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    Forward

    Greetings Field Marshal,

    Enclosed within this document is an alternative setting to be used in conjunctionwith the campaign setting Masque of the Red Death. he campaign setting of theMasque of the Red Death is a world almost identical to the real world, a planet with ahistor! parallel to ours, a world set in the !ear "#$%. For man! !ears fans of the Masqueof the Red Death have contemplated the creation of an alternate setting for theircampaigns, a setting based in a time several decades in the future of Gothic Earth, asetting that would allow pla!ers to e&perience the First 'orld 'ar. (sing onl! theofficial Masque of the Red Death setting, a Games Master would find this tas)e&ceedingl! difficult. o create such a setting, a GM would be required to conduct agreat amount of research and to create new rules for his pla!ers to follow. *t is needless

    to sa! that such a chore is an intimidating tas), so much so that an! GM might be moreinclined to forget the Great 'ar and return to the safet! of the official setting of "#$%.oda! the future of the Masque of the Red Death setting lies in a mist! limbo, and it isdoubtful that an! official Gaming compan! will continue the setting. For those GMs!earning for an alternate setting for their Gothic Earth campaigns, it seemed unli)el! thatthe! will ever find a product to assist them. *t was for these GMs that this document wascreated.

    he purpose of the Great 'ar +roject is to assist a Games Master, hereafter referredto as he Field Marshal, in running a campaign set in the First 'orld 'ar. Ever! sectionof this document is devoted to that purpose, to offer Field Marshals information that willassist in running such a campaign. From a chronolog! of the war to a list of equipment,

    the Great 'ar +roject contains enough information to allow a campaign during the First'orld 'ar. he e&ecution of the project required some tough decisions. ome fans ofthe setting will be disappointed to see that the Great 'ar +roject will be made in the st!leof the D-% s!stem. he original Masque of the Red Death campaign setting was createdusing the dvanced Dungeons and Dragons format, however that format is too limitingfor this project. hough there are man! die hard fans of the second edition rules, thereare even more fans of the D-% s!stem. Fortunatel!, the main use of this document will beas a reference for the setting rather than a ruleboo). Field Marshals using the old secondedition rules will still find this document useful, though the! will have to do some wor)to adapt the game material.

    'ith the massive amount of D-% products in the mar)et it would be unfair to ma)ereferences to all but the most fundamental sources. he +la!er/s 0andboo) is required toma)e full use of the document. Furthermore, the Great 'ar setting also uses rules thatare outlined in the Ravenloft 1rd edition 2ore Rules. *n the document there will bereferences to the Dungeon Master/s handboo), but these references will be )ept to anabsolute minimum. his document itself incorporates ideas ta)en from the Ravenloftcore rules, he Masque of the Red Death campaign setting, the Dungeon Master/s0andboo), ong and ilence, the +innacle product 'eird 'ar **3 4lood on the Rhine,

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    2all of 2thulhu and several other sources. Field Marshals are encouraged to incorporateother elements from these and other sources into their Great 'ar campaigns.

    he goal of the document is to ma)e the Field Marshals job easier. o further thatgoal the document will be )ept reasonabl! simple. his means that specific details will be generali5ed for the sa)e of simplicit!. here will be sections of the document where

    data will be limited or specific details omitted. he most notable e&ample of such anomission might be the lac) of naval combat rules. 'hile naval warfare pla!ed animportant part of the Great 'ar it/s application for role6pla!ing is limited. *t is ver!unli)el! that a small group of adventurers would be able to command a destro!er. *ncontrast, aerial combat will be recorded in detail since air combat was the domain ofindividuals not unli)e adventurers. s a result, naval combat will be covered onl! in thesmallest detail while aerial combat will be elaborated. hroughout this document therewill be historical interpretations, speciali5ed rules and statistics for weapons andcharacters so it deserves to be noted that ever!thing in this document is subject to a FieldMarshal/s reinterpretation. Remember that the Field Marshal )nows best. he FieldMarshal is encouraged to change an!thing that does not fit his or her own interpretation.

    +art of the benefit of a document published on a 'ord +rogram is that a quic) edit is justa )e!stro)e awa!.here are a few final notes that are worth of mentioning. hroughout the boo) the

    male pronoun is used almost e&clusivel!, rather than both male and female pronouns or agender6neutral pronoun. his was not meant to suggest that female pla!ers or characterswould not be included in the game. his choice was made to allow for greater ease inwriting the document. here are a few other choices that were made in the creation of thedocument. ince it is contained on a Microsoft 'ord Document tables and pictures aredifficult to insert there will be no weapon charts in the document and few pictures. ocompensate for this lac) of quic) reference material, the document will be written in asimple format that will hopefull! ma)e it easier to read and digest.

    s Field Marshals loo) through the equipment list the! will find a number ofcurious items. Firstl!, the damage values for light arms are surprisingl! low incomparison to the damage values listed in other R+Gs. he damage values were loweredin response to the addition of the wound rules in the combat section. 2haracters in thisgame cannot simpl! soa) up damage without ris)7 ever! source of damage could cause bleeding, bro)en bones, penetration, infections or even internal injur!. 8e&t, the list ofvehicles in the vehicle section is small. his was done to conserve space. 0opefull! theformat for vehicle profiles will be simple enough to allow a Field Marshal to createstatistics for an! vehicle he wants to include in his campaign.

    *t is hoped that this document will provide a satisfactor! product. hould an! partof the document prove to be confusing or unsatisfactor!, readers are encouraged tocontact the writers of the document. 9uestions or comments on the Great 'ar +rojectshould be placed on the :argatane Message 4oard, preferabl! on the Masque of the RedDeath board. Rest assured that the writers do their best to answer !ou questions oraddress !our concerns.

    4est wishes,

    tephen utton.

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    Classes

    2haracters pla!ing in a Great 'ar campaign ma! choose a class from the followinglist of classes. he Field Marshal is the ultimate authorit! of which classes are availableto pla!ers. Ever! character must belong to the human race, unless the Field Marshaldecides to ma)e a special e&ception. s usual, human characters receive a bonus feat atfirst level, e&tra s)ill points at first level and one e&tra s)ill point each level afterwards.2lasses such as dept, pothecar! and 9abalist should be allowed onl! under specialcircumstances. depts, apothecaries and qabalists are ver! rare, so the! should notalwa!s be available as character classes. 2haracters are free to multiclass as described inthe pla!er handboo). he Field Marshal should not allow characters to ta)e on newclasses without some form of training. For e&ample, a conscript character should not beallowed to ta)e levels in the soldier class until the character spends some time in special

    combat training.

    he dept3Despite the influence of the Red Death, the forces of magic still infuse the world of

    Gothic Earth. he magical energies are both chaotic and powerful, and !et a select fewhumans seem to have gained a )ind of master! over it. hese rare individuals are )nownas adepts, and the! are the conductors in the s!mphon! of magic. hese individuals havethe unique abilit! to command the forces of magic through sheer personalit!. he powersof an adept manifest develop at adolescence, though these blossoming powers are oftenignored. Man! potential adepts never reali5e their potential, dismissing the manifestationof their power as tric)s of the mind. Few adepts reali5e their potential and begin to

    e&plore their powers. he Great 'ar is a time where millions of humans are placed under unbelievable stress. *n this environment countless adepts have been e&posed as longdormant powers spontaneousl! manifest. depts are historicall! regarded as sorcerers,witches or even charlatans. here are few who trul! understand the nature of adepts,though there are man! who desire to e&ploit them. depts can be found wor)ing asmembers of qabals, as stage magicians, or as adventurers see)ing hidden answers. heindomitable force of an adept/s personalit! conflicts with the blind obedience required ofsoldiers. hus adepts that discover their power during militar! service either suppresstheir power or abandon their post. small few adepts learn to balance a delicate balance between militar! discipline and sorcer!, these individuals are usuall! motivated tomaintain this equilibrium b! e&treme patriotism.

    Origin of the Adepts3 8o one can sa! the true origins of the adepts. omescholars suggest that adepts are created b! the Red Death or b! fiendish e&tra planarinfluences. *t is clearl! within the power of the Red Death and powerful fiends to createan adept, though this theor! falls short of e&plaining the origin of good aligned adepts. *tis also theori5ed that the earth spirits empower good aligned adepts, though the lac) ofmoral and ethical requirements seems to disprove this theor!. he most accepted theor!is that humanit! possesses a latent abilit! to command magic. depts would then be rarehumans whose abilit! comes to the surface. final theor! remains popular amongst a

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    few small qabals and occultists. his theor! holds that all adepts are the reincarnatedsouls of men and women who were once great wi5ards or clerics in a long forgottencivili5ation. his h!pothetical civili5ation has been attributed to man! different places,from a hidden frican )ingdom, to ancient Eg!pt before the coming of the red Death, totlantis, and to man! different m!thical places. here seems to be no wa! of proving the

    truth of an! of the theories, though no one theor! satisfies all queries.Abilities of the Adept3 depts are to gothic earth, what sorcerers are to most prime material worlds. depts gain hit dice as sorcerers, cast spells and gain spells assorcerers, and advance in s)ill points, save bonuses and attac) bonuses as sorcerers. heclass s)ills of an adept are alchem!, bluff, concentration, craft ;an!

