Modern Players Companion, Vol 1
Modern Players Companion, Vol 1
Modern Players Companion, Vol 1
by Stan!
Credits
Editing: Tammie Ryan Layout and Typesetting: Marc Schmalz
Creative Direction: Rich Redman Front & Back Cover Design: Marc Schmalz
Proofreading: Charles Ryan, Vincent Szopa Cover Artist: Clarence Harrison
Art Direction: Stan! Interior Artist: Clarence Harrison
Playtesting & Inspiration: Monte Cook, Sue Cook, Jeff Harris, Nicole Lindroos, Steve Miller, Mike Montesa, Christopher Perkins,
Anastasia Pierce, Chris Pramas, Jeff Quick, John Rateliff, Rich Redman, Cindi Rice, Charles Ryan, Marc Schmalz, Mat Smith,
Ed Stark, JD Wiker, and the incredibly creative members of The Game Mechanics message board.
Special thanks to Margaret Redman
Contents
Introduction ......................................................................2 Opinion Maker ..................................................................................20
Chapter One: Characters...........................................3 Profiler.....................................................................................................22
New Occupations................................................................................3 Survivalist............................................................................................. 24
Class Combinations...........................................................................5 Chapter Three: Feats...............................................26
Chapter Two: Advanced Classes......................... 11 New Feats............................................................................................ 26
Chapter Four: Equipment ...................................... 31
Adept.........................................................................................................11
Criminologist.........................................................................................13 New Equipment.................................................................................31
Dead Shot..............................................................................................15 Equipment Packages
Eq Packages.....................................................................
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Enforcer
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R e qui r e Wi s z t a her ds
™ ™
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the
terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20.
d20 Modern™ is a trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission. Wizards of the Coast® is a
registered trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission.
Modern Player’s Companion ©2003 The Game Mechanics, Inc. All rights reserved.
For information on the designation of Open Game Content and Product Identity in this publication, refer to the Appendix.
THE GAME MECHANICS and The Game Mechanics logo are trademarks of The Game Mechanics, Inc. All rights reserved.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written permission of The Game Mechanics, Inc.
This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Made in the U.S.A.
Introduction
Playing a roleplaying game set in modern times and real backgrounds. It also has class combinations—ways to use
world locales should be incredibly easy. After all, the modern only the basic classes and still create interesting and robust
world is what we know—it’s where we live. We have all sorts characters from various walks of modern life. In Chapter Two
of information about modern life. We know how difficult it is you’ll find new advanced classes for making characters with
to become a doctor, how easy it is to get lost when driving specialized abilities to deal with specific types of threats
in a strange part of town, how long it takes to get from one and situations. Chapter Three contains new feats, including
major city to another, what consumer goods and services are many that feature non-combat oriented capabilities. And
widely available and what they generally cost, and thousands Chapter Four presents several new pieces of equipment
of other facts. and introduces equipment packages—prepared bundles of
So why is it, knowing all this, that many people have items suited for particular character types—to speed up the
difficulty getting a handle on modern roleplaying characters character creation process.
and settings? Why is it easier to portray a medieval adventurer
hacking and slashing at monsters in a dungeon than it is to How To Use This Book
play a contemporary hero trying to catch a serial killer in a First, check with your Gamemaster to be sure that he approves
modern American city? of the material presented here. (Don’t worry, we’ll talk to him
Perhaps the answer is that we know too much about the on your behalf in a minute.) Then take out the Modern Player’s
modern world. Whereas we are satisfied to accept whopping Companion and use it whenever you use your d20 Modern
generalizations when it comes to a defining an ancient Roleplaying Game—when creating a character, leveling up, or
fighter—lumping knights, gladiators, and swashbucklers into deciding what options your character will pursue as he or she
one class—we cannot accept the same broad definitions when gains experience. This book presents options that expand the
dealing with modern characters. We want there to be specific, possibilities for your character and open up some venues not
in-game differences between lawyers, teachers, and research accessible through any other product.
scientists. Unfortunately, it is practically impossible for even
the best game to capture all the complexities of modern life in For the Gamemaster
a single book. The big question on your lips is almost certainly: what will this
The Modern Player’s Companion is a collection of material do to my campaign?
additional material designed to enhance the character creation The answer is: nothing. That is, nothing but broaden the
possibilities for modern d20 System games. Whether you’re possibilities for your players to exercise their imaginations.
