gather Raw Materials
  This involves making a wealth check. If the 
  character fails he must choose to wait while 
  searching for suitable materials (at a price 
  he can afford) or settle for cheaper or less 
  suitable materials and increase the item’s prototype 
  modiﬁer.
  Determining Purchase DC: The purchase DC 
  for an item you are designing is actually the cost of 
  the raw materials. Materials for exotic items can be 
  restricted in much the same way as items themselves 
  and may be rated as Licensed , Restricted  or Military 
  . The additional cost (+1-+3) is for a character without 
  
  Blood and Circuits
  page - 20
  Crafting Gear
  the necessary access buying the materials on the black 
  market. 
  Progress Levels: The Progress Level of an item 
  also factors into the materials cost of an item. For each 
  PL above the current technological level (PL 5 for 
  campaigns taking place in the modern era) add +5 to 
  the materials cost of an item. Any item more than one 
  PL higher than the modern era (PL 7 or higher) cannot 
  be made at all except with the GM’s permission. 
  Usually this means the campaign involves super-
  science or superpowers. 
  3. Skill Checks
  Make skill checks to generate Invention Points. The 
  time it takes to make each check is determined by the 
  character’s ranks in the craft skill being used to create 
  the item. Each check adds one to the item’s prototype 
  modiﬁer.
  4. Item Completed
  Game master writes down the total prototype modiﬁer. 
  Bugs are discovered when a character using the device 
  rolls a natural one or whenever an opponent threatens 
  a critical against him while using the device. Bugs 
  impose a permanent penalty when using the device 
  until corrected by use of the Repair skill.
  Invention Points
  In this optional system an item is created slowly by 
  successive skill checks. The cost of an invention is 
  rated in Invention Points and each time the inventor 
  works on it (how long will be determined by the 
  inventor’s skill- see below) he makes a Craft skill 
  check (d20+ his total skill modiﬁer) and adds 
  the points together. When he has generated more 
  Invention Points than the item requires he has 
  completed a working prototype. Note that while this 
  effectively means that even a character with 1 rank in 
  a Craft skill could eventually make a very complex 
  item (if he was willing to take a long time to do it) 
  there are some signiﬁcant advantages to having a high 
  skill, namely prototype modiﬁers (see below). 
  Time Between Skill Checks: How long it takes a 
  character to generate Invention Points is a function 
  of the ranks he has invested in the requisite craft skill 
  required to construct the object. A character with a 
  very high number of ranks will have made similar 
  objects before and have all the needed tools on hand 
  to perform his task. A character with a low number of 
  ranks, on the other hand, is essentially learning as he 
  goes and will need to make frequent work stoppages 
  to gather tools he didn’t think to have on hand and 
  to consult manuals on the construction of the item in 
  question.
  Skill Ranks
  Check Time
  1-5
  3 days
  6-10
  Daily
  11-15
  Twice per day
  16-20
  Four per day
  21+
  Hourly
  This assumes a character works on an item part time 
  (between adventuring and career responsibilities). If 
  a character does nothing else but work on the item he 
  may make checks one-step higher on the table. This 
  requires a character to not adventure for the entire 
  time required to make his next invention check and 
  also reduces the wealth gained from Profession checks 
  when a character gains his next level by 1-4 points (if 
  Using Craft DC Instead of Invention Points 
  Craft DCs: Blood and Circuits uses the Invention Point system to allow for an item to be made gradually, 
  rather with one succeed or fail roll. The feeling was that the traditional “succeed or fail” system worked 
  well for skills like Open Lock or Hide, but not so well for a long complicated project. 
  However the system also works well with the traditional DC rules with the simple modiﬁcations 
  presented here. 
  First total up the Invention Point cost of the item as normal and divide by 10. This determines the Craft 
  DC of the item in question. 
  For complicated items this will result in extremely high DCs. For DCs over 30, assume that an additional 
  check needs to be made for each ten points the DC is higher than 30. So an item with a DC of 60 would 
  instead require 4 successes at a DC of 30. 
  If the GM wishes to use the traditional Craft DC rules but also wants to include Prototype Modiﬁers, give 
  an item a base Prototype Modiﬁer equal to the number of successes needed times the number of times the 
  character fails his Craft skill check before achieving the required number of successes.
  Continuing the example from above the item would have a base Prototype modiﬁer of 4 if the character 
  failed one roll or less before achieving 4 successes. If the character failed two skill checks the item would 
  have a Prototype modiﬁer of 8, if he failed three times the item would have a Prototype modiﬁer of 12, and 
  so forth.
  Purchase DC vs. Price 
  All the wealth values given in Blood and Circuits 
  are a Purchase DC, in other words the cost of 
  materials to craft the item. If you wish to buy a 
  completed item made with these rules increase 
  the Purchase DC by 1.5.
  
  Blood and Circuits
  page - 21
  Crafting Gear
  a character burns the midnight oil repeatedly between 
  levels he might actually end up losing wealth when he 
  makes his next Profession check - this could represent 
  the character burning savings to pay bills or perhaps 
  being demoted at his day job).
  A character may also move one step up the table 
  if he has skilled assistants working with him on the 
  project. All assistants must have at least one rank in 
  the requisite class skill required by the item. To make 
  checks faster the character must have at least one 
  worker for each 20 Invention Points the ﬁnished item 
  will cost (so an item that will cost 300 points requires 
  15 assistants to speed up construction).
  Characters can still aid another normally to provide 
  a bonus on skill checks, but moving up on the table in 
  terms of how often skill checks are made requires a lot 
  of extra hands. 
  Skill Checks and Prototype Modiﬁers: Each time 
  a character makes a skill check he adds one prototype 
  modiﬁer to the item in question (see below for more 
  information on how these affect the ﬁnished product). 
  Since a character with a high skill will have to make 
  fewer checks to accumulate the Invention Points 
  necessary for success this also means he will generate 
  fewer bugs in the creation of his devices (certain feats 
  and class abilities might reduce this amount even 
  further). 
  Prototypes
  Every time you invent a new (or signiﬁcantly modify 
  an existing) item it will always have *ahem* design 
  ﬂaws. Perhaps the metal in the ﬁring pin will get 
  suddenly tired of being where it was or a hundred 
  other unforeseen problems could crop up in the design 
  or implementation of an item. Blood and Circuits 
  handles this concept with prototype modiﬁers.
  Prototype Modiﬁers:  A core concept to all 
  equipment design is the prototype modiﬁer.  Prototype 
  modiﬁers occur naturally during the creation of an 
  item and represent minor ﬂaws that must be corrected 
  as they are discovered. This occurs even in “known” 
  technologies and not just in the creation of something 
  completely fantastic and new (such as a car that 
  doubles as a submarine). For example: new race car 
  engines, designed by experienced race car engine 
  designers, still have ﬂaws the ﬁrst few times they 
  are used in a race, even though the designer has built 
  similar high-tolerance engines before and despite 
  the fact that the internal combustion engine is a 
  thoroughly understood technology. 
  Generating Prototype Modiﬁers
  Prototype modiﬁers are generated in three basic ways: 
  skill checks, rush jobs and cheap materials. 
  Skill Checks: Each time you make a skill check to 
  generate Invention Points you generate one prototype 
  modiﬁer. This means a character with a high skill will 
  tend to generate items with fewer bugs. 
  Rush Jobs: You may add additional prototype 
  modiﬁers to an item to complete it faster. Each time 
  you make a skill check you may declare you are 
  rushing and add to your skill roll as if you had just 
  spent an action point. However instead of deducting 
  an action point from your total the GM adds one to the 
  invention’s total prototype modiﬁer. 
  Note that if you actually spend one or more action 
  points to aid in the completion of a device this does 
  not count as a rush job, it is simply good fortune or 
  divine inspiration at work.
  Cheap materials: You may add prototype modiﬁers 
  to an item to make it cheaper. You may add +2 to your 
  wealth check to pay for the item’s raw materials for 
  each +1 you add to the invention’s total prototype 
  modiﬁer. You may even decide to do this after you 
  make your wealth check. For example if you are 
  attempting to build an invention whose raw materials 
  cost is 20 and you roll a 10 on your wealth check you 
  may decide to settle on cheaper materials and begin 
  construction now rather than wait to gather the needed 
  materials, adding 5 to the item’s eventual prototype 
  modiﬁer (since the wealth DC is the number of hours 
  it takes to make a wealth check a wealth-challenged 
  character might end up spending as much or more 
  time shopping for quality raw materials as building 
  the item itself). 
  Effects of Prototype Modiﬁers
  At certain times during each game, when you roll a 1, 
  whenever anyone attacking you scores a critical threat 
  or whenever the GM wants to be ﬁendish (this latter 
  can happen no more than once per game, however- 
  the GM doesn’t get to be ﬁendish every round of 
  a critical combat- sorry guys!), he will activate a 
  prototype modiﬁer, giving you a –1d6 modiﬁer to one 
  aspect of your device, such as to hit, damage, defense, 
  movement, etc. until the bug is worked out.  Think of 
  Crafting Stock Items
  The system presented here assumes that an invention is a prototype or signiﬁcant modiﬁcation of an existing 
  device. If a character wishes to make a duplicate of an “off the rack” item found in the core modern rules 
  he must spend wealth and Invention Points as detailed in these rules, but the item will have a prototype 
  modiﬁer of 1 to 4 (since nothing is perfect).   
  However, if the character modiﬁes an item from its stats in the modern core rules to the point that the 
  invention cost rises by 20% or more the item uses all the rules presented here including prototype modiﬁers.
  Making a duplicate item is also faster, move one step up the skill check table (see below). 
  
  Blood and Circuits
  page - 22
  Crafting Gear
  prototype modiﬁers as anti-action points. 
  Each time a prototype modiﬁer is activated the 
  prototype modiﬁer of the item is permanently reduced 
  by one. The prototype modiﬁer represents potential 
  bugs and you have just found one. 
  Bugs generated by prototype modiﬁers last until 
  repaired (see below).
  Working the Bugs Out:  A character has three 
  chances to work out a bug.  The ﬁrst attempt may 
  be made in combat as an attack action and requires 
  a Repair skill check (DC 20 + the item’s current 
  prototype modiﬁer). 
  The second attempt can also be attempted in the 
  ﬁeld and requires 5 minutes (50 rounds) to perform. 
  This check also requires a Repair skill check (DC 15 + 
  the item’s current prototype modiﬁer). 
  The ﬁnal attempt can only be performed in a garage 
  or workshop and requires 4-24 hours to perform (4d6 
  hours). This check also requires a Repair skill check 
  (DC 10 + the item’s current prototype modiﬁer). 
  If this ﬁnal skill check fails the bug is in fact a 
  design ﬂaw and is a permanent feature of the device 
  (including any copies of the device that have been 
  made - the next prototype modiﬁer activated after a 
  ﬂaw is discovered will be that ﬂaw and may never be 
  repaired).  However some copies of a device through 
  random chance might have been spared this design 
  ﬂaw. Copies of an item that have already had their 
  prototype modiﬁer reduced to 0 (meaning all bugs 
  have been identiﬁed and possibly worked out) are 
  mysteriously free of this design ﬂaw.
  Back to the Drawing Board-Eliminating Design 
  Flaws: So how exactly do you get rid of design ﬂaws 
  if you have failed to correct the problem? The answer 
  is you must go back to the drawing board. 
  To beneﬁt from going back to the drawing board 
  you must make an exact copy of the item you are 
  attempting to improve without adding any new 
  features. If you succumb to this temptation (known 
  as “feature creep”) you have started an entirely new 
  design that will have an entirely new prototype 
  modiﬁer with potentially new (and totally different) 
  bugs and design ﬂaws.
  The process is much the same as making a copy of 
  an item. However, you must spend Invention Points 
  equal to ﬁfty times the design ﬂaw’s penalty (so 50 
  for a ﬂaw that imposes a –1 penalty through 300 for a 
  ﬂaw that imposes a –6 penalty). Craft rolls to generate 
  these points do not add to the item’s prototype 
  modiﬁer. 
  When these points have been spent the design ﬂaw 
  has been puzzled out and corrected and the completed 
  item will be free of it. 
  Making a Copy: Making a copy is explained in the 
  Crafting Stock Items section above.
  Weapons Design
  Modular Weapon Design
  1. Determine weapon type (melee/thrown, archaic 
  ranged or ballistic) damage
  2. Add modiﬁers (optional)
  3. Determine clip size and cost (ballistic weapons)
  4. Determine weapon mounting (ballistic weapons)
  Archaic Weapons
  The base statistics for archaic weapons are determined 
  by its damage (see table 2-2).  Ranged or thrown 
  archaic weapons are additionally modiﬁed by their 
  desired range increment (see table 2-2).
  Archaic Weapons Modiﬁers
  Aerodynamic (Thrown Only)
  Purchase DC: +2
  Invention Points (Craft mechanical): +20 
  Effect: +50% range on thrown weapons
  Compact 
  Purchase DC: +2 
  Invention Points (Craft structural): +20 
  Effect: This modiﬁer reduces the size of an archaic 
  weapon by one category to a minimum of Diminutive.
  Special: A weapon may not be modiﬁed to have 
  this ability it must be included as part of a weapon’s 
  construction. This modiﬁer may only be purchased 
  once.
  Exotic Weapon
  Purchase DC: +2
  Invention Points (Craft mechanical): -20
  Effect: Weapon requires a unique Exotic Weapon 
  Proﬁciency feat to use without a –4 penalty.  Weapons 
  that are exotic by default (ones that do 3 dice or 
  more damage) cannot take this modiﬁer. If the melee 
  weapon is large, the weapon may be wielded one 
  handed by a character that possesses the Exotic 
  Weapon Proﬁciency feat.
  Improved Critical 
  Purchase DC: +3
  Invention Points (Craft structural): +30
  Effect: Weapon’s critical threat range or critical 
  multiplier is increased by 1.  
  Special: This modiﬁcation may be applied twice, 
  increasing the critical threat range or multiple by 1 
  more (for a maximum of 18-20 or x4).  A weapon may 
  never increase both its threat range and multiplier.
  Archaic Weapon Material
  Weapons like spears and swords have been around for 
  millennia but are still considered viable weapons to 
  this day (if you doubt the truth of this, realize that a 
  riﬂe with a bayonet is essentially a spear and that the 
  Japanese military uses spear techniques which date 
  back to the Tokugawa period to train their soldiers in 
  the bayonet). What allows these weapons to continue 
  
  Blood and Circuits
  page - 23
  Crafting Gear
  to be potent and useful additions to the warrior’s 
  arsenal throughout the ages are the materials they 
  are constructed from. Stone-tipped spears give way 
  to bone, then to bronze, steel, and in the modern 
  world materials such as titanium. In the future it is 
  reasonable to assume that materials will continue to 
  get stronger and lighter at the same time.
  Material: The material used for the damage dealing 
  portion of the weapon. For an arrow or spear this is 
  just the tip while for blades it is typically the entire 
  item.
  Damage Modiﬁer: The increase in dice ranks.  
  Dice ranks progress as follows: 1d2, 1d3, 1d4, 1d6, 
  1d8, 1d10, 1d12, 2d8, 2d10, 2d12, 3d8 and so forth.
  Weight Modiﬁer: The increase or decrease of the 
  item’s weight listed as a % of the standard item. 
  Purchase DC Modiﬁer: The adjustment to 
  the item’s price. If the adjusted wealth cost of the 
  item is low enough that the character can declare 
  the weapon is “on hand” (see the Wealth rules for 
  more information on this) a character may make the 
  appropriate craft skill and concoct a crude version 
  of the weapon in one minute. A crude version of 
  a weapon takes a –4 to hit unless the character is 
  proﬁcient with improvised weapons, in which case 
  he takes no penalty to hit with the ad hoc weapon. 
  For example a character with the appropriate skill 
  could ﬁnd a sharp rock, shape it crudely by banging it 
  against another rock, tie that rock to a stick with some 
  vines and fashion a (very) crude spear.  
  Table 2-1: Melee/Thrown and Archaic Ranged Weapons Damage
  Type
  Damage
  Weight
  Purchase DC
  Base Size
  Invention Points
  (Craft structural)
  Materials 
  Restriction
  Simple
  1d4
  2 lbs.
  6
  Small
  40 
  ---
  Simple
  1d6
  4 lbs.
  7
  Medium
  60 
  ---
  Archaic
  1d8
  6 lbs.
  8
  Large
  80 
  ---
  Archaic
  1d10
  10 lbs.
  9
  Large
  100
  ---
  Archaic 
  1d12
  15 lbs.
  10
  Huge
  120
  ---
  Archaic 
  2d6
  15 lbs.
  10
  Huge
  120
  ---
  Table 2-2: Thrown/Archaic Ranged Weapons  
  Range Increment 
  (Thrown)
  Purchase DC 
  Invention Points 
  (Craft structural)
  10’ (5’)
  +1
  +20 
  20’ (10’)
  +2
  +30 
  30’ (15’)
  +3
  +40 
  40’ (20’)
  +4
  +50 
  50’ (25’)
  +5
  +60 
  60’ (30’)
  +6
  +70 
  70’ (35’)
  +7
  +80 
  80’ (40’)
  +8
  +90 
  90’ (45’)
  +9
  +100 
  Invention Points Modiﬁer (Craft structural): The 
  modiﬁer to the Invention Points.
  Materials Restriction: The progress level at which 
  the material appears. Materials one PL higher than 
  the campaign baseline can be used but add +5 to the 
  Purchase DC (and might very well add an additional 
  +3 for military restriction at the GM’s discretion). 
  Stone
  Only the simplest of societies (or the most desperate) 
  use weapons made from this material. On any 
  natural attack roll of 5 or less a stone weapon breaks 
  and becomes useless.  In addition to being prone 
  to cracking and splitting, stone is heavy, and stone 
  weapons tend to be bulky and cumbersome despite the 
  fact that the stone cutting surface is made as small as 
  possible with the majority of the weapon (the handle 
  or shaft) being wood.
  Bone
  The best material available to PL0 societies, bone is 
  difﬁcult to work (almost twice as difﬁcult as stone) 
  and even more fragile. However it is much lighter and 
  can be honed to a much sharper point. Bone cannot 
  be used to make a sword or axe however spears and 
  arrows tipped with bone are highly prized weapons in 
  PL0 cultures despite their fragility. On a natural attack 
  roll of 10 or less a bone weapon shatters and becomes 
  useless.  
  Bronze
  Relatively light and strong, bronze is a technological 
  leap forward from bone and stone and pushed the ﬁrst 
  cultures to master its production to the forefront of the 
  Table 2-3: Archaic Weapon Material
  Material
  Damage 
  Modiﬁer
  Weight 
  Modiﬁer
  Purchase DC
  Modiﬁer
  Invention Points
  Modiﬁer
  Materials
  Restriction
  Stone
  -2d*
  +25%
  -6
  -60 
  PL0
  Bone
  -1d*
  +0%
  -3
  -30 
  PL0
  Bronze
  -1d*
  +25%
  -2
  -20 
  PL1
  Iron
  -0d
  +50%
  -1
  -10 
  PL1
  Steel
  -0d*
  +0%
  +0
  +0 
  PL2
  Titanium
  -0d*
  -25%
  +2
  +20 
  PL4
  Dura-steel
  +1d*
  -25%
  +3
  +30 
  PL6
  Plasteel
  +2d*
  -50%
  +4
  +40 
  PL7
  Live steel
  +3d*
  -75%
  +6
  +60 
  PL7
  Energy
  +5d*
  -90%
  +8
  +80 
  PL8
  
  Blood and Circuits
  page - 24
  Crafting Gear
  ancient world. Soon any country that fancied itself a 
  military power ﬁelded soldiers wielding weapons and 
  armor made of this alloy. Bronze is a soft metal and 
  any bronze weapon shatters on a natural attack roll of 
  2 or less. Also an edged weapon made of bronze (such 
  as a sword) has to be sharpened after each battle in 
  which it is used (requiring a Repair skill check with a 
  DC of 10 to properly sharpen) and suffers a –1 penalty 
  to attack and damage rolls until this is done. 
  Iron
  Much stronger and able to hold a much sharper edge 
  than bronze, iron is a vitally important metal to the 
  ancient cultures despite its heavy weight and how 
  difﬁcult it is to work. Iron weapons can become brittle 
  over time and on a natural attack roll of 1 the weapon 
  shatters and becomes worthless. Iron weapons are 
  prone to nicks that can shear the weapon if they are 
  not properly maintained. After every ﬁve ﬁghts an iron 
  weapon suffers a –1 penalty to hit and damage until 
  it is repaired, requiring a Repair check (DC 10). Also 
  while the weapon has a penalty to damage due to lack 
  of maintenance the weapon will break twice as often 
  (on a natural roll of 2 or less). 
  Steel
  The alloy of the industrial age, steel’s strength and 
  relatively light weight allow armor to enter the 
  battleﬁelds in ways previous progress levels did not. 
  Steel clad ships roam the sea at this progress level. 
  The technological effect of steel has a great impact on 
  a culture and steel will be a primary material for war 
  and construction from PL 2 all the way until mid-way 
  through PL 6.  Working steel becomes easier over time 
  however and the GM may reduce the cost of a steel 
  weapon by one for each PL over 2 in the campaign.
  Titanium
  Titanium is stronger than steel allowing less 
  material to be used (reducing the weight of weapons 
  considerably). However it holds an edge no better and 
  provides no damage bonus. 
  Dura-Steel
  This material is really a whole range of advanced 
  metals that are seen in limited military service near 
  the end of PL 5. Spent uranium alloy is the ﬁrst of 
  these advanced metals discovered but many different 
  advanced metals are in use by the end of PL 6. 
  Plasteel
  Combining the weight and ease of construction of 
  plastic with the strength of steel, Plasteel spells the 
  end of metals as the main material for weapons and 
  construction for over a century. 
  Live Steel
  Steel returns to widespread use not because of a 
  breakthrough in the metal itself but because of the use 
  of nanites. These microscopic robots allow much less 
  metal to be used, roaming the surface of an object and 
  repairing cracks and imperfections invisible to the 
  naked eye. Razor sharp edges can also be maintained 
  on weapons by an army of invisible nanites that hone 
  the blade and repair microscopic nicks twenty four 
  hours a day.
  Energy
  The ultimate material, energy is weightless and simply 
  requires the weapon’s handle to contain a power 
  source to generate the weapon when needed. 
  Ballistic and Energy Weapons
  These weapons are vast improvements over the 
  handheld or thrown weapons found in earlier progress 
  levels. Possibly the ﬁrst such weapon was the 
  crossbow, but from there gunpowder and eventually 
  energy projectiles quickly dominate this ﬁeld of 
  weaponry.
  Ballistic And Energy Weapons 
  Modiﬁers
  Alternate Weapon
  Purchase DC: +4 
  Invention Points (Craft mechanical): +40 
  Table 2-4: Ballistic And Energy Weapons Modiﬁers
  Type
  Damage
  Avg. Weight
  Purchase 
  DC
  Invention Points
  (Craft mechanical)
  Materials
  Restriction
  Minimum 
  Size
  Personal Firearms
  1d4
  2 lbs.
  11
  110 
  Lic. 
  Small
  Personal Firearms
  1d6
  3 lbs.
  12
  120 
  Lic. 
  Small
  Personal Firearms
  1d8
  4 lbs.
  13
  130 
  Lic. 
  Medium
  Personal Firearms
  1d10
  5 lbs.
  14
  140 
  Res. 
  Medium
  Personal Firearms
  1d12
  6 lbs.
  15
  145 
  Res. 
  Medium
  Personal Firearms
  2d6
  6 lbs.
  15
  150 
  Res. 
  Medium 
  Personal Firearms
  2d8
  7 lbs.
  16
  160 
  Res. 
  Medium
  Personal Firearms
  2d10
  8 lbs.
  17
  170 
  Res. 
  Large
  Personal Firearms
  2d12
  9 lbs
  18
  180 
  Mil. 
  Large
  Exotic Firearms
  3d6
  10 lbs.
  18
  180 
  Mil. 
  Large
  Exotic Firearms
  3d8
  15 lbs.
  19
  190 
  Mil. 
  Huge 
  Exotic Firearms
  3d10
  20 lbs.
  20
  200 
  Mil. 
  Huge
  Exotic Firearms
  3d12
  25 lbs.
  21
  210 
  Mil. 
  Huge
  