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    4rilliant stars shine even in the dar)est night. s the Great 'ar tears man)ind apartthere are those who see) to repair the damage. he apothecaries are a unique people,those given the abilit! to perform a wondrous miracle, to heal with a touch. hese blessed souls come from all corners of the world, drawn towards conflict and death.=nce the! find the slaughter apothecaries bestow their blessings upon the wounded,

    saving as man! lives as possible. *n the age of modern medicine, these miracle wor)ersare shunned and ridiculed as frauds. he Red 2ross itself has a standing order see) outand e&pose such frauds. Rather than cause more conflict, apothecaries hide their powersfrom the world and use their power with discretion. pothecaries are often conflicted between their own nationalism and their compassion for all humanit!. *t is often toodifficult to reconcile these conflicting feelings, and so few apothecaries are found on thefront lines. ll apothecaries are dedicated to helping humanit!, but the! are less thans!mpathetic to the abominations of the Red Death. hus apothecaries can be foundsee)ing out the monsters that lur) on the Front lines.

    he powers of the apothecaries are a m!ster!. ome believe that the! are gifts fromGod, while others believe that it is the pure force of compassion. ome pessimists even

     believe that apothecaries are granted their power b! some horrible entit! that see)s toturn man)ind awa! from science and modern medicine. 'hat ever the!/re source the powers of an apothecaries grow with e&perience. hese powers seem to manifest withoutregard to the behavior of the apothecar!. Even those who have turned to evil seem to beable to use their power without difficult!. pothecaries seem to be chosen at random, noamount of training can create an apothecar! where the power did not e&ist before.*nnumerable apothecaries live out their entire lives without understanding their potential.

    pothecaries advance in base attac) bonus and saving throws as clerics of the samelevel. pothecaries use the D# as their hit dice. pothecaries gain s)ill points equal totwo plus their intelligence modifier at each level. t first level an apothecar! gains fourtimes that amount of s)ill points. he class s)ills of an apothecar! are concentration,climb, craft, diplomac!, first aid, hide, )nowledge ;medicine

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    of time. Each mourning an apothecar!/s regains his abilit! to cast an! spells previousl!cast. pothecaries )now onl! a number of spells equal to the number that a sorcerer ofthe same level would )now. he! ma! thus learn and cast an! spell from the apothecar!spell list. Further more, an apothecar! ma! use a spell slot of a higher level to cast a spellof a lower level. his spell is considered to be the same level as the slot used for the

     purposes of the charisma chec) and the save against the drain. o cast a spell anapothecar! must ma)e a charisma chec) of a difficult! class equal to "% plus the level ofthe spell. *f the chec) fails then the apothecar! does not cast the spell, but neither doesthe failed spell count against the number of spells cast that da!.

    The Drain3 he world is abla5e with the fire of war and humanit! is engaged in ahideous self6mutilation. *n this atmosphere of bloodshed the apothecar!/s force ofcompassion is wea)ened considerabl!. Each time an apothecar! casts a spell he mustma)e a will save against a D2 of "% plus the level of the spell. *f the will save succeedsthen the apothecar! throws off the effects of horror and despair and suffers no ill effect.*f the save is failed the apothecar! is wrac)ed with the despair of millions of dead andd!ing people. 'hen the save is failed the apothecar! loses the abilit! to cast an! more

    spells of the same level of the spell just cast. he effects of this drain last until theapothecar! rests for eight hours.Apothecary Spell !ist3  % level3 create water, cure minor wounds, detect poison, guidance, light, purif! food anddrin), resistance and virtue.  "st level3 bless, cure light wounds, endure elements, magic weapon, protection fromevil?chaos?law, remove fear, sanctuar!, and shield of faith.  -nd level3 aid, consecrate, sure moderate wounds, dela! poison, endurance, lesserrestoration, remove paral!sis, resist elements, and shield other.  1rd level3 create food and water, cure serious wounds, da! light, dispel magic, magiccircle against evil?chaos?law, magic vestment, negative energ! protection, protection fromelements, remove blindness?deafness, remove curse, remove disease, and water breathing.  @th level3 2ure critical wounds, death ward, freedom of movement, greater magicweapon, neutrali5e poison, repel vermin, restoration and status.  >th level3 atonement, brea) enchantment, dispel evil?chaos?law, hallow, raise dead, andspell resistance.  Ath level3 banishment, forbiddance ;onl! ma! forbid evil creatures

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    government officials or high6ran)ing officers in the militar!. ristocrats can be found inan! vocation where there is little or no ph!sical e&ertion, but few aristocrats ta)e a position that is subordinate to a non6aristocrat or otherwise unbefitting a gentleman.

    ristocrats advance in base attac) bonus as clerics of the same level, and advancein saving throws as wi5ards of the same level. 2haracters of the aristocrat class use the

    DA as their hit dice. ristocrats are proficient with all simple weapons. 2haracters of thearistocrat class gain s)ill points equal to si& plus their intelligence modifier at ever! level,and four times that amount at first level. he class s)ills of an aristocrat are appraise, bluff, diplomac!, disguise, forger!, gather information, handle animal, innuendo,intimidate, )nowledge ;an!. For e&ample, recallingthat the !oungest son of 25ar 8icholas is gripped b! hemophilia would require a D2 offifteen. n!thing that would commonl! be )nown to a commoner also fits under thiscategor!. :nowledge that is unusuall! obscure or )ept tightl! secrete carries a D2 of

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    twent!. For e&ample, )nowing the name of the 4ritish Field Marshal/s driver wouldcarr! a D2 of -%. *t is possible for aristocrats to )now information that is classified,though the D2 to the chec) becomes thirt!. hus recalling the time and place for the ne&tFrench offensive in pres carries a D2 of 1%.

    he Gossip chec) carries certain modifiers. 2hec)s made to recall )nowledge

    regarding persons, places or things within the same nation from which the aristocrat owesallegiance carries a bonus of - to the Gossip chec). 2hec)s made regarding all othernations on that same continent carr! a modifier of 5ero. Gossip chec)s regarding persons, places or things in other nations on other continents carr! a penalt! of - to thechec). 2hec)s regarding nations that are currentl! at war with the aristocrat/s nation ofallegiance carr! a penalt! of >.

    %enon3 *n the age of cinema/s infanc! the adventures and misadventures of theworld/s nobilit! were a topic of great discussion amongst people from all wal)s of life.he ver! power and wealth that defines an aristocrat draws the attention of all membersof societ!. s an aristocrat gains e&perience he cannot help but gain a celebrit! status.his status gives an aristocrat a powerful edge in social interaction of an! )ind. t first

    level an aristocrat gains a " renowned bonus to all diplomac! chec)s. t third level andever third level afterwards the bonus increases b! ". hus, a fifteenth level aristocratwould possess a A renowned bonus to diplomac! chec)s. his bonus onl! applies whenused in negotiations with characters that could feasibl! have been e&posed to thereputation of the aristocrat character. For e&ample, a 4ritish general could appl! his bonus to discussions with e&perienced German officers but not with a band of greenmerican conscripts.

    Stiff Upper !ip3 n aristocrat that loses his composure is no aristocrat at all.'hile not normall! courageous, an aristocrat would rather die than lose his dignit!. tfirst level an aristocrat gains a " moral bonus to resist fear effects and fear chec)s. his bonus increases b! " at fourth level and ever! four levels afterward.

    2onscript3 he conscript forms the bac)bone of an! arm!, ta)ing on the role thatwarriors once filled. 2haracters of the conscript class ma! have been conscripted in thedraft or have been one of the millions of militar! volunteers to ta)e part in the Great 'ar.he conscript class represents the grunts of a nation/s arm!, those soldiers who are notofficers nor speciall! trained. 2onscripts can be found throughout the world, followingthe orders of their officers and fighting for their nation. here is no militar! operation onGothic Earth that is not carried out b! conscripts. 2onscripts are found in the infantr!,cavalr! and nav!. Most of the men in the trenches belong to the conscript class. Mostconscripts receive onl! basic militar! training before being sent to the front lines and thushave fewer s)ills then other characters. 'hile the conscript lac)s s)ills the! can betrained quic)l! and rallied in massive numbers, thus conscripts remains the main weaponof an! nation. he conscript wor)s best as a 8+2 class, since it offers no specialabilities.

    2onscripts use the D# as hit dice and advance in base attac) bonus and savingthrows as fighters of the same level. 2onscripts are proficient with all simple and martialweapons. 2haracters of the conscript class gain s)ill points equal to two plus theirintelligence modifier at ever! level, and four times that amount at first level. he classs)ills of a conscript include the following7 artiller!, climb, craft ;an!

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     jump, ride, )nowledge ;militar!

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    Starting Equipment3 E&perts in the militar! receive uniforms denoting their fieldof e&pertise, one reserve ration, a pistol and three clips of ammunition, and toolsappropriate to their field.

    Haborer3

    he Great 'ar was not fought on the battlefield alone. Ever! nation fights theGreat 'ar from the factories, the farm fields, the roads and the stables. 2ivilian laborersare at wor) ever!where, putting their muscle to the tas) of feeding, clothing andequipping the armies of Gothic Earth. he majorit! of laborers remain out of the war7these men are responsible for wor)ing in factories, farms, building new structures andtransporting goods over land and overseas. Haborers can also be found on the front linesas teamsters moving equipment, as the artisans building fortifications, as stretcher6bearersand as orderlies in militar! hospitals. Man! conscripts have levels in the commonerclass, representing their e&perience with labor. he importance of the laborer aside, thesemen and women are mundane characters. he! are without even the basic training thatconscripts ta)e for granted. 'hile not as mee) as commoners from centuries past

    laborers have not developed their natural abilities to the same e&tent as the abilities ofother classes. hese honest men and women might be the driving force of an arm!, butthe! ma)e poor combatants.

    Habourers use the D@ as hit dice and advance in base attac) bonus as wi5ards of thesame level. Habourers are proficient with all simple weapons. 2haracters of the labourerclass advance in saving throws as fighters of the same level. 2haracters of the laborersclass gain s)ill points equal to two plus their intelligence modifier at ever! level, and four times that amount at first level. he class s)ills of a laborer include the following7 climb,craft ;an!