playing a spy in an ultra-realistic techno-thriller campaign, The Modern Player’s Companion does not present new rules,
a gritty detective in a world of hard-boiled mystery, or a power-ups, or optional reinterpretations of the basic modern
monster hunter in a fantastic alternate reality setting, this d20 System game. It is designed with the same principles,
book provides you with more roleplaying options. Hopefully, decisions, and guidelines that the original designers used. We
these choices will give you a greater ability to take any know this because it is written, edited, and produced by people
fictional characters you can imagine and turn them into game who were involved in creating the d20 Modern Roleplaying
characters whose abilities and skills match your vision. Game. This is material we would have wanted to see in the
Wizards of the Coast game if size, cost, time, and other
What’s in This Book? practical matters were not at issue.
The Modern Player’s Companion focuses on building Flip through these pages. Look at what you see. We think
and outfitting characters. Chapter One contains new you’ll want your players to use it. Because then you can use it
starting occupations to use when crafting your characters’ for your GM characters, too!
2
Chapter One: Characters
It’s always been about characters. In movies, television, books, quirky manners suited to their own tastes. Bohemians do not
and drama of any kind—including roleplaying games—plots generally hold down regular 9-to-5 jobs, but spend what little
may move the story forward, but characters are what keep the money they have freely on life’s little pleasures. They include
audience enthralled. Roleplaying games are unique, though, social activists, hippies, anarchists, vagabonds, artists, and
in that they allow the audience to not only be part of the anyone else who believes in throwing off society’s shackles.
action, guiding the behavior of the characters through various Prerequisite: Age 15+.
adventures, but also to create the characters themselves. Skills: Choose four of the following skills as permanent
Unlike any other type of drama, the character with whom class skills. If a skill you select is already a class skill, you
you associate in an RPG is truly your own, sprung from your receive a +1 competence bonus on checks using that skill.
own imagination. Perhaps that’s why, as d20 System gamers, Bluff, Climb, Craft (mechanical or structural), Diplomacy,
we spend so much time worrying over the details of our Disguise, Forgery, Gather Information, Hide, Jump, Knowledge
characters—working to get the skills, feats, and other minutia (current events, popular culture, or streetwise), Listen, or
to perfectly mesh with our mental visions. Sense Motive.
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +0.
New Occupations
The starting occupations presented in Chapter One of the Bureaucrat
d20 Modern Roleplaying Game do a good job of providing Bureaucrats are skilled at navigating the systems, networks,
the capability to loosely model just about any present-day and confusing arrays of rules and regulations inherent in
career path. It is hard to imagine a background that cannot be modern corporate and political processes. They may be helpful
squeezed in under one or another of the options provided. or obstructive depending on where they work and with whom
However, when it comes to breathing life into our characters, they’re dealing, but they always know how to get things done.
“squeezing in” is rarely an acceptable phrase. We want the Bureaucrats include receptionists, secretaries, paralegals,
tools to make our characters match the capabilities and interns, desk clerks, executive assistants, human resources
histories we’ve formed in our minds. representatives, middle management, and anyone else involved
If we envision a character who spent her college years in keeping the wheels of business turning.
interning in a U.S. Senator’s office so that she can gain the Prerequisite: Age 23+.
connections and inside knowledge to make a career as a Skills: Choose two of the following skills as permanent
lobbyist, the occupation “white collar” may seem incomplete class skills. If a skill you choose is already a class skill, you
or generic. Likewise, a character that spent his life prior to receive a +1 competence bonus on checks using that skill.
the start of the campaign living hand-to-mouth, avoiding Bluff, Craft (writing), Diplomacy, Forgery, Gather
work and responsibility in favor of surviving on his wits and Information, Knowledge (business, civics, current events,
the generosity of others could be described as having an history, or popular culture), Listen, Research, Sense Motive, or
occupation of perpetual “student.” That really doesn’t seem to add a new Read/Write Language or a new Speak Language.
capture the character’s flavor accurately, though. Bonus Feat: Select either Educated or Renown.
To help broaden the palette of background experiences Wealth Bonus Increase: +2.
a player may build into a modern d20 System character, we
present the following new starting occupations. Craftsperson
A craftsperson is anyone trained to create or fix items using
Bohemian basic materials. This includes carpenters, jewelry makers,
Bohemians are people who do not live life by society’s rules. potters, cobblers, blacksmiths, plumbers, and anyone else who
They are free spirits who express themselves in unique and works making or repairing specific types of items or machinery.
checks are not affected. Spells without random variables are + one half her character level, rounded down, every time she
not affected. attains a new level in this class.