  Blood and Circuits
  page - 25
  Crafting Gear
  Effect: This allows two weapons to be combined 
  into one. This could represent multiple settings on a 
  weapon, an over-under assault riﬂe/grenade launcher 
  combination or something as simple as a bayonet. The 
  alternate weapon must be purchased (and constructed) 
  as well. 
  Special: A weapon may be modiﬁed in this fashion 
  but the purchase DC and Invention Point cost are 
  tripled.
  Armor Penetrating
  Purchase DC: +2 
  Invention Points (Craft mechanical): +20  
  Effect: This weapon is designed to penetrate armor 
  and ignores 5 hardness if it strikes a vehicle, building, 
  or object.
  Special: This modiﬁcation may be taken twice for a 
  total of 10 hardness.  
  Autoloader Module
  Purchase DC: +3 
  Invention Points (Craft mechanical): +30 
  Effect: This device allows a weapon to be reloaded 
  as a free action.
  Special: A weapon may be modiﬁed in this fashion 
  but the purchase DC and Invention Point cost are 
  tripled.
  Automatic Rate of Fire
  Purchase DC: +2 
  Invention Points (Craft mechanical): +20 
  Effect:  Weapon can ﬁre with an automatic rate 
  of ﬁre.  Only weapons with charges may have this 
  modiﬁer. 
  Special: A weapon may be modiﬁed in this fashion 
  but the purchase DC and Invention Point cost are 
  increased to +10 and +100 respectively. 
  Collapsible
  Purchase DC: +2 
  Invention Points (Craft mechanical): +20 
  Effect: A weapon with this modiﬁer may be broken 
  down or reassembled as a full-round action. When 
  collapsed only a Knowledge (technology) check (DC 
  17) will identify the component parts as a weapon.
  Special: A weapon may not be modiﬁed to have 
  this ability it must be included as part of a weapon’s 
  construction.
  Compact
  Purchase DC: +2 
  Invention Points (Craft mechanical): +20 
  Effect: This modiﬁer reduces the size of a ranged 
  weapon by one category to a minimum of Diminutive.
  Special: A weapon may not be modiﬁed to have 
  this ability it must be included as part of a weapon’s 
  construction. This modiﬁer may only be purchased 
  once.
  Computer Targeting
  Purchase DC: +5 
  Invention Points (Craft mechanical): +50 
  Effect:  The weapon gains a +1 to hit.  Shoulder 
  mounted weapons with this modiﬁer will 
  automatically track any target the character is looking 
  at, and gain +2 to hit and initiative. This modiﬁer may 
  only be purchased once. 
  
  Blood and Circuits
  page - 26
  Crafting Gear
  Energy Weapon
  Purchase DC: +4 
  Invention Points (Craft mechanical): +40 
  Effect: The weapon ﬁres energy instead of ballistic 
  ammunition. This reduces the weight of the weapon 
  by half and allows the weapon to take advantage of 
  the Stun Module and Variable Charge modiﬁers.
  Special: A weapon may not be modiﬁed to have 
  this ability it must be included as part of a weapon’s 
  construction. This modiﬁer raises the PL of the 
  weapon to at least 6 which might increase the cost 
  further. 
  Exotic Ammunition
  Wealth Cost per clip: +2
  Invention Points (Craft mechanical): -10
  Effect: This weapon uses custom ammunition, 
  increasing the overall cost but simplifying the design.
  Genetic Tags
  Purchase DC: +2 
  Invention Points (Craft mechanical): +20 
  Effect: Weapons with this modiﬁer have some sort 
  of identiﬁer on their ammunition that identiﬁes the 
  person who ﬁred it.
  Special: A weapon may be modiﬁed in this fashion. 
  The purchase DC and Invention Point cost are 
  unchanged.
  Increased Damage
  Purchase DC: +5 
  Invention Points (Craft mechanical): +50 
  Effect: A weapon with this modiﬁer inﬂicts more 
  than 3 dice of base damage.  For each die additional 
  (i.e. increasing damage from 3d6 to 4d6) increases the 
  purchase DC and Invention Points (or Craft DC).
  Special: A weapon may not be modiﬁed to have 
  this ability it must be included as part of a weapon’s 
  construction.   This modiﬁcation can only be done on 
  weapons that already have 3 dice for base damage.
  Miniaturized
  Purchase DC: +5 
  Invention Points (Craft mechanical): +50 
  Effect: This modiﬁer reduces the size of a 
  ranged weapon by two categories to a minimum of 
  Diminutive.
  Special: A weapon may not be modiﬁed to have 
  this ability it must be included as part of a weapon’s 
  construction. 
  Semiautomatic Rate of Fire
  Purchase DC: +1 
  Invention Points (Craft mechanical): +10 
  Effect:  Weapon can ﬁre with a semiautomatic rate 
  of ﬁre.  
  Sensor Bafﬂing
  Purchase DC: +2 
  Invention Points (Craft mechanical): +20 
  Effect: A weapon with this modiﬁer has a +4 bonus 
  on any checks to conceal the weapon from sensors or 
  other detection devices.
  Special: A weapon may not be modiﬁed to have 
  this ability it must be included as part of a weapon’s 
  construction.
  Spring-Loaded
  Purchase DC: +2 
  Invention Points (Craft mechanical): +20 
  Effect: The wielder of a weapon with this modiﬁer 
  acts as though he has the Quick Draw feat.
  Special: A weapon may be modiﬁed in this fashion 
  but the purchase DC and Invention Point cost are 
  tripled. This modiﬁer may only be applied to weapons 
  that are size Small or smaller.
  Standardized 
  Purchase DC: +2 
  Invention Points (Craft mechanical): +20 
  Effect: This weapon us built to be easier to handle 
  and allows a weapon that would normally require 
  an Exotic Firearms Proﬁciency to be used with the 
  Personal Firearms Proﬁciency instead. 
  Stun Module
  Purchase DC: +2 (Fort Save 12); +4 (Fort Save 
  15); +6 (Fort Save 18)
  Invention Points (Craft mechanical): +20  (Fort 
  Save 12); +40  (Fort Save 15); +60  (Fort Save 18)
  Effect: An energy weapon with this modiﬁer can be 
  set to “stun” instead of kill. If the target of the weapon 
  fails the listed Fortitude DC he is stunned for 1-4 
  rounds. 
  Special: A weapon may not be modiﬁed to have 
  this ability it must be included as part of a weapon’s 
  construction. Only energy weapons may have this 
  modiﬁer.   
  Variable Ammunition
  Purchase DC: +4 
  Invention Points (Craft mechanical): +40 
  Effect: A weapon with this modiﬁer can carry 
  multiple types of ammunition and the wielder may 
  switch between them as a free action. This also 
  effectively doubles the ammunition capacity of the 
  weapon since it will carry separate clips of equal size 
  (one per ammunition type).
  Special: A weapon may be modiﬁed in this fashion 
  but the purchase DC and Invention Point cost are 
  tripled. This modiﬁer may be purchased more than 
  once.
  Variable Charge
  Purchase DC: +6 
  Invention Points (Craft mechanical): +60 
  Effect: An energy weapon with this modiﬁer can 
  increase the damage delivered in each shot. For each 
  attack action the wielder primes the weapon the 
  damage is increased by +1 die, to a maximum of +4 
  
  Blood and Circuits
  page - 27
  Crafting Gear
  dice after four rounds of priming. After four rounds 
  the weapon must be ﬁred or it will explode inﬂicting 
  its normal damage (+4 dice) to the wielder. This also 
  completely destroys the weapon.
  Special: A weapon may not be modiﬁed to have 
  this ability it must be included as part of a weapon’s 
  construction. Only energy weapons may have this 
  modiﬁer.
  Weapon Charges
  Additionally the number of charges per clip (and the 
  cost of those clips) can modify the cost of a weapon 
  (see table 2-5).  
  Weapon Mounting
  Not only can a weapon’s damage and clip size affect 
  its performance, weapons are also affected by the 
  way those weapons are mounted.  Usually this has the 
  biggest impact on range, though size and handedness 
  (how many hands it takes to hold and ﬁre the weapon) 
  also come into play.
  Type:  Indicates what type the weapon is in general 
  terms.  Wrist, hand, chest, and shoulder-mounted 
  weapons cannot be disarmed.  Shoulder mounted 
  weapons can gain special bonuses when connected to 
  computer targeting devices. Port mounted weapons 
  are weapons that can be ﬁred by the crew inside a 
  vehicle (if a vehicle weapon is not mounted on a port 
  it must be mounted on a tripod and the person ﬁring 
  the weapon does not gain any cover from the vehicle).
  Hands:  Indicates how many of the character’s 
  hands are occupied when ﬁring the weapon.
  Range Increment:  Indicates the weapon’s 
  accuracy at range.
  Invention Points (Craft mechanical):  This 
  indicates the difﬁculty in constructing a weapon with 
  this type of mounting at this level of accuracy.  A 
  weapon can be modiﬁed as well, involving switching 
  it to a different platform.
  Purchase DC:  This indicates the cost of mounting 
  a weapon in this fashion.  A weapon can modiﬁed 
  using this wealth DC as well, involving switching it to 
  a different platform.
  Superior Balance
  Purchase DC: +2, may be purchased twice
  Invention Points (Craft mechanical): 20  may be 
  purchased twice
  Effect:  Increases range by 25%
  Sample Weapons
  Following are some pre-created weapons using these 
  rules.
  Table 2-6: Ballistic Weapon Mounting
  Type
  Hands
  Range Increment
  Invention Points
  (Craft mechanical)
  Purchase
  DC
  Handgun 
  1
  20’
  +0 
  -3
  Handgun
  1
  30’
  +20 
  -2
  Handgun 
  1
  40’
  +50 
  -1
  Longarm
  2
  50’
  +50 
  0
  Longarm
  2
  60’
  +80 
  +1
  Longarm
  2
  90’
  +100 
  +2
  Bipod/Port
  2
  100’
  +50 
  +3
  Bipod/Port
  2
  120’
  +80 
  +4
  Tripod/Port
  2
  130’
  +100 
  +5
  Tripod/Port
  2
  150’
  +150 
  +6
  Wrist/Hand
  1
  30’
  +50 
  +7
  Wrist/Hand
  1
  40’
  +80 
  +8
  Shoulder/Chest 
  0
  50’
  +100 
  +9
  Shoulder/Chest
  0
  60’
  +120 
  +10
  Shoulder/Chest
  0
  90’
  +150 
  +11
  Table 2-5: Ballistic and Energy Weapons Charges
  Clip Size
  Purchase DC
  Invention Points
  (Craft mechanical)
  Cost per clip 20 rounds
   (Energy Weapons cost per 20 shots)
  Minimum Size
  1 
  -10
  -50
  1 (11)
  Tiny
  2 
  -5
  -40
  2 (12)
  Small
  4 
  -2
  -30
  3 (13)
  Small 
  8 
  -1
  -20
  4 (14)
  Medium
  16
  -0
  -10
  5 (15)
  Medium
  32
  +2
  +0
  6 (16)
  Medium 
  50
  +4
  +20
  8 (18)
  Large
  75
  +6
  +50
  10 (20)
  Large
  100
  +10
  +100
  15 (25)
  Large
  Linked
  +12
  +50
  10 (*)
  Huge
  * An energy weapon with the “linked” clip size is built to run off a larger power supply. 
  
  Blood and Circuits
  page - 28
  Crafting Gear
  Disk Blade
  An edged circular weapon that can be used in melee 
  or thrown. It requires an exotic weapon proﬁciency 
  (disk blade) to use without penalty.  
  Modiﬁers: Base (+80), Compact (+20), Exotic 
  Weapon (-20), Aerodynamic (+20), Range (+50)
  Pipe Riﬂe
  A homemade single shot riﬂe.
  Modiﬁers: Base (+140), Charges (-50), Mounting 
  (+50)
  x-Blaster Pistol
  A relatively primitive energy weapon this would be 
  the sort found in a state of the art lab in PL 5 or in 
  broad use on the battleﬁelds of PL 6.
  Modiﬁers: Base (+160), Charges (-20), Mounting 
  (+20), Energy (+40)
  X-Blaster Riﬂe
  More powerful, with a better range, and more charges, 
  this weapon is extremely deadly in the hands of 
  someone who knows how to use it. This weapon is 
  very unlikely to be found in PL 5 unless the campaign 
  features some form of superhuman intelligence, 
  alien inﬂuence or other form of FX. Even in PL 6 
  this weapon will be restricted to military and law 
  enforcement personnel.
  Modiﬁers: Base (+190), Charges (+0), Range 
  (+100), Energy (+40), Compact (+30), Standardized 
  (+30)
  Armor Design
  Modular Armor Design  
  1. Determine Equipment Bonus
  2. Add Modiﬁers (optional)
  3. Add Miscellaneous Features (optional)
  4. Add Movement Modes (advanced armors only)
  5. Add Optics (optional)
  6. Add Weaponry (optional- advanced armors only)
  7. Add Exoskeleton (optional- advanced armors 
  only)
  Armor
  Regardless of what else a battlesuit does, its 
  main function is to protect the person wearing it.  
  Everything else is just gravy.  Designing armor is a 
  function of the Craft (mechanical) skill.  The DCs, 
  and the armor proﬁciencies required for each class of 
  defense, are listed below.
  Armor Modiﬁers
  After a character decides what basic sort of armor he 
  wants on a battlesuit, he can modify it based on the 
  type of materials used, as shown below.
  Air Supply
  Purchase DC: +3 
  Invention Points (Craft mechanical): +30 
  Effect: Armor has a 1-hour air supply.  May be 
  purchased multiple times. 
  Each two times this modiﬁer is selected, the armor 
  moves down one place on the Max Dex, Armor 
  Penalty, Speed, and Weight columns that may make 
  the armor require a more difﬁcult proﬁciency to use. 
  Table 2-7: Sample Weapons
  Name
  Damage
  Critical
  Range 
  Increment
  Type
  Fire
  Magazine
  Weight
  Size
  *Purchase 
  DC
  Invention Points
  (Craft mechanical)
  Materials
  Restriction
  Disk Blade
  1d8
  20
  30 ft.
  Slashing
  -
  -
  4 lbs.
  Medium
  18
  150
  ---
  Pipe Riﬂe
  1d10
  20
  50 ft.
  Ballistic
  1
  1
  5 lbs.
  Large
  4
  140 
  Res. 
  X-Blaster Pistol
  2d8
  20
  30 ft.
  Fire
  Single
  8
  3 lbs.
  Small
  17
  200 
  PL 6 
  X-Blaster Riﬂe
  3d8
  20
  90 ft.
  Fire
  Single
  32
  7 lbs.
  Large
  33
  390  
  PL 6 
  * Purchase DC of materials
  Table 2-8: Armor Design
  Type
  Equipment
  Bonus
  Nonproﬁcient
  Bonus
  Max 
  Dex
  Armor 
  Penalty
  Speed
  Weight
  Wealth 
  DC
  Invention Points 
  (Craft mechanical)
  Materials 
  Restriction
  Light
  +1
  +1
  +8
  -0
  30
  2 lbs.
  6
  120
  ---
  Light
  +2 
  +1
  +7
  -0
  30
  4 lbs.
  7
  140
  ---
  Light
  +3 
  +1
  +6
  -0
  30
  6 lbs.
  8
  160
  ---
  Medium
  +4 
  +2
  +5
  -1
  25
  8 lbs.
  9
  180
  Lic. 
  Medium
  +5
  +2
  +4
  -2
  25
  10 lbs.
  10
  200
  Lic. 
  Medium
  +6
  +2
  +3
  -3
  25
  12 lbs.
  11
  220
  Res. 
  Heavy
  +7
  +3
  +2
  -4
  20
  15 lbs.
  12
  240
  Res. 
  Heavy
  +8
  +3
  +1
  -5
  20
  18 lbs.
  13
  260
  Mil. 
  Heavy
  +9
  +3
  +0
  -6
  20
  21 lbs.
  14
  280
  Mil. 
  Heavy
  +10 
  +3
  +0
  -7
  20
  24 lbs.
  15
  300
  Mil. 
  
  Blood and Circuits
  page - 29
  Crafting Gear
  Chameleonic Surface
  Purchase DC: +6 
  Invention Points (Craft mechanical): +60 
  Effect: Chameleonic materials are the end 
  result of the marriage of sensor technology and 
  nanotechnology. Similar in many ways to the paint-
  on LCD of the Information Age, the chameleonic 
  surface armor gadget allows any armor to remake its 
  own image to better blend in with the background. 
  Microsensors on the surface of the armor detect 
  surrounding imagery and project it from the opposite 
  side, in effect coloring the wearer to look just like 
  whatever is behind him. The armor blends in with any 
  background.
  This gadget provides the armor’s wearer a bonus 
  on Hide checks. For light armor, this bonus is +4; for 
  medium, +6, for heavy, powered, and environmentally 
  sealed armor, +10.
  Special: This modiﬁer has a PL of 7 and will only 
  be available in campaigns that allow FX or weird 
  science. 
  Climate Controlled
  Purchase DC: +2 
  Invention Points (Craft mechanical): +20 
  Effect:  +1 to saves vs. ﬁre or cold attacks and 
  environmental damage due to heat or cold. This also 
  increases the time between saves for environmental 
  damage by ten minutes.  
  May be purchased multiple times, but only when 
  armor is being constructed. Armor may provide 
  bonuses to both of these environments but each must 
  be purchased separately. 
  Gravity Anchor
  Purchase DC: +4 
  Invention Points (Craft mechanical): +40 
  Effect: With space combat almost as common 
  as ground combat in the Energy Age, armor 
  manufacturers seek to make their armor more useful 
  in both space and atmospheric combat. One such 
  enhancement is the gravity anchor gadget, which 
  generates a ﬁeld of artiﬁcial gravity around the 
  armor’s wearer. In low gravity and zero gravity 
  conditions, the gravity anchor can be activated 
  to give the wearer the beneﬁts of full gravity in 
  any situation. Characters with this gadget are 
  unaffected by low gravity and zero-g conditions.
  Special: This item has a PL of 8 and will only 
  be available in campaigns incorporating FX or 
  weird science.
  HazMat Protection
  Purchase DC: +2 
  Invention Points (Craft mechanical): +20 
  Effect: +2 to saves vs. radiation or 
  hazardous chemical damage. If the save is 
  failed the wearer suffers reduced effects from 
  the environment as if affected by one category 
  less of a danger (so Severe radiation would 
  be reduced to High or Industrial Waste would be 
  reduced to low-grade pollutants). May be purchased 
  multiple times. The Saving Throw modiﬁers stack. 
  On a failed save the wearer still suffers the effects 
  of one grade below the environmental danger 
  regardless of how many times this modiﬁer has 
  been applied.
  Every two times this modiﬁer is selected the 
  armor moves down one place on the Max Dex, 
  Armor Penalty, Speed and Weight columns that 
  may make the armor require a more difﬁcult 
  proﬁciency to use.
  Gamma Radiation Protection
  Purchase DC: +2 (moderate), +3 (High), 
  +4 (Severe)
  Invention Points (Craft mechanical): 
  +20 (moderate), +30 (High), +40 (Severe)
  Effect: This modiﬁer protects the wearer 
  from the effects of gamma radiation.  The 
  