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    ;militar!

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    themselves to protect the precious secretes within. t first level, third level and ever!two levels afterwards the officer receives a " moral bonus to resist an! effect that wouldcompel the officer to give information. For e&ample, were a sp! to use the s)ill gatherinformation on an officer, the officer/s sense motive chec) would receive the moral bonus. 'hen ever an officer would be magicall! compelled to give information, such as

    under the effects of a charm spell, the officer ma! ma)e a 'ill save with the moral bonusfrom the tight lipped abilit!.Transmitting Orders3 t second level, an officer gains a " bonus to leadership

    chec)s transmit orders to other officers so that the! might transmit the bonus granted b!the successful tactics chec) of the character, a general or some other commander. his bonus to the transition chec) increases b! one ever! three levels afterward.

    9abalist3he influence of the Red Death has greatl! retarded man)ind/s understanding of

    magic. s a result, there have e&isted no true wi5ards for millennia. 8onetheless, thestud! of magic is not impossible. he qabals e&ist li)e a lifeline between the ignorant

     present and the ancient past, allowing members of their organi5ation to master the ancientart of magic. o master arcane magic, it is necessar! to be apprenticed to an e&perienceqabalist. 'ithout such training, it is impossible to cast arcane magic. he life of aqabalist is consumed b! the search for more arcane lore. (nli)e the adept, the qabalist isunlimited in the number of spells he ma! )now. he ultimate measure of a qabalist is thenumber of spells he possesses in his spell boo). During the Great 'ar the world is incomplete chaos. 8umerous qabals lur) in the fog of war. s borders writhe and landchanges hands qabalists are sent forth to recover artifacts of power and protect them fromdestruction. ome qabals have ta)en a more direct role in the war, either see)ing to endthe terrible war or increase the slaughter.

    he qabalist cast spells as a wi5ard, meaning that the qabalist ma! memori5e thesame ma&imum number of spells each da! as a wi5ard of the same level. qabalist ma!speciali5e in one school of magic, as a wi5ard. 9abalists gain hit dice as wi5ards,improves in attac) bonus and saving throw bonuses and gain s)ill points each level aswi5ards. he class s)ills of a qabalist are alchem!, concentration, craft ;an!

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    latter casting. qabalist can onl! memori5e spells after at least si& hours ;more or less<of rest, and onl! once in a twent!6four hour period. he casting of a spell requires theqabalist to successfull! recall and perform the e&act procedure for the spell. his requiresan intelligence chec) of D2 equal to ten plus the level of the spell. *f the chec) passesthen it is successfull! cast, but if the spell fails the qabalist has made a mista)e in the

    casting and the spell is not cast. he spell might be cast at a latter time, without penalt!.The Drain3 he presence of the Red Death creates a vacuum throughout GothicEarth. Each time a spell is cast, there is the possibilit! that magical energ! is drainedfrom the spell caster, and further castings are made impossible. Each time a qabalistsuccessfull! casts a spell7 he or she must ma)e a fortitude chec) against a D2 of "% plusthe level of the spell. *f the chec) succeeds, then the qabalist is unaffected. 0owever, ifthe chec) fails then the qabalist has been drained of a portion of the magical energ!collected during the memori5ation process. 'hen a caster is thus drained, the! lose theabilit! to cast spells of that same level of the spell just cast. he effects of the drain lastuntil the ne&t time the qabalist memori5es spells.

    oldier3he soldier class represents the crac) troops of an arm!. hese soldiers are theshoc) troops, the commandos, those men who are sent on the most dangerous missions.oldiers are professional warriors, speciall! trained to perform at a level be!ond that ofthe ordinar! conscript. oldiers are trained to speciali5e, the! might be marines trained toma)e amphibious landings or the! might be cavalr! officers. oldiers are rarel! found inthe trenches, for the! are often grouped into units of crac) soldiers. hese units form thevanguard of an arm!, used to smash through enem! lines. oldiers are speciall! trainedto assist other operations, such as escorting engineers on a sabotage mission. oldiers areeven found amongst the aces of the air forces of the llies and the 2entral +owers.oldiers remain under the command of officers, but hold an unofficial position ofleadership over conscripts.

    oldiers accumulate their base attac) bonus and their saving throw bonuses asfighters of the same level. oldiers use the D"% as their hit dice and are proficient in allsimple and martial weapons. oldiers gain s)ill points equal to two plus their intelligencemodifier at each level. oldiers also gain four times that amount of s)ill points at firstlevel. he class s)ills of a soldier are climb, concentration, handle animal, hide,intimidate, )nowledge ;militar!

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    stunning fist, sunder, thic) blooded, trample, toughness, two pistol shooting, weaponfinesse, two weapon fighting, weapon focus, weapon speciali5ation, or whirlwind attac).

    *eapon Speciali)ation3 2haracters of the soldier class ma! ta)e the weaponspeciali5ation feat after obtaining four levels of the conscript class. 8o weapon ma! bechosen for the weapon speciali5ation feat unless the character has alread! applied the feat

    weapon focus to that same weapon.

    p!3'hile the conscript is the arm of the militar!, the sp! is its e!es and ears. During

    the Great 'ar both the llies and the 2entral +owers recruited countless spies. hesespies gathered information, committed sabotage and carried out assassinations throughoutthe war. here is no such thing as a t!pical sp!, since each individual is recruited underdifferent circumstances and used for different tas)s. Most spies are members of someother profession and have been bribed into sending information, onl! a few are actuall! professional spies. hese professionals are masters of the most deadl! game in the world7the! are e&perts in coercion, evasion and assassination. rue spies spend most of their

    time in cities where the! gather information and coordinate the activities of bribedstooges.pies rise in base attac) bonus and saving throws as rogues of the same level. t

    each level spies gain s)ill points equal to eight plus their intelligence modifier, and spiesgain four times that amount at first level. pies are proficient with all simple weaponsand one martial weapon of their choice. he class s)ills of a sp! are appraise, balance, bluff, concentration, craft, cr!ptograph!, diplomac!, disguise, escape artist, forger!,gather information, hide, innuendo, intimidate, jump, )nowledge ;an!

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    increases to - at fifth level and increases b! " ever! three levels afterward. hus, aneighth level sp! would possess a 1 insight bonus to sense motive chec)s.

    E"pertise3 t fourth level and ever! four levels afterward a sp! ma! ta)e s)illfocus as a bonus feat. hese bonus s)ill focus feats ma! onl! be spent on sp! class s)ills.

    Playing the 'ame3 pies are masters of lies deception. s a sp! becomes more

    e&perienced his abilit! to deceive becomes greater and greater. t second level a sp!gains a " insight bonus to all bluff chec)s. t fourth level and ever! two levelsafterward the insight bonus increases b! ".

    ,uic( Change3 =ften a sp! finds that a speed! change of appearance would behelpful. 8ormall!, changing a disguise requires "D1 I "% minutes. 0owever a sp! canreduce this time b! a significant amount. 4eginning at third level a sp! can changedisguises in half the time required, "D1 I > minutes. t fifth level a sp! onl! requires"D1 I -.> minutes to appl! a disguise. t seventh level the time decreases to "D1minutes.

    Snea( Attac( 3 t first level a sp! gains the abilit! to add "DA snea) attac)damage whenever an opponent is denied his de&terit! bonus to his armor class. his

    abilit! increase to -DA at third level and increases b! "DA ever! two levels afterwards.Speedy %efle"es3 sp! must be in a constant state of alertness since he could bediscovered at an! moment. n e&perienced sp! can move faster than the e!e can followin a sudden burst of adrenaline. t seventh level a sp! gains the abilit! to ma)e one free partial action in addition to all others made that round. his abilit! can be used once ada!. t tenth level this abilit! can be used twice a da!. Each three levels thereafter a sp!can use the speed! refle&es abilit! once more a da!.

    Uncanny Dodge3 he reactions of a sp! are honed to a level above that of anormal human. t fourth level a sp! retains his de&terit! bonus to his armor class evenwhen flatfooted or attac)ed b! an invisible opponent. t eighth level a sp! can no longer be flan)ed. Furthermore he denies other spies the abilit! to snea) attac) from a flan). ttwelfth level a sp!/s reactions allow a - bonus to refle& saves to avoid damage frome&plosions, spells, traps or artiller! fire.

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    Skills and Feats

    2raft3 Gunsmith ;*nt. (sing old parts instead ofnewl! manufactured parts increases the D2 b! -. uch a repair requires parts from thesame brand of weapon, for the gun to be disassembled and reassembled with the new part. his requires ten minutes, but is reduced b! one minute for ever! two points abovethe D2 that the chec) succeeds. =ld parts of a gun can be feasibl! mended withoutreplacing the parts. his requires half an hour of time and a successful craft3 mechanicchec) against a D2 of -%. *f the chec) fails then the parts are irreparabl! damaged andmust be replaced. his required time can also be reduced b! " minute for ever! two points above the D2 that the chec) succeeds.

    Guns can be modified to accomplish different tas)s. successful craft3 gunsmithchec) against a D2 of "> can install a ba!onet mount onto a rifle, allowing a ba!onet to

     be mounted on the rifle. successful chec) against a D2 of "> could be used to install atelescopic riflescope onto a rifle. Either operation requires twent! minutes of time, andone less minute for ever! two points above the D2 that the chec) succeeds. *f for eithermodification the gunsmith uses old mounts or a pre6used scope the D2 increases b! -. firearm ma! be modified to handle a different form of ammunition b! switching themaga5ine of the modified rifle with the maga5ine of another. uch a major modificationrequires new parts and modif!ing old part. his requires a successful gunsmith chec)against a D2 of -% and the appropriate parts. *f older parts are used, then the D2increases b! -. his chec) requires one hour of time, special gunsmith tools and a cleanflat surface on which to wor). he range increment and the damage dealt b! themodified firearm become equal to the range and damage caused b! the gun from whichthe new maga5ine was ta)en.