A maximized spell is treated as a spell of three levels
higher than the spell’s actual level. Therefore, an Adept can Class Skills
only maximize 0-, 1st-, or 2nd-level spells—a maximized 1st- The Criminologist’s class skills are as follows.
level spell requires a 4th-level spell slot in order to cast, so it Computer Use (Int), Craft (chemical, electronic,
limits the number of actual 4th-level spells the Adept will be mechanical, pharmaceutical) (Int), Decipher Script (Int),
able to cast that day. Disable Device (Int), Forgery (Int), Gather Information (Cha),
Investigate (Int), Knowledge (current events, earth and life
sciences, physical sciences, popular culture, technology)
Criminologist (Int), Profession (Wis), Repair (Int), Research (Int), Search
A Criminologist is an expert in crime scene investigation. (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis).
She has an amazing eye for detail and a knack for noticing Skill Points at Each Level: 9 + Int modifier.
important evidence hidden among piles of related but
useless information. The Criminologist is one part detective, Class Features
one part investigative reporter, and three parts scientist. The following features pertain to the Criminologist advanced
And, once she gets a promising lead, she is relentless in class.
pursuing it to its final conclusion.
Select this advanced class if you want your character to Sharp Eye
be a highly organized, extremely focused investigator who A Criminologist is known for being extraordinarily observant.
solves crimes using hard, physical evidence and scientific When she gains her first level of this advanced class, the
data. Criminologist gains a permanent +2 competence bonus to
The fastest path into this advanced class is from the any three skills from the following list: Investigate, Knowledge
Smart hero basic class, though other paths are possible. (physical sciences, or technology), Research, Sense Motive,
Search, Spot.
Requirements
To qualify to become a Criminologist, a character must fulfill Contact
the following criteria. A Criminologist of 2nd level or higher cultivates associates
Abilities: Intelligence 14. and informants. Each time the Criminologist gains a contact,
Skills: Research 6 ranks, Knowledge (any 3) 6 ranks, the GM should develop a supporting character to represent
Search 6 ranks. the contact. The player can suggest the type of contact his
or her character wants to gain, but the contact must be an
Class Information ordinary character, not a heroic character.
The following information pertains to the Criminologist Contacts include informants, black marketeers, crime lab
advanced class. workers, reporters, street people, store clerks, taxi drivers,
bureaucrats, clerical workers, security guards, and others
Hit Die who can provide limited aid and information pertaining to a
The Criminologist gains 1d6 hit points per level. The Criminologist’s cases.
character’s Constitution modifier applies. A contact will not accompany a Criminologist on missions
or risk his or her life. A contact can, however, provide
Action Points information or render a service (make a specific skill check
The Criminologist gains a number of action points equal to 6 on the Criminologist’s behalf). 13
Chapter Two: Advanced Classes
At 2nd level, the Criminologist gains a low-level through the night with no sleep, she may
contact, at 5th level a mid-level contact, and make a Will save (DC 15). If the save
at 8th level a high-level contact. is successful, the Criminologist gains
The Criminologist can’t call on all the benefits of 8 hours of rest
the same contact more than once (including the healing of damage)
in a week, and when she does call despite not having rested at all.
on a contact, compensation may The Criminologist can do this
be required for the assistance repeatedly over the course of
he or she renders. In general, a several days, but the Will save is
professional associate won’t be assessed a –4 penalty for each
compensated monetarily, but additional sleepless night.
instead will consider that the There are, of course,
Criminologist owes him or her a drawbacks to this ability.
favor. The GM character will call If the Criminologist fails
in the favor when the opportunity the Will save, she must either
arises. Contacts with underworld or get the required sleep or
street connections usually demand become fatigued. A fatigued
monetary compensation for the Criminologist may still
services they render, and experts in attempt to go another
the use of skills normally want to be night without sleep, but
paid for the services they provide. if she fails her Will save
For underworld or street contacts, she falls unconscious for
this expense is represented by a 24 hours. If she succeeds
Wealth check against a Purchase DC of at the Will save, she
10 for the low-level contact, 15 Rana Hakimi, Criminologist recovers hit points normally, but
for the mid-level contact, or 20 remains fatigued. The only way to lift
for the high-level contact. For skilled experts, the the fatigue caused by this ability is
purchase DC is 10 + the ranks the expert has in the to sleep for 8 hours +2 hours for every
appropriate skill. night of rest she skipped (even ones on which she
succeeded at the Will save).
