Modern Players Companion, Vol 1

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This book provides new character options, classes, feats and equipment to expand character customization options in a modern d20 setting.

New occupation backgrounds and class combinations are introduced in Chapter One to provide more flavorful character starting points.

Advanced classes like Adept, Criminologist, Dead Shot, Enforcer, Opinion Maker, Profiler and Survivalist are detailed in Chapter Two with new class features and abilities.

MODERN PLAYER’S COMPANION

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.....................................................................
k s a u g 33i p e
Enforcer
En c . . e f. . o . r. . . . r. .116 . .A Appendix:
.6 . . . Open
.p . .Game . . License . p. . .. . e. . . . 35. . . . p . . . . n
G e ri . o . e . .W r .n . . . .1 . . tla.8 . . . . . r . . . . . . . . . . . . . . . . . .

R e qui r e Wi s z t a her ds

™ ™

The Game Mechanics, Inc


P.O. Box 1125, Renton WA 98057
www.thegamemechanics.com

‘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.

The Purpose Of An Occupation


Starting occupations serve a very specific role in the creation of a modern d20 System character, and it is not exactly
the role that may first pop to a player’s mind. It is natural to associate the term “occupation” with the meaning “what my
character does for a living now,” but this is not actually the case.
A starting occupation represents what a character has done in the past to prepare him or herself for the job that starts
with being a 1st-level hero. It represents his or her qualifications, preliminary training, and background interests before
beginning a career as a modern adventurer (the definition of which will vary widely from campaign to campaign).
An occupation is not meant to sum up a lifetime’s career or the capabilities of a veteran worker—in a d20 System
game, those sorts of skills and abilities come only from advancing in levels. If the character you’re picturing is a highly
experienced, reliably proficient, proven leader in his or her field, then what you’re really modeling is a mid- to high-level
character. No starting occupation will, nor should, provide that sort of advantage. If the Gamemaster wishes to start play
with characters who are that advanced, she will ask the players to create characters of greater than 1st level.
3
Chapter One: Characters
Prerequisite: Dexterity 13+. Politico
Skills: Choose two of the following skills as permanent Politicos are born deal makers. They are drawn to situations
class skills. If a skill you choose is already a class skill, you where money, goods, and power are bartered, and they are the
receive a +1 competence bonus on checks using that skill. people without whom deals cannot be made. Politicos include
Craft (chemical, electronic, mechanical, pharmaceutical, negotiators, lobbyists, agents, judges, politicians, and other
structural, or visual art), Disable Device, Knowledge (art, physical people who make their livings by getting groups or individuals
sciences, or technology), Repair, Research, or Treat Injury. to come to terms and consummate deals.
Bonus Feat: Select one of the following: Builder, Creative, Prerequisite: Charisma 13+.
or Gearhead. Skills: Choose two of the following skills as permanent
Wealth Bonus Increase: +2. class skills. If a skill you choose is already a class skill, you
receive a +1 competence bonus on checks using that skill.
Domestic Bluff, Diplomacy, Gather Information, Intimidate, Knowledge
Domestics include maids, butlers, nannies, drivers, cooks, (behavioral sciences, civics, current events, history, popular
waiters, valets, gardeners, and anyone else who makes a living culture, or theology and philosophy), Listen, Research, Sense
by performing routine household tasks for someone else. Motive, or add a new Read/Write Language or a new Speak
Prerequisite: Age 15+. Language.
Skills: Choose three of the following skills as permanent Bonus Feat: Select one of the following: Renown,
class skills. If a skill you choose is already a class skill, you Trustworthy, or Windfall.
receive a +1 competence bonus on checks using that skill. Reputation Bonus Increase: +1.
Bluff, Concentration, Diplomacy, Drive, Gather Wealth Bonus Increase: +3.
Information, Handle Animal, Hide, Intimidate, Knowledge
(current events), Listen, Move Silently, Pilot, Repair, Search, Tribal
Sense Motive, or Spot. Tribal characters come from a culture or group that functions
Wealth Bonus Increase: +1. distinctly and separately from the mass of mainstream society.
Often these are aboriginal populations, people whose way of life
Educator dates back to before the area was “civilized,” and who refuse
Educators include primary and secondary school teachers, to give up their traditional ways in order to conform to popular
college professors, lecturers, tutors, personal trainers, convention. In other cases, they are groups who have purposely