    'or)ing without gunsmith tools imposes a - circumstantial penalt!. he toolsused to install new parts might be improvised from a mechanic/s tools, negating the penalt!. hese tools cannot be used to negate the penalt! to mend old parts. he chec)to clean requires a cleaning )it. 8o gunsmith chec) ma! succeed without the use of some)ind of tools.%etry3 2haracters can clean guns as often as the! wish, and the! ma! reattempt to addmounts and scopes. ttempts to modif! a gun cannot normall! reattempted, unless even

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    more new parts are incorporated, replacing those that were incorrectl! altered in the firstattempt. Mending old parts cannot be reattempted.Untrained3 he chec) to clean a gun ma! be accomplished untrained. *n fact, the vastmajorit! of soldiers do not possess ran)s in this craft and so depend on untrained chec)s.

    2raft3 Mechanic ;*nt

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    mechanic chec). his chec) to spot the sabotage uses the wisdom modifier instead of theintelligence modifier.

    n! use of the craft3 mechanic s)ill requires the use of tools of some )ind. *f themechanic has access to a full toolbo&, then the chec) ma! be attempted with no modifier.*f the mechanic must improvise tools, then the chec) suffers a - circumstantial penalt!.

    *f the mechanic has access to a full! stoc)ed wor)shop, such as an automotive garage,then the chec) receives a - circumstantial bonus. t certain times a mechanic mighthave to ma)e repairs while under fire. *n such a case the mechanic must ma)e asuccessful concentration chec) against a D2 "> to continue wor)ing.Untrained3 n untrained character ma! attempt a diagnosis or a repair. 0owever,untrained characters ma! not attempt to mend parts, the! ma! onl! replace parts.Special3 cientific devices ma! be repaired and built with this s)ill. 0owever, the D2 to build the object is -> and all modifiers for obsolete and advanced technolog! appl!.Repairing a bro)en device carries a D2 of -%, just as described above, but modified forthe level of technolog!. 4uilding and repairing scientific devices require the designs forthe device.

    2raft3 elegraph =perator ;*nt

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    switchboard without new parts requires a chec) against a D2 of "#. 4uilding a telephonemachine from new parts requires a D2 of "-. Repairing a telephone machine with new parts requires a chec) against a D2 of "%. Repairing a telephone machine without new parts requires a chec) against a D2 of ">. tringing telephone cable requires a successfulchec) against a D2 of > for ever! "%% feet of cable. elephone repair requires special

    tools, without these tools the chec) suffers a - penalt!. (sing spare parts rather thannewl! manufactured parts carries a penalt! of - to chec)s to build and repair.%etry3 2haracters ma! attempt retries to build and repair telephones and switchboardswith new parts. Repairing a telephone or switchboard without new parts is ris)!7 there isthe chance that the parts become damaged in the tampering. hus, repair attempts madewithout new parts ma! not be retried.Special3 2haracters with five or more ran)s in the s)ill craft3 telegraph operation gain a- s!nerg! bonus to attempts to repair a telephone or switchboard.

    *ntimidate ;2ha

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    For the purpose of the game, the term Lgroup of soldiers almost e&clusivel! refersto groups of conscripts. oldiers and officers should be treated as individual charactersfor the purpose of the intimidate chec). hese individuals ma)e their own individualsave against the collective intimidate chec) of the attac)ers. Harge groups of officers orsoldiers of similar character level might ma)e collective saves. 2ollective saves are done

    as convenience, since rolling saves for fift! men is tedious.%etry3 Retries are generall! not possible. =ne force ma! attempt to intimidate anopposing force onl! once per hour, at ma&imum.

    ump ;tr

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    Gathering information about the progress of a requisition requires a successful profession3 bureaucrat chec) against a D2 "-. successful chec) requires onl! two da!sif the character has access to a phone, one wee) if he has access to a telegraph and twowee)s if b! mail. he information given will reveal if the requisite will be filled, thoughit will not reveal if it will be satisfactor!. he time that the requisition will require to be

    filled can be revealed b! such a chec), though the e&act time ma! var! b! as much as twowee)s.%etry3 lthough a character ma! ma)e more than one requisition for the same object,though this is a completel! new chec).Untrained3 his s)ill ma! be used untrained.

    +rofession3 2artographer ;'i5. *f the map ma! be drawnfrom the air the D2 decreases b! >.

    Maps without detail ma! also be drawn over the course of long period. *f the maplac) details then the si5e ma! increase b! a factor of ten. =ver the course of one da! acharacter ma! draw a map of an area of -% square miles b! ma)ing a successful chec)against a D2 of ">. he D2 increases b! - for ever! ten square miles be!ond the firsttwo. Maps without detail have onl! the most basic form, rivers are straight lines,mountains are rough blobs, and so on. hese maps reveal no information e&cept wherelarge landmar)s reside.

    Man! detailed maps or man! general maps ma! be connected to form larger maps.*t is in this wa! that maps of whole nations can be compiled. 2onnecting two mapsrequires a successful cartograph! chec) against a D2 of ">.

    Failure in a cartographer chec) indicates that the map is misleading. For ever! - points that a cartographer chec) fails the map imposes a - penalt! on an! subsequentnavigation chec) made while using that map. 'hile this might seem li)e a smallhindrance, it can easil! mean the difference between victor! and defeat.Untrained3 2haracters ma! use this s)ill untrained to draw detailed maps but cannotcreate larger general maps nor ma! the! connect maps together. (ntrained characterslac) the abilit! to envision the huge areas drawn in generali5ed maps, as well the! lac)the training necessar! to piece together the jig saw of multiple maps.

    +rofession3 Engineer ;'i5

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    engineer profession to actuall! build the object. he s)ill profession3 engineer is ver!useful in Europe during the Great 'ar, for it is this s)ill that governs the construction ofthe massive trenches and fortifications of the front lines.Chec( 3 (ntrained laborers such as commoners and conscripts perform the construction of fortifications, trenches and tunnels, technicall! this is done through trained and untrained

    craft3 digger or craft3 artisan s)ill chec)s against a D2 of >. he s)ill profession3engineer is used to organi5e the builders.4uilding a comple& but useful networ) of trenches in the earth requires a successful

     profession3 engineer chec) against a D2 of -% and twent! hours of overseeing the wor).*f the chec) succeeds the laborers construct a trench s!stem capable of giving soldierstotal cover and provides no hindrance to movement in the trenches. he trench comple&spans a total area of one hundred square feet, comprising of several trenches intersectingeach other. renches of this )ind are as much as ten feet deep in some places, footholdsto allow soldiers to climb over the top without difficult!, drainage trenches and room inthe bac) for troop quarters. 2limbing over the walls of a dirt trench requires a D2 of ">.

    he construction of basic fortifications is a similar tas). he chec) requires success

    against a D2 of ->, fort! hours of wor) and enough stone, concrete, wood and othermaterials needed. he finished fortification is thirt! square feet in the interior, stands tenfeet above the ground on which it was built and is a simple cube with doors, windows andceilings. he fortification can grant as much as full cover to twent! five men within it,the walls have a hardness of > if the! are wood, # if the! are stone and "% if the! arereinforced concrete. he walls of the fortress ma! ta)e B% points of damage before beingdestro!ed. he fort ma! ta)e a total of ">% points of damage before collapsing. *n lieuof a basic fortress, an engineer ma! construct a wall "-% feet in length and ten feet inheight, or an! wall with a total area of "-%% square feet. hese walls have a hardness of >if the! are wood, # if stone and "% if reinforced concrete. Each ten6foot section of wallma! ta)e as much as B% points of damage before collapsing. hese walls are built tohinder attempts to penetrate the trenches. 'ood walls impose a D2 of -% to climbchec)s, stonewalls have a D2 of -- and concrete walls have a D2 of ->.

    n engineer ma! also oversee the construction of a tunnel. unnels require a baseD2 of five for the first twent! feet. he D2 increases b! " for ever! ten feet be!ond thefirst. he resulting tunnel is large enough for one man to crawl through at a speed of fivefeet per round. he si5e of the tunnel can be increased to accommodate more men,though this increases the D2 b! " for ever! ten feet for ever! e&tra man. Designing atunnel that would allow one man to wal) hunched at a speed of "% feet per round throughthe tunnel carries the same penalties as a tunnel that would allow two men to crawl.unnels that allow one man to stand and wal) at a normal pace carr! the same penaltiesas tunnels designed for four men to crawl. en feet can be dug ever! hour of wor). *f thechec) fails then part of the tunnel will collapse. *f the chec) fails b! more than five points, then the tunnel was too fragile and will collapse when a person is halfwa! throughthe tunnel. *f the chec) fails b! less than five points then the tunnel is mostl! good.'hen completed the tunnel will collapse at the e&it or the entrance as soon as two peopleenter it.

    he s)ill profession3 engineer onl! covers the design and plans of the structure. *tis li)e a tactic, it is merel! a series of instructions. successful leadership chec) isrequired to transmit the instructions to the laborers. *f the chec) fails then the engineer/s