Bonus Feats For example, a Criminologist skips one night of sleep
At 3rd, 6th, and 9th level, the Criminologist gets a bonus and rolls a Will save of 18. She recovers normally and
feat. The bonus feat must be selected from the following list, continues working on her case. The next night, she goes
and the Criminologist must meet all the prerequisites of the sleepless again, but only rolls an 8 on her Will save
feat to select it. (including a –4 for having skipped the previous night’s
Alertness, Attentive, Cautious, Creative, Educated, Iron sleep). She gets no recovery and must immediately rest or
Will, Meticulous, Personal Firearms Proficiency, Track. become fatigued. She decides not to rest and then tries to
go sleepless for a third night in a row. This time her Will
Burning the Midnight Oil save is at –8 (for two nights without sleep), but she rolls
Starting at 4th level, the Criminologist has the ability, when well, getting a 16—she recovers hit points, but remains
a case calls for it, to go without sleep for extended periods fatigued. The fourth night she must either get 14 hours of
and still be able to function normally. Any time she works sleep (8 hours + 6 hours for three sleepless nights) or
Sucker Punch
An Enforcer knows how to strike an unsuspecting opponent
for great effect. If he succeeds with a melee attack against
a flat-footed opponent, the Enforcer does additional
damage equal to 1d6 + his Enforcer class level. This
additional damage may be lethal if the weapon the Enforcer
uses is capable of inflicting lethal damage. The sucker
punch ability may be combined with Knockout Punch or
Improved Knockout Punch but if it is, the additional damage
must be considered nonlethal.
Lose It
Beginning at 2nd level, once per day the Enforcer can fly
into a violent rage at will, making him a more dangerous
opponent. When he loses it, the Enforcer temporarily gains
+4 to Strength, +4 to Constitution, and a +2 morale bonus
on Will saves, but suffers a –2 penalty to Defense.
The increase in Constitution increases the Enforcer’s hit
points by 2 points per level, but these hit points go away
at the end of the lose it duration when the Constitution
score drops back to normal. (See Temporary Hit Points in
Chapter 5: Combat of the d20 Modern Roleplaying Game.)
While losing it, the Enforcer cannot use skills, feats, or
abilities that require patience and concentration. The
effects of losing it last a number of rounds equal to 3 +
the Enforcer’s (newly improved) Constitution modifier. The Jimmy Augustino, Enforcer
Enforcer may prematurely end the effects voluntarily. After
losing it, the Enforcer is shaken for 1d6 +1 rounds (see 17
Chapter Two: Advanced Classes
Armor Proficiency (light), Combat Expertise, Combat Gentle Warrior
Reflexes, Double Tap, Drive-By Attack, Frightful Presence, A Gentle Warrior is a student of one or more of the soft-form
Improved Brawl, Improved Feint, Improved Knockout Punch, martial arts—those that emphasize holds and trips over
Knockout Punch, Personal Firearms Proficiency, Precise Shot, punches and kicks. Even more than other martial artists, his
Quick Draw, Quick Reload, Shot on the Run, Streetfighting, philosophy teaches that restraint, humility, and nonviolence
Vehicle Expert. mark the path to happiness, health, and long life. He may
develop his skills to aid in his career—perhaps as an officer
Combat Martial Arts of the law or a bodyguard—or he may choose this as his
At 4th level, the Enforcer gains the Combat Martial Arts calling, becoming a teacher and example to others. The
class ability, providing the benefits of the feat with the Gentle Warrior learns to bend like a reed in the wind, and to
same name. turn others’ violence and aggression into peaceful tranquility.
With an unarmed strike, the Enforcer deals lethal Select this advanced class if you want your character to
or nonlethal damage (his choice) equal to 1d4 + his be an expert in self-defense or in subduing an opponent with
Strength modifier. The Enforcer’s unarmed attack counts as a minimum of violence.
armed, which means that opponents do not get attacks of The fastest path into this advanced class is from the Fast
opportunity when he attacks them unarmed (see Chapter 5: hero basic class, though other paths are possible.
Combat of the d20 Modern Roleplaying Game). The Enforcer
may make unarmed attacks of opportunity against opponents Requirements
who provoke such attacks. To qualify to become a Gentle Warrior, a character must fulfill
the following criteria.
Street Cred Defense Bonus: +4.