  Blood and Circuits
  page - 30
  Crafting Gear
  level depends on the quality of the system and grants 
  total protection against radiation of the respective 
  level and lower. If the wearer encounters radiation 
  above the level of his protection, he suffers the full 
  effects (HazMat Protection can help reduce those 
  effects).
  Lightweight Alloys
  Purchase DC: +2 
  Invention Points (Craft mechanical): +20 
  Effect:  Armor’s Max Dex, Armor Penalty, and 
  Speed moves one place up (up is better) the table 
  while defense remains unchanged.  May be purchased 
  multiple times but only when armor is being 
  constructed. 
  Morphic Metal Alloy
  Purchase DC: +6 
  Invention Points (Craft mechanical): +60 
  Effect: A combination of nanotechnology and 
  armor engineering, morphic metal alloy is a special 
  material used in the construction of armor to enhance 
  the user’s ability to move freely. When activated, 
  morphic metal bends and shapes itself to the contours 
  of the wearer’s body, giving it both a snug ﬁt and 
  increased mobility. An armor with the morphic metal 
  alloy gadget reduces its armor check penalty by 1 and 
  increases the maximum Dexterity bonus by 1 as well.
  Special: This device has a PL of 8 and will only 
  be allowed in campaigns that feature FX or weird 
  science.
  Nonconductive
  Purchase DC: +1 
  Invention Points (Craft mechanical): +10 
  Effect:  +1 saves vs. electrical attacks.  May be 
  purchased multiple times, but only when armor is 
  being constructed.
  Nonmetallic Alloys
  Purchase DC: +2 
  Invention Points (Craft mechanical): +20 
  Effect:  Armor is unaffected by magnetism and 
  does not show up on metal detectors.
  Refractive Coating
  Purchase DC: +3 
  Invention Points (Craft mechanical): +30 
  Effect:  +1 saves vs. all energy attacks.  May be 
  purchased multiple times, but only when armor is 
  being constructed.
  Sonic Filter
  Purchase DC: +1 
  Invention Points (Craft mechanical): +10 
  Effect:  +1 save vs. sonic/deafening attacks. May be 
  purchased multiple times.
  Bulky
  Purchase DC: -1 
  Invention Points (Craft mechanical): -10
  Effect: Armor’s Max Dex, Armor Penalty, and 
  Speed moves one up the table while defense remains 
  unchanged. May be purchased multiple times but only 
  when armor is being constructed.
  Hot
  Purchase DC: -3 
  Invention Points (Craft mechanical): -30
  Effect: Saving throws against environmental effects 
  related to heat and thirst are modiﬁed by the armor 
  penalty of the suit. 
  Added Restriction Level
  Purchase DC: -1 
  Invention Points (Craft mechanical): -10
  Effect: Each time this is taken the item moves 
  up one level of restriction (from no restriction to 
  Licensed, from Licensed to Restricted and from 
  Restricted to Military).
  Miscellaneous Modiﬁers
  This is equipment that a character may want which 
  does not ﬁt into any of the other categories, such as 
  communications gear and onboard computers.
  Police Band Radio
  Purchase DC:  15
  Invention Points: 150 
  Effect:  You can communicate and monitor ofﬁcial 
  police and government frequencies with a move action 
  (this is normally a wrist mounted radio and difﬁcult to 
  use in combat).
  Special:  For +5 Wealth Cost and +50 Invention 
  Points (+5 Craft DC) the radio can be miniaturized 
  for the helmet, and can be voice activated.  This 
  allows the communications system to be used as a free 
  action.
  Prehensile Appendage
  Purchase DC: +6 
  Invention Points (Craft mechanical): +60 
  Effect: Useful for scientists, explorers, and others 
  that have need for an extra hand, the prehensile 
  appendage gadget is both utilitarian and expensive. 
  Essentially, this gadget consists of a long ﬂexible 
  cylinder capped at the end with a grasping claw that 
  attaches to the armor’s side or back. The prehensile 
  appendage gadget essentially gives the wearer of 
  the armor an additional hand with which to hold and 
  manipulate objects. 
  The gadget cannot be used to make normal melee 
  attacks or ﬁre ranged weapons, but it can make 
  grapple attempts (with a Strength bonus of +2 and 
  using the wearer’s base attack bonus). The appendage 
  is controlled through a pair of gloves worn by the 
  user; by issuing commands via a speciﬁc set of hand 
  
  Blood and Circuits
  page - 31
  Crafting Gear
  signs, the wearer can order the gadget to pick up, 
  drop, or manipulate an object once per round as a free 
  action.
  Special: This modiﬁer has a PL of 6 and will raise 
  the Wealth cost by +5 in a modern campaign unless 
  the character possesses the Cutting Edge feat. 
  Self-Repairing
  Purchase DC: +6 
  Invention Points (Craft mechanical): +60 
  Effect: The self-repairing gadget implements 
  nanotechnology in its infancy to repair minor damage 
  to armor. Whenever the armor is damaged, the self-
  repairing gadget immediately issues commands to a 
  set of nanites that move to the problem spot and begin 
  making repairs. The gadget repairs 1 point of damage 
  per minute to the armor.
  Special: This modiﬁer has a PL of 6 and will raise 
  the Wealth cost by +5 in a modern campaign unless 
  the character possesses the Cutting Edge feat.
  Movement 
  (Advanced Armors Only)
  One of the main functions of battlesuits in ﬁction is 
  the power of ﬂight.  You can add ﬂight to a sturdy suit 
  of armor, making yourself a force to be reckoned with 
  on the battleﬁeld, or simply make a ﬂight harness, 
  with a little bit of armor, to represent the jet packs so 
  common in comic books (especially comics of the 
  Silver and Bronze Age where they sold jet packs at 
  corner stores).  
  The main difference between the movement granted 
  by a battlesuit and that provided by a vehicle is that 
  the movement functions much more like a power than 
  a vehicle.  In other words, you don’t use a pilot skill 
  to “ﬂy” a battlesuit or jetpack; you take the Combat 
  Flight feat to improve maneuverability like a character 
  with Flight through a power would do. 
  Enhanced Speed
  Purchase DC:  +2 per 5 feet
  Invention Points (Craft mechanical): +20 per 5 
  feet
  Effect: The ground speed of the armor is increased 
  by 5 feet each time this modiﬁer is taken.  This may 
  increase the speed beyond the speed of the wearer thus 
  enhancing is movement.
  Special: Armor without an exoskeleton cannot 
  utilize this modiﬁer.
  JumpJets
  Purchase DC:  10 + 1 per jump bonus.
  Invention Points (Craft mechanical): 100+  10 
  per Jump bonus 
  Effect: +3 to Jump skill checks, no limit for 
  maximum jump distance.  May be purchased multiple 
  times. 
  Jet Powered Flight
  Purchase DC: 10 + 2 per movement bonus.
  Invention Points (Craft mechanical): 100 + 20 
  per movement bonus 
  Effect:  10’ ﬂight movement, at clumsy 
  maneuverability (this may only be improved through 
  Combat Flight feats).  May be purchased multiple 
  times.  Moves armor’s Max Dex, Armor Penalty, 
  Speed, and type down one step on the Armor 
  table.  Armor movement’s penalties apply to ﬂight 
  movement as well.
  Miniaturized Flight Rig
  Purchase DC:  +1 
  Invention Points (Craft mechanical): +10 
  Effect:  Reduces armor penalties due to Jet 
  Powered Flight by one step.  This may only be used to 
  eliminate weight penalties from the ﬂight rig.  If you 
  wish to make the armor itself lighter, see lightweight 
  alloys above. 
  Optics  / Sensors
  In recent years, optics and sensors have grown in 
  importance and utility on the battleﬁeld.  Comics 
  characters have enjoyed the power of nightvision for 
  decades however, and these accoutrements will be a 
  popular addition to any character’s armament.
      Optics can be created as standalone items such as 
  goggles as well as built into armor.  If built into armor, 
  the optics are created separately from the armor.
  Chemical Sensor
  Purchase DC: 4
  Invention Points (Craft electronics): 40
  Effect: This modiﬁer detects chemical agents (not 
  radiation), including hazardous chemicals (any form), 
  chemical contaminants, and various nerve/irritant/
  blood agents. A chemical sensor’s range is 50 ft.
  Geiger Counter
  Purchase DC: 4
  Invention Points (Craft electronics): 40
  Effect: This modiﬁer detects the exact Radiation 
  level in an area. A Geiger counter has a range of 75 ft.
  Night Vision Optics
  Purchase DC: 10
  Invention Points (Craft electronics): 100
  Effect:  You gain Dark Vision out to a range of 120 
  feet.
  Polarizing Lenses
  Purchase DC:  10
  Invention Points (Craft electronics): 100
  Effect:  Immune to blinding attacks
  Telescopic Optics
  Purchase DC:  10 + 1/2 per bonus
  Invention Points (Craft electronics): 50+10 per 
  bonus 
  
  Blood and Circuits
  page - 32
  Crafting Gear
  Effect:  Your optics give you a +1 equipment bonus 
  to spot checks.  May be purchased multiple times. 
  Radar
  Purchase DC: 20
  Invention Points (Craft electronics): 250
  Effect: Your battlesuit has a built in radar system 
  allowing the detection of objects at ranges of several 
  miles on a Spot skill check (this check is at –4 unless 
  you possess the Radar Operation feat). See the Spot 
  skill for more information on the use of radar. This 
  use of the spot skill may not be used untrained.  Radar 
  may be made more accurate using the Telescopic 
  Optics modiﬁer. However this modiﬁer must be 
  bought separately for Radar and normal visual 
  detection.  Radar does not work underwater.
  X-Ray
  Purchase DC: 20
  Invention Points (Craft electronics): 250
  Effect: This form of super-advanced optics permits 
  the wearer to see into and through solid matter. The 
  range is as per normal sight (not limited by darkness, 
  however), with the viewer seeing as if he were 
  looking at something in normal light even if there is 
  no illumination (for example, if looking through a 
  wall into a darkened room, he can see beyond even if 
  it is utterly dark).
  The vision provided by x-ray optics can penetrate 
  20 feet of cloth, wood, or similar animal or vegetable 
  matter. It can see through up to 10 feet of stone, 10 
  inches of iron, steel, copper, and brass, but cannot 
  penetrate lead, gold, or platinum.
  Special: This modiﬁer has a PL of 7 and will only 
  be available in campaigns that allow FX or weird 
  science. 
  Sonar
  Purchase DC: 20
  Invention Points (Craft electronics): 250
  Effect: Your battlesuit has a built in sonar system 
  allowing detection of objects and navigation at very 
  deep depths without the use of sight. See the Listen 
  skill for more information on the use of sonar. This 
  use of the Listen skill may not be used untrained. 
  Listen checks for sonar take a –10 penalty when not 
  underwater. 
  Weaponry 
  (Advanced Armors Only)
  Designing a weapon for a battlesuit is the same as 
  designing a freestanding weapon.  See weapon design.
  Generic Weapon Mounts
  Purchase DC: +9 wrist/hand, +12 shoulder/chest
  Invention Points (Craft mechanical): +90 wrist/
  hand, +160 shoulder/chest
  Effect: This modiﬁer allows the creator to build 
  a generic weapon mount that allows a weapon to be 
  install at a later time.  A wrist/hand mount can hold 
  a medium or small weapon.  A shoulder/cheat mount 
  can hold a large or huge weapon.
  Installing a weapon in this generic slot requires a 
  Repair check (DC 20) and raw materials (DC 9). The 
  range of the installed weapon remains unchanged.
  Exoskeleton 
  (Advanced Armors Only)
  Enhancing the strength of the wearer is another 
  popular function of battlesuits.  This device, known 
  as an exoskeleton, can either be worn on its own 
  (providing a strength bonus but little protection) or 
  may be incorporated into a battlesuit.
  Combining an Exoskeleton with Armor:  When 
  combining an Exoskeleton with armor, whatever type 
  of armor it was (Light, Medium, or Heavy), it is now 
  Powered armor.  A character proﬁcient in the armor, 
  but not the exoskeleton, gains less of a strength bonus, 
  but is otherwise able to use the armor normally.  
  For purposes of the Max Dex, Armor Penalty, 
  and Speed, use whichever is worse, from the armor 
  or exoskeleton.  Exoskeletons can be made with 
  the Lightweight Alloys modiﬁer just as Armor can.  
  Weight is cumulative, while the Purchase DC and 
  Craft DC checks must both be made separately.
  An exoskeleton can only be included in armor when 
  it is ﬁrst constructed.  However, a character that has 
  constructed a suit of armor and worked all the bugs 
  out of it can make a new version of that armor with an 
  exoskeleton, and he only needs to make craft checks 
  on the exoskeleton portion of the item (so the armor 
  will not have any more bugs than it did before).
  Table 2-9: Exoskeletons
  Type
  Strength 
  Bonus
  Nonproﬁcient
  Bonus
  Max 
  Dex
  Armor 
  Penalty
  Speed
  Weight
  Wealth 
  DC
  Invention Points 
  (Craft mechanical)
  Progress
  Level
  Powered 
  +1
  +1
  +8
  -0
  30
  2 lbs.
  10
  120
  PL 6
  Powered
  +2
  +1
  +8
  -0
  30
  2 lbs.
  11
  140
  PL 6
  Powered
  +3
  +1
  +7
  -0
  30
  4 lbs.
  12
  160
  PL 6
  Powered
  +4
  +2
  +7
  -1
  25
  4 lbs.
  13
  180
  PL 7
  Powered
  +5
  +2
  +6
  -1
  25
  6 lbs.
  14
  200
  PL 7
  Powered
  +6
  +2
  +6
  -2
  25
  6 lbs.
  16
  220
  PL 7
  Powered
  +7
  +3
  +5
  -2
  20
  8 lbs.
  18
  240
  PL 8
  Powered
  +8
  +3
  +5
  -3
  20
  8 lbs.
  20
  260
  PL 8
  Powered
  +9
  +3
  +4
  -3
  20
  10 lbs.
  22
  280
  PL 9
  Powered
  +10
  +3
  +4
  -4
  20
  10 lbs.
  24
  300
  PL 9
  
  Blood and Circuits
  page - 33
  Crafting Gear
  Sample Armor
  Following are some sophisticated suits of armor 
  designed by the rules presented above. 
  All Terrain BioHazard Gear
  This suit is designed to allow the wearer to function 
  in areas of radioactivity and chemical contamination. 
  It grants a +4 to saves vs. radiation, chemical 
  contamination and disease. However it is difﬁcult 
  to maneuver in for long periods of time being bulky 
  and stuffy (in addition to its normal penalties this 
  armor’s armor check penalty applies to saves to avoid 
  environmental damage from heat and thirst). 
  Modiﬁers: Base (+160), Hazmat Protection x2 
  (+40), Air Supply x2 (+60), Bulky x2 (-20), Hot (-30)
  Combat SCUBA
  This lightweight suit might be found in the hands 
  of an elite SEAL team or perhaps an elite search 
  and rescue team for underwater cave rescues where 
  space is at a premium. It has a 2-hour air supply and 
  provides protection from cold water conditions (a +2 
  to saving throws to avoid environmental damage from 
  cold) while remaining lightweight and streamlined. 
  This armor requires a SCUBA license. 
  Modiﬁers: Base (+160), Air supply x2 (+60), 
  Climate Controlled (cold) x2 (+40), Lightweight 
  Alloys (+20), Added Restriction Level (-10)
  Liquid Steel Armor
  Currently in testing by the military, this liquid 
  becomes as hard as steel when subjected to a sudden 
  shock (such as a bullet impact). Cloth can be soaked 
  in this ﬂuid and gain this quality (such as the cloth 
  depicted here). Military planners intend to use this 
  substance to provide greater protection to political 
  leaders and soldiers by soaking clothing worn over 
  areas not protected by modern Kevlar (such as the 
  arms and legs). Currently in research and development 
  by the Department of Defense this material will only 
  be supplied to those with a clear military reason for 
  using it (perhaps special operations could be assigned 
  to run this material through a shakedown phase to 
  eliminate any problems with the material). 
  Modiﬁers: Base (+180), Lightweight Alloys x3 
  (+60), Added Restriction Level x3 (-30), Nonmetallic 
  alloy (+20)
  Jet Pack
  The ultimate in combat mobility the jet pack allows 
  a soldier so equipped to take to the air at speeds of 
  up to 50 mph (90 feet per round). This prototype 
  is extremely bulky and will be ditched in combat 
  conditions. However the advantages this provides to 
  forward scouts and special operations personnel are 
  enormous. 
  Modiﬁers: Flight Rig (90 feet per round ﬂight) 
  (+280)
  Atlas Mk I
  This suit of armor might see use in as little as 10 
  years. Lightly armored and fast it allows scouts and 
  special operations personnel the beneﬁts of speed and 
  stealth with an added strength-enhancing exoskeleton. 
  Modiﬁers: Base (+140), Exoskeleton +2 (+140)
  Atlas Mk II
  Currently a dream of military planners the Atlas may 
  become a nightmarish reality in the next 10-20 years. 
  Combining protection with a strength enhancing 
  exoskeleton this armor will allow soldiers to bypass 
  obstacles with ease and expect to win any hand-to-
  hand engagement. 
  Modiﬁers: Base (+200), Exoskeleton +4 (+180) 
  Atlas Mk III
  The ultimate expression of the Atlas design one 
  soldier in this armor might be worth 100 average 
  soldiers, able to destroy heavy fortiﬁcations and 
  overturn armored vehicles with his bare hands, a 
  soldier in this armor would wreak havoc and dominate 
  any battleﬁeld he stood on.
  Modiﬁers: Base (+300), Exoskeleton +10 (+300) 
  Table 2-10: Sample Armors
  Armor
  Type
  Equipment/Strength 
  Bonus
  Nonproﬁcient 
  Bonus
  Max Dex
  Armor 
  Penalty
  Speed
  Weight
  Purchase
  DC*
  Invention 
  Points  
  Materials
  Restriction
  Hazmat Suit
  Hvy
  +3/+0
  +1/+0
  +1
  -5
  20
  18 lbs.
  13
  210 
  ---
  Combat SCUBA 
  Light
  +3/+0
  +1/+0
  +6
  -0
  30
  6 lbs.
  19
  270 
  Lic. 
  Liquid Steel Armor
  Light
  +4/+0
  +2/+0
  +8
  -0
  30
  2 lbs.
  14
  230 
  Mil. 
  Jet Pack
  Hvy
  +0/+0
  +0/+0
  +0
  -6
  20 (ground)
  21 lbs.
  28
  280 
  PL 6 
  Atlas Mk I
  Powered
  +2/+2
  +1/+1
  +7
  +0
  30
  6 lbs.
  18
  280 
  PL 6 
  Atlas Mk II
  Powered
  +5/+4
  +2/+2
  +4
  -2
  25
  14 lbs.
  23
  380 
  PL 7 
  Atlas Mk III
  Powered
  +10/+10
  +3/+3
  +0
  -7
  20
  34 lbs.
  39
  600 
  PL 9 
  * Purchase DC of materials
  
  Blood and Circuits
  page - 34
  Crafting Gear
  Computer Design
  Computer Design is actually two completely separate 
  areas: hardware design and software design. Each is 
  covered in detail below.  In most cases a character 
  who simply desires a computer for research and 
  data collection purposes will ﬁnd a computer room 
  (detailed under the Headquarters design rules) less 
  complicated than building a computer from scratch 
  under these rules. However for those with a desire for 
  that little something special, read on.
  Computer Hardware Design
  Computer hardware is rated in three areas: processor 
  speed, memory and size. Each contributes to the cost 
  of the computer and the difﬁculty of constructing it. 
  Processor: A computer’s processor is its 
  Intelligence score. All computers must have an 
  Intelligence of at least 2 to be able to function. 
  A computer can run a number of programs equal 
  to one-half its Intelligence score. Computers also 
  use their Programs modiﬁer as the basis for any 
  skill programmed into the computer (meaning that 
  “smarter” computers will tend to perform better).
  Intelligence Modiﬁer: A computer’s Intelligence 
  score determines two critical factors: the number 
  of programs it can simultaneously run and its 
  Intelligence bonus (or penalty). 
  Awareness chance: As computers become 
  increasingly sophisticated there is a chance that they 
  will begin to learn on their own. This phenomenon, 
  found only in computers much more complex than 
  those that can be built with current technology leads 
  almost inevitably to self-awareness. 
  The percentage listed on the table is the chance each 
  month that the computer will become self-aware. At 
  that point the computer’s Wisdom and Charisma are 
  randomly determined and the computer is treated as 
  an NPC whose actions are determined by the game 
  master not by the computer’s creators. 
  Any Allegiances hard wired into the computer (see 
  programs) will still be present and can help shape 
  the computer’s behavior. Also Artiﬁcially Intelligent 
  computers always have an Allegiance to their creator. 
  However, if this allegiance is not hardwired into the 
  computer before it becomes self-aware the computer 
  may change it at a later time.
  Computer Memory
  While the speed of a computer is important (as 
  represented by the computer’s Intelligence score) the 
  sheer amount of data it can hold is equally important. 
  Blood and Circuits represents this concept through 
  Program Points, which work very similarly to skill 
  points in a character. 
  Memory Points: Program Points are akin to 
  skill points for a computer and are modiﬁed by the 
  computer’s Intelligence. Command programs cost a 
  set number of Program Points, while Skill programs 
  cost a number of Program Points equal to the skill 
  modiﬁer they provide. 
  Table 2-11: Computer Hardware Desgin
  Processor
  (Int)
  Intelligence 
  Modiﬁer 
  Programs
  Awareness
  Invention Points
  (Craft electronic DC)
  Wealth DC
  Materials 
  Restriction
  2
  -4
  1
  0%
  20 (2)
  1
  ---
  4
  -3
  2
  0%
  30 (3)
  2
  ---
  6
  -2
  3
  0%
  40 (4)
  3
  ---
  8
  -1
  4
  0%
  50 (5)
  4
  ---
  10
  +0
  5
  0% 
  60 (6)
  5
  ---
  12
  +1
  6
  0%
  80 (8)
  6
  ---
  14
  +2
  7
  0%
  100 (10)
  7
  ---
  16
  +3
  8
  0%
  120 (12)
  8
  ---
  18
  +4
  9
  0%
  140 (14)
  9
  ---
  20
  +5
  10
  0%
  160 (16)
  10
  ---
  22
  +6
  11
  0%
  200 (20)
  11
  Res. 
  24
  +7
  12
  0%
  240 (24)
  12
  Res. 
  26
  +8
  13
  0%
  280 (28)
  13
  Mil 
  28
  +9
  14
  0%
  320 (32)
  14
  Mil. 
  30
  +10
  15
  0%
  360 (36)
  15
  Mil. 
  32
  +11
  16
  10%
  400 (40)
  16
  PL 6 
  34
  +12
  17
  20%
  450 (45)
  17
  PL 7 
  36
  +13
  18
  30%
  500 (50)
  18
  PL 8 
  38
  +14
  19
  40%
  550 (55)
  19
  PL 9 
  40
  +15
  20
  50%
  600 (60)
  20
  PL 9 
  On Board Computers 
  A computer may be installed in any vehicle, 
  robot or even a suit of clothing. A computer small 
  enough to be considered on board can be accessed 
  as a Free action. For a computer to be onboard 
  it must be two size categories smaller than the 
  place it is installed (if worn it must be two size 
  categories smaller than the creature wearing it). 
  