coaches, motivational speakers, consultants, and anyone eschewed the rules and regulations of modern society and
else who makes a living by instructing others or spreading formed a less complex culture of their own. Tribal societies are
knowledge. often (but not always) feudal in nature. Tribal
Prerequisite: Age 23+. characters can include members of Native
Skills: Choose two of the following skills as American nations, aboriginal Australians, some
permanent class skills. If a skill you street gangs, and anyone else who comes
choose is already a class from a culture that maintains traditional
skill, you receive a +1 practices rather than following modern
competence bonus on practices.
checks using that skill. Prerequisite: Age 15+.
Computer Use, Craft Skills: Choose three of the
(visual art or writing), following skills as permanent class
Diplomacy, Intimidate, skills. If a skill you choose is already
Knowledge (arcane lore, a class skill, you receive a +1
art, behavioral sciences, competence bonus on checks using
business, civics, current that skill.
events, earth and life Balance, Craft (pharmaceutical,
sciences, history, physical structural, or visual art), Escape
sciences, pop culture, Artist, Handle Animal, Hide,
tactics, technology, or Intimidate, Jump, Knowledge
theology and philosophy), (current events, popular culture,
Listen, Research, Sense or streetwise), Listen, Move
Motive, or add a new Read/ Silently, Navigate, Ride, Sense
Write Language or a new Speak Motive, Spot, Survival, or Swim.
Language. Bonus Feat: Select one of the
Bonus Feat: Select one of the following: Animal Affinity, Archaic
following: Creative, Educated, or Weapons Proficiency, Athletic, Guide, or
Studious. Track.
Wealth Bonus Increase: +2. Bohemians and Politicos have little in common, Wealth Bonus Increase: +1.
4 except a long, silent wait at the bus stop.
Chapter One: Characters
Class Combinations Table 1-1: The Archeologist
When concepting a character for a game set in the modern Character
day, you have an incredibly broad range of jobs, vocations, Level Base Class Class Features
and passionate pursuits the character may follow. He could be 1st Smart Talent
a doctor or a short order cook; she could be a politician or an
2nd Dedicated Talent
usher. The possibilities are practically endless, but the choices of
basic classes in a modern d20 System game remain fixed at six. 3rd Charismatic Talent
This does not mean that characters built using the basic 4th Smart Bonus Feat
classes are doomed to be practically interchangeable. Far from 5th Smart Talent
it: with unfettered multiclassing, customizable talent trees, and 6th Dedicated Bonus Feat
dozens of feats with which to experiment, there are incredibly 7th Dedicated Talent
robust possibilities in the basic classes. An entire team of
8th Smart Bonus Feat
characters could spend their whole 20-level careers using
nothing but the basic classes yet still remain as individual and 9th Smart Talent
distinct as they were the day their separate players thought 10th Charismatic Bonus Feat
them up. The key is making good use of the class features
available and combining them in innovative ways.
Below we present a variety of ten-level class combinations Character Choices
as examples of how to use the basic classes to their best The archeologist generally has either academic or student for
advantage. his starting occupation. He then begins by picking up talents
for three separate classes. This makes him a well-rounded
Archeologist character who provides a great deal of depth to any group.
Characters knowledgeable in the study of history through However, it prevents him from getting the more powerful class
fossils, antiques, and artwork appear in many genres of abilities until 5th level or higher, so it is important that the
modern storytelling. From the two-fisted adventures of Indiana player do his best to make the talents work together. It also
Jones to the dedicated researchers populating so many horror means that his base attack bonus remains +0 until 4th level.
and monster movies, archeologist characters have become Focusing the Smart Hero’s savant ability and Dedicated Hero’s
staples in many roleplaying settings. skill emphasis ability on the same skill allows the archeologist
Archeologists must be intelligent and focused to find to truly be an expert in a chosen field—generally one of the
clues among dusty artifacts and piece them together to draw Knowledge branches. Adding the Charismatic Hero’s coordinate
appropriate conclusions. Plus, acquiring funding for their digs ability makes him a natural leader, which is important during
usually requires archeologists to either lecture to college field surveys and digs.
students or make presentations to grant committees—both At higher levels the archeologist may want to repeat the
activities that require a modicum of skill in public speaking. savant/skill emphasis combination in another area. But the