At 7th level, the Enforcer has developed such a reputation Skills: Balance 6 ranks.
for his violent tendencies that many people are frightened Feats: Combat Expertise, Combat Martial Arts, Defensive
even to speak with him. The Enforcer may add his Reputation Martial Arts.
bonus on any Intimidate checks he makes. He may
occasionally add his Reputation bonus on some Bluff and Class Information
Diplomacy checks when the GM deems that the Enforcer’s The following information pertains to the Gentle Warrior
renown is pertinent to the matter at hand. advanced class.
18
Chapter Two: Advanced Classes
The Gentle Warrior may use his Dexterity modifier instead and the Gentle Warrior must meet all the prerequisites of the
of his Strength modifier on unarmed attack rolls. feat to select it.
Agile Riposte, Combat Reflexes, Combat Throw, Cross-
Uncanny Dodge 1 Training, Dodge, Elusive Target, Improved Combat Throw,
At 1st level, the Gentle Warrior Improved Disarm, Improved Trip, Mobility, Self Improvement,
gains the Uncanny Dodge 1 Sidestep, Spring
class ability, providing the Attack, Unbalance
benefits of the Fast hero talent Opponent, Whirlwind
of the same name. Attack.
The Gentle Warrior retains
his Dexterity bonus to Defense Uncanny Dodge 2
regardless of being caught At 4th level, the Gentle
flat-footed or struck by a hidden Warrior gains the Uncanny
attacker. (He still loses his Dodge 2 class ability, providing
Dexterity bonus to Defense if he is the benefits of the Fast hero talent
immobilized.) of the same name.
If the Gentle Warrior already The Gentle Warrior can no longer be
has the Uncanny Dodge 1 ability flanked; he can react to opponents on
as a class ability, he instead opposite sides of himself as easily as
gains the benefits of Uncanny he can react to a single attacker.
Dodge 2. If the Gentle Warrior already
has the Uncanny Dodge 2 ability
Improved Grapple as a class ability, he gains no
At 2nd level, the additional benefit from this
Gentle Warrior feature.
becomes so fluid at
starting grapples that At Arm’s Length
opponents have little time At 5th level, the Gentle Warrior
George Samuel, Gentle Warrior
to prevent it. masters the art of maneuvering himself
If the Gentle Warrior hits with an unarmed strike, he deals to avoid melee attacks. Whenever an opponent moves into
normal damage and can attempt to start a grapple as a free range of his or her melee attack, the Gentle Warrior may
action without provoking an attack of opportunity. No initial make an opposed Reflex save. If the Gentle Warrior wins the
touch attack is required. He can deal normal damage while contest, he may take a 5-foot step to keep his opponent at
grappling, rather than nonlethal damage, without suffering a bay. The opponent may then continue his or her turn.
penalty on his grapple check. The Gentle Warrior may not make a 5-foot step into a
He also receives a +4 competence bonus on all grapple square that is threatened by an opponent. If no legal 5-foot
checks (regardless of whether he started the grapple). step is available, the Gentle Warrior may not move.
At 8th level, the Profiler’s insight bonus against targets he by 5 if the suspect has levels of any advanced class, and
successfully reads increases to +4. is lowered by 5 if the suspect is an ordinary character. If
At 10th level, the Profiler may spend 1 action point to the check is successful, the GM should provide reliable
increase the insight bonus to +6. information. If the check fails, the GM should provide
inaccurate information—a little too low if the suspect is an
Bonus Feats ordinary character, and a little too high if the suspect is a
At 3rd, 6th, and 9th level, the Profiler gets a bonus feat. The heroic character.
bonus feat must be selected from the following list, and the
Profiler must meet all the prerequisites of the feat to select it. Anticipate Move
Alertness, Confident, Deceptive, Educated, Iron Will, Low At 7th level, the Profiler gains the ability to intuit what the
Profile, Personal Firearms Proficiency, Renown, Studious, perpetrator will do next.
Trustworthy. The Profiler may attempt a Sense Motive check with a DC
equal to 10 + the perpetrator’s character level. If the check
Identify Motive succeeds, the GM should give the Profiler a general idea of
At 4th level, the Profiler can use a crime scene (or evidence what the perpetrator will do next. If the check fails, the GM
from a crime scene) to determine the perpetrator’s state of should give the Profiler misleading information about the
mind at the time she committed the crime. perpetrator’s next move. The choices generally are: hide
If the perpetrator attempted to hide the nature of her (drop out of circulation), brag (tell others what she has
crime (such as making a premeditated murder look like a done), escalate (commit a bigger or more vicious crime),
burglary gone awry), the Profiler must make a Sense Motive confess (contact the authorities, though not necessarily
check opposed by the perpetrator’s Bluff check. If the turn herself in), relocate (move to a different area without
crime was committed by more than one perpetrator and the otherwise changing patterns), or practice (commit another
Profiler does not know this fact, the Bluff check receives a crime of the same sort, in the same general area).