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    instructions are not understood and the construction will be dela!ed. he above statisticsrefer to structures built b! teams of -> men, thus the base leadership chec) is ">. heleadership chec) need not be made b! the engineer himself, but might be done b! an!oneto whom the engineer e&plains his plan.%etry3 here is usuall! no retries allowed for the s)ill profession3 engineer. *f a

    structure is not satisfactor! then it must be rebuilt from scratch.Special3 Multiple engineers ma! collaborate on the same project. =ne engineer ischosen to be the project leader, and he ma)es the engineering chec) to build the structure.Each engineer ma)es a wisdom chec) against a D2 of ">. Each successful chec) grants a bonus of - to the project leader/s engineering roll.

    he use of the engineer feat depended upon the medium used. he above e&amplesuse soft soil as their medium, but engineers must often wor) in less than ideal conditions.Digging tunnels and trenches is more difficult in cold earth7 this imposes a - penalt!.Digging tunnels and trenches through cla! imposes a @ penalt!. Finall!, digging instone imposes a penalt! of A. 4uilding fortifications is easier when the medium is hard,the benefits of a hard medium balance out the penalties. he D2 of the engineering

    chec) increases when the laborers lac) the appropriate tools. Digging a trench or a tunnelrequires the use of shovels for each laborer. *f the laborers lac) digging tools the D2 ofthe chec) increases b! @, and the wor) ta)es twice as long to complete. Fortificationscannot be created without appropriate materials. he statistics for the trench andfortification structures are based on projects with twent!6five laborers. he D2 of an!chec) is lowered b! - for ever! ten e&tra men that the engineer can muster. For ever!twent!6five men at wor), the time required drops b! one half. unnels onl! require tenmen to wor) in shifts. E&tra men cannot speed the construction of a single tunnel.

    Requisitioning men and equipment can be difficult. Requisitioning twent!6fivelaborers and equipment for digging a tunnel or a trench carries a D2 of -%. he D2increases b! - for ever! ten additional men. hese men will be "st level conscripts.Requisitioning an engineer carries a D2 of ten plus the level of the engineer. Eachengineer must be requisitioned individuall!. Requisitioning equipment for building afortification modifiers the D2 b! >, or carries its own D2 of "%. Requisitioning thematerial for a wood fortification or a wooden wall carries a D2 of ">. he D2 increasesto -% for a stone fortification or wall. Finall!, the D2 increases b! "% for requisitions forthe material to build a reinforced concrete wall.

    he e&amples above are onl! a few of the possible tas)s an engineer mightaccomplish. he Field Marshal is free to allow engineers to design and build almost an!)ind of structure or device.Untrained3 2haracters ma! attempt to use this s)ill untrained. Given the difficult! ofthe chec), it is doubtful that untrained characters would succeed at an!thing e&ceptwasting time and mone!.

    +rofession3 Medicine ;'i5

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    Special3 he s)ill profession3 medicine governs the use of surger! chec)s. 0owever,characters ma! not attempt a surger! chec) without at least > ran)s in profession3medicine, the feat Educational degree3 profession3 medicine and Educational degree3surger!. urger! and normal medicine are different subjects, though the! share the sames)ill. he benefits of the feat s)ill focus3 profession ;medicine< do not appl! to a surger!

    chec), nor do the benefits of the feat educational degree3 medicine.

    +rofession3 ps!cholog! ;wi5 if the subject is willing to be diagnosed, or the subject/s bluff chec) ifthe patient is tr!ing to deceive the ps!chologist. *f the ps!chologist succeeds, he candetermine whether or not the character is suffering from the effects of madness or horror.

    *f this chec) succeeds b! more than two, he can determine the severit! of the madness orhorror, whether it is minor, moderate or major. *f the chec) succeeds b! > or more hediscerns what madness effect from which the patient suffers. *f the chec) fails b! five ormore, the ps!chologist believes that the patient suffers from some form of madness,randoml! selected b! the Field Marshal.

    he ps!chologist requires at least two one hours to perform ps!chotherap!. *nthese hours of therap! the ps!chologist ma)es a profession chec) against the D2 of the patient/s madness chec). *f the chec) succeeds, the patient regains abilit! points asthough he himself just succeeded at a recover! chec). *f the chec) fails, the victimregains no points, but ma! still ma)e his own recover! chec) as normal. =nl! onesession of ps!chotherap! can affect a patient in one wee). +s!chotherap! chec)s requirequite and sanitar! surroundings, or else all chec)s suffer a > penalt!.

    his s)ill can be used to help characters recover from the effects of horror as well.he ps!chologist spends two hours and ma)es his chec) against the D2 of the horrorsave. *f the chec) succeeds, the patient is cured of the horror effects. *f the save fails, the patient continues to suffer. his variet! of ps!chotherap! cannot be attempted more thanonce a wee).Untrained3 his s)ill cannot be used untrained.Special3 character with five ran)s in profession3 medicine and )nowledge3 pharmaceuticals the character receives a - s!nerg! bonus.

    +rofession3 eamster ;'i5

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    must be moved b! machine, such as crates with a crane or moving a field gun into a newdirection, a teamster chec) must be used. Moving goods requires insight into machines,the space ta)en up b! the goods, and timing. character with the teamster s)ill candirect laborers to perform tas)s such as loading or unloading a truc). Hoading orunloading a heav! truc) with the assistance of two assistants requires a D2 of ">. hould

    the chec) succeed the tas) ta)es onl! one hour and the truc) can hold an amount of goodsequal to its ma&imum weight allowance. *f the chec) fails then the tas) is misdirected,ta)es two hours and onl! three quarters of the ma&imum weight load ma! be used. Forever! two points above the D2 that the chec) succeeds five minutes ma! be cut from thetime required to load. For ever! three points that the chec) fails the time increases b! "%minutes.

    (sing a tractor, truc) or team of horses to turn a piece of artiller! in anotherdirection requires ten minutes a successful chec) against a D2 of ">. his chec) ma! betried and retried until it succeeds. teamster can hitch a trailer to the bac) of a truc) ortractor with ten minutes and a successful chec) against a D2 of ">.

    he Difficult! classes seem high for such mundane tas)s, but the time required for

    each chec) is small. ver! e&perienced teamster can accomplish his wor) with greatspeed, while ine&perienced teamsters must tr! and retr! their chec)s over several roundsto succeed.%etry3 Retries are allowed for all chec)s e&cept to load or unload goods. nother chec)to load or unload goods is impossible because b! the end of the first chec) the goods arealread! loaded or unloaded.

     8ew )ills

    rtiller! ;*nt

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    coded script. his s)ill can also be used to decipher coded speech, but it cannot decipherinnuendo.Chec( 3 he s)ill 2r!ptograph! is used whenever a character studies a coded messageand attempts to brea) the code. his is a slow process7 the base time to brea) a code anddecipher the message is thirt! minuets of concentration for each page of message or for

    each minute of conversation. fter stud!ing the whole message the character ma)es the2r!ptograph! chec). here are three t!pes of codes used, simple codes, comple& codesand master codes. imple codes are basic codes, such as turning each letter in thealphabet into the corresponding number. hese codes ma! be deciphered after ma)ing acr!ptograph! chec) against a D2 of ">. 2omple& codes use multiple simple codesvar!ing at regular intervals. hese codes ta)e ten times the base amount of time todecipher the message. 4rea)ing the code and deciphering the message require acr!ptograph! chec) against a D2 of ->. Master codes are the most comple& of all codes7no two master codes are even remotel! the same. 4rea)ing a master code anddeciphering the message requires one hundred times the base time. 4rea)ing the codeand deciphering the message requires a cr!ptograph! chec) against a D2 of 1>.

    imple codes ma! be created b! an!one with a grasp of language. 2omple& andmaster codes require much more proficienc!. character ma! ma)e a cr!ptograph!chec) against a D2 of -% to devise a comple& code. he creation of a master coderequires a successful chec) against a D2 of ->. character that devises a code ma! thenwrite the )e! to the code, which can be used to writing in code. 'riting a message orspea)ing a message in code with the use of the )e! requires onl! a cr!ptograph! chec)against a D2 of ten.

    4rea)ing a code and deciphering a message are reall! two different things. *f acr!ptograph! chec) fails b! less than five then the character has still crac)ed the code, but has failed to correctl! decipher the message. he cr!ptographer ma! attempt todecipher the message again, but onl! requires a chec) against a D2 of ten, since he hasalread! devised the )e!.

    *f a cr!ptograph! chec) fails, the message remains gibberish. *f a cr!ptograph!chec) fails b! more than ten the message gives false information. Failing to create a codefrom scratch merel! creates indecipherable gibberish.%etry3 character ma! tr! and retr! to decipher an encr!pted message however man!times he wants. 0owever the character ma! not get the change to retr!. he charactermust have a written version of the message to ma)e a retr!, or have someone slowl!repeat the spo)en message for them. *f a character attempts to recall a written message or a coded conversation he must ma)e an intelligence chec) against a D2 ">, whichincreases b! - for each page of information be!ond the first, or b! - for each minute ofcoded conversation be!ond the first. Rather then remember the message, a charactercould instead write out a transcript of the message. uch quic) wor) requires one minuteof writing for each page or one minute of writing for each minute of speech.Special3 character with the speed6reader feat onl! requires one tenth of the requiredtime.Untrained3 2reating a code and writing in a simple code requires onl! a successfulintelligence chec) against a D2 of "%. his action can be underta)en b! an!one, eventhose without ran)s in cr!ptograph!. 2odes created in this manner ma! be deciphered b!an!one who has been instructed in the code used. Hearning such a )e! from instructions

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    and using it requires onl! an intelligence chec) against a D2 of "% and thirt! minutestime for each page.

    he )ind of s!stematic anal!sis made b! a cr!ptograph! chec) cannot be attempteduntrained. hus, brea)ing a code without the )e! is impossible without ran)s in thecr!ptograph! s)ill.