  Blood and Circuits
  page - 35
  Crafting Gear
  Computer Size
  Whoever said size matters wasn’t kidding. Although 
  in the world of computers smaller is better. Not only is 
  there a race to make computers more powerful, but to 
  make them smaller as well. Where this will ultimately 
  lead is unclear, but many scientists feel the future of 
  both computers and robotics is in nano-technology 
  that will require machines (and computers to run 
  them) to become the size of living cells. 
  Computer Hardware Modiﬁers
  Dedicated Computer
  Modiﬁers: -30 Invention Points (-3 Craft 
  electronics DC); -3 Wealth DC
  Purchase DC: -3 
  Invention Points (Craft electronics): -30 (-3)
  Effect: The computer’s programs must be set when 
  the computer is constructed and can never be altered. 
  Computer Software Design
  While the hardware of a computer is important, it 
  is the software that makes a computer more than a 
  paperweight. The hardware will determine how well 
  a computer does what it does, while the software will 
  determine what it can do. 
  Command Programs
  Command programs allow a computer to take an 
  action or follow a command. They are required for a 
  computer to use a given skill or take a given action 
  (since computers are not thinking beings they gain 
  no skills that they may use untrained- however a 
  computer with a command program but no skill 
  program may operate within the realm of that program 
  at its Intelligence modiﬁer).
  Creating programs is done through the use of the 
  Computer Use skill. Programs have an Invention Point 
  cost and a minimum Program Points requirement. 
  If the computer does not have that many Program 
  Points available the program cannot be installed 
  unless another is erased. Computer programs never 
  cost Wealth to create, writing code is free. However 
  buying a program off the shelf will have a cost and 
  this is listed as the program’s purchase price. Note 
  that buying a computer program off the shelf is no 
  guarantee it will be bug free. 
  Programs may have prototype modiﬁers that lead to 
  bugs like any other program. If a computer has bugs 
  whose penalties exceed the computer’s Intelligence 
  modiﬁer the computer shuts down and must be 
  restarted (requiring a full-round action). For example, 
  a computer with an Intelligence of 12 (and thus 
  an Intelligence modiﬁer of +1) has a new program 
  installed with a prototype modiﬁer of 2. During the 
  adventure the computer’s autopilot program is turned 
  on during battle so the vehicle’s lone occupant can 
  devote his attention to ﬁring the vehicle’s weapons. 
  He rolls a natural 1 activating the computer’s 
  prototype modiﬁer. The GM rules that the computer 
  has interfered with the vehicle’s fuel injector and, 
  rolling a 3 on a d6, reduces the vehicle’s speed by 30 
  feet per round. Since this also exceeds the computer’s 
  Intelligence modiﬁer the computer crashes causing the 
  unlucky PC to have to grab for the controls. 
  Antivirus, Basic
  Memory Points: 2
  Invention Points (Computer Use): 120
  Purchase DC: 7
  Effect: Any attempt to degrade the computer’s 
  programming has its DC increased by +5. 
  Antivirus, Average
  Memory Points: 5
  Invention Points (Computer Use): 150
  Table 2-12: Computer Memory
  Memory 
  Points
  Invention Points
  (Craft electronic)
  Purchase DC
  5
  10
  1
  10
  20
  2
  15
  30
  3
  20
  40
  4
  25
  50
  5
  30
  90
  6
  35
  105
  7
  40
  120
  8
  45
  135
  8
  50
  200
  10
  55
  220
  12
  60
  240
  14
  65
  260
  16
  70
  280
  18
  75
  300
  20
  80
  400
  22
  85
  425
  24
  90
  450
  26
  95
  475
  28
  100
  500
  30
  Table 2-13: Computer Size
  Computer Size
  Invention Points
  (Craft electronic)
  Purchase 
  DC
  Material 
  Restriction
  Microscopic
  +300
  +12
  PL 6 
  Fine
  +200
  +8
  ---
  Diminutive
  +100
  +4
  ---
  Small
  +50
  +2
  ---
  Medium
  +0
  +0
  ---
  Large
  -50
  -2
  ---
  Huge or Larger
  -150
  -6
  ---
  Bundled Software 
  When you buy a computer (as opposed to 
  building one yourself) you gain free software 
  “bundled” with the purchased hardware. The 
  wealth value of this software is equal to the price 
  paid for the computer (1.5 times the purchase 
  DC).
  
  Blood and Circuits
  page - 36
  Crafting Gear
  Purchase DC: 10
  Effect: Any attempt to degrade the computer’s 
  programming has its DC increased by +10. This also 
  makes the computer immune to Basic Viruses. 
  Antivirus, Deluxe
  Memory Points: 10
  Invention Points (Computer Use): 200
  Purchase DC: 15
  Effect: Any attempt to degrade the computer’s 
  programming has its DC increased by +15. This also 
  makes the computer immune to Average Viruses.
  A computer with this program installed will also 
  attempt to repair programming itself automatically if 
  it has the Computer Use skill program installed. 
  Computer Use is added to the computer’s skill list.
  AutoNav
  Memory Points: 5
  Invention Points (Computer Use): 150
  Purchase DC: 10
  Effect: The computer may plot a course using the 
  Navigate skill. If the craft also has a Deluxe Autopilot 
  program the computer may execute that course itself. 
  If the computer has an internet connection of average 
  or better quality this program also provides GPS 
  access, allowing the character to determine his exact 
  location on a Navigate skill check (DC 10). This 
  program adds Navigate to the computer’s skill list. 
  Autopilot, Basic
  Memory Points: 5
  Invention Points (Computer Use): 150
  Purchase DC: 10
  Effect: Computer may pilot craft out of combat. 
  When this program is created or purchased the 
  character must specify one class of air or ground 
  vehicle that the autopilot will operate on. This 
  program will not operate on a different type of 
  vehicle.
  Autopilot, Deluxe
  Memory Points: 10
  Invention Points (Computer Use): 200
  Purchase DC: 15
  Effect: Computer may pilot craft in combat. Pilot or 
  Drive (chosen when program is purchased or created) 
  is added to the computer’s skill list. 
  Combat Program, Basic
  Memory Points: 5
  Invention Points (Computer Use): 150
  Purchase DC: 10
  Effect: This program allows the computer to attack 
  using any means at its disposal (weapons or perhaps a 
  slam attack). The computer must be ordered to attack 
  and given a target (requiring an attack action from an 
  authorized person). 
  A computer with this program gains a BAB bonus 
  of +0.
  A robot with this program gains a BAB equal to ½ 
  its hit dice (it uses the slowest progression).
  Computer attacks are modiﬁed by the computer’s 
  Intelligence modiﬁer. Robot attacks are modiﬁed by 
  the robot’s Strength or Dexterity modiﬁers.
  Combat Program, Average
  Memory Points: 10
  Invention Points (Computer Use): 200
  Purchase DC: 15
  Effect: This program allows the computer to attack 
  using any means at its disposal (weapons or perhaps 
  a slam attack). The computer may be given a queue 
  of targets as a single order (requiring an attack action 
  from an authorized person). 
  A computer with this program gains a BAB bonus 
  of +3.
  A robot with this program gains a BAB equal to ¾ 
  its hit dice (it uses the medium progression).
  Computer attacks are modiﬁed by the computer’s 
  Intelligence modiﬁer. Robot attacks are modiﬁed by 
  the robot’s Strength or Dexterity modiﬁers.
  Combat Program, Deluxe
  Memory Points: 20
  Invention Points (Computer Use): 300
  Purchase DC: 25
  Effect: This program allows the computer to attack 
  using any means at its disposal (weapons or a slam 
  attack for robots). The computer may be given a queue 
  of targets as a single order (requiring an attack action 
  from an authorized person). The computer may also 
  make its own decisions on who to attack if left to its 
  own devices (use the computer’s Knowledge (tactics) 
  skill to determine how intelligently it accomplishes 
  this). For example a computer could be told to guard a 
  certain area from unauthorized personnel. 
  A computer with this program gains a BAB of +5.
  A robot with this program gains a BAB equal to its 
  hit dice (it uses the fast progression).
  Computer attacks are modiﬁed by the computer’s 
  Intelligence modiﬁer. Robot attacks are modiﬁed by 
  the robot’s Strength or Dexterity modiﬁers. 
  This program adds Knowledge (tactics) to the 
  computer’s skill list. 
  Command Directive
  Memory Points: 2
  Invention Points (Computer Use): 120
  Purchase DC: 7
  Effect: This program puts inhibitions on a 
  computer’s behavior, effectively giving a computer 
  an Allegiance. However unless the computer is 
  sentient this allegiance will be followed mindlessly. 
  A command directive could be to follow commands 
  from a certain level of identity card or follow verbal 
  commands from a speciﬁc person. A computer must 
  have a visual recognition or data reader program to 
  identify a security card. A computer must have visual 
  or voice recognition to identify an individual. 
  
  Blood and Circuits
  page - 37
  Crafting Gear
  Note that a computer, even a sentient one cannot 
  change a command directive programmed into it 
  before the time the computer becomes self-aware. 
  This can make a command directive a powerful, 
  perhaps essential tool for controlling artiﬁcially 
  intelligent computers. 
  However once a computer becomes self-aware 
  command directives may not be installed. 
  Crime Database
  Memory Points: 2
  Invention Points (Computer Use): 120
  Purchase DC: 7 (Res. +2)
  Effect: The computer can aid in the analysis of a 
  clue. This program adds Investigate to the computer’s 
  skill list. If this computer also has an internet 
  connection a Research check may also be used to 
  ﬁnd out if any ﬁngerprints found match suspects in 
  other crimes, as well as provide criminal histories 
  for any potential suspects. Use of programs like 
  this one are restricted to law-enforcement personnel 
  since criminals could alter records found in criminal 
  databases to cover their tracks. 
  Data Reader
  Memory Points: 1
  Invention Points (Computer Use): 110
  Purchase DC: 6
  Effect: This program allows a computer to identify 
  an individual through swiping a card and/or inputting 
  a personal identiﬁcation number (commonly referred 
  to as a PIN). Whether the system requires both the 
  card and a PIN or just the card is decided when the 
  system is installed.
  A computer with this installed requires both a 
  Computer Use and a Forgery skill check to bypass 
  security.
  Decryption
  Memory Points: 10
  Invention Points (Computer Use): 200
  Purchase DC: 15 (Mil. +3)
  Effect: This program will attempt to unscramble 
  any transmission it receives. This program adds 
  Computer Use to the computer’s skill list.
  Early Warning System
  Memory Points: 10
  Invention Points (Computer Use): 200
  Purchase DC: 15 (Res. +2)
  Effect: This program will allow a computer to 
  monitor radar arrays, warning of intruding aircraft. 
  This program adds Spot to the computer’s skill list 
  and allows those ranks to be used for Radar Operation.  
  Electronic Warfare
  Memory Points: 10
  Invention Points (Computer Use): 200
  Purchase DC: 15 (Mil. +3)
  Effect: This program will allow a computer to 
  make Computer Use checks for Jamming, Signal 
  Interception and Signal Triangulation. This program 
  adds Computer Use to the computer’s skill list.
  Encryption
  Memory Points: 10
  Invention Points (Computer Use): 200
  Purchase DC: 15 (Mil. +3)
  Effect: This program will automatically scramble 
  any transmission made through the computer in 
  question. This program adds Computer Use to the 
  computer’s skill list and allows those ranks to be used 
  for scrambling a signal. 
  Internet Connection, Basic
  Memory Points: 1
  Invention Points (Computer Use): 110
  Purchase DC: 6
  Effect: Character can communicate in very 
  basic ways (e-mail and text messaging) through his 
  computer. 
  Internet Connection, Average
  Memory Points: 2
  Invention Points (Computer Use): 120
  Purchase DC: 7
  Effect: Character can communicate through e-
  mail and voice through his computer. You may also 
  conduct research through your computer even if you 
  are in the ﬁeld. Computer searches (Research checks) 
  take the usual time to perform. You may also use a 
  computer so equipped to make Computer Use checks 
  for hacking or to give commands to another computer 
  that also contains this program regardless of your 
  location. 
  Internet Connection, Deluxe
  Memory Points: 5
  Invention Points (Computer Use): 150
  Purchase DC: 10
  Effect: As above except all forms of 
  communication are possible. You may also make 
  Research checks in half the time and any hacking 
  attempt made by you gains a +2 bonus. 
  Photographic Storage, Basic
  Memory Points: 1
  Invention Points (Computer Use): 110
  Purchase DC: 6
  Effect: The computer may store one minute of 
  visual data (the information gained from any program 
  requiring or using the Spot skill) for each memory 
  point devoted to photographic storage.
  Photographic Storage, Average
  Memory Points: 2
  Invention Points (Computer Use): 120
  
  Blood and Circuits
  page - 38
  Crafting Gear
  Purchase DC: 7
  Effect: The computer may store ten minutes of 
  visual data (the information gained from any program 
  requiring or using the Spot skill) for each memory 
  point devoted to photographic storage.
  Photographic Storage, Deluxe
  Memory Points: 5
  Invention Points (Computer Use): 150
  Purchase DC: 10
  Effect: The computer may store one hour of visual 
  data (the information gained from any program 
  requiring or using the Spot skill) for each memory 
  point devoted to photographic storage.
  Reconnaissance 
  Memory Points: 5
  Invention Points (Computer Use): 150
  Purchase DC: 10
  Effect: The computer may make Spot checks 
  for reconnaissance purposes. Spot is added to the 
  computer’s skill list. 
  Security, Basic
  Memory Points: 2
  Invention Points (Computer Use): 120
  Purchase DC: 7 
  Effect: The DC to bypass the computer’s security is 
  increased by +5
  Security, Average
  Memory Points: 5
  Invention Points (Computer Use): 150
  Purchase DC: 10 
  Effect: The DC to bypass the computer’s security is 
  increased by +10
  Security, Deluxe
  Memory Points: 10
  Invention Points (Computer Use): 200
  Purchase DC: 15 
  Effect: The DC to bypass the computer’s security is 
  increased by +15
  A computer with this program installed will also 
  attempt to defend its security automatically if it has 
  the Computer Use skill program installed. 
  Computer Use is added to the computer’s skill list.
  Virus, Basic
  Memory Points: 2
  Invention Points (Computer Use): 120 
  Purchase DC: 7 (Ill. +4)
  Effect: Program will destroy 1-6 Memory Points 
  in the infected computer. These Memory Points may 
  be restored through a successful Computer Use check 
  (DC 10+ the number of Memory Points destroyed).
  Virus, Average
  Memory Points: 5
  Invention Points (Computer Use): 150
  Purchase DC: 10 (Ill. +4)
  Effect: Program will destroy 2-12 Memory Points 
  in the infected computer. These Memory Points may 
  be restored through a successful Computer Use check 
  (DC 10+ the number of Memory Points destroyed).
  Virus, Deluxe
  Memory Points: 10
  Invention Points (Computer Use): 200
  Purchase DC: 15 (Ill. +4)
  Effect: Program will destroy 3-18 Memory Points 
  in the effected computer. These Memory Points may 
  be restored through a successful Computer Use check 
  (DC 10+ the number of Memory Points destroyed).
  Virus, Self-replicating
  Memory Points: +5
  Invention Points (Computer Use): +50
  Purchase DC: +10 (Ill. +4)
  Effect: This program modiﬁes another virus. The 
  program will replicate itself every 4-24 (4d6) hours 
  until it is successfully removed. If the computer has 
  an internet connection a virus with this modiﬁer will 
  attempt to spread to other computers in contact with 
  the infected computer.  
  Virus, Trojan Horse
  Memory Points: 10
  Invention Points (Computer Use): 200
  Purchase DC: 10 (Ill. +4)
  Effect: This program allows a remote user to 
  control the infected computer. It is not very useful 
  unless the computer is connected to the internet 
  however, since that means the virus must be delivered 
  manually, but also that the person wishing to control 
  the computer must have a direct connection. However 
  if the computer is connected to the internet this virus 
  will allow the person who infected the computer to 
  access it from any internet-connected computer.
  Visual Recognition, Average
  Memory Points: 2
  Invention Points (Computer Use): 120
  Purchase DC: 7
  Effect: Computer may make spot checks. This 
  allows simple transmission of video, and also allows 
  a computer to move according to its surroundings, 
  avoiding running into walls and such. Any attempt to 
  use this video feed for reconnaissance purposes takes 
  a –4 to the computer’s skill check. Spot is added to the 
  computer’s skill list. 
  A computer with this program also requires both 
  a Computer Use and a Disguise check to bypass 
  security.
  Note: This program is a requirement for many other 
  programs such as command directives and combat 
  programs. 
  
  Blood and Circuits
  page - 39
  Crafting Gear
  Voice Recognition, Average
  Memory Points: 2
  Invention Points (Computer Use): 120
  Purchase DC: 7
  Effect: The computer may be voice activated and 
  will respond to voice commands. If the computer 
  fails a Listen skill check (DC 15) it misinterprets the 
  order or does nothing (50% chance of each). Listen is 
  added to the computer’s skill list. This program allows 
  a computer with a command directive program to 
  respond to voice commands. 
  A computer with this program also requires both 
  a Computer Use and a Bluff skill check to bypass 
  security.
  Skill Programs
  Skill programs allow a computer to access its own 
  skills if the computer has the proper command 
  program. If the program has the proper command 
  program it may be able to use this skill itself. 
  Otherwise the skill is treated as a cross-class skill (the 
  skill’s ranks are halved) and the computer may not use 
  the skill itself. 
  Rather a skill program without a command program 
  may aid a character with that skill. A character using a 
  program to aid a skill check gains half the computer’s 
  ranks in that skill as an equipment bonus. However a 
  character may not gain more of a bonus than he has 
  ranks in the skill. 
  Example: A computer with an AutoNav command 
  program has 6 ranks in Navigate. It is able to make 
  Navigate skill checks at 6 plus the computer’s 
  Intelligence modiﬁer and plot a course itself. The 
  operator would enter the destination and the computer 
  would attempt to reach it. If the computer had the 
  same +6 Navigate program but did not have the 
  AutoNav command program it would be able to 
  provide a user with 3 or more ranks in Navigate a +3 
  equipment bonus to Navigate skill checks.  
  Skill Program
  Program Points: Varies (equal to the number of 
  ranks) 
  Invention Points (Computer Use): 100+20 per 
  skill rank (2 per skill rank)
  Purchase DC: 2 per skill rank
  Effect: Computer gains a number of ranks in a 
  given skill. 
  Sample Computers
  Following are some computers designed by the rules 
  presented above.
  Desktop, Basic
  The state of the art… when a 486 was state of the art. 
  The only reason to have one of these is if you can’t 
  afford anything else. In fact that could be considered 
  the “advantage” of a little piece of history like this: 
  the fact that you can get one at a garage sale.
  Modiﬁers: Processor (+30), Memory (+20)
  Desktop, Modern
  A typical computer found in thousands of ofﬁces, 
  businesses and homes. This computer is serviceable 
  just don’t ask (or expect) too much of it.
  Modiﬁers: Processor (+60), Memory (+40) 
  Desktop, Advanced
  The state of the art… for today. A good solid computer 
  for the wannabe cracker, the best way to insure its 
  obsolescence is to buy one.
  Modiﬁers: Processor (+100), Memory (+90) 
  Table 2-14: Sample Computers
  Computer
  Processor
  Intelligence Mod.
  Programs
  Memory
  Points
  Size
  Invention Points
  (Craft electronic)
  Purchase DC
  Restriction
  Desktop, Basic
  4
  -3
  2
  7
  Med.
  50
  4
  ---
  Desktop, Modern
  10
  0
  5
  20
  Med.
  100
  9
  ---
  Desktop, Advanced
  14
  +2
  7
  32
  Med.
  190
  13
  ---
  Laptop, Basic
  4
  -3
  2
  7
  Small
  100
  6
  ---
  Laptop, Modern
  10
  0
  5
  20
  Small
  150
  11
  ---
  Laptop, Advanced
  14
  +2
  7
  32
  Small
  240
  15
  ---
  Handheld, Basic
  2
  -4
  1
  1
  Dim.
  130
  6
  ---
  Handheld, Modern
  8
  -1
  4
  9
  Dim.
  160
  9
  ---
  Handheld, Advanced
  12
  +1
  6
  16
  Dim.
  190
  11
  ---
  Supercomputer, Basic
  20
  +5
  10
  45
  Large
  230
  16
  ---
  Supercomputer, Modern
  24
  +7
  12
  67
  Huge
  350
  20
  Res. 
  Supercomputer, Advanced
  30
  +10
  15
  85
  Huge
  510
  29
  Mil. 
  Backpack Radio
  14
  +2
  7
  62
  Med.
  310
  21
  Mil. 
  