+5 bonus.
Success allows the Profiler to understand the Mindhunter
perpetrator’s emotional state at the time of the crime, and At 10th level, the Profiler is able to put together an extremely
reveals how many perpetrators were involved. accurate profile of the perpetrator.
The Profiler does this by making a Knowledge
Enhanced Profile (behavioral sciences) check with a DC equal to 15 + the
At 5th level, the Profiler improves his ability to create a perpetrator’s character level. If the check is successful, the
general psychological profile of a criminal. He does so by GM should provide an accurate profile. If the check fails,
attempting a Knowledge (behavioral sciences) check with the GM may provide a completely inaccurate profile, or may
a variable DC (see below). If this check is successful, the mix bits of truth and falsehood together into a dangerously
Profiler can better determine the suspect’s background, as misleading profile.
represented by her class level. Rather than produce a specific This profile includes: education and income level, choice
number, this allows the Profiler to determine the suspect’s of vehicle, general appearance (including race), mode of
level within a certain range. The ranges are: 1st–3rd level, dress, occupation (by field), criminal record (by type of
4th–6th level, 7th–10th level, 11th–14th level, and 15th– crime), current and recent relationships (friends, lovers,
20th level. family), choice of victim, social skills, childhood traumas,
The DC for the Knowledge (behavioral sciences) check and how to push the right buttons to get a confession out
is 15 + the suspect’s character level. The DC is increased of the perpetrator. 23
Chapter Two: Advanced Classes
Survivalist Animal (Cha), Hide (Dex), Jump (Str), Knowledge (current
A Survivalist is someone who enjoys spending time in events, earth and life sciences, history, popular culture)
the deep wilderness. She has the knowledge, training, (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Ride
and experience to live under conditions others would call (Dex), Search (Int), Speak Language (none), Survival (Wis),
less than primitive—moreover, she thrives under these Swim (Str), Treat Injury (Wis).
conditions. The Survivalist knows where to find food and Skill Points at Each Level: 5 + Int modifier.
fresh water, how to prepare proper shelter, and what plants
and animals are dangerous (and which are edible). She’s the Class Features
kind of person who can walk into the wild with nothing but The following features pertain to the Survivalist advanced
the clothes on her back and come back a week later looking class.
even healthier and happier than ever.
Select this advanced class if you want your character to be Athletic
as comfortable and secure in the wilderness as most people At 1st level, the Survivalist gains the Athletic class feature,
are in cities. It provides many bonuses to the skills required providing the benefit of the feat with the same name.
to endure the rigors and dangers of untamed nature, as well The Survivalist gets a +2 bonus on all Climb checks and
as abilities to understand the natural world and its creatures. Swim checks.
The fastest path into this advanced class is from the
Tough hero basic class, though other paths are possible. Naturalist
At 2nd level, the Survivalist selects one of the following
Requirements terrains in which she specializes: arctic, desert, deciduous
To qualify to become a Survivalist, a character must fulfill the forest, jungle, mountain (high altitude), mountain (low
following criteria. altitude), plains (temperate grasslands), rainforest, savanna,
Defense Bonus: +2. sea coast, swamp, volcanic plain.
Saves: Fortitude save +2. When in that particular terrain, she gains a +2
Skills: Climb 6 ranks, Survival 6 ranks, Navigate 3 ranks. competence bonus on all checks involving the following
skills: Climb, Craft (structural), Hide, Move Silently, Navigate,
Class Information Search, Survival.
The following information pertains to the Survivalist At 5th level, the Survivalist may select another terrain in
advanced class. which she gains this advantage, or she may opt to increase the
competence bonus she receives in her original terrain to +4.
Hit Die At 8th level, the Survivalist may select another terrain in
The Survivalist gains 1d10 hit points per level. The which she gains this advantage, or she may opt to increase
character’s Constitution modifier applies. the competence bonus she receives in one of her other
terrains by an additional +2.