Class Combos vs. Advanced Classes


Many players, once they decide on a vocation for their new characters, immediately begin searching for an advanced class
to provide the details that separate one member of a basic class from another. Looking through the core rules, though, you
cannot find a Lawyer, Bouncer, or Entrepreneur advanced class, even though all three are fairly common character types in
modern d20 settings. The reason is simple—specificity.
The basic classes are designed to cover broad types of characters and allow individual players to customize
them to fit the needs of an individual personality. In other words, if a character type or occupation has many different
expressions, it should be developed through application of various basic classes. Medical doctors, for example, generally
have several levels of Dedicated Hero (and abilities from the healing talent tree). But different types of doctors (surgeons,
medical examiners, paramedics, research scientists, and so forth) each have smatterings of other basic classes.
Advanced classes, on the other hand, are meant to capture the specific flavor and essence of a very particular
type of person. They provide characters with abilities that are not available through the basic classes. These abilities,
though, invariably come at the expense of more generally applicable traits (such as saving throws, skill points, or defense
bonus). A player may choose to develop a doctor character by giving him the Field Medic advanced class (see Chapter 6 of
the d20 Modern Roleplaying Game), making him highly skilled at treating patients in the midst of combat and other high-
pressure situations. This works very well for a character who is envisioned to be a paramedic, combat surgeon, or first aid
specialist, but it leaves a lot of details lacking for one who is supposed to be a hospital administrator, general practioner, or
forensic investigator. Most of those careers are better modeled through levels of Smart or Charismatic Hero.
Any set of skills that can be created through combinations of basic classes should be achieved that way.
Advanced classes should be reserved for archetypes that require the character to focus on one aspect of his development
to the detriment of others.
5
Chapter One: Characters
aware and inspiration abilities can also come in handy when a regular occurrence, though, may prefer to take the fast-talk
leading or lecturing to large groups. talent in order to confuse obstinate guests so they’re more easily
Feats that work well for the archeologist include Attentive, taken unawares when the time comes to lay on some muscle.
Cautious, Educated, Renown, and Studious. And if he plans When considering Tough Hero talents, the bouncer really
to be out in the field a great deal, Animal Affinity, Guide, and wants to get to the damage reduction tree as quickly as possible.
Track will certainly be useful. To do that, she should choose her first talent carefully—either
Eventually, the archeologist may want to work toward the remain conscious (if she thinks she’ll be taking a good deal of
Field Scientist, Investigator, or Criminologist advanced classes. damage in the line of duty) or second wind (if she wants to be
If so, he should bear in mind the class’s prerequisites when able to appear unfazed by a single attack).
making his choices at various levels. The bouncer will almost certainly want to stick to the melee
smash talent tree when advancing in levels of Strong Hero.
Bouncer In application, though, she may often choose to do nonlethal
When large groups of people gather together there will always damage whenever possible.
be some amount of interpersonal friction (especially if alcohol Feats that work well for a bouncer include Alertness,
or other mood-altering substances are being consumed). Attentive, Combat Martial Arts, Combat Reflexes, Toughness, and
If that friction is allowed to run unchecked, things can get anything from the Brawl or Combat Expertise trees of feats.
truly dangerous. That’s why most hosts and proprietors hire Eventually, a bouncer may want to consider moving into the
someone to keep the crowd on good behavior—a bouncer. It Bodyguard, Martial Artist, or Enforcer advanced classes.
is her job to ensure that only invited guests come in the front
door, and to make certain that everyone at the party remains Counselor
appropriately civil. When uninvited guests find some way in, or A counselor is someone with whom people feel comfortable
when a legitimate guest becomes too rowdy or belligerent, the discussing their troubles. Very often this character is a
bouncer must eject the offending person or persons quickly psychologist, psychiatrist, or other mental healthcare worker,
and without disrupting the party any more than it already has but he might also be a member of the clergy, a teacher, a
been. The trick is that she must do all this with a minimum of human resources professional, or even a bartender. In fact, he
violence. Nothing scars a bouncer’s reputation worse than might be someone with little or no training in counseling per
incidents where people get seriously injured. se—just a keen ability to listen, read body language, and put
The best bouncer is one who can prevent trouble from himself in another person’s mindset.
starting. She has an imposing physical presence, an intimidating Some counselors spell out specific remedies for their
demeanor, and the muscle (or firepower) to enforce her visitors, others act only as sounding boards while the person
decisions about who gets to stay and who has to go. comes to conclusions for herself. But all counselors have keen
insight into human nature and the ability to communicate
Character Choices complex emotions and motivation, allowing others to get a
Good starting occupations for a bouncer include criminal, law clearer understanding of their own desires and needs.
enforcement, and military. A bouncer has to manage the ability
to prevent trouble with the ability to stop trouble once it has Character Choices
started. Her decision of what to select as her one Charismatic Appropriate starting occupations for a counselor include
talent depends entirely on how subtle she thinks she’ll be in academic, doctor, religious, and educator. With its focus on
her job. A bouncer who expects to be able to avoid physical introspection and calm reflection, this class combination does
confrontations in most instances may select the charm talent, not give the character a +1 base attack bonus until 4th level.
making her better at greeting individuals as she screens the A counselor almost certainly should begin by choosing the
crowd on the way in. One who thinks that fights are going to be Dedicated Hero’s empathy talent. As he develops he will be