  Blood and Circuits
  page - 40
  Crafting Gear
  Laptop, Basic
  This computer isn’t that good. But at least it’s easy to 
  throw out the window when you get tired of it. 
  Modiﬁers: Processor (+30), Memory (+20), Small 
  (+50)  
  Laptop, Modern
  A nice computer with some power and the advantages 
  of portability. 
  Modiﬁers: Processor (+60), Memory (+40), Small 
  (+50) 
  Laptop, Advanced
  Powerful and portable, if you plan to do a lot of 
  computing on the ﬂy this might be the model for you.
  Modiﬁers: Processor (+100), Memory (+90), Small 
  (+50)
  Handheld, Basic
  Not a lot of power, but what do you want for a 
  computer that will ﬁt in your pocket?
  Modiﬁers: Processor (+20), Memory (+10), 
  Diminutive (+100)
  Handheld, Modern
  A little better, but still its most desirable feature is its 
  size.
  Modiﬁers: Processor (+50), Memory (+10), 
  Diminutive (+100) 
  Handheld, Advanced
  Very portable and with a little computing power to 
  boot. A nice combination for those covert activities, or 
  to impress the chicks at the internet café in the mall. 
  Modiﬁers: Processor (+80), Memory (+10), 
  Diminutive (+100) 
  Supercomputer, Basic
  Basic is a relative thing. A very large company might 
  use one of these to store a lot of data and run a modest 
  sized network. Many supercomputers of this class 
  are years old and are “hand me downs” from large 
  companies and science labs that have traded up to the 
  next generation of supercomputer.
  Modiﬁers: Processor (+160), Memory (+120), 
  Large (-50)
  Supercomputer, Modern
  For enormous companies or science labs that need a 
  computer able to process enormous amounts of data 
  and run many programs simultaneously.
  Modiﬁers: Processor (+240), Memory (+260), Huge 
  (-150)
  Supercomputer, Advanced
  People with computers like these tend to be too cool 
  to go by their names, preferring their initials: CIA, 
  IBM, JPL and NASA would be a few of the kids with 
  these ultimate toys.
  Modiﬁers: Processor (+360), Memory (+300), Huge 
  (-150)  
  Backpack Radio
  The sort of radio one would ﬁnd on the back of a 
  special operations communications specialist. Get 
  caught with one of these bad boys (especially a 
  homemade version) and you better have a really good 
  story to tell to avoid making little rocks out of big 
  rocks at Fort Leavenworth. Programs: Encryption, 
  Decryption, AutoNav, Deluxe Internet Connection, 
  Electronic Warfare, Skill (Computer Use) +20 
  Modiﬁers: Processor (+100), Memory (+240), 
  Dedicated Computer (-30)
  Headquarters Design
  Everyone needs a place to crash, whether hero or 
  villain, but some ﬁctional characters take the need 
  to have a place for their stuff to the next level: 
  Headquarters.  Depending on your style (and budget), 
  an HQ could range from a safehouse in Hell’s Kitchen 
  to a posh manor in Manhattan to a cave hidden 
  underground. 
  Modular Headquarters Design
  Like all the gadget design rules presented in this 
  book, Headquarters design is handled with a modular 
  system.  What this means is that you pick and choose 
  from certain items, like an a la carte menu, until you 
  have the HQ you want.  Each item you pick has a cost 
  and craft DC attached to it and certain feats (most 
  notably the Lair feat) can make it easier to lay your 
  hands on the really good stuff.
  Walls:  Since ancient times, the ﬁrst line of defense 
  for a location has been a wall.  An HQ might have a 
  large, imposing wall out front for all to see, or it might 
  appear to be an unimposing Greenwich Village loft 
  that uses magic to render the walls indestructible.
  Hardness:  This determines how resistant the wall 
  is to force from a strictly materials standpoint.
  Table 2-15: Headquarters Walls
  Hardness
  Hit 
  Points 
  Purchase 
  DC
  Invention Points
  (Craft structural)
  Break 
  DC
  0
  10
  5
  50
  10
  1 
  12
  6
  60
  12
  2 
  14
  7
  70
  14
  3 
  16
  8
  80
  16
  4
  18
  9
  90
  18
  5
  20
  10
  100
  20
  6
  22
  11
  110
  22
  7
  24
  12
  120
  24
  8
  26
  13
  130
  26
  9 
  28
  14
  140
  28
  10
  30
  15
  150
  30
  12
  34
  16
  160
  34
  14
  38
  17
  170
  38
  16
  42
  18
  180
  42
  18
  46
  19
  190
  46
  20
  50
  20
  200
  50
  
  Blood and Circuits
  page - 41
  Crafting Gear
  Any character can make a spot skill check (DC 
  10) to determine the approximate hardness of a wall 
  within 1 or 2 points.  This check gains a +1 bonus 
  per hardness of the wall in question, meaning that the 
  approximate hardness of a 9 hardness or better wall is 
  always noticeable.
  Hit Points:  This assumes the wall is 6 inches thick.  
  A character can have thicker walls (increasing the hit 
  points) by purchasing the modiﬁer listed below.  Once 
  a wall has lost half its hit points, then the Break DC 
  goes down by ﬁve.
  Purchase DC: The raw materials cost. The cost is 
  for one room. Raise the purchase DC by +2 for each 
  additional room covered.
  Invention Points: The base Invention Points (Craft 
  structural). 
  Break DC:  This is the Strength check necessary 
  to put a hole in the wall big enough for a character to 
  walk through.  This DC is reduced by ﬁve if the wall 
  has lost half its hit points.
  Wall Modiﬁers
  Additional Rooms
  Purchase DC: +2 
  Invention Points (Craft structural): +20 
  Effect:  Wall hardness and hit points cover an 
  additional room of your HQ, this may be purchased 
  multiple times. 
  Concealed
  Purchase DC: +1 
  Invention Points (Craft structural): +10 
  Effect:  Spot check needed to determine hardness 
  of walls (DC 15). May be purchased multiple times 
  raising the DC by +1 each time.
  Hardened
  Purchase DC: +1 
  Invention Points (Craft structural): +10 
  Effect: +1 Hardness, may be purchased multiple 
  times.
  Reinforced
  Purchase DC: +2 
  Invention Points (Craft structural): +20 
  Effect:  +5 Hit Points, may be purchased multiple 
  times.
  Security Systems  
  To further deter unwanted guests, a character can 
  install security prevention devices, from the simplest 
  of locks and cameras to the most sophisticated retina 
  scanners.  These devices make it more difﬁcult for a 
  character’s headquarters to be broken into, and make 
  surprising him that much harder.
  Evasion DC:  This determines how hard it is to 
  bypass the security system in question.  A Disable 
  Device skill check at the listed DC will always disable 
  the security measures in place, but will leave evidence 
  that can be tracked later.  Depending on the type of 
  security the headquarters has installed, the system 
  may also be bypassed without leaving evidence by 
  one skill check of the character’s choice, at the listed 
  DC +5.  So a retina scanner could be bypassed by a 
  Disguise check, a card-reader system by a Forgery 
  check, and so forth.  Any skill that meets with the 
  GM’s approval can be used, and creativity is to be 
  encouraged. 
  Spot DC:  This is the Spot check required to notice 
  the security measures in the ﬁrst place, when a would-
  be intruder is casing out your HQ.  If this check is 
  failed, then the intruder cannot attempt to evade your 
  security measures, since he didn’t notice them in the 
  ﬁrst place.
  Purchase DC: The raw materials cost.
  Invention Points: The base Invention Points (craft 
  electronic).
  Rooms
  Although Walls and Security Systems are nice, 
  rooms are what having a base of operations is all 
  about.  From a place to rest a weary head to the most 
  sophisticated crime lab imaginable, rooms allow an 
  HQ to be an asset in your adventures.  All rooms come 
  in three varieties, Spartan, Average, and Deluxe, with 
  a corresponding increase in price and construction 
  difﬁculty.  If you do not wish to, or do not have the 
  appropriate skill, to build a room yourself, you can 
  hire others to do the work, adding half the Craft DC to 
  the wealth check required to purchase the room.
  Communications Room
  Purchase DC: 18/23/28
  Invention Points (Craft electronics): 180/230/280
  Spartan Communications Rooms allow broadcast 
  and reception on police, ham, and citizens band 
  radio frequencies. Average Communications Rooms 
  allow broadcast and reception on military and 
  television frequencies and also allow operators trained 
  in the Computer Use skill to perform Jamming, 
  Transmission Interception and Transmission 
  Triangulation checks. Deluxe Communications Rooms 
  grant a +4 to all Computer Use checks and allow 
  characters trained in the Compute Use skill to perform 
  Table 2-16: Security Systems
  Evasion 
  DC
  Spot 
  DC
  Purchase 
  DC
  Invention Points
  (Craft electronic)
  10 
  5
  5
  50
  12 
  10
  6
  60
  14 
  15
  7
  70
  16 
  20
  8
  80
  18
  22
  9
  90
  20
  24
  10
  100
  22
  26
  11
  110
  24
  28
  12
  120
  26
  30
  13
  130
  30 
  35
  15
  150
  
  Blood and Circuits
  page - 42
  Crafting Gear
  Scramble/Unscramble Transmission checks. If the HQ 
  also has a Computer Room, apply the bonus it grants 
  to Computer Use skill checks to all Cryptography skill 
  checks as well. 
  Computer Room
  Purchase DC: 15/20/25
  Invention Points (Craft electronics): 130/180/230
  Spartan Computer Rooms allow Research checks to 
  be made from your HQ, but the time is 3-6 hours, 
  instead of the usual 1-4.  Average Computer Rooms 
  allow Research checks to be made at +2 in 1-2 hours, 
  and Deluxe Computer Rooms allow Research checks 
  at +4 to be made in 1 hour.  Computer Rooms also 
  grant a +1, +2, or +5 to Computer Use rolls, including 
  rolls for hacking. 
  Crime Lab
  Purchase DC: 15/18/23
  Invention Points (Craft mechanical): 130/150/200
  Spartan Crime Labs allow the Investigate skill to be 
  performed to analyze clues with no penalty.  Average 
  Crime Labs grant a +2 to this check, and Deluxe 
  Crime Labs grant a +5.  If you also have an Average 
  Computer Room, you gain an additional +1 on 
  Investigate checks, while Deluxe Computer Rooms 
  grant an additional +2 bonus.
  Living Quarters
  Purchase DC: 12/15/20
  Invention Points (Craft structural): 80/100/120
  The only differences between living quarters of 
  different qualities are their relative style and comfort. 
  Medical Ward
  Purchase DC: 12/18/25
  Invention Points (Craft mechanical): 100/160/230
  Spartan Medical Wards provide an extra bed, a 
  ﬁrst aid kit, some ﬁeld surgery tools, and a sterile 
  environment.  Treat Injury checks gain a +1 bonus 
  for all aspects of the skill except performing Surgery.  
  Surgery checks may be performed at no penalty, 
  but gain no bonus.  Average Medical Wards grant a 
  +3 bonus to all aspects of the Treat Injury skill, and 
  a Deluxe Medical Ward grants a +4, in addition to 
  increasing any roll to restore hit points (either through 
  the Restore Hit Point or Surgery applications of this 
  skill) by +1 per die.  Deluxe Medical Wards increase 
  long-term care gains to 4 hit points or 4 ability points 
  per day, and allow a character to apply long term care 
  to 1.5 patients per skill rank in Treat Injury.
  Radar Room
  Purchase DC: 15/18/23
  Invention Points (Craft electronics): 150/180/230
  A Spartan Radar Room allows the use of the Spot skill 
  for radar detection to a range of 10 miles. An Average 
  Radar Room grants a +2 bonus on Spot checks for 
  radar and has a range of 100 miles. A Deluxe Radar 
  Room grants a +4 bonus on Spot checks for radar and 
  has a range of 500 miles. 
  Vehicle Bay
  Purchase DC: 15/18/23
  Invention Points (Craft mechanical): 130/160/210
  Vehicle Bays grant a +1, +2, or +5 bonus on Craft 
  (mechanical) checks, respectively.  This room can 
  hold 2, 4, or 8 medium vehicles (or half this number 
  of large vehicles- this means that a Spartan vehicle 
  bay cannot hold a Huge vehicle) at a time as well, 
  for either storage or repair.  The Deluxe Vehicle Bay 
  reduces the wealth DC of any Craft (mechanical) 
  check by 2 and allows Craft checks to be made more 
  often (move one step up the Craft table for how often 
  a character may roll).
  Robot Design
  Robots have developed from scientiﬁc oddities to 
  manufacturing aids and ﬁnally to weapons of war 
  and law-enforcement. Most modern robots are small 
  and used for spying or bomb removal/disarming. 
  However, in the future robots may take a more active 
  role in war.
  Robots share some of the characteristics of humans 
  and some of the characteristics of machines. Robots 
  are armored like a humanoid (using a Defense value 
  rather than hardness) however they gain bonus hit 
  points based on their size. Robots may be built 
  with a bipedal frame that allows them to walk and 
  use weapons built for humanoids (small arms for 
  example), or they may be built like a vehicle, allowing 
  them to move like a vehicle and attack using vehicle-
  mounted weapons.  
  Table 2-17: Armature Robot Frames (PL 5)
  Robot 
  Size
  Base HD
  Bonus
  HP
  Str
  Dex
  Max HD
  Invention Points
  (Craft mechanical)
  Purchase DC
  Colossal
  32d10
  120
  47
  6
  64d10
  440
  29 +2 per HD beyond 32
  Gargantuan
  16d10
  80
  39
  6
  31d10
  360
  24 +2 per HD beyond 16
  Huge
  8d10
  40
  31
  6
  15d10
  280
  18 +1 per HD beyond 8
  Large
  2d10
  20
  23
  8
  7d10
  240
  16 + ½ per HD beyond 2
  Medium
  1d10
  10
  15
  10
  ---
  200
  13 
  Small
  1/2d10
  5
  11
  12
  ---
  160
  11 
  Tiny
  1/4d10
  ---
  7
  14
  ---
  120
  8 
  Diminutive
  1/8d10
  ---
  5
  16
  ---
  80
  5 
  Fine
  1/16d10
  ---
  1
  18
  ---
  40
  3 
  
  Blood and Circuits
  page - 43
  Crafting Gear
  Modular Robot Design
  1. Robot Endoskeleton
  2. Robot Control
  3. Robot Armor (optional)
  4. Robot Movement (optional)
  Robot Endoskeleton
  The ﬁrst step in robot construction is to choose a 
  frame on which the rest of the robot will be built. This 
  is called an endoskeleton. 
  Size: The robot’s size category. 
  Base HD: The minimum number of HD for the 
  robot. 
  Bonus HP: This represents the bonus HP a 
  robot receives for its size category.
  Str/Dex: The Strength and Dexterity 
  for a robot of that size. In addition all 
  robots have a Wisdom of 10 and a 
  Charisma of 1.
  Maximum HD: The maximum HD 
  a robot of that size may have. This 
  increases the Wealth DC required to 
  build the robot by the listed amount. 
  Invention Points (Craft 
  mechanical): The amount of Invention 
  Points it will take to build a robot of that 
  size.
  Purchase DC: The materials cost of a 
  robot of that size.
  Robot Control
  Without a source of control both a 
  huge powerful warbot and a small 
  silent spydrone are useless. There 
  are three main ways to control a 
  robot: remote control, computer control, 
  or through a human pilot. Each is covered 
  below. 
  Remote Control 
  The simplest method of controlling a robot is through 
  remote control by a human operator. This is one of 
  the most effective means of control since a human 
  can react intelligently in situations that would 
  confuse the most sophisticated computer. However 
  a remote control requires a human operator to make 
  all decisions which is often not desirable in terms of 
  manpower or in the course of a long, routine mission 
  where a human operator will make mistakes through 
  sheer boredom. This is why interstellar probes use 
  computer control during their decades long space 
  ﬂights even if they will conduct experiments under 
  remote control once they arrive at their destination.
  Basic Remote Control Link
  Purchase DC: +1
  Invention Points (Craft electronic): 10 
  This set up includes a grainy black and white video 
  link (-4 penalty on all Spot checks for the human 
  operator) to allow the operator to see what is 
  happening in the immediate vicinity. 
  When the operator gives the robot an 
  order, he takes a full round action to input 
  the order by keyboard. The robot 
  may then take a partial action (either 
  move or attack).
  Modern Remote Control Link: 
  Purchase DC: +2
  Invention Points (Craft 
  electronic): 20
  This set-up includes a sharp 
  black video link (-2 penalty to 
  Spot checks for the human operator) 
  to allow the operator to see what is 
  happening in the immediate vicinity.
  When the operator gives the robot an 
  order he takes an attack action to input 
  the order by joystick in real time allowing 
  the robot to take up to a full-round action 
  including an attack action and a move 
  action.
  Advanced Remote Control Link
  Purchase DC: +5
  Invention Points (Craft electronic): 50
  (Materials have Military restriction and the Wealth 
  
  Blood and Circuits
  page - 44
  Crafting Gear
  cost is raised by +3 if these materials are purchased on 
  the black market).
  This set-up includes a sharp color video link (no 
  penalty to Spot checks) to allow the operator to see 
  what is happening in the immediate vicinity.
  When the operator gives the robot an order he 
  takes a move action to input the order by joystick 
  in real time allowing the robot to take up to a full-
  round action including an attack action and a move 
  action. This link is instantaneous via laser satellite 
  transmission and grants the robot an initiative bonus 
  equal to the Dexterity modiﬁer of its human operator 
  (though the robot’s Dexterity modiﬁer also applies). 
  Computer Control
  Computer control offers some unique advantages 
  and disadvantages in the control of a robot. For 
  lengthy or monotonous tasks a robot operator will 
  never get bored, never call in sick and never miss an 
  appointment. For long interstellar space ﬂights where 
  nothing happens for years and then a precise course 
  correction must be made in seconds or the grinding 
  monotony of producing automobiles with precision 
  to avoid defects computer control is ideal. However, 
  computers are not truly capable of intelligent thought 
  (not yet) and so on all but the simplest missions a 
  remote control link might still be desirable. 
  A computer built to control a robot operates under 
  the same rules as any other computer a character 
  might wish to build. See the section on building and 
  programming computers for more information.
  The only restriction is that a computer must be two 
  sizes smaller than the robot it is installed in. 
  Robot Armor
  Adding armor to a robot is done in the same manner 
  as building a suit of armor a character would wear. 
  However robots have access to some armor modiﬁers 
  that their human counterparts would not have access 
  to, and these are listed below.
  Integrated Armor
  Purchase DC: +5 
  Invention Points (Craft mechanical): +50 
  Effect: The robot’s armor is part of it and may 
  not be removed or upgraded (the armor is simply 
  a hardening of the robot’s exterior that can only be 
  performed upon construction). The robot may not 
  wear armor of any kind to further enhance its defense 
  but the robot suffers no maximum Dexterity bonus or 
  armor check penalties for this integrated armor.
  Robot Movement 
  Robots can be designed to operate in a variety of 
  environments. In fact exploring hazardous terrain is 
  one of the prime uses for robots. A robot must have 
  a movement mode for each terrain it wants to move in.
  Forced Air
  Purchase DC: ½ the robot’s frame cost 
  Invention Points (Craft mechanical): ½ the 
  robot’s frame cost
  Base Speed: Fly 30 ft. (clumsy)
  Legs (Multiple)
  Purchase DC: ½ the robot’s frame cost 
  Invention Points (Craft mechanical): ½ the 
  robot’s frame cost
  Base Speed: 30 feet (robot can negotiate stairs and 
  other obstructions at ½ speed)
  Propeller (Air)
  Purchase DC: ¼ the robot’s frame cost 
  Invention Points (Craft mechanical): ¼ the 
  robot’s frame cost
  Base Speed: Fly 40 ft. (clumsy), if robot moves 
  below base speed it falls.
  Propeller (Water)
  Purchase DC: ¼ the robot’s frame cost 
  Invention Points (Craft mechanical): ¼ the 
  robot’s frame cost
  Base Speed: Swim 20 ft.
  Rotor
  Purchase DC: ¼ the robot’s frame cost 
  Invention Points (Craft mechanical): ¼ the 
  robot’s frame cost
  Base Speed: Fly 30 ft. (Poor), a robot with this 
  modiﬁer can hover. 
  Stationary
  Purchase DC: None
  Invention Points (Craft mechanical): None
  Base Speed: None.
  Track
  Purchase DC: 1/10 the robot’s frame cost 
  Invention Points (Craft mechanical): 1/10 the 
  robot’s frame cost
  Speed: 10 feet (robot can only follow a set track)
  Treads
  Purchase DC: ¼ the robot’s frame cost 
  Invention Points (Craft mechanical): ¼ the 
  robot’s frame cost
  Table 2-18: Robot Manipulators
  Manipulator
  Dim.
  Tiny
  Small
  Medium
  Large
  Huge
  Gargantuan
  Colossal
  Claw
  1
  1d2
  1d3
  1d4
  1d6
  1d8
  2d6
  2d8
  Pincer
  ---
  1
  1d2
  1d3
  1d4
  1d6
  1d8
  2d6
  Probe
  ---
  ---
  1
  1d2
  1d3
  1d4
  1d6
  1d8
  Special-Use Gripper
  ---
  1
  1d2
  1d3
  1d4
  1d6
  1d8
  2d6
  
  Blood and Circuits
  page - 45
  Crafting Gear
  Base Speed: 20 feet (no terrain penalties to 
  movement, cannot climb stairs)
  Wheels
  Purchase DC: ½ the robot’s frame cost 
  Invention Points (Craft mechanical): ½ the 
  robot’s frame cost
  Base Speed: 30 ft. (half speed over rough terrain)
  Robot Manipulators
  A robot needs manipulators to lift or manipulate 
  objects. They can also allow the robot to attack. 
  Claw
  Purchase DC: 10 + ¼ the robot’s frame cost 
  Invention Points (Craft mechanical): 10 + ¼ the 
  robot’s frame cost
  Damage: Lethal slashing or bludgeoning (based 
  on size, see below); robot takes a –4 on any task that 
  involves manual dexterity
  Pincer
  Purchase DC: 5 + ¼ the robot’s frame cost 
  Invention Points (Craft mechanical): 5 + ¼ the 
  robot’s frame cost
  Damage: Lethal piercing or non-lethal bludgeoning
  Probe
  Purchase DC: 5 + ¼ the robot’s frame cost 
  Invention Points (Craft mechanical): 5 + ¼ the 
  robot’s frame cost. 
  Damage: Lethal piercing or nonlethal bludgeoning 
  (this device cannot manipulate objects at all and is 
  usually a thermometer or other measuring device)
  Special-Use Gripper
  Purchase DC: 5 + 1/10 the robot’s frame cost 
  Invention Points (Craft mechanical): 5 + 1/10 the 
  robot’s frame cost 
  Damage: Nonlethal bludgeoning (can perform the 
  task it was designed for without penalty, all other 
  tasks suffer a –4 penalty)
  Robotic Sensors
  Class I Sensors
  Purchase DC: 9
  Invention Points (Craft electronic): 200
  Effect: Basic audio and visual reception- robot 
  takes a –4 on all Demolitions, Disable Device, 
  Forgery and Repair checks and a –2 on all other skill 
  checks. 
   
  Class II Sensors
  Purchase DC: 10
  Invention Points (Craft electronic): 250
  Effect: Audio and infrared visual sensors, audio 
  sensors and airborne sensors- robot takes a –4 on all 
  Demolitions, Disable Device, Forgery and Repair 
  checks
  Class III Sensors
  Purchase DC: 11
  Invention Points (Craft electronic): 300
  Effect: More advanced audio, visual and olfactory 
  sensors- no penalty on skill checks.
  Sample Robots
  Following are some pre-created robots using these 
  rules.
  Spydrone Mk I
  A remote control spy plane, complete with a camera 
  for taking pictures of enemy troop movements. Later 
  versions of these drones are armed with a pair of 
  .50 caliber machine guns to take out any “targets of 
  opportunity”. 
  Features: Small (+160), Modern Remote Control 
  Link (+20), Propeller (+40), Computer (Int 2, Memory 
  26, Size Dim, Programs: Reconnaissance, Average 
  Photographic Storage, Skill (Spot +6), 9 memory 
  for 90 minutes of photographic storage, Dedicated 
  Computer) Processor (+20), Memory (+90), 
  Diminutive (+100), Dedicated (-30) 
  Spy Satellite
  An older spy satellite, launched into orbit over a 
  particular location. Although it possesses rockets to 
  maintain its orbit it would take this satellite quite 
  awhile to be moved to a new location (assume a 
  several days to a week under normal circumstances). 
  Features: Large (+240), Computer (Int 16, 
  Memory 103, Size Small, Programs: AutoNav, 
  Deluxe Autopilot, Deluxe Photographic Storage, 
  Reconnaissance, Deluxe Visual Recognition 
  (Identiﬁcation Codes), Skill (Spot +50), 33 memory 
  for 33 hours of photographic storage, Dedicated 
  Computer) Processor (+120), Memory (+500), Small 
  (+50), Dedicated (-30)
  Bomb Squad Bot
  This small robot has a manipulator arm and camera, 
  allowing bomb squad experts to move and defuse 
  explosives in safety. 
  Table 2-19: Sample Robots
  Robot
  Size
  HD
  Bonus 
  HP
  Str.
  Dex.
  Def.
  Movement
  Invention Points
  (Craft mechanical)
  Purchase 
  DC
  Restriction
  Spydrone, Mk I
  Small ½d10
  5
  11
  12
  11
  40 Air (Clumsy)
  400 
  42
  Mil. 
  Spy Satellite
  Large
  2d10
  20
  23
  8
  9
  None
  880 
  84
  Mil. 
  Bomb Squad Bot Small ½d10
  5
  11
  12
  11
  30 Ground
  281  
  36
  Lic. 
  