    Demolitions ;*nt to notice the trap. *f such a trap is noticed, then the trap ma! be disarmed b! a successful demolition chec) against a D2 of ">. =nce the trap isdisarmed, the rest of the trap ma! be undone.

    E&plosives can be used to destro! large structures b! placing the device in a vitallocation. =nce an e&plosive devise is placed in the appropriate spot, the destruction can be incredible. he better the e&plosive/s position, the greater the structural damage.Finding the appropriate place for an e&plosive requires a demolition chec) against a D2of ">. Finding the appropriate place requires at least ten minutes of stud! of thestructure, of either the structure or detailed plans of the building. *f the chec) succeedsthe e&plosive is more successful, once placed in the appropriate spot. For ever! three

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     points above the D2 that the demolition chec) succeeds, the e&plosive deals " more pointof damage for each damage die. =n the other hand, for ever! three points below the D2that the chec) fails the damage is reduced b! " for ever! damage die. hus, the positionof an e&plosive can be more important than the actual e&plosive.Untrained3 2ertain activities can be underta)en b! an untrained demolitionist. imple

    e&plosives can be disarmed b! untrained characters as easil! as b! trained demolitionists.*t ta)es little s)ill to cut electrical wire with a ba!oneted. 2omple& e&plosives li)e landmines ma! not be disarmed b! untrained characters. ll chec)s automaticall! fail and thee&plosive has a >%J chance of detonating.

    (ntrained characters ma! also place e&plosives. 2haracters with the s)ill+rofession3 engineer ma! replace their untrained demolition roll with a profession3engineer chec) to place the e&plosive. (ntrained characters ma! set charges, though the!suffer a penalt! of @ to their chec). s e&plained above, if a chec) fails b! more thanfive points the e&plosives detonate. 2haracters untrained in demolitions are often ill prepared for the individual quir)s of the man! different t!pes of e&plosives. hould anuntrained character accidentall! trigger an e&plosive while setting or disarming it receive

    no saving throw and automaticall! ta)e full damage from the blast. *t is dangerousindeed for untrained characters to fiddle with lethal e&plosives.

    First id ;*nt

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    Mesmerism ;cha

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    special techniques, a m!stic can e&amine the ph!sical world to gain insight into the spiritof a certain person.Chec( 3 character to learn something about an individual can use the m!sticism s)ill.4efore ma)ing a chec), the m!stic must first have something ph!sicall! connected to thecharacter. his could be as simple as a portrait, a photograph or even a ver! detailed

    s)etch of the individual. he m!stic could also use an object that the individual handled,or visit a place where the individual visited. lternatel!, the m!stic could sue a personal possession of the individual, such as a button from a coat, a hair or a toenail. *f such a personal object is used, the subsequent m!sticism chec) is made at a - bonus.

    =nce the m!stic has the object, he can perform some m!stical ritual to learninformation. he m!stic could e&amine the stars, cast speciall! made bones, readtealeaves or consult tarot cards. fter spending ten minutes in this m!stical ritual, them!stic ma)es the s)ill chec) to learn some information.

    he m!stic can ma)e a chec) against a D2 of "> to learn the character level of theindividual. =n a successful chec), he learns if the individual is ine&perienced ;levels "6>6"%< or legendar! ;levels ">

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    have great need for able navigators. 8avigators can be found on the seas and in the air,the cavalr! and scouting units also ma)e use of this s)ill.Chec( 3 character ma)es a navigation chec) when ever he tries to devise a path fromone point to another. his chec) requires a map or a familiarit! with the area. henavigator ta)es into account the speed and distance and can create a rough appro&imation

    of the estimated time of arrival. *f using a map the character ma)es a chec) against a D2of ">. his D2 is increased b! > if the map used is drawn to too large a scale or lac)simportant features. ea maps without islands or landmasses lac) such features, and souse the base D2 for these maps is -%. *f the navigator lac)s a true map, but possesses)nowledge of landmar)s then the D2 is -% as well. *f the chec) succeeds, then the pathused leads to the desired location. *f the chec) fails, then the navigator/s course is off.

    Following a course created b! a navigation chec) also requires a successful chec).he base D2 for this chec) is -%. his D2 increases b! > if a map is not used whilefollowing the path. he D2 also increases b! > if there are no landmar)s available b!which to navigate. he D2 ma! decrease b! > if the follower of the path uses a map withthe path itself detailed on the map. he navigation chec) to follow the map suffers a

    circumstantial penalt! of - if the follower of the path is caught in a rainstorm, fog,sandstorm, snowstorm or is under enem! fire.  For ever! - points that either chec) fails, the distance traversed will var! b! >J of 

    the true distance. hus a -%%6mile tre) with a "%J variance in distance will result in thefollowers of the path reaching a location -% miles from their destination. he FieldMarshal rolls the D# and determines the location of the travelers in reference to theirdestination. =n a roll of one the travelers are traveling directl! towards the destination.=n a roll of - the! are @> degrees off of the a&is ;the strait line between their point oforigin and destination< to the 'est. =n a roll of three the! are due west of the point ofdestination and on a roll of four the! have traveled be!ond the destination and are @>degrees off of the a&is to the 'est. =n a roll of five the travelers have somehow traveledin a curve and are directl! behind the destination, and on a roll of si& the! are be!ond thedestination and are @> degrees off of the a&is to the East. =n a roll of seven the travelersare due East of their destination and on a roll of eight the! are in front of their destination@> degrees off of the a&is to the East. For the purpose of determining the variance bothfailures stac). For e&ample, an rabian cavalr!man plots the path for his troop from amap. he path itself is a "%% mile tre) due north through a detailed mountain terrain. 0ischec) to devise the path fails b! -. 'hile following his path he fails his chec) b! - oncemore. 0is total variance is "%J of distance and rolls a si& on the D#. he Field Marshaldetermines that he varies from his course to the east and has stopped short. hus, thecavalr! unit is ten miles outh East of their destination. he Field Marshal thus )nowsthat the cavalr! will have to travel directl! 8orth 'est for ten miles to reach theirdestination.

    character ma! ma)e a navigation chec) to determine where he is within a givenarea. his chec) is made against a D2 of -%. successful intuit direction s)ill chec)against a D2 of "> will lower the D2 to ">.Untrained3 character ma! use this s)ill untrained.Special3 successful use of the s)ill intuit direction against a D2 of "> will allow acharacter an insight bonus of - to an! chec) to follow a navigated path.

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    +ilot3 n! ;De&

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    s)ill chec) or one t!pe of saving throw. his desired effect must be chosen before thechec) is made. his bonus lasts for the duration of the operation, which lasts until themission is successful or until the troops engaged in the operation retreat or are destro!ed.he ma&imum duration of the bonus is eight hours.

    For e&ample, a French General decides to maneuver his artiller! so that the! might

    have a better chance of destro!ing a German convo!. he French commander ma)es anopposed tactics chec) against the German officer leading the convo!. he Frenchcommander chec) results in a -%, while the German/s chec) is "-. he artiller! thusgains a " insight bonus on all aiming chec)s to stri)e the convo!. he bonus lasts untileither the convo! is destro!ed, the French cannons halt their attac) or until eight hours pass.

    Furthermore, the Field Marshal ma! require that a character actuall! devise a planof action, perhaps even granting a - circumstantial bonus to the tactics chec) if the planis sounds especiall! reasonable. Each soldier must be under the effects of a successfulleadership chec) to receive the insight bonus. actics must be communicated to soldiersfor combatants to gain the bonus. =ften this means that the tactic must be planned before

    the battle begins. 'hile ships have radios, infantr! and airmen do not. irmen must beinstructed in the strateg! before ta)eoff, since there is no wa! to communicate suchcomple& orders in the air. *nfantr! and cavalr! might be instructed in tactics if the! cangather around the leader within a A% radius. *nstructing soldiers in this manner requires asuccessful leadership chec). he leader of an especiall! large force can transmit his planto all members of the armed force b! ma)ing a successful leadership chec) to transmitthe plan to a group of officers. hese officers ma! then ma)e leadership chec)s totransmit the plan to the soldiers, though this chec) suffers a penalt! of @.Untrained3 he tactics chec) can be used b! untrained characters, though the! ma! nottransmit the benefits of the chec) through officers to soldiers.

    Modified Feats

    Rapid hot3 he +2 has the abilit! to fire a particular firearm rapidl! each round. *nGothic Earth, this feat usuall! onl! applies to firearms. ome individuals trained in primitive weapons ma! appl! this feat to antiquated missile weapons.Requirements3 +oint 4lan) hot, De&terit! "14enefit3 he +2 chooses one firearm with a maga5ine of more than one. Each round inwhich the +2 uses the rapid6fire option with that weapon, the +2 can choose to fan thatweapon. he +2 can then fire once more in that round, with the e&tra attac) at the highest base attac) bonus. ll attac)s in the round in which the +2 ma)es a Rapid hot suffer a - penalt! to attac).