Table 1-2: The Bouncer Table 1-3: The Counselor


Character Character
Level Base Class Class Features Level Base Class Class Features
1st Tough Talent 1st Dedicated Talent
2nd Charismatic Talent 2nd Smart Talent
3rd Tough Bonus feat 3rd Charismatic Talent
4th Strong Talent 4th Dedicated Bonus feat
5th Tough Talent 5th Dedicated Talent
6th Strong Bonus feat 6th Smart Bonus feat
7th Charismatic Bonus feat 7th Dedicated Bonus feat
8th Strong Talent 8th Dedicated Talent
9th Tough Bonus feat 9th Smart Talent
6 10th Tough Talent 10th Dedicated Bonus feat
Chapter One: Characters
able to choose two more Dedicated Hero talents, and many will Table 1-4: The Entrepreneur
stick to those in the empathy talent tree. However, it certainly Character
would not be unwarranted to select talents from the insightful Level Base Class Class Features
talent tree as well. 1st Charismatic Talent
With only two Smart Hero talents to select, a counselor
2nd Dedicated Talent
will often first choose savant (focused on skills such as
Diplomacy, Gather Information, Sense Motive, or one of the 3rd Smart Talent
branches of Knowledge). For his second selection he may 4th Charismatic Bonus feat
take savant again, but many instead choose exploit weakness 5th Charismatic Talent
(from the strategy talent tree). However, counselors must be 6th Dedicated Bonus feat
extraordinarily circumspect in the use of this ability. Once it 7th Charismatic Bonus feat
becomes known that he uses his training and insight to hurt
8th Charismatic Talent
people, he will find his standing fall in both his professional
9th Dedicated Talent
community and among his current clientele.
The counselor gets only one Charismatic Hero talent, and 10th Charismatic Bonus feat
nine times out of ten he chooses charm. Although fast-talk
can certainly be useful, it can also make the counselor seem often chooses abilities from the fast-talk talent tree, though
like a huckster or con artist rather than a sincere, intelligent, she sometimes opts for the charm or coordinate talents as well.
caring resource. When choosing Dedicated Hero abilities, she generally
Feats that work well for counselors include Educated, sticks to the empathic talent tree (to help her better recognize
Renown, Trustworthy, and Expert Advice. both opportunities and pitfalls), but occasionally opts for the
Depending on their adventures and compatriots, counselors skill emphasis talent instead.
often find themselves developing toward the Negotiator or The only reason an entrepreneur takes a level of Smart
Profiler advanced classes. Hero is to gain the savant talent (usually for one of the
knowledge skills). If this does not appeal to a character,
Entrepreneur she would do well to replace that level with another level of
The modern economy thrives on innovation. But the Charismatic Hero, which will eventually gain her an additional
inventors and creators of the world rarely have the money or Charismatic talent.
business savvy to bring their visions to market, and existing Entrepreneurs often find the following feats to be useful:
corporations are too interested in bottom line profits to take Attentive, Deceptive, Trustworthy, Haggle, and Poker Face.
risks on truly innovative ideas. The entrepreneur is someone After reaching the end of their development, entrepreneurs
who walks in both worlds. She is able to recognize potential in may want to take levels in the Personality or Opinion Maker
an idea, create a business plan to nurture it along, and speak advanced classes.
the language of the boardroom to get the backing and support
to make it a reality. Lawyer
An entrepreneur is insightful, innovative, and ready to throw Originally given heroic stature in murder mystery stories, lawyers
her own time, heart, and money into someone else’s passion. have become integral parts of just about every modern genre
However, because she does this with the specific goal of making of roleplaying. Although their most spectacular talents play out
money in the end (and is therefore willing to sacrifice idealistic in courtrooms, lawyers also can be found investigating crimes,
or artistic vision for practical gains) she is sometimes perceived speaking publicly for (or against) controversial issues, running
as being ruthless, insensitive, and manipulative. for political office, and helping all manner of people sort through
However one perceives the entrepreneur, she is the person the intricacies of judicial practices.
who makes things happen in a corporate environment. She
has friends and resources in just about every quarter of Table 1-5: The Lawyer
society, and can pull together groups of disparate individuals, Character
generally on very short notice, to create a team with the Level Base Class Class Features
unique skills necessary to get a specific job accomplished.
1st Smart Talent
Character Choices 2nd Charismatic Talent