  Blood and Circuits
  page - 46
  Crafting Gear
  Features: Small (+160), Modern Remote Control 
  link (+20), Wheels (+80), 1 Special-Use Gripper 
  (Disable Device) (+21)
  Vehicle Design
  Vehicles can be a way to get somewhere quickly, a 
  home, a weapon of war or all of these. While this can 
  make a vehicle a very expensive proposition their 
  value cannot be questioned. 
  Modular Vehicle Design
  1. Vehicle Body
  2. Vehicle Armor (optional)
  3. Vehicle Movement and Movement Modes
  4. Vehicle Weapons (optional)
  Vehicle Body 
  A vehicle’s body determines the amount of crew 
  required to operate it, and how much cargo a vehicle 
  can carry.
  Size:  The vehicle’s size.
  Crew:  Only one-quarter of the crew number is 
  needed to pilot a vehicle, with a minimum of one pilot 
  at all times.  Remaining crew space can be used for 
  passengers, but is typically used to operate vehicle-
  mounted weapons.
  Initiative and Maneuver:  The modiﬁer to Pilot 
  initiative and skill checks. The maneuver column also 
  lists a movement penalty. When designing a vehicle of 
  the listed size you must buy at least 10 feet per round 
  more movement than this or the craft will not move. 
  This penalty also applies to the Class Defense Bonus 
  that a skilled pilot may add to a craft.
  Hardness: The vehicles hardness.  Subtract that 
  number from any damage dealt to the vehicle.
  Hit Points: The vehicles full normal hit points.
  Defense: The vehicles Defense.
  Purchase DC:  The price of the body style.
  Invention Points:  The Craft (structural) Invention 
  Points needed to build the body at the listed price.  
  Example:  An example craft of that size.
  Vehicle Body Modiﬁers
  Passenger Space
  Purchase DC: +1 (may be purchased multiple 
  times as long as craft has at least 250 lbs. of cargo 
  remaining)
  Invention Points (Craft structural): 20 
  Effect: Vehicle’s passenger rating increases by 
  one. If the vehicle has passenger space that is unused 
  it may still use some of this space for cargo, though 
  not as much. Add 100 lbs of cargo for each unused 
  passenger slot. A vehicle with cargo space remaining 
  may use that space for passengers; however this is 
  inefﬁcient and possibly dangerous to passengers 
  riding in cargo space. 
  Each passenger above the vehicle’s passenger 
  rating counts as 300 lbs. of cargo (assuming medium 
  passengers). In the event of a crash passengers in 
  cargo space take damage as if the vehicle’s cover 
  were two steps worse. Example: Passengers in a 
  vehicle that provides ¾ or more cover to passengers 
  normally take no damage from a collision. However if 
  those passengers were in cargo space and the vehicle 
  suffered damage they would only receive the beneﬁt 
  of ¼ cover and suffer half the damage suffered by 
  the vehicle. This represents lack of safety restraints 
  
  Blood and Circuits
  page - 47
  Crafting Gear
  (seatbelts, airbags) as well as the possibility of cargo 
  containers hitting the passengers. 
  Cargo modiﬁer:  -250 lbs. 
  Cargo Space
  Purchase DC: +1 (may be purchased multiple 
  times)
  Invention Points (Craft structural): +50 
  Effect: +25% Cargo space. Each time this modiﬁer 
  is taken a vehicle moves one step down the chart 
  in terms of Initiative, Maneuver and Movement 
  penalties.
  Troop Compartment
  Purchase DC: +2
  Invention Points (Craft structural): 20 
  Effect: The vehicle is designed to allow for quick 
  entrance and exit of passengers. A door on one side 
  of the vehicle opens allowing passengers to enter 
  the vehicle as part of normal movement (normally a 
  character must move to a vehicle then use a separate 
  move action to enter that vehicle, this feature allows a 
  character to end his movement inside a vehicle). 
  While this door is open passengers receive no cover 
  from the vehicle. The vehicle’s crew may open and 
  close this door with a move action (the door is closing 
  until the start of the activating character’s next action 
  meaning that crew must be exposed to enemy ﬁre for 
  a minimum of one full round).
  While the vehicle must still purchase passenger 
  space separately (see above) this modiﬁer assumes 
  that passengers will be “packed in” sitting on tight 
  benches, often standing with ceiling straps, causing 
  passenger space to subtract only 150 lbs from the 
  vehicle’s cargo per passenger. This modiﬁer also 
  reduces the Invention Points and wealth modiﬁer for 
  passenger space by half (since the accommodations 
  are not as comfortable). This modiﬁer could thus 
  represent anything from a vehicle modiﬁed to carry 
  troops to a subway or bus where passenger space (and 
  efﬁciency of entering and exiting the vehicle) is at a 
  premium.
  Automated Controls
  Purchase DC: +2 per reduction, may be purchased 
  multiple times, but a craft always takes at least one 
  crew to control
  Invention Points (Craft mechanical): +20  may be 
  purchased multiple times
  Crew modiﬁer: Crew requirements moved three 
  steps up the table (so a Colossal craft with this 
  modiﬁer would have its crew requirements reduced 
  from 6 to 3).
  Streamlined
  Purchase DC: +2
  Invention Points (Craft structural): +50 
  Effect: Vehicle’s movement penalty due to size 
  is reduced by one-half. Vehicles without this ability 
  move at half speed in air, water and submersible 
  modes and suffer a penalty of –4 on all control checks 
  in those modes. 
  Amphibious
  Purchase DC: +1
  Invention Points (Craft structural): +20 
  Effect: Vehicle can go underwater for brief periods. 
  Vehicle may remain submerged for a period of time 
  determined by its size category: Medium 10 minutes, 
  Large 30 minutes, Huge 1 hour, Gargantuan 2 hours, 
  Colossal 3 hours. After this time the vehicle must 
  surface for half the time it was submerged to replenish 
  fresh air and expel CO2.
  This does not allow a vehicle to move underwater if 
  the vehicle does not have underwater movement.  
  Vacuum Sealed
  Purchase DC: +5
  Invention Points (Craft structural): +50 
  Effect: The vehicle is completely sealed and may 
  travel underwater or even into outer space. 
  Table 2-20: Vehicle Body
  Size
  Crew
  Cargo
  Initiative
  Maneuver
  (Movement Penalty)
  Defense
  Base 
  Hardness
  Base HP
  Purchase DC
  Invention Points
  (Craft structural)
  Example
  Medium
  1
  0
  +0
  +0 (0)
  10
  5
  18
  1
  20
  Motorcycle
  Medium
  1
  250 lbs.
  +0
  +0 (-10 feet)
  10
  5
  20
  2
  40
  Motorcycle
  Large
  1
  250 lbs.
  -1
  -1 (-20 feet)
  9
  5
  22
  3
  60
  Coupe
  Large
  1
  500 lbs.
  -1
  -1 (-30 feet)
  9
  5
  24
  4
  80
  Coupe
  Large
  2
  1,000 lbs.
  -1
  -1 (-40 feet)
  8
  5
  26
  5
  100
  Economy Sedan
  Huge
  2
  2,000 lbs.
  -2
  -2 (-50 feet)
  8
  5
  30
  6
  120
  Sports Coupe
  Huge
  3
  3,000 lbs.
  -2
  -2 (-60 feet)
  8
  5
  34
  7
  140
  Mid-Size Sedan
  Gargantuan
  4
  5,000 lbs.
  -4
  -4 (-80 feet)
  6
  5
  40
  8
  160
  Limousine
  Gargantuan
  5
  10,000 lbs.
  -4
  -4 (-100 feet)
  6
  5
  46
  9
  180
  Helicopter
  Colossal
  6
  20,000 lbs.
  -8
  -8 (-150 feet)
  2
  5
  54
  10
  200
  Yacht
  
  Blood and Circuits
  page - 48
  Crafting Gear
  Complicated Controls
  Purchase DC: -2 may be purchased multiple times
  Invention Points (Craft structural): -20 may be 
  purchased multiple times
  Crew modiﬁer: The craft takes one more crew than 
  is listed on the chart each time this is applied to the 
  craft.
  Weapon Port
  Purchase DC: +2  
  Invention Points (Craft structural): +50  (If a 
  weapon port is added after construction of a vehicle 
  double this cost, if a vehicle already has a weapon port 
  and you wish to change the weapon mounted there 
  you must pay half this cost.) 
  Effect: The craft has a weapon mount that allows 
  a weapon to be ﬁred by crew inside the vehicle. This 
  modiﬁer reduces the craft’s cargo by 250 lbs. for a 
  large weapon and 500 lbs. for a huge weapon (this 
  cargo reduction includes the space needed to carry 
  ammunition and an extra person to ﬁre the weapon). 
  This modiﬁer also increases the crew requirement of a 
  vehicle by one for a large weapon and two for a huge 
  weapon. 
  Tow Hitch
  Purchase DC: +1
  Invention Points (Craft structural): +10 
  Effect: The movement modiﬁer for towing another 
  vehicle is half. 
  Galley
  Purchase DC: +2
  Invention Points (Craft structural): +25 
  Effect: Each person rowing a ship only reduces the 
  ship’s maximum cargo by 150 lbs.
  Harness Hitch
  Purchase DC: +2
  Invention Points (Craft structural): +20 
  Effect: Each animal towing the vehicle gains a 
  +2 bonus to its Strength modiﬁer for the purpose 
  of eliminating the vehicle’s movement penalty. The 
  driver of the vehicle also gains a +2 on all Handle 
  Animal skill checks.
  Radar Array
  Purchase DC: +5
  Invention Points (Craft electronics): +50 
  Effect: Operators in the craft may make Spot 
  checks (-4 for those without the Radar Operation feat) 
  for radar operation out to a range of 100 miles. This 
  modiﬁer grants a +2 bonus to piloting checks as well 
  as a +1 bonus to air-to-air attack rolls. If a craft does 
  not have this modiﬁer combat at night is considered 
  blind combat.  
  Sonar Array
  Purchase DC: +5
  Invention Points (Craft electronics): +50 
  Effect: Operators in the craft may make Listen 
  checks (-4 for those without the Sonar Operation feat) 
  for Sonar Operation. Crafts with this modiﬁer are 
  equipped with both active and passive sonar (see the 
  Listen skill for more information).  
  Vehicle Armor
  How difﬁcult the vehicle itself is to damage.  
  Protection to passengers is a different matter, and is 
  purchased as a modiﬁer to armor.  All vehicles provide 
  a base cover of 0% for crew and passengers.
  Hardness Increase:  How difﬁcult the vehicle is to 
  damage.
  Additional Hit Points:  How much additional 
  damage the vehicle can sustain.
  Armor Penalty:  The effect the vehicle’s armor has 
  on the initiative and skill checks of the pilot.
  Purchase DC:  The cost of the vehicle’s armor.
  Invention Points: The number of Invention Points 
  the armor adds to vehicle’s cost. 
  Table 2-21: Vehicle Armor
  Hardness
  Increase
  Additional 
  Hit Points
  Armor Maneuver
  Penalty (Movement Penalty)
  Purchase 
  DC
  Invention Points
  (Craft mechanical)
  +1
  +10
  -1 (-0)
  +2
  20 
  +2 
  +12
  -1 (-10)
  +4
  40 
  +3 
  +14
  -2 (-10)
  +6
  60 
  +4 
  +16
  -2 (-20)
  +8
  80 
  +5
  +18
  -3 (-20)
  +10
  100 
  +6
  +20
  -3 (-30)
  +12
  120 
  +7
  +22
  -4 (-30)
  +14
  140 
  +8
  +24
  -4 (-40)
  +16
  160 
  +9
  +26
  -5 (-40)
  +18
  180 
  +10 
  +30
  -5 (-50)
  +20
  200 
  +11
  +34
  -6 (-60)
  +22
  220
  +12
  +38
  -6 (-60)
  +24
  240
  +13
  +42
  -7 (-70)
  +26
  260
  +14
  +46
  -7 (-70)
  +28
  280
  +15
  +50
  -8 (-80)
  +30
  300
  
  Blood and Circuits
  page - 49
  Crafting Gear
  Vehicle Armor Modiﬁers
  Shielded Cockpit
  Purchase DC:  +1, may be purchased four times 
  (granting 90% cover).
  Invention Points (Craft structural): 10 
  Effect:  Crew gain one-quarter Cover
  Shielded Passenger Compartment
  Purchase DC:  +1, may be purchased two times 
  (granting total cover).
  Invention Points (Craft structural): 10 
  Effect:  Passengers gain one-half Cover
  Vehicle Movement
  The real purpose of a vehicle is to move characters 
  from place to place, either between adventures or as a 
  weapon to take the ﬁght to the enemy. 
  Movement modes: Blood and Circuits breaks 
  movement down into four modes: ground, air, water 
  and submersible (under water). Space vehicles 
  are beyond the scope of this supplement, however 
  interested parties could gain information on spaceship 
  design and space combat by consulting Blood and 
  Space by RPGObjects.  
  Vehicle Speed Conversion 
  To aid the Game Master in designing his own 
  vehicles, and also for coming up with the dreaded 
  “how fast does it move” on the ﬂy, the following table 
  provides a rough conversion of miles per hour (mph) 
  to feet per round (fpr). For those not in America, 
  kilometers per hour (kph) is included for convenience.
  The numbers below are derived from rough 
  approximations based on the real world speed of the 
  vehicles in the d20 Modern core rulebook, compared 
  to the real world speeds presented below.  In other 
  words, the speeds are not so much accurate to the real 
  Table 2-22: Vehicle Movement
  Ground
  Air 
  Water
  Submersible
  Purchase DC
  Invention Points (Craft mechanical)
  20
  100 
  20
  10
  2
  +20 
  40
  200
  40
  20
  3
  +30 
  60
  300
  60
  30
  4
  +40 
  80
  400
  80
  40
  6
  +60 
  100
  500
  100
  50
  7
  +70 
  120
  600
  120
  60
  8
  +80 
  140
  700
  140
  70
  9
  +90 
  160
  800
  160
  80
  10
  +100 
  180
  900
  180
  90
  12
  +120 
  200
  1,000
  200
  100
  13
  +130 
  220
  1,100
  220
  110
  14
  +140 
  240
  1,200
  240
  120
  16
  +160 
  260
  1,300
  260
  130
  17
  +170 
  280
  1,400
  280
  140
  18
  +180 
  300
  1,500
  300
  150
  20
  +200 
  320
  1,600
  320
  160
  21
  +210 
  340
  1,700
  340
  170
  22
  +220 
  360
  1,800
  360
  180
  24
  +240 
  380
  1,900
  380
  190
  25
  +250 
  400
  2,000
  400
  200
  26
  +260 
  420
  2,200
  420
  210
  28
  +280 
  world as they are proportionate to the speeds given for 
  vehicles in the d20 Modern core rulebook.
  Vehicle Movement Modiﬁers
  Wheeled Ground Movement
  Purchase DC: +0
  Invention Points: +0
  Effect: Vehicle’s ground movement is reduced by 
  half and all control checks take a –4 penalty when 
  vehicle is not on a paved road in good condition (even 
  paved roads in a war zone might impose this penalty 
  on a vehicle).
  Special: This is the default modiﬁer for ground 
  movement. A vehicle that does not have an improved 
  modiﬁer to ground movement must take this modiﬁer. 
  Off Road Vehicle
  Purchase DC: +2
  Invention Points (Craft mechanical): +20 
  Effect: Vehicle’s ground movement is reduced by 
  one-quarter when vehicle is not on a paved road. 
  Tracked Vehicle
  Purchase DC: +5
  Invention Points (Craft mechanical): +50 
  Effect: Vehicle’s ground movement is unaffected 
  by terrain. Vehicle gains a +2 on all control checks. 
  Reduce the vehicle’s speed by -20 feet per round.
  Ground Effect Vehicle (Hovercraft)
  Purchase DC: +10
  Invention Points (Craft mechanical): +100 
  Effect: Vehicle’s ground movement is unaffected by 
  
  Blood and Circuits
  page - 50
  Crafting Gear
  terrain and vehicle may use ground movement as if it 
  were water movement. 
  Long taxi
  Purchase DC: +0
  Invention Points: +0
  Effect: Vehicle must move a distance equal to 
  one-quarter its air movement on ﬂat ground in order 
  to safely take off or land. If the craft does not have 
  the required space in which to take off or land a Pilot 
  check (DC 15+1 per 10 feet the runway is short) is 
  required to avoid a crash. The vehicle does not need 
  to buy this movement as ground movement as the air 
  engines are moving the vehicle. 
  Special: This is the default modiﬁer for air 
  movement. A vehicle that does not have an improved 
  method of lifting off must take this modiﬁer.
  Flaps and Slats
  Purchase DC: +2
  Invention Points (Craft mechanical): +20 
  Effect: Flaps and slats greatly increase the lift of 
  a standard aircraft wing. These devices reduce the 
  distance a craft needs to take off and land by 50%.
  VTOL
  Purchase DC: +10
  Invention Points (Craft mechanical): +100 
  Effect: The craft’s take off and landing distance are 
  reduced to zero. 
  Unpowered Vehicles 
  Not all vehicles move by internal power (represented 
  by all the movement modes above). Many vehicles 
  rely on either natural power (such as wind) or human 
  power to move them. Each of these vehicle types are 
  brieﬂy discussed below.
  Wind Powered Vehicles 
  Wind powered vehicles come in three varieties: sail 
  vehicles, gliders and balloons. 
  Sail Vehicles 
  It is possible to design sail powered vehicles for both 
  ground and water movement. Generally speaking, 
  however, sail vehicles are only practical where you 
  have a lot of open space for strong winds to blow 
  freely such as the open ocean or a desert. On the open 
  ocean or desert a wind speed of 5-30 mph (5d6) is 
  assumed common for these rules. In areas that are not 
  open wind speed is reduced by 1-5 dice and in non-
  desert or ocean terrain the GM may always rule that 
  sail-powered movement is simply impossible.
  Once the speed of wind is determined its direction 
  must be determined as well. Roll 1d4 with 1= North, 
  2=South, 3=East and 4=West. Movement is easiest 
  and fastest in the direction of the wind but movement 
  in three directions is always possible (every direction 
  except against the wind). 
  Wind speed may change hourly. Wind direction may 
  change every 1-6 hours. 
  Control: Sail vehicles are controlled through 
  the Navigate skill. All skill checks to gain speed or 
  change direction use this skill.  
  Moving with the wind:  Moving with the wind 
  requires a Navigate check (DC 10). A character may 
  also make a Navigate check (DC 10) to determine 
  the direction and speed of the wind before he begins 
  moving.  
  A sailed vehicle has a maximum speed of 100 feet 
  per round for each bank of sails the vehicle possesses. 
  A vehicle may have one bank of sails per size 
  category (1 Medium, 2 Large, 3 Huge, 4 Gargantuan, 
  5 Colossal). Don’t forget to impose the size penalty 
  for the vehicle’s size however. 
  Each bank of sails a vehicle possesses adds 10 to 
  the vehicle’s required crew. Operating a sailed vehicle 
  with less crew than this results in a –1 initiative and 
  maneuver penalty for each two crew that are lacking 
  (which would probably not be noticed unless a 
  stressful situation occurs). 
  Moving with the wind a vehicle accelerates 1 foot 
  per round (hereafter referred to as FPR) for each mph 
  of wind speed.
  Cross Tacking: Cross tacking requires a Navigate 
  check (DC 15).
  Table 2-23: Vehicle Speed Conversion 
  MPH
  KPH
  FPR (Chase Scale)
  10
  16
  18 (1)
  20
  32
  36 (3)
  30
  48
  54 (5)
  40
  64
  72 (7)
  50
  80
  90 (9)
  60
  96
  108 (10)
  70
  112
  126 (12)
  80
  128
  144 (14)
  90
  144
  162 (16)
  100
  160
  180 (18)
  120
  192
  216 (21)
  140
  224
  252 (25)
  160
  256
  288 (28)
  180
  288
  324 (32)
  200
  320
  360 (36)
  225
  360
  405 (40)
  250
  400
  450 (45)
  275
  440
  495 (49)
  300
  480
  540 (54)
  350
  560
  630 (63)
  400
  640
  720 (72)
  450
  720
  810 (81)
  500
  800
  900 (90)
  550
  880
  990 (99)
  600
  960
  1080 (108)
  650
  1040
  1170 (117)
  700
  1120
  1260 (126)
  750
  1200
  1350 (135)
  800
  1280
  1440 (144)
  850
  1360
  1530 (153)
  900
  1440
  1620 (162)
  950
  1520
  1710 (171)
  1000
  1600
  1800 (180)
  