     8ew Feats

    4asic raining3 'hen a nation hears the call of war the demand for s)illed laborerss)!roc)ets. Men must be able to do more than march and shoot, the! must be able toclean guns, to fi& engines, to spot for artiller! and to accomplish man! other s)ills thatrequire training. he 4asic training feat allows character to ta)e on specific tas)s with

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    some level of proficienc!. 'hile the feat does not appl! to all of the specific tas)scontrolled b! the s)ill, it allows characters to carr! out simple, but important tas)s.Prerequisite3 he character ma! onl! choose this feat after receiving one month oftraining at a boot camp or some other institution.-enefit3 'hen this feat is ta)en the pla!er must select one s)ill that covers a variet! of

    different tas)s. +ossible choices include the abilit! to clean guns from the s)ill craft3gunsmith, or to use the leadership s)ill to use a phone or telegraph to Lspot for anartiller! crew or to diffuse e&plosives with the demolition s)ill. =ther possibilitiesinclude the mechanic s)ill appl!ing onl! to a specific machine, such as auto mechanics,or tan) mechanics or using the intimidate s)ill to attempt a Lshoc) attac). =nce a s)illand its related tas) is chosen, the character ma! attempt such s)ill chec)s as though he possessed five ran)s in that s)ill. his counts as training for the purpose of chec)s thatcannot be attempt untrained.Special3 hese benefits do not appl! to an! of the other related tas)s covered b! thats)ill, nor does the benefit stac) with real ran)s ta)en in that s)ill. 4onuses granted b!s)ill focuses or high abilit! scores do, however stac) with the basic training.

    2ode 4rea)er3 ome individuals possess the ama5ing )nac) for spotting patterns oflanguage hidden within an encoded message. hese individuals are called code brea)ersor ciphers, and these individuals are in great demand all over Gothic Earth.Prerequisite3 *nt. "@, @ ran)s in the cr!ptograph! s)ill.-enefit3 character with this feat is especiall! proficient in brea)ing codes anddeciphering messages. he code brea)er feat grants a - insight bonus to allcr!ptograph! chec)s. his bonus stac)s with the bonus from the s)ill focus feat.

    2onnections3 ome people have a )nac) for ma)ing friends7 others have a wa! of bending people to their will. hrough some effort the character has cultivatedrelationships with other people. hese relations are developed to the point where thecharacter can actuall! as) and receive favors from these connections. hese connectionscan be used for a variet! of purposes, depending on the contact/s abilities.Prerequisite3 +2 must maintain good relations with his?her contacts.-enefit3 his feat covers a ma&imum of "DA individuals plus the +2/s charismamodifier. hese individuals are friendl! to the +2 and will go out of their wa! to assistthe +2. he first contact must be determined when the +2 earns this feat. Moreindividuals can be added as the game progresses, but onl! up to the ma&imum number ofcontacts. *f the +2 brea)s friendl! or intimidating contact with a contact for an e&tended period of time the contact is lost and ma! not be regained until the contact feat is ta)enagain. Host contacts do not count against the ma&imum number of contacts. n 8+2ma! be declared a contact after a successful bluff, diplomac! or intimidation chec)against a D2 "% plus the 8+2/s character level. he base time that an 8+2 remains acontact is si& months. For ever! one point over the D2 that the bluff, diplomac! orintimidation chec) succeeds the contact will remain a contact for two additional months. 8+2s ma! not be deliberatel! dropped as a contact.

     8+2s that are contacts are more pliant to the character/s will. ll subsequent bluff,intimidate or diplomac! chec)s gain a @ bonus when used b! the character on a contact.Further more, contacts are instinctivel! willing to spea) to the character, which increases

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    the possibilit! of a character getting in contact with the contact. he feat can be ta)enmultiple times.

    Deadl! im3 character with this abilit! has a trained himself in aiming for the wea) points on the human bod!. *t ta)es onl! a small amount of time for a character to learn

    the vulnerable points on a nonhuman bod!, thus this s)ill ma! be used on humanoids andnon6humanoids without penalt!.Prerequisite3 De& "-, 4ase attac) bonus >, proficienc! with the firearm used.-enefit3 character ma! use this feat to ta)e a full attac) action to aim the firearm andfire one shot. he target ma! be within three range increments of the weapon, at an!range be!ond that this feat will not appl!. he character firing ma! then choose to suffer a penalt! to his ranged attac) roll. *f the hit succeeds against the target the attac) gains adamage bonus equal to the penalt! ta)en. he character ma! not ta)e a penalt! greaterthan his base attac) bonus.

    Dragoon3 he s)ill of mounted archer! is long since dead on Gothic Earth. 0owever, the

    abilit! to use a pistol while riding remains an important abilit!. he Dragoon feat allowsa character to aim a pistol while riding.Prerequisite3 De& "-, Ride s)ill @ ran)s, mounted combat.-enefit3 he penalt! for firing a pistol from horsebac) is halved. hus the penalt! is -instead of @. 'hen the mount ma)es a double move the penalt! becomes @.#ormal3 he usual penalt! for firing a missile weapon while riding horsebac) is @ and # while the horse is ma)ing a double move.

    Drive 4! hooter3 Firing from a moving vehicle is a difficult tas), the terrific speedforces a shooter to aim much too fast for accurac!. 2haracters with this feat aree&perienced with fast movement and can fire from moving vehicles with much lessdifficult!.Prerequisite3 De& "1-enefit3 character with this feat can fire ranged weapons with much more accurac!while moving. he penalt! to the attac) roll to attac) from a moving object is reduced b!a ma&imum of @. his reduction cannot result in a bonus to the attac) roll7 it can onl!reduce the penalt! to a minimum of 5ero.

    Educational Degree3 he +2 possesses an official degree from an accredited institute ofhigher learning.Prerequisite3 he +2 must have attended an accredited institute of higher learning for anumber of !ears. his period of learning ta)es up eight months of the !ear, and at leasteight hours of wor) each da! of those months. n intelligence of "- is also required, asis wisdom of at least $. E&cept in special circumstances, a significant cost must also be paid for tuition, as well as boo)s, room and board.-enefit3 Each time the +2 acquires this feat, he?she must choose and area of )nowledgesuch as archeolog!, applied ph!sics ;electronics

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    on charisma chec)s to interaction with educated individuals whom hold degrees in thesame subjects. lthough an officer could possess a degree in tactics, this degree does notactuall! assist that officer in tactics chec)s. trateg! and leadership cannot be taughtfrom te&tboo)s and lecture, the! must be learned b! e&perience.Special3 his bonus stac)s with bonuses from the s)ill focus feat.

    First ppro&imation3 he +2 has acquired the abilit! to ma)e quic) calculations b!ma)ing quic) and eas! appro&imations of values. his allows the +2 to ma)e accurateestimates without difficult!.Prerequisite3 he +2 must have minimum intelligence and wisdom bonuses of ".-enefit3 he +2 can ma)e calculations without the need for calculating tools. hesecalculations are accurate to a significant degree and can be made in a short period of time.he feat gives allows a pla!er to ta)e ten on a )nowledge chec) where calculations arenecessar!, even when calculation tools are not accessible or the situation is stressful.

    Guerilla Fighter3 *n war there are few constants, but one such enduring factor is the

    advantage of superior numbers. n advantage in numbers often results in a greater possibilit! of victor!, at least in classical warfare. he guerilla fighter uses unorthodo&warfare, speciali5ing in leading smaller forces of armed men against larger forces. hefeat Guerilla fighter allows a character to better use the tactics s)ill to fight large forces.Prerequisite3 *nt. "--enefit3 he benefits of this feat onl! appl! when the character with this feat devises atactic against a force that outnumbers the characters forces b! two to one. his featallows a character an insight bonus equal to @ to the tactics chec) against the largerforce.

    *ron Man3 he human bone structure can be a fragile thing, subject to brea)age fromalmost an! blow. ome characters are especiall! solidl! built, their bones have grownthic)er and harder than those of the common man. 2haracters with this feat are naturall!resistant to bone brea)age.Prerequisite3 2on "1, the character must choose this feat at first level or at an! levelwhere he uses the abilit! score increase from high level to permanentl! raise hisconstitution score.-enefit3 character with this feat gains a A bonus to his fortitude save to avoid brea)ing a bone. hould the character brea) a bone, his fortitude saves to avoid subdualdamage from a bro)en bone are made at a - bonus.

    Man of teel3 'hen bullets and shrapnel stri)e, the! rarel! e&it the bod! as quic)l! as acharacter would prefer. wisted bits of fl!ing metal can slice through flesh, tear muscleand jam themselves into bones and vital organs. ome men seem to be made of steel,their bod! shrugs off such penetrations. character with this feat is less susceptible tothe effects of penetration.Prerequisite3 2on "1, toughness, the character must choose this feat at first level or atan! level where he uses the abilit! score increase from high level to permanentl! raise hisconstitution score.

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    -enefit3 character with this feat is resistant to the penetration injur!. hrapnel and bullets still enter the bod!, but the projectiles are severel! slowed b! the character/s thic)s)in and diverted into locations where the! cause no harm. 'hile bullets and other debrislodge themselves in the character/s flesh, the! cause no negative effects. he charactergains a A circumstantial bonus on fort saves to avoid

    Mechanical Focus3 'hile the s)ill of spotting damage and replacing parts is universal,nothing beats e&perience with a particular breed of machine. Most mechanics never wor) outside of their field of speciali5ation, though the! might e&pand their field withe&perience. Mechanical focus represents e&pertise with a particular t!pe of machine,machines such as airplanes, automobiles, large guns, ship engines, and even tan)s.Prerequisites3 8one.-enefit3 hould a character choose this feat he or she must chose a t!pe of machine withwhich he is speciali5ed. 'hen wor)ing with a machine with which the character possesses mechanical focus, he gains a bonus of - to all craft3 mechanic s)ill chec)s.his bonus ma! stac) with the bonus from s)ill focus ;craft3 mechanic