It should come as no surprise that the entrepreneur usually 3rd Charismatic Bonus feat
chooses the starting occupation of the same name. However, 4th Smart Bonus feat
she might also select celebrity, dilettante, or politico. An 5th Dedicated Talent
entrepreneur is a character who focuses on making things 6th Smart Talent
happen, on getting the “idea people” together with the
7th Charismatic Talent
“money people” and making them find a way to work together.
As such, it takes her a long time to build up an effective 8th Dedicated Bonus feat
base attack bonus (not reaching +1 until 4th level). Her 9th Charismatic Bonus feat
development centers on levels of Charismatic Hero, and she 10th Dedicated Talent 7
Chapter One: Characters
A lawyer is an invaluable addition to any group that Table 1-6: Lay Clergy
plans to have dealings with big business, political figures, or Character
underworld organizations. But he is more than just a walking Level Base Class Class Features
collection of case studies. A lawyer is also an individual who 1st Dedicated Talent
has a good eye for details—he is used to sifting through large
2nd Charismatic Talent
amounts of dense information, pulling out the pertinent facts,
and arranging them into a convincing argument. He’s also 3rd Dedicated Bonus feat
someone experienced at interviewing people and having a 4th Charismatic Bonus feat
good sense for just how truthful they are being. 5th Tough Talent
6th Dedicated Talent
Character Choices 7th Charismatic Talent
A lawyer spends his early years learning the intricacies of
8th Dedicated Bonus feat
jurisprudence, so starting occupations such as academic,
student, bureaucrat, and politico are most common. He generally 9th Charismatic Bonus feat
uses his Smart Hero levels to gain the savant and plan talents, 10th Dedicated Talent
making him a very canny opponent who is difficult to outfox. He
then spends much of his energy on improving his interpersonal Character Choices
skills. When a lawyer gains Charismatic Hero talents, they are A member of the lay clergy usually begins with the religious
most likely to come from the fast-talk talent tree (although starting occupation, but might also choose student or educator.
lawyers who deal more in plea bargains than courtroom victories She generally takes the Dedicated Hero’s skill emphasis talent,
may instead focus on the charm talent tree). often for Knowledge (religion and philosophy) but sometimes
But in the final analysis, a lawyer’s ability to succeed over for Sense Motive or Diplomacy. She is also likely to select the
time is mostly due to how focused he is on the task before him. empathy and faith talents, as they develop the skills she is
Dedicated Hero talents are usually split between the empathic called on to use in her service and solidify her connection to
and insightful talent trees, depending on whether the lawyer her religious beliefs.
concentrates on being easy to talk to or in ferreting out lies As she gains levels of Charismatic Hero, a member of the
and corruption wherever they hide. lay clergy will generally choose either the leadership or charm
Feats that lawyers tend to find useful include Deceptive, talent tree, often based on what specific role she plays in
Educated, Iron Will, Meticulous, Studious, Expert Advice, and her congregation. Event organizers, coaches, and those who
Good Impression. occasionally do preaching will tend toward the leadership
Lawyers who decide to give up their practices often talents, while those who do fund raising or volunteer
find their skills of great value in advanced classes such as organizers tend toward the charm talents.
Investigator, Personality, Criminologist, and Opinion Maker. The lone level of Tough Hero is in recognition of the lay
clergy’s physical commitment to her spiritual calling. She
Lay Clergy works to the point of near exhaustion, then miraculously finds
Every church, temple, synagogue, mosque, and other house more energy to devote to the task at hand. This can best be
of worship has a spiritual leader—a person of great learning replicated with either the remain conscious or second wind
who has made a lifelong commitment to the religion practiced talents.
by that particular congregation. However, no priest, rabbi, Feats well suited to this type of character include Alertness,
imam, or minister can run things alone. They need devoted, Educated, Trustworthy, Code of Honor, and Good Impression.
generous, trustworthy members of the community to take Members of the lay clergy may eventually find themselves
on some of the day-to-day responsibilities and to act as becoming interested in taking up the Acolyte advanced class,
stand-ins when an ordained religious representative cannot if the campaign features divine spellcasting. If not, they might
be found. To cover the wide range of possible titles given think about entering into the Negotiator or Opinion Maker