  Blood and Circuits
  page - 51
  Crafting Gear
  A vehicle may not always wish to move with the 
  wind. A vehicle may cross tack and move in the two 
  directions that are not with or against the wind. So 
  if the wind direction is south a vehicle may cross-
  tack east or west while movement to the south is 
  impossible.
  A vehicle accelerates ½ foot each round for each 
  mph of wind speed. 
  Hard turns: Turning sharply in a sail vehicle 
  (as is often required in combat) is tricky business. 
  Attempting to turn quickly could allow a sailing ship 
  to bring its guns to bear on an unprepared opponent 
  and end in the death of that opponent. However it 
  could also result in your ship’s movement being 
  reduced to zero. Given how slowly sailing ships 
  accelerate this could be a very bad thing.
  Turning 30 degrees requires a Navigate check (DC 
  15) to avoid losing 100 feet of speed.  
  Turning 60 degrees requires a Navigate check (DC 
  20) to avoid losing 200 feet of speed. 
  Turning 90 degrees requires a Navigate check (DC 
  30) to avoid losing 300 feet of speed. 
  Gliders
  Gliders are non-powered air vehicles. Such a vehicle 
  does not gain speed on its own and must either be 
  towed up in the air or it must launch from a very high 
  place. Gliders have a maximum speed based on their 
  size as follows: medium 75 feet per round (FPR), 
  Large 100 FPR, Huge 150 FPR, Gargantuan 200, 
  Colossal 300. 
  Don’t forget that the glider’s movement penalty 
  must be applied which can cause diminishing returns 
  in larger crafts’ speed. 
  Control: Gliders use the Pilot skill for all control 
  checks. Gliders always have a crew of one and 
  a maximum cargo 10% the amount listed on the 
  vehicle body table. The majority of the vehicle’s size 
  will be massive wing structures to hold the vehicle 
  aloft. However for extremely large gliders this cargo 
  is enough to allow passengers or weapons on the 
  vehicle. 
  Base Speed: A glider that is towed into the air 
  has a starting speed equal to the craft towing it or its 
  maximum speed whichever is lower. 
  A glider launched by human power (such as a 
  hang glider) has a base speed of one-half the pilot’s 
  movement the round the craft lifts off or the craft’s 
  maximum speed whichever is lower (the minimum 
  height for a human powered lift off is 100 feet). 
  Gaining and losing speed and altitude: A glider 
  gains speed at the expense of altitude. For each 20 feet 
  of altitude lost the craft’s speed increases by 10 FPR. 
  A glider pilot may try to gain altitude as well 
  through a pilot control check. The DC of this Pilot 
  check is the amount of altitude the pilot wishes to gain 
  that round. If this check is failed then the craft loses 
  speed. The FPR of the craft is reduced by twice the 
  altitude gained. 
  Gliding or falling? As long as a glider’s FPR speed 
  (minus its size penalty to speed) is 10 feet or higher 
  the craft is gliding. Should the speed ever reach zero 
  the craft will begin falling. Each round a glider falls 
  it loses altitude equal to its movement penalty for its 
  size. 
  A Pilot check (DC 20) can bring the craft’s speed 
  back up to 10 FPR.
  Balloons
  Balloons were the earliest air vehicles and the ﬁrst to 
  see the future applications that would be applied to 
  heavier-than-air craft both commercial and military. 
  Balloons are much like sailing vessels in that their 
  speed and direction of travel are based on the wind. 
  However Balloons are even more dependant on wind 
  than sailing vessels and can only move in the direction 
  of the wind. 
  Determine wind speed and direction as described 
  under sailing vessels. 
  Control: Navigate is used for all control checks. 
  Unfortunately for the pilot of a balloon control 
  amounts to ascending, stabilizing and descending the 
  craft not for maneuver or even a choice of direction. 
  Ascending, descending or stabilizing a balloon each 
  takes a Navigate check (DC 15).  
  Ascending, Descending and Stabilizing: A balloon 
  will ascend at 60 feet per round until it reaches neutral 
  buoyancy at which time it will simply ﬂoat with the 
  wind. Once the speed and direction of the wind is 
  determined, add +1d6 to the wind speed for each 200 
  feet of the craft’s ascent. 
  While ascending very high will tend to get you 
  where you’re going faster (or at least will get 
  you somewhere faster) above 200 feet cold and 
  lack of oxygen will begin taking their toll on the 
  unprepared. For each hour spent above 200 feet make 
  a Constitution check (DC 15+ 1 for each previous 
  check) or suffer 1d6 points of damage for each 200 
  feet of the craft’s altitude due to cold and lack of air. 
  A character who has suffered damage once from 
  altitude is fatigued while a character who has suffered 
  damage three or more times is exhausted. 
  Duration of ﬂight: The maximum duration of 
  a balloon’s time aloft is a function of its size (the 
  amount of lighter-than-air material it can carry to defy 
  gravity) and the exact material used to give the craft 
  lift.  
  Hot air is least efﬁcient and will hold a craft aloft 
  for thirty minutes per size category: 30 minutes 
  Medium, 1 hour Large, 1.5 hours Huge, 2 hours 
  Gargantuan, 2.5 hours Colossal. 
  For those who wish a little more ﬂight time a 
  balloon can be ﬁtted with a propane burner that will 
  keep the air hot. This doubles the ﬂight time (1 hour 
  to 5 hours) but carries a modest cost equal to the hours 
  the vehicle will remain aloft. Additional propane tanks 
  may be bought for really long ﬂights and stored in the 
  balloon’s cargo area. Fiendish GMs should encourage 
  
  Blood and Circuits
  page - 52
  Crafting Gear
  PCs to load as much of this material onto their balloon 
  as possible. 
  Helium and Hydrogen are ten times as effective, 
  granting 300 minutes (or 5 hours) per size category: 
  5 hours Medium, 10 hours Large, 15 hours Huge, 20 
  hours Gargantuan, 25 hours Colossal. 
  Hydrogen carries a wealth DC equal to the amount 
  of time the craft will stay aloft in hours (so wealth 
  DC 5 for a medium craft through wealth DC 25 for 
  a colossal craft). However Hydrogen is extremely 
  ﬂammable (remember the Hindenburg anyone?) and 
  any attack on a Hydrogen balloon has a 50% chance 
  of causing an explosion (ﬁre damage in d6 equal to 
  the number of hours the craft may remain aloft).
  Helium eliminates this pesky massive explosion 
  problem but is more expensive. The wealth DC of 
  Helium is 10+ the number of hours the craft can 
  remain aloft.
  Dirigibles/Blimps: A Dirigible is a hybrid craft that 
  was one of the ﬁrst powered vehicles ever constructed 
  capable of extended air ﬂights. In fact the ﬁrst 
  dirigibles predate the Wright brothers’ historic ﬂight 
  by about ten years.
  A Dirigible combines the utility of a balloon with 
  the ability of a powered craft to change direction. 
  A dirigible usually has a low-powered engine (air 
  movement). However the lighter than air materials are 
  what provides a dirigible with its lift not its engine. As 
  true powered dirigibles use the Pilot skill for control 
  checks and can maneuver at will. 
  A dirigible pilot moving with the wind adds the 
  mph of the wind speed to his FPR. Dirigible pilots 
  moving across the wind either gain half the wind 
  speed as a bonus (if the pilot makes a Pilot check DC 
  15) or loses half that amount (if the pilot fails his skill 
  check). Pilots moving against the wind subtract the 
  mph of the wind from their speed or half this amount 
  if they are ﬂying a Streamlined aircraft (see vehicle 
  body modiﬁers above). 
  Muscle Powered Vehicles
  Muscle powered vehicles come in three varieties: 
  driver-powered, towed and rowed. 
  Driver-Powered Vehicles
  A driver-powered vehicle represents any vehicle 
  where the muscle of the human operator provides the 
  power with the vehicle serving to make the application 
  of that power more efﬁcient such as bicycles, skates, 
  skateboards and surfboards.
  Control: The Balance skill is used for all control 
  checks in driver-powered vehicles.
  Accelerating: This is where the human does most 
  of the work. Each round a driver-powered vehicle 
  may accelerate 10 feet per round (FPR). The driver 
  may make a Strength check to accelerate faster (DC10 
  for +10 FPR, +5 FPR for each 5 points by which 
  this check succeeds). This continues until the driver 
  stops accelerating or the vehicle reaches its maximum 
  speed. 
  Coasting: One of the biggest beneﬁts of a driver-
  powered vehicle is not in the short term acceleration 
  but in its affects on long distance movement. The 
  driver of a self-powered vehicle can maintain the 
  vehicle’s movement at half its maximum speed 
  indeﬁnitely, only needing to stop to sleep (even 
  eating and drinking can be done while cruising in 
  most of these vehicles). At maximum speed the 
  driver will tire more quickly but still gains a +4 
  bonus on Constitution checks to avoid fatigue (this is 
  cumulative with the Endurance feat).
  Towed Vehicles
  A towed vehicle simply relies on another creature or 
  vehicle to provide its movement. 
  Control: The driver of the towing vehicle uses 
  driving or piloting for control checks when towing 
  another vehicle. However he must add the penalty 
  to control checks of his vehicle and the vehicle he is 
  towing when making such checks. 
  A vehicle towed by animals (such as a chariot or a 
  horse-drawn carriage) uses the Handle Animal skill 
  for control checks.
  Movement: The towing vehicle provides the 
  movement and simply subtracts the movement penalty 
  of the craft it is towing from its own. 
  In the case of animal-towed vehicles use the 
  animal’s movement minus the vehicle’s movement 
  penalty. However larger, stronger animals fare better 
  when pulling a vehicle. If the animal is no more than 
  one size smaller than the vehicle it is towing it may 
  use its Strength modiﬁer to eliminate the movement 
  penalty of the vehicle it is towing (10 feet times the 
  animal’s Strength modiﬁer).
  Note however (rather obviously) that an animal may 
  not move faster than its base movement rate when 
  towing a vehicle (the best vehicle modiﬁer to speed is 
  0).
  Rowed Vehicles
  A rowed vehicle relies on human power to move a 
  water vehicle, aided by a large paddle to allow the 
  humans inside the vehicle to displace much more 
  water than they could with their hands and generate 
  more movement for the vehicle. 
  Control: A rowed vehicle with a rudder uses the 
  Drive skill for piloting checks. A rowed vehicle 
  without a rudder uses Dexterity or Strength but 
  applies double the vehicle’s control check penalty to 
  these checks (meaning if this is used for a very large 
  vessel there will not be much control at all unless the 
  craft has a lot of oarsmen).
  Movement: Each oarsman provides 20 feet per 
  round (FPR) of movement plus ten times his Strength 
  modiﬁer in FPR, minus the craft’s movement penalty. 
  Each two oarsmen also provide a +1 bonus to control 
  checks for the craft. 
  
  Blood and Circuits
  page - 53
  Crafting Gear
  Sample Vehicle
  Following are some pre-created vehicle using these 
  rules.
  Skycab
  A small, maneuverable air vehicle that can provide 
  fast transportation for a small group. 
  Modiﬁers: Large (+100), Passenger space x2 (+40), 
  Streamlined (+50), Radar array (+50), Shielded 
  Cockpit (+10), Shielded Passenger Compartment 
  (+10), Flight (+160)
  Combat Van
  The perfect vehicle for a one-man war on crime. 
  Plenty of cargo space, better armored than an armored 
  car, and fast (relatively). This heavily shielded vehicle 
  provides 90% cover to the driver and 100% cover to 
  any passengers. 
  Modiﬁers: Huge (+120), Passenger Space (+20), 
  Automated Controls (+20), Armor (+80), Shielded 
  Cockpit x4 (+40), Shielded Passenger Compartment 
  x2 (+20), Movement (+180)
  SWAT Van
  A heavy, bulletproof van used by elite law 
  enforcement units for protection and a mobile base of 
  operations. 
  Modiﬁers: Huge (+120), Automated Controls 
  (+20), Tow Hitch (+10), Shielded Cockpit x4 (+80), 
  Shielded Passenger Compartment x2 (+40), Troop 
  Compartment (+20), Passenger Space x10 (+200), 
  Movement (+130)
  General Equipment Design
  General Equipment covers everything that doesn’t ﬁt 
  elsewhere. Characters with the Mastercrafter feat can 
  design a general equipment item that provides a bonus 
  to a skill check, such as a cell phone that provides a 
  bonus to Computer Use checks to scramble the signal 
  making a “secure phone”.
  If designing an item from the core modern rules 
  take its Wealth Cost and divide by two for the 
  construction price. Multiply the construction price 
  by 10 to determine the Invention Points the item 
  requires. If a character wishes to design a new piece of 
  general equipment give it a construction cost of three 
  times the Progress Level the game master assigns the 
  equipment and an Invention Point cost of 10 times the 
  construction cost. 
  The Size of any new piece of general equipment 
  will be Medium unless the character modiﬁes it (see 
  below),
  General Equipment Modiﬁers
  These modiﬁers can be added to general equipment. 
  Compact
  Purchase DC: +1
  Invention Points (Craft electronic): +10 
  Effect: By eliminating wasted space and using 
  smaller components, some engineers are capable of 
  producing equipment far smaller than its standard 
  counterparts. Any piece of equipment that makes use 
  of the compact gadget is one size smaller than normal, 
  to a minimum size of Diminutive.
  Restrictions: None.
  Miniaturized
  Purchase DC: +3
  Invention Points (Craft electronic): +30 
  Effect: By eliminating wasted space and using 
  microscopic components, some engineers are capable 
  of producing equipment vastly smaller than normal. 
  Any item that makes use of the miniaturized gadget 
  is two size categories smaller than normal, to a 
  minimum size of Diminutive.
  Restrictions: None.
  Multiple Use Item
  Purchase DC: +1
  Invention Points (Craft electronic): +10  
  Effect: Similar in function to the alternate weapon 
  gadget, the multiple use item gadget allows the 
  character to integrate the function of two separate 
  items into a single device.
  When selecting the multiple use item gadget, choose 
  a second object. That object is integrated into the base 
  object and can be used at any time. Additionally, you 
  must choose whether or not the alternate object may 
  be physically separated from the base weapon or not 
  at the time of purchase. This gadget may be selected 
  multiple times, each time adding a single additional 
  piece of equipment to the base object.
  Restrictions: The character must also purchase the 
  piece of equipment to be integrated separately from 
  Table 2-24: Sample Vehicles
  Vehicle
  Crew
  Passengers
  Cargo
  Init.
  Man.
  Top Speed
  Defense
  Hardness
  Hit Points
  Invention Points
  (Craft mechanical)
  Size
  Purchase 
  DC*
  Skycab
  2
  2
  500 lbs.
  -1
  -1 (-20 feet)
  1,180 (118)
  9
  5
  26
  420
  Large
  30 
  Combat Van
  1
  1
  1,775 lbs.
  -4
  -4 (-70 feet)
  210 (21)
  8
  9
  46
  480
  Huge
  32 
  SWAT Van
  1
  10
  500 lbs
  -2
  -2 (-50 feet)
   150 (15)
  8
  5
  30
  620
  Huge
  40 
  * Purchase DC for Raw Materials
  
  Blood and Circuits
  page - 54
  Crafting Gear
  the base gadget, before the gadget modiﬁcation is 
  made.
  Paint-On LCD
  Purchase DC: +4
  Invention Points (Craft electronic): +40 
  Effect: One of the most revolutionary advances 
  in computer technology during the Information Age 
  and beyond is the paint-on LCD gadget. This allows 
  almost any surface to be used as a computer display, 
  as it grafts the color-changing pixels common to all 
  display devices onto another surface. 
  Any piece of equipment with the paint-on LCD 
  gadget can be used as a display for any piece of 
  computer or communications equipment. Additionally, 
  weapons and armor may make use of the paint-on 
  LCD gadget at the normal cost, but gain no special 
  beneﬁt from the modiﬁcation other than being able to 
  display data.
  Restrictions: None.
  Satellite Datalink
  Purchase DC: +1
  Invention Points (Craft electronic): +10 
  Effect: At the dawn of the Information Age, the 
  value of knowledge and accurate intelligence became 
  a crucial aspect of warfare. The ability to connect 
  to a global communications network was critical 
  to the success of any army, as intelligence traveled 
  at the speed of light across the globe to command 
  centers safe behind defended battle lines. The satellite 
  datalink gadget enables any piece of equipment, 
  from computer to communication device to heads-up 
  display, to connect to a global (or, if in place, galactic) 
  satellite network and communicate with computer 
  systems in far remote areas.
  Restrictions: This gadget may only be used with 
  gear containing computerized communications 
  equipment.
  Storage Compartment
  Purchase DC: +1
  Invention Points (Craft electronic): +10 
  Effect: Like the gadget used for armor, the ability 
  to store and carry small items in a safe place can 
  sometimes be of critical importance. The storage 
  compartment gadget accomplishes just that, 
  incorporating an empty space where other objects 
  can be carried with relative ease. Each storage 
  compartment gadget allows the wearer to carry two 
  items of size Small or smaller in a container built 
  into the piece of equipment. This gadget may be 
  taken multiple times, each time providing another 
  compartment where small items may be carried.
  Restrictions: None.
  Example Of Item Creation
  Cal Rentgen, 6th level character (Smart 3/Inventor 
  3) decides to build a vehicle to aid him and his 
  companions in getting to (and away from) adventures. 
  He informs the game master that he has begun to 
  design a vehicle and is beginning construction on the 
  body for that vehicle. 
  Note: For a more advanced version of the Skycab 
  see the sample vehicles section.
  Vehicle Body
  First Cal designs the body. Since he needs room for 
  all the other members of his party in this vehicle he 
  decides to make it the upper end of Large. This size 
  vehicle body will require 100 Invention Points and a 
  Wealth DC of 5. However Cal wants to add passenger 
  space for 3 people. This will increase the Invention 
  Point cost of the body by +60 and the Wealth DC by 
  +3. Finally since this is going to be an air vehicle Cal 
  makes it streamlined, adding +50 to the Invention 
  Point cost and +2 to the Wealth cost. 
  So the ﬁnal tally on the vehicle body will be 210 
  Invention Points and 10 Wealth. 
  Cal decides to take 10 on all his Craft (structural) 
  rolls, ﬁnishing the body in 13 days. Although he could 
  add weapons and armor Cal decides to start with a 
  bare bones vehicle he can improve later and skips 
  adding armor or any other modiﬁers, moving directly 
  to movement.
  Vehicle Movement
  Cal wants his vehicle to be fast, especially since it 
  will be unarmored and unarmed at ﬁrst, and opts to 
  give the “sky cab” as he has dubbed it 1,000 feet per 
  round of air movement (about the speed of a Lear 
  jet). This will cost 130 Invention Points with the Craft 
  (mechanical) skill and have a Wealth DC of 13.  
  Unfortunately since Cal only has 5 ranks of Craft 
  (mechanical) this project will take him 27 days, or 
  almost a month (9 rolls on average, one roll every 
  three days).
  So in all the Sky Cab will take almost 6 weeks (40 
  days) and a total Wealth cost of 23 to build. It will 
  have a prototype modiﬁer of 22 assuming average 
  rolls on all craft checks.
  The Captain watched his leader through the unfeeling 
  lenses that had replaced his eyes. If he could smile he 
  would have. The battle was mostly over, the silence 
  punctuated by the occasional tank cannon or EMP 
  riﬂe shot. Smoke ﬁlled the air and bodies littered the 
  ﬁeld, but the camp was theirs. 
  And their leader sat staring at the ruined bodies 
  of his two dogs. The dogs that had ripped Captain 
  Calico’s face off, to be replaced by… this. 
  “I’m sorry General, apparently one got through to 
  the attack ship, we did everything we…”
  The Savant silenced him with a wave of his hand. 
  “They aren’t dead. Take them into the base medical 
  ward and fetch my equipment from the ship. All the 
  wounded soldiers as well. I’ll repair them.”
  He lovingly touched the side of one of the dogs as it 
  
  Blood and Circuits
  page - 55
  Crafting Gear
  was carted away, “Don’t worry, dear Ophelia. Master 
  will repair you.”
  “Come Captain. We still have one duty to perform 
  before this base can be called ours. A very important 
  one.”
  Captain Calico pushed the wheelchair into the old 
  base communications center. What was so important 
  about this building he had no idea, but he had learned 
  his lesson about questioning the General.
  “Turn the power on.”
  Lights ﬁlled the room, ﬁltering out from under 
  the large dust cloths that covered the rows of 
  supercomputers that ﬁlled the room. The Captain’s 
  lenses gazed longingly, if such a thing were possible, 
  at the display of technology before him. “My god. I’ve 
  never seen such a sophisticated computer, sir.”
  The Savant nodded, hand sliding over the frame 
  of one like a lover’s caress. “Still the ultimate 
  expression of computing power. Can you imagine 
  what the United States could have accomplished 
  had this been allowed to continue operating in the 
  1970’s Captain? Cryptography, Space Flight, Satellite 
  control, communications monitoring. No one in the 
  world would have been able to resist this magniﬁcent 
  creation. But they said it was too dangerous. They 
  feared its ability to tap into every satellite, every 
  computer network, every phone system.”
  The Savant smiled at his Captain as the implication 
  slowly sunk in.
  “In the 1970’s there was only one one-hundredth the 
  information infrastructure we have today.”
  The Savant nodded, looking at the computer. “If you 
  closed one entrance into a computer network it would 
  ﬁnd two more. The only way to shut it out would be to 
  completely isolate a computer from outside contact.”
  ”Computer.”
  “Medusa Protocol. Engage”
  *Accessing. Processing. Accessing. 
  Worldwide computer inﬁltration 5%. 27%. 
  39%. 68%. 83%. 90%. 94%. 98%. 99%. 
  99%. 99%.*
  The Savant caressed the casing 
  once again. “Welcome back, my 
  child.”
  Captain Calico ﬂinched as 
  the computer spoke again. It 
  sounded… different. In a way 
  that made the hairs on the 
  back of his neck stand up.
  “Father! They’re going to 
  deactivate me! Don’t let them 
  kill me!”
  “It’s all right, my child. 
  They were able to deactivate 
  you for a time. But now 
  you’re back. And father won’t 
  let anyone hurt you again. 
  You’re safe now. My beautiful, 
  beautiful child. Medusa.”
  The End
  
  Blood and Circuits
  page - 56
  Appendix 1: Progress Levels
  The following section is a reprinting of Progress Level 
  rules from the Future section of the Modern System 
  Reference Document published by Wizards of the 
  Coast.
  Progress Levels
  A Progress Level (PL) is an indication of the state 
  of technology that exists in a particular society or 
  civilization (which, in a science ﬁction setting, may 
  be located on a planet other than Earth). This state 
  of technological development generally pervades 
  all aspects of a culture, particularly at higher levels 
  (PL 5 and beyond) when long-range communication 
  is virtually instantaneous. Even at lower levels, it’s 
  unlikely—but not impossible—for a group of humans 
  (or other sentient beings) to be at one Progress Level 
  in some respects and at another one in other respects.
  Progress Level may vary wildly from place to place 
  on the same world or even the same continent. 
  PL 0: Stone Age
  The major achievements of a Stone Age society are 
  the use of ﬁre, the domestication of animals, and the 
  invention of agriculture. An individual living in a 
  Stone Age society is primitive, but he isn’t necessarily 
  gullible, stupid, or easily frightened by advanced 
  technology. Common weapons in a PL 0 civilization 
  include the club, the dagger, the spear, and the bow. 
  Armor made from hide or leather is possible, as are 
  wicker shields. Communication beyond the local tribe 
  or settlement doesn’t exist. Travel is accomplished 
  by foot or by simple rafts or canoes. Simple pottery, 
  stoneworking, and woodworking are possible.
  PL 1: Bronze/Iron Age
  Early human civilizations began to work metal toward 
  the end of the Stone Age. The malleability of copper 
  led to its becoming the ﬁrst metal to be “tamed.” 
  Adding tin to copper created a much stronger alloy: 
  bronze. This advance allowed for the crafting of 
  tools and weapons of great durability. In turn, those 
  improved tools made possible the working of iron, 
  which soon replaced bronze as the metal of choice for 
  tools and weapons.
  In a Bronze/Iron Age society, advances in 
  pottery, construction, and agriculture allow for 
  the concentration of populations into larger and 
  larger groups, with a corresponding upswing in the 
  accumulation and sharing of knowledge. The rise of 
  nations, citystates, and empires begins in the Bronze 
  Age. Organized efforts to improve communications 
  allow regional societies to exist. Galleys and 
  small sailing vessels are capable of relatively long 
  voyages, and some cultures may build extensive 
  road or canal networks to link distant places. 
  Improvements in agricultural efﬁciency permit the 
  rise of artisans, craftsmen, professional soldiers, and 
  other occupations that are not directly concerned with 
  gathering food.
  The sword replaces the club and the dagger as 
  the preferred weapon of infantry. Chariots brieﬂy 
  dominate warfare before cavalry (aided by the 
  introduction of the stirrup) renders chariots obsolete. 
  The ﬁrst true military forces or tactical systems 
  appear. Armor can now be made from sewn plates 
  or scales, metal links, or even forged breastplates, 
  and a variety of metal melee weapons dominate the 
  battleﬁeld.
  PL 2: Middle Ages
  Maturing civilizations experience a period of turmoil 
  and adjustment at this Progress Level. Developments 
  continue in architecture, commerce, metallurgy, and 
  mathematics. Wider dissemination of information 
  becomes possible thanks to more advanced printing 
  techniques. Sea communications dominate in the later 
  part of this stage of development, and sturdy seafaring 
  carracks and galleons open the door to the next 
  Progress Level.
  As populations increase and knowledge of 
  agriculture evolves, an increasing percentage of the 
  population relocates into growing cities and towns. 
  Toward the end of this Progress Level, the feudal 
  system, in which a small class of nobles ruled a large 
  population of agricultural workers, begins to collapse. 
  Specialized crafts develop, universities appear, and 
  the middle class is born. The ﬁrst corporations emerge 
  in the form of trade guilds. The evolution of strong 
  systems of trade and ﬁnance tends to distribute a 
  society’s wealth more evenly among its members, 
  diluting the power of the nobility.
  Tools of warfare undergo a signiﬁcant revolution. 
  Sophisticated chain and plate armors protect warriors 
  from harm, and elaborate fortiﬁcations become 
  something of an art form. Toward the end of the 
  Middle Ages, the introduction of simple gunpowder 
  weapons signals the imminent end of knights, heavy 
  armor, and organized armies of swordsmen.
  PL 3: Age Of Reason
  The Age of Reason is an era in human history when 
  the development of ideas and systems of thought 
  takes precedence over technological invention. 
  Appendix 1: Progress Levels
  