Action Points
The Survivalist gains a number of action points equal to 6 + Bonus Feats
one half her character level, rounded down, every time she At 3rd, 6th, and 9th level, the Survivalist gets a bonus feat.
attains a new level in this class. The bonus feat must be selected from the following list, and
the Survivalist must meet all the prerequisites of the feat to
Class Skills select it.
The Survivalist’s class skills are as follows. Acrobatic, Animal Affinity, Cross-Training, Dodge,
Balance (Dex), Climb (Str), Craft (structural) (Int), Handle Far Shot, Focused, Great Fortitude, Guide, Personal
25
Chapter Three: Feats
Feats represent specific training, knacks, and capabilities of was paid to include feats that come into play during parts of
an individual. They may pertain to her occupation, class, or the game other than combat.
advanced class—then again, they may just be reflective of
her character and predilections. New Bonus Feats
In any case, they are arguably the With your GM’s approval, some of the feats below may be
Something Borrowed best way to personalize a character added to the bonus feats for classes presented in other
Not all the feats in this chapter are and make her unique among other modern d20 System games.
completely new. Several of them were
designed by Charles Ryan for his book members of her class.
Ultramodern Firearms d20, published Feats are like clothing for your Back Off
by Green Ronin Publishing. This modern d20 System character. You are skilled at stepping out of the way when someone
invaluable guide to cutting edge guns They express her style and attacks you.
and ammunition in modern d20 System
games is available at your local game your intentions as pertains to Prerequisites: Dexterity 13, Dodge, Mobility, Sidestep.
store or through the Green Ronin web- roleplaying the character. There Benefit: If an opponent’s actions allow you to perform an
site, www.greenronin.com. is no right and wrong way to attack of opportunity, instead of attacking, you may take a
select feats. You can select single 5-foot step. Your 5-foot step may not take you into any
feats in a systemized pattern square that is threatened by one or more of your opponents.
designed to optimize your character’s abilities and skills, Using this feat counts as one of your attacks of opportunity
or you can select them more holistically, picking the feat for the round. After your 5-foot step, your opponent may
that seems most appropriate at that particular juncture in continue his or her action normally.
your character’s career. It doesn’t matter, as long as you’re Normal: Attacks of opportunity normally do not allow you
enjoying the game. to make any movement, only a single melee attack.
Special: Unless you have Combat Reflexes or some other
ability that grants you extra attacks of opportunity, you can
New Feats only back off once per round.
Just as it is impossible to exhaustively cover all the
possibilities for character types in a single volume, so too Bull’s Eye
can one book never contain all the potential tricks, knacks, Your attacks with ranged weapons are especially deadly.
and abilities a character can bring to bear. Indeed, as the Prerequisites: Point Blank Shot, Precise Shot.
headlines continue to prove, no record is unbeatable—no Benefit: When you threaten a critical hit with a ranged
accomplishment is beyond the grasp of a truly dedicated and weapon, you may spend 1 action point to automatically
talented individual. confirm the critical.
This chapter presents a series of new feats suitable for
use in just about any modern d20 System game. Some build Code of Honor
on feats found in the d20 Modern Roleplaying Game, but You have a sterling reputation among the members of a
most represent completely new abilities. Particular attention particular organization or group.
28 Improved Dead Aim† Wis 13, Far Shot, Dead Aim +3 on ranged attack if full round spent aiming
Chapter 3: Feats
Benefit: The circumstance bonus on attack rolls granted Arts, Defensive Martial Arts.
by the Dead Aim feat increases from +2 to +3. Benefit: Select 3 exotic weapons. You make attack rolls
with these weapons normally.
Improved Dodge Normal: A character who uses an exotic weapon without
You excel at dodging attacks. being proficient with it takes a -4 penalty on attack rolls.
Prerequisites: Dexterity 13, Dodge. Special: You can gain this feat multiple times. Each time
Benefit: Your skill with the Dodge feat improves such you take the feat, you select another 3 exotic weapons.
that you now receive a +2 dodge bonus to Defense against
subsequent attacks from your chosen opponent. Moonlighter
Special: A condition that makes you lose your Dexterity When the 5:00 whistle blew, you headed off to another job.
bonus to Defense also makes you lose dodge bonuses. Also, Benefit: Choose a second starting occupation. You must
dodge bonuses stack with each other, unlike most other types meet all the prerequisites plus other requirements (see
of bonuses. below). You gain the listed skills, Reputation bonus increase,
and Wealth bonus increase for the occupation. However,
Lucky you do not gain any bonus feats. In fact, a bonus feat listed
Things just happen to fall your way. for an occupation instead becomes a prerequisite. If the
Benefit: When spending an action point to improve a d20 occupation lists several bonus feats and instructs you to
roll, instead of adding +1d6 to the roll, you may instead select one, then you must have one of those bonus feats in
choose to reroll the d20. The second result must be used, order to moonlight in that occupation.
regardless of whether it is better or worse than the original Special: You may only take this feat as a 1st-level
result. character.