to people who serve in this capacity, we refer to them as a advanced classes.
member of the “lay clergy.”
A member of the lay clergy serves as a role model for other Pro Athlete
members of the congregation. She has a solid understanding For most of us, sports are recreational activities—games
of her religion’s beliefs, background, and stances on we participate in to unwind from the stresses of daily life.
important issues of the day. Often she spends a good deal But the very best players of any sport find employment and
of time working under the supervision of the spiritual leader, sponsorship in playing sports and games at levels that most
and is responsible for spreading word of official policies people can only dream about. They become pro athletes, and
and decisions to the other worshippers. As she becomes “playing games” is their career.
more experienced, a member of the lay clergy may be given A pro athlete must spend a great deal of time not only
responsibility to organize various committees, activities, and practicing the skills of his particular sport, but training to get
functions within the parish. The congregation as a whole looks himself into the best physical shape possible. He must be able
up to her as a leader and bestows on her a level of trust that is to perform at peak efficiency day in and day out, build up his
8 hard to come by in the secular world. endurance so that his body can take the strain without injury,
Chapter One: Characters
and continue to refine his talents so that he can make his Pro athletes of all kinds tend to favor similar feats,
career last as long as possible. including Acrobatic, Alertness, Athletic, Combat Reflexes,
Different sports require different skills, but they all require Endurance, Heroic Surge, Lightning Reflexes, and Run.
dedication and daily effort on the part of the pro athlete. When their playing days are done, many different options
await pro athletes based on their skills, the popularity of their
Character Choices particular sport, and the media coverage they received during
A pro athlete most often chooses athlete as his starting their career. Many pro athletes go into advanced classes such
occupation, but military, rural, student, and bohemian also as Daredevil, Bodyguard, Personality, and Enforcer.
work well. The next critical choice a pro athlete must make
is whether or not the arrangement of basic classes matches Reporter
the requirements of his particular sport. The combination Whether their medium is print, television, radio, or the
provided below should be useful for most sports, favoring Internet, reporters gather raw data and opinion and craft
strength in the early part of the career, stamina in the latter it into news. They are staples of just about every genre of
stages of development, and speed throughout. However, modern adventure fiction, and can fit into practically any
there certainly are some sports where strength is paramount modern d20 System game you care to play.
or speed is unnecessary. Players should feel free to A reporter
ep t needs e oto rbe skilled r r at digging
g n i en eg
reallocate the placement of classes for oout information
o m u thatr others tsa want
a to keep t ip n w ni ot f n t o
different pro athletes, but should keep hhidden. He must i have d goodo enough d o e d n
the balance the same (2 iinterpersonal
pn s skills
etoto conduct
e r n r a l
levels of one class, 3 of iinterviews
vin w and leadt his es e ra n
another, and 5 of the subjects to reveal as
most important class). much as possible. He
If a pro athlete uses must also be skilled at
the example below, pouring through press
though, he usually releases, public records,
focuses his Strong Hero aand old o news
n wn stories
s l eto t dfind
fdts o i o n r d i
levels on the extreme ddetails and forgotten
oe go facts
a tr t a c t eit l s ns
effort talent tree. He that give a current story
usually spends his one depth and perspective.
Tough Hero talent on
eeither secondi windt or remaineh me r a si n e c o Character
n Choicesd w i
cconscious o(although if nhis h s i cs i o u s (aReporters often l t h o
ssportt is a martial
p t art, i t i heosmight
a, r l ha ae mr m a ri g begin
h with starting t
instead choose to occupations such as
focus on the damage creative, investigative,
reduction talent tree). and student. Then a
What the pro athlete reporter concentrates
does with his Fast Hero on two things as he goes
levels depends entirely up in levels—sharpening
on the sport he plays. Lawyer’s brains and Pro-Athlete’s hhis ability
b to igather
a i s facts
a l t i ch ta yt e s
Theree aree advantages
Th ea ge toa both nr a the
s r td a t v o b profitable collaboration.
brawn—a o tthat
t others hh s overlook,
ve l a and o ot t ohr o ek t,
ddefensive
ve ande increased
e speed
f atalent
e a trees.
e s. n n ee s d sd i i sn p c ssoftening er his
o touchh when
eh f t d e we n nt a