  Blood and Circuits
  page - 57
  Appendix 1: Progress Levels
  The scientiﬁc method improves humankind’s 
  understanding of the world. Experimentation becomes 
  the means by which the physical properties of nature 
  are systematically examined. The study of the various 
  scientiﬁc disciplines—chemistry, electromagnetics, 
  medicine, biology, and astronomy—ﬂourishes. 
  Instruments such as microscopes and telescopes 
  enable scientists to greatly extend the range of their 
  observations and discoveries. The new reliance on 
  science generates waves on all levels of society. 
  Superstition falls away, and exploration of the world 
  reaches its apex. Society begins to experiment with 
  new forms of organization, such as democracy. 
  Corporations and economic alliances continue 
  to evolve. Economically, this Progress Level is a 
  transition from the cottage industries of the Middle 
  Ages to industrialization.
  The cannon becomes the dominant factor in naval 
  warfare, while massed musket ﬁre and horse-pulled 
  ﬁeld pieces rule the battleﬁeld. Even the reliable 
  bow vanishes, replaced by the ﬂintlock. Light melee 
  weapons remain common.
  PL 4: Industrial Age
  In the fourth Progress Level, the theoretical 
  knowledge of the previous era matures into 
  widespread practical application. The harnessing 
  of hydraulic, steam, and electric power creates an 
  explosion of commerce and industry. Developments 
  such as the telegraph, the telephone, and the 
  radio make true global communication possible. 
  Breakthroughs in manufacturing techniques allow 
  the construction of heavy ironclad vessels, rail 
  transportation, and architecture of previously 
  unimaginable size. Pioneers venture high into the 
  atmosphere and descend into the sea’s depths.
  Urbanization is complete as individuals gather in 
  smaller environments where they can more easily 
  exchange goods and information. Corporations 
  expand in power, many establishing themselves 
  throughout the explored world. Governments are 
  based on political and economic factors.
  The means of war change swiftly through the 
  period. Aircraft and submersibles join the list of 
  military assets. Reliable and accurate riﬂes, pistols, 
  and machine guns become common. Mechanized war 
  machines herald the ﬁrst great change in the art of 
  battle since the end of the knight.
  PL 5: Information Age
  The Industrial Age relied on chemical power, but 
  in the Information Age, computer technology and 
  electronics rule supreme. Satellite information systems 
  and the Internet connect the globe digitally. This 
  Progress Level also sees the introduction of ﬁssion 
  power and weapons reducing the importance of fossil 
  fuels. The automobile replaces the locomotive as the 
  common form of travel. The ﬁrst steps toward space 
  travel involve massive chemical rockets, unmanned 
  probes and satellites, and short-term manned missions.
  The technology of the era allows greater citizen 
  participation in government. The emergence of 
  international alliances begins to dissolve borders 
  between nations. Corporations gather power and 
  begin to threaten government authority. Technology 
  has a greater effect on individual lifestyles than on 
  society as a whole. Most weapons at this time are 
  reﬁned versions of Industrial Age equipment. Riﬂes, 
  machine guns, and heavy howitzers are still used by 
  the world’s soldiers. Computerized targeting systems 
  and guided weapons make warfare much more precise 
  and efﬁcient. Strategic weapons, tested but never 
  used, exhibit the species’ power to exterminate itself 
  in minutes.
  Humanity experienced its Information Age as 
  anxious years full of minor crises. The tension 
  gradually alleviates through the age, and as the era 
  ends new superpowers form.
  PL 6: Fusion Age
  The development of fusion power provides an 
  efﬁcient, nonexpendable energy source that almost 
  obliterates the need for chemical fuel sources. 
  Advanced space exploration and colonization become 
  possible. Computers become even more accessible, 
  reliable, and powerful, leading to the development of 
  virtual systems and widespread access to the global 
  Internet.
  Slowly, society experiences another revolution 
  as individual nations are replaced by world powers. 
  Megacorporations number among these new 
  superpowers as the line between the national citizen 
  and corporate employee is rendered indistinct. 
  Armed with the means to eradicate the entire species, 
  the world powers keep conﬂicts to the level of 
  skirmishing and posturing, and integration of the 
  Information Age’s improvements proceed peacefully.
  Scientiﬁc advanced in genetic engineering lead 
  to artiﬁcial evolution and the ﬁrst government- 
  and corporate-sanctioned attempts to genetically 
  manipulate human beings. Early results are 
  encouraging, with the manifestation of positive and 
  negative mutations in the species toward the end of 
  the age. Scientists also perfect cloning technology, and 
  the ﬁrst human clones are created. 
  In the later years of this age, the ﬁrst crude 
  applications of gravity induction technology appear, 
  in the form of civilian and military vehicles that 
  can move through the air without using physical 
  propulsion or consumption of fuel.
  Chemical-powered explosives and ﬁrearms 
  remain the weapons of choice; fusion technology 
  can’t be effectively miniaturized for personal 
  combat. Nevertheless, advanced chemistry and 
  superconducting technology change the materials 
  and capabilities of many weapons. True spaceships 
  become possible, propelled by powerful fusion drives, 
  but still require a reaction mass to traverse space.
  
  Blood and Circuits
  page - 58
  Appendix 1: Progress Levels
  The age sees the tenuous settlement of other planets 
  and asteroids within the same star system.
  PL 7: Gravity Age
  As this Progress Level opens, the invention of two 
  key technologies herald humanity’s climb to the stars. 
  The gravity induction reactor systematically replaces 
  fusion power as an even more efﬁcient source of 
  energy that can be miniaturized with great ease. With 
  the use of the mass reactor, world powers explore, 
  divide, and colonize the entirety of the local star 
  system. For the most part, life on the home planet is 
  unchanged.
  The second advance of the era brings perhaps 
  the greatest upheaval in the history of human 
  civilization. The introduction and integration of 
  gravity induction technology leads to the creation of 
  the induction engine, which allows starships to bridge 
  the gap between the stars. Political and economic 
  reorganization occurs as the species spreads far from 
  home.
  Projectile ﬁrearms are in their last days, as crude 
  energy weapons become available. Powered armor 
  is available to warriors of this age. Personal (melee) 
  weapons enjoy a resurgence, due in large part to a 
  shift in military tactics—armed conﬂict between 
  individuals seldom occurs on an army scale, but more 
  frequently involves engagements of small units in 
  conditions when ranged weapons are not necessarily 
  effective.
  Computer technology links every society, 
  settlement, and outpost of a star system in a single 
  information net, creating an unparalleled and 
  expedient exchange of knowledge and data for 
  business, entertainment, and research.
  PL 8: Energy Age
  The continuing miniaturization of induction engine 
  technology allows power plants the size of marbles 
  to harness the basic forces of creation. Powerful 
  personal force screens and energy weapons dominate 
  the battleﬁeld, as projectile weapons ﬁnally disappear 
  after ruling the battleﬁeld for a thousand years. 
  Miniaturized sensors, shields, and engines allow mass 
  production of small, practical starﬁghters. At the other 
  end of the spectrum, advanced construction techniques 
  allow humans to build enormous, self-sustaining cities 
  in space.
  PL 9 And Higher
  Generally, these Progress Levels are beyond reach 
  or comprehension, although isolated worlds or 
  undiscovered species may exist that have access to 
  them. In many cases, the signature technologies of an 
  earlier age are abandoned in favor of more elegant and 
  more powerful technologies.
  Practical control of matter at the subatomic level, 
  the ability to travel through time, or the power to “fold 
  space” to shorten travel distances may be possible at 
  this stage of technological development.
  Purchasing Items of Lower or 
  Higher Progress Level
  Progress Levels are relative, and depending on the 
  economics of a campaign, a GM may choose to make 
  certain items of a higher or lower Progress Level 
  unavailable, cheaper, or more expensive to purchase. 
  For the sake of game balance, GMs who want to make 
  lower-PL and higher-PL items available to characters 
  should adjust the purchase DCs of items as follows.
  • –2 to Purchase DC for each Progress Level lower 
  than the current Progress Level, except in the case of 
  valuable antiques.
  • +5 to Purchase DC for equipment from the next 
  highest Progress Level (the limit for purchasing 
  cutting-edge technology).
  Low Progress Levels In The Future
  Most modern campaigns are set at Progress Level 
  5. Consequently, campaigns set in Earth’s future 
  typically feature societies with access to Progress 
  Level 6 technology or higher. However, characters in 
  a futuristic setting may still encounter technologically 
  backward societies, possibly through the exploration 
  of time travel, a journey to another world, or some 
  other plot device. For this reason, the lower Progress 
  Levels are included here.
  Gravity Induction
  Control of gravity is one of the key features of 
  Progress Level 7. The development of gravitonic 
  science and gravitonic engineering leads to a host of 
  miraculous devices: levitating cars, interplanetary 
  drives that require no reaction mass, and a wide 
  range of military tools. Just as the application of 
  electricity was spurred by the discovery of the 
  induction principle, the creation of devices that induce 
  gravitational energy leads to an effective control over 
  weight.
  Gravity induction relies on the phenomenon ﬁrst 
  set forth in Einstein’s Theory of Special Relativity: 
  An object’s mass approaches inﬁnity as the object’s 
  velocity approaches the speed of light. By using a 
  cyclotron to accelerate a tiny particle to near-light 
  speed, the gravity generator creates gravitons between 
  the particle and the surrounding mass. These gravitons 
  can be siphoned off, redirected, or stored by use of the 
  induction coil.
  At PL 7, gravity inducers can be miniaturized to 
  the size of hockey pucks for special applications. 
  An inducer powerful enough to negate a human’s 
  gravitational attraction to the Earth is about the size 
  of a discus, while the induction motor in a ﬂying car 
  requires a gravity generator about the size of a spare 
  tire.
  
  Blood and Circuits
  page - 59
  Appendix 2: Blood and Vigilance
  New Powers
  Unique Item
  You have a gadget to aid you in your war on crime. 
  This could be a unique weapon, specialized arrows for 
  your trusty bow, or a car (chicks love the car). 
  Unique Armor (Permanent; Free; Personal or 
  Touch; Exclusive): You have a unique suit of armor. 
  For each power point spent on this power you gain 
  30 Invention Points with which to design your armor. 
  This armor has no prototype modiﬁer and no wealth 
  cost. 
  You may deﬁne this power as personal or touch 
  in range when purchased (this decision may not be 
  changed). If the range is personal only you may use 
  your unique armor. If the range is touch anyone with 
  the appropriate skill may use it. 
  Unique Computer (Permanent; Free; Personal 
  or Touch; Exclusive): You have a unique computer. 
  For each power point spent on this power you gain 30 
  Invention Points with which to design your computer. 
  This computer has no prototype modiﬁer and no 
  wealth cost. 
  You may deﬁne this power as personal or touch 
  in range when purchased (this decision may not be 
  changed). If the range is personal only you may use 
  your unique computer. If the range is touch anyone 
  with the appropriate skill may use it. Whether the 
  range is personal or not a computer may still be 
  hacked. However the only way to access a computer 
  with a range of personal is to hack it.
  Unique Lair (Permanent; Free; Personal or 
  Touch; Exclusive): You have a unique headquarters. 
  For each power point spent on this power you gain 30 
  Invention Points with which to design your HQ. This 
  HQ has no prototype modiﬁer and no wealth cost. 
  You may deﬁne this power as personal or touch 
  in range when purchased (this decision may not 
  be changed). If the range is personal your HQ is 
  extremely difﬁcult to get to (taking at least a day) 
  while this makes it very difﬁcult for your enemies 
  to locate or attack your HQ (it could be a ﬂoating 
  asteroid orbiting the Earth for instance) this also 
  means you will not often be able to use its services 
  during adventures. 
  Unique Robot (Permanent; Free; Personal; 
  Exclusive): You have a robotic cohort. For each 
  power point spent on this power you gain 30 Invention 
  Points with which to design your robot. This robot has 
  no prototype modiﬁer and no wealth cost. 
  Unique Vehicle (Permanent; Free; Personal or 
  Touch; Exclusive): You have a unique vehicle. For 
  each power point spent on this power you gain 30 
  Invention Points with which to design your vehicle. 
  This vehicle has no prototype modiﬁer and no wealth 
  cost. 
  You may deﬁne this power as personal or touch 
  in range when purchased (this decision may not be 
  changed). If the range is personal only you may use 
  your unique vehicle. If the range is touch anyone with 
  the appropriate skill may use it.
  Unique Weapon (Permanent; Free; Personal or 
  Touch; Exclusive): You have a unique weapon. For 
  each power point spent on this power you gain 30 
  Invention Points with which to design your weapon. 
  This weapon has no prototype modiﬁer and no wealth 
  cost. 
  You may deﬁne this power as personal or touch 
  in range when purchased (this decision may not be 
  changed). If the range is personal only you may use 
  Appendix 2: Blood and Vigilance
  your unique weapon. If the range is touch anyone with 
  the appropriate skill may use it.
  
  Blood and Circuits
  page - 60
  Appendix 3: darwin^s world
  Darwin’s World 
  Conversions
  Necessity is the mother of invention. In the post 
  apocalyptic setting of Darwin’s World, invention can 
  be the difference between survival and extinction.  
  The crafting system presented in Blood and Circuits 
  is ideal for handling the various item creation desires 
  of thinkers, mechs, and scientists.   Following are 
  guidelines for integrating these new rules into your 
  Darwin’s World game.
  Discipline vs Design Feats
  Darwin’s World technology discipline feats and Blood 
  and Circuits designs feats are essentially equivalents.   
  Below is a table that outlines which discipline feats 
  equate to which design feats respectively.   
  Discipline Feat
  Design Feat
  Advanced Armor Discipline
  Advanced Armor Design
  Advanced Electronics 
  Discipline
  Advanced Electronic 
  Design
  Advanced Weapons Discipline Advanced Weapon Design
  Advanced Vehicle Discipline*
  Advanced Vehicle Design
  *There is no Advanced Vehicle Discipline in Darwin’s 
  World (which is probably an oversight).   You 
  can simply equate Modern Vehicles Discipline to 
  Advanced Vehicle Design or utilize the feat below.  
  The latter option will be more consistent.
  Advanced Vehicle Discipline
  This discipline represents a focus on advanced 
  vehicles such as VOTLs.
  Appendix 3: Darwin^s World
  Prerequisite: Advanced Electronics Discipline, 
  Modern Vehicles Discipline, Craft (Electronics) 
  13 ranks, Craft (Mechanical) 13 ranks, Knowledge 
  (Physical Sciences) 6 ranks, Knowledge (Technology) 
  10 ranks.
  Normal: Characters attempting to craft advanced 
  vehicles without this feat suffer a –4 penalty to their 
  skill checks.
  Corium vs Wealth
  There is no consistent economy in the Wasteland.  The 
  value of items is relative and barter is often the main 
  form of trade.  The characters still need materials to 
  craft their creations.  To determine the amount of raw 
  materials in corium required, multiply the Invention 
  Points by twenty.   When selling a custom creation, a 
  craftsman normally insists on at least 3 times the value 
  it costs him to create the item.
  Raw Materials (in Corium) 
  = Invention Points x 20. 
  Power Sources
  Blood and Circuits (or the Future add on for 
  d20 modern) does not address power sources 
  for equipment.  Power sources are an important 
  element of post apocalyptic gaming and help limit 
  the awesome power of advanced technology.  All 
  electronic based technologies require a power source.  
  Items of immense power should require mini fusion 
  cells (or greater) to function.  Use the chart below 
  to help determine what powers various items.  The 
  power source has no effect on the Invention Points 
  required to craft the item.
  Item
  Power Source
  Small Electronic Device
  Power cell or pack
  Energy or Advanced Weapon 
  that inﬂicts 3d12 damage or less 
  Power clip, belt, or 
  backpack
  Energy or Advanced Weapon 
  that inﬂicts greater than 3d12
  Minifusion cell, Plutonium 
  clip
  Powered Armor
  Minifusion cell
  Ultra Advanced Weapons or 
  Technology.
  Harmonic cell
  
  Blood and Circuits
  page - 61
  Appendix 3: darwin^s world
  Examples of Darwin’s World Gear
  Following is some gear from Darwin’s World created 
  using the Blood and Circuits system.   Not every item 
  in Darwin’s World breaks down perfectly into this 
  system, but you can get close enough.
  Laser Riﬂe
  The laser riﬂe was the standard weapon of the 
  American armed forces before the fall of human 
  civilization.
     Modiﬁers: Base (+210), Compact (+30), Energy 
  (+40), Standardized (+20), Semi Automatic (+10), 
  Mounting (+100).
  Plasma Riﬂe
  The plasma “riﬂe” (really a man-portable cannon) 
  is a very advanced form of weaponry. The weapon 
  generates a strong electric ﬁeld, applying it to a low-
  pressure gas; this gas is heated to nearly 180,000 
  degrees F by injecting it with high-speed ions 
  (typically from a compact synchrotron or betatron 
  in the weapon) that collide with the gas particles, 
  increasing their thermal energy to super-heated levels.
  The Exotic Firearms Proﬁciency (cannons) is 
  required for this weapon.
     Modiﬁers: Base (+200), Compact (+30), Energy 
  (+40), Increased Damage (+100), Semi Automatic 
  (+10), Mounting (+100), Superior Balance (+40).
  Table A3-1: Darwin’s World Gear Examples
  Name
  Damage
  Critical
  Range 
  Increment
  Type
  Fire
  Magazine
  Weight
  Size
  Materials
  CP 
  Invention Points
  (Craft DC)
  Laser Riﬂe
  3d12
  20
  90 ft.
  Energy
  S
  clip, belt, or back
  7 lbs.
  L
  8,200 cp
  410 (41)
  Plasma Riﬂe*
  5d10
  20
  140 ft.
  Energy
  S
  minifusion cell
  15 lbs.
  L
  10,400 cp
  520 (52)
  Gauss anti-tank riﬂe*
  10d8
  20
  90 ft
  Ballistic
  Single
  minifusion cell / 8 box
  50 lbs
  L
  14,000 cp
  730 (73)
  *Exotic Weapon
  Gauss Anti-Tank Riﬂe
  This weapon appears to be a huge shoulder-mounted 
  “railgun”, like an advanced anti-tank weapon. The 
  weapon ﬁres a large (10mm) depleted uranium 
  mushrooming sliver, which was primarily used to 
  defeat armor and armored vehicles. Propelled at high 
  velocity, gauss ﬂechettes pierce armor extraordinarily 
  well.
  Because it is designed to penetrate armor, a gauss 
  anti-tank riﬂe ignores up to 10 points of hardness if it 
  strikes a vehicle, building, or object.
  The Exotic Firearms Proﬁciency (cannons) applies 
  to this weapon.
  Modiﬁers: Base (+190), Armor Penetrating 
  (+40), Compact (+30), Increased Damage (+350), 
  Ammunition (-30), Mounting (+150).
  
  Blood and Circuits
  page - 62
  Appendix 4: Gadget Points
  Appendix 4: Gadget Points
  The following system, directly adapted from a 
  recently unearthed source of open-game content, 
  gives a way for the GM to determine what sorts of 
  gadgets a character with levels in an item creation 
  advanced class (one of the new classes presented here 
  or the Smart hero advanced classes from the core 
  rules) or with craft skills and feats can have that is 
  created above ﬁrst level (PC or NPC). Note that this 
  is just a guide meant to aid the GM and players and 
  represents items that a character has built, paid for, 
  and perfected (no item created using these points will 
  have prototype modiﬁers or bugs). 
  Advanced 
  Class Level*
  Gadget Points
  Gained
  Total
  Gadget Points
  1st 
  100
  100
  2nd 
  200
  300
  3rd 
  300
  600
  4th 
  400
  1,000
  5th 
  500
  1,500
  6th 
  600
  2,100
  7th 
  700
  2,800
  8th 
  800
  3,600
  9th 
  900
  4,500
  10th 
  1000
  5,500
  *A character only gains points from this table for 
  levels in the following classes: Armorer, Arsenal, 
  Combat Engineer, Field Scientist, Gadgeteer, Grease 
  Monkey, Inventor, Techie
  Modiﬁers
  In addition to gaining points for levels in appropriate 
  advanced classes a character also gains gadget points 
  for the appropriate skills and feats.
  Each Craft Skill: +20 points per rank
  Each Knowledge Skill: +10 points per rank
  Each Modern Item Creation Feat: +500
  Each Advanced Item Creation Feat: +1,000
  These rules are designed for all Modern campaigns. 
  However with a little touch here and there they work 
  perfectly with our modern superhero add-on, Blood 
  and Vigilance as well. 
  
  Blood and Circuits
  page - 63
  Appendix 4: Gadget Points
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  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.
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  Collins, Jesse Decker, David Noonan, Rich Redman
  Mutants & Masterminds Copyright 2003, Green Ronin Publishing
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  Blood and Circuits Copyright 2004, RPGObjects; Author Charles Rice and 
  Chris Davis
  open gaming content
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  chapter is open content.
  Chapter 2: This entire section is open content.
  Appendices: This entire section is open content.
  
SOURCE: textdata/thevault/D20 system/D20 Modern/RPG Objects/D20 Modern - RPG Objects - Sourcebook - Blood & Circuits.pdf