Special: You may use this feat a number of times per day
equal to your character level divided by 4 (minimum 1). Poker Face
You naturally hide your feelings, thoughts, and emotions well.
Martial Arts Weapons Proficiency Prerequisites: Wisdom 13.
Your training in the martial arts includes the use of various Benefit: Anyone attempting to make a Sense Motive
exotic weapons. check against you gets a –2 circumstance penalty.
Prerequisites: Base attack bonus +1, Combat Martial
Self Improvement
Through dedicated training or study, you have improved your
physical or mental abilities.
Benefit: Raise one ability score permanently by +1.
Special: You can take this feat multiple times. Its effects
stack.
Sidestep
In combat, you have the ability to anticipate your opponent’s
moves and move in his wake.
Prerequisites: Dexterity 13, Dodge, Mobility.
Benefit: When an opponent in an adjacent square takes
a single 5-foot step to a square that you do not threaten,
you may spend 1 action point to move into the square the
opponent just left.
Stage Presence
You shine when the spotlight is on you.
Prerequisites: Charisma 13.
Benefit: Pick one Perform skill—Perform (stand-up), for
example. You may add your Reputation bonus whenever you
George Sidesteps
make a check with that skill. an attacking thug.
Special: You can take this feat multiple times. Each time it
applies to a different category of the Perform skill.
Star Employee Benefit: When using your Dodge feat, you may
You are a dedicated worker, and people recognize and reward now designate more than one opponent (you must still
your extra effort. be aware of each opponent you designate). You have a
Prerequisites: Reputation bonus +1. total of +4 dodge bonus that can be divided between the
Benefit: You gain +1 to your Reputation bonus, +1 to different opponents you designate. You may choose to have
your current Wealth bonus, and can make one skill from your +4 against a single opponent, +2 against two separate
starting occupation’s skill list a permanent class skill. opponents, +1 against four separate opponents, or any other
combination you prefer. You can select new opponents or
Supreme Dodge reallocate your dodge bonus on any action.
Your skill at dodging attacks is such that you can avoid Special: A condition that makes you lose your Dexterity
multiple attackers at once. bonus to Defense also makes you lose dodge bonuses. Also,
Prerequisites: Dexterity 13, Dodge, Improved Dodge, dodge bonuses stack with each other, unlike most other types
Greater Dodge. of bonuses.
30
Chapter Four: Equipment
The modern world is a material world—whether it’s right who needs to keep both hands free but must carry more than
or wrong, people judge one another based on what they can reasonably be held in one’s pockets. Despite its name,
own, carry, and wear. If a character does not have just the most people wear it with the pouch facing the front or to the
right equipment or clothing, he may have trouble getting the side, and use it to carry passports, cell phones, PDAs, maps,
respect or aid he needs no matter how skilled or qualified note pads, wallets, and other relatively small items.
he is. On the other hand, a character who has all the right
equipment and whose outfit matches the public’s image of Money Belt
his profession will usually get every courtesy and assistance, A thin, four-inch wide belt with several secure pockets meant
even if he is really a scam artist. to be worn across the lower abdomen underneath clothing,
the money belt is a means to clandestinely carry cash or
Wealth Bonus +7
Computer (desktop), PDA.
Wealth Bonus +9
Computer (laptop).
34
Appendix: Open Game License
Designation of Product Identity:
The Game Mechanics company name and logos, the Modern Player’s Companion name and logo, all artwork, trade dress, and graphic design elements; all characters, including Anita
Delgado, Rana Hakimi, Heather Reston, Jimmy Augustino, George Samuel, Clinton Bell, Davis O’Connell, and Susan Ahn, as well as their likenesses.
Designation of Open Game Content:
The text of the Introduction and chapters 1 through 4. Note that Open Game Content is still copyrighted material, and any use of Open Game Content from this publication must be
accompanied by the following: “Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!”
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including
derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment
or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody
the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered
by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line
names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects,
logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associ-
ated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other
terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact
terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or
You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement
with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction
with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use
of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game
Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor
to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order,
or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!