Table 1-7: The Pro Athlete Table 1-8: The Reporter


Character Character
Level Base Class Class Features Level Base Class Class Features
1st Strong Talent 1st Dedicated Talent
2nd Fast Talent 2nd Charismatic Talent
3rd Strong Bonus feat 3rd Dedicated Bonus feat
4th Fast Bonus feat 4th Charismatic Bonus feat
5th Strong Talent 5th Dedicated Talent
6th Fast Talent 6th Charismatic Talent
7th Tough Talent 7th Charismatic Bonus feat
8th Fast Bonus feat 8th Charismatic Talent
9th Tough Bonus feat 9th Dedicated Bonus feat
10th Fast Talent 10th Dedicated Talent 9
Chapter One: Characters
it comes to dealing with hesitant (or even outright hostile) Table 1-9: The Rock Star
sources. To that end, he usually focuses his Dedicated Hero Character
levels on the insightful talent tree (often taking skill emphasis Level Base Class Class Features
for the Gather Information skill), but dipping into the empathic 1st Charismatic Bonus feat
talent tree to get the empathy talent can also prove helpful. 2nd Charismatic Talent
His levels of Charismatic hero usually go toward the fast-
3rd Fast Talent
talk talent tree. But, depending on his personal style, medium
of publication, and news beat, the charm talent tree can prove 4th Dedicated Talent
just as useful. 5th Charismatic Bonus feat
Despite not requiring levels of Smart Hero, a reporter often 6th Charismatic Talent
takes feats that boost Intelligence-related skills to go along with 7th Charismatic Bonus feat
those that are closely tied to his basic classes. Common feat 8th Charismatic Talent
choices for a reporter include Alertness, Attentive, Creative,
9th Charismatic Talent
Deceptive, Meticulous, Renown, Stealthy, and Trustworthy.
The most obvious advanced class for a reporter to move 10th Tough Talent
into is clearly