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    peed! Reload3 character with this feat has developed a talent for reloading a weapon.*n the heat of battle a soldier tries to bring ever! bullet to bear against his enem!.Prerequisite3 De& "1-enefit3 character with this feat can reload a weapon much more quic)l! then anormal character. 'ith this feat, a character ma! reload si& bullets into a revolver with

    onl! a move equivalent action. Reloading a rifle or a pistol with a clip ma! done as a freeaction once in a single round. Finall!, three bullets can be loaded into a firearm with aninternal maga5ine using onl! a move equivalent action.#ormal3 Filling a revolver with three individual bullets requires a move equivalentaction. Reloading si& bullets into such a weapon ta)es one full round. double6barreledshotgun can be reloaded as a revolver, though a ma&imum of two shells can be loadedinto the gun. Rifles with stripper clips or semiautomatic pistols are much easier thanreloading a pistol. Hoading a rifle or a pistol with a clip from a poc)et or pouch requiresone move equivalent action. 2ivilian rifles and repeating shotguns use internalmaga5ines, which ma)e reloading difficult. Reloading a firearm with an internalmaga5ine requires a full round action to load a ma&imum of three bullets.

    treet Fighter3 he trenches and the deserts are not the onl! location of conflict in theGreat 'ar. he urban jungle can be transformed into a battleground just as easil! as thewilderness. he urban environment holds a host of opportunities for one fighting force togain an advantage7 a good tactician can turn a cit! street into a slaughterhouse providedhe has e&perience with street fighting. he character instinctivel! notices helpful featuresof a cit!scape and is familiar with using these features to their fullest. E&amples mightinclude pushing carts into alle!wa!s for use as a bloc)ade, sniping from windows, orensnaring enemies in a cull6de6sac.Prerequisite3 *nt. "-, actics s)ill @ ran)s, at least one e&perience with urban combat.-enefit3 character that possesses this feat has e&perience with fighting in an urbanenvironment. 'hen ma)ing a tactics chec) regarding combat in an urban environmentthe character receives a @ insight bonus to his chec). he benefits of street fighting arelimited. =fficers ma! not transmit the bonus derived from a successful tactics chec) tosoldiers7 the strateg! ma! onl! be transmitted directl! b! the character to soldiers b! hisown leadership chec).

    wift :ic)3 Repairing a machine can be a long and tedious chore. here are times whenan! mechanic would rather give up and )ic) the object of his attention until it either begins to wor) or just collapses into a heap. For a character with this feat, a simple swift)ic) ma! be just what the machine needed. hough it might sound sill!, the act of)ic)ing the machine ma! prove surprisingl! effective. 4! appl!ing a jarring force themoving parts of the machine are encouraged to fall into a more natural position. hismight actuall! result in new parts falling into place, bro)en parts being bent bac) intoshape and the machine brought bac) into wor)ing order.Prerequisites3 tr. "-, four ran)s in the s)ill 2raft3 mechanic.-enefit3 mechanic who fails a craft3 mechanic chec) ma! reattempt the chec) b!appl!ing a swift )ic) to the machine. 'hen a chec) fails b! five points or less the chec)can be retried instantl! b! appl!ing a strong blow to the machine. fter the blow isstruc) the Field Marshal re6rolls the mechanic/s last craft3 mechanic chec) to repair the

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    machine. his blow must be delivered no less than one half hour after the last chec) torepair the machine. =ne mechanic, to allow another mechanic to re6roll their repairchec), ma! appl! a swift )ic). *f the re6roll succeeds, then the machine is repaired. *fthe re6roll fails then the machine remains inoperable. machine ma! not be receptive tomore than one swift )ic) in an! single -@6hour period, no matter how man! different

    mechanics attempt to )ic) the machine.

    hic) 4looded3 Most people are, what medics commonl! refer to as, Lbleeders. luc)! few soldiers do not bleed so easil!. character with this feat is blessed with theunique trait of fast coagulating blood. he! have much less to fear from bleedingwounds.Prerequisites3 2on "-, toughness, great fortitude, the character must chose this feat atfirst level or at a level where he uses his abilit! increase to raise his constitution.-enefit3 character with this feat gains a @ bonus on his fortitude save to avoide&ternal bleeding. character with this feat looses blood at half the normal rate, theeffects of bleeding are spread out amongst one hour instead of one half hour. 4leeding

    wounds require onl! half of the base time to heal.

    wo +istol hooting3 his feat grants a character some proficienc! in shooting two pistols at the same time.Prerequisites3 De& "1, ambide&terit!-enefit3 Feats such as two weapon fighting onl! appl! to melee weapons. his featallows character to use two pistols in both hands. 'hile using this feat the penalties tothe attac) rolls for firing with both hands are reduced b! two. hus with this feat andambide&terit! the character ma! ma)e two attac)s with a penalt! of onl! - to bothattac)s.#ormal3 'ithout an! feats a character ma! fire two pistols with a penalt! of @ for thefirst hand and # with the off hand. 'ith the ambide&terit! feat the penalties for bothhands are 6@.

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    Life in the Military

    he Field Marshal must understand that running a militar! campaign is differentfrom a normal campaign. 2haracters who are in the militar! are subject to different laws

    and regulations than their civilian counterparts. 2haracters with militar! ran) are alsogranted special powers. Field Marshals should familiari5e themselves with theinformation in this section. 'hile militar! regulations are far from action pac)ed, the!might prove to be an interesting role6pla!ing opportunit!.

    2onventions of 'ar3 *n truth, war is a chaotic hell storm of violence and ma!hem. Eachda! of warfare, hundreds die needlessl! for little or no purpose. he wounded crowd themuddied trenches, moaning as the life force bleeds out of them. et above the gor! truthof war, there is a veneer of civilit!. Either side in the war wants to appear to have themoral high ground, and to that end the! agree to conventions of warfare. heseconventions are li)e the rules to war, the! are rules that soldiers are e&pected to follow so

    that war can be a simple, civili5ed affair. hese Lrules aren/t reall! enforced and so the!do not appl! to soldiers in the field. 0owever, when a high6ran)ing officer is out to havesomeone court6martialed, these conventions prove to be a useful asset to sull! theoffending soldier/s record.

    Chemical *eapons3 4! convention, chemical weapons are considered to bedishonorable forms of weapons.

    Ci+ilians3 Militar! convention prohibits harming civilians during the course of a war.2ivilian propert! is to be respected b! enem! soldiers. 2ivilians ma! be detained asunder the effects of marshal law.

    &nterrogations and Torture3 4! convention, captured soldiers are not to be interrogatedneither are the! to be tortured. 2aptured soldiers are to be held as prisoners of war andtreated well.

    Prisoners of *ar3 +risoners of war are to be fed, watered, given shelter, clothing whennecessar!, items necessar! to maintaining h!giene and allowed to observe religiouscustoms. +risoners ma! be forced to labor to the benefit of the captures but the! areallowed access to medical healing. 'hile prisoners, militar! discipline is to be enforcedover prisoners b! the prisoners.

    Spies3 n! officer found out of uniform behind enem! lines is considered to be a sp!.hese spies ma! be arrested, tried and then e&ecuted.

    Surrenders3 oldiers are e&pected to accept enem! surrenders. 'hen an enem!surrenders, he is to be stripped of his weapons and equipment, but allowed to )eep personal items and an! valuables on his person.

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    Discipline3 *n the militar!, discipline has alwa!s been important. *n the age ofmachineguns and artiller! cannons, discipline in the ran)s is absolutel! critical. n! breach of discipline can be met with e&treme force and even e&ecution.

    Conduct Unbefitting an Officer3 oldiers in the militar! are required to behave

    themselves in a disciplined manner. oldiers must alwa!s salute superior officers, spea)in a respectful tones, stand in good posture and general behave himself in a polite,unemotional state. oldiers who cannot behave themselves in this manner ma! be punished, at the discretion of their commanding officer. his requirement is the leastenforced of all rules in the trenches, but habitual offenders are punished with heav! labor,e&tra dut! shifts and even the loss of leave privileges.

    Coardice3 Fear is not an option. oldiers are not allowed to retreat or refuse an orderto attac). oldiers who are suffering from a fear chec) might be charged with cowardice.2owardice is punished severel! in the militar!, resulting in loss of pa! and harsh labor.2owardice in the face of the enem! is punishable with death.

    Dereliction of Duty3 ll soldiers are charged with certain responsibilities during war.Most often, this involves standing guard in one spot for prolonged periods of time. =ther times this could involve writing reports and )eeping records. oldiers who neglect theirduties are punished. Most often this involves loss of pa! and hard labor. 'hen asoldier/s dereliction results in disastrous consequences, the soldier can be charged withgross dereliction of dut!. his offense is punishable b! imprisonment and even death.

    .ygiene3 +ersonal h!giene is required of all soldiers. hough this is not often enforcedin the trenches, soldiers who are not stationed in the trenches are e&pected to have theirhair and nails cut, to appear cleanl!, and to bathe regularl!.

    Orders3 Following orders is a critical component to militar! discipline. soldier mustfollow the orders of his commanding officer, what ever those orders ma! be. Disobe!ingan order from a commanding officer is a court marshal offense. Disobe!ing the orders ofa superior officer whom is not in command of the offender is a lesser offence, also punishable should the militar! choose to prosecute. +unishments for disobedience rangefrom dishonorable discharge, to loss of pa!, to imprisonment. Disobedience in the face of the enem! can be punished with death.

    Uniform3 oldiers are required to maintain their uniform. his involves )eeping theuniform free of mud and grime, polishing buttons, shining boots, and an!thing else thatmight be required to )eep the uniform in perfect appearance. oldiers are required to bein complete uniform when on dut!. Failure to wear or maintain the uniform can be punished with loss of pa! or harsh labor. s with h!giene, this element is not oftenenforced in the trenches.

    2ourt marshal3 oldiers who brea) civilian laws or brea) discipline ris) court marshal.*n a court marshal, the solider is brought before e General who presides over the court.he burden of proof is upon the defendant to prove that the allegations are false. 2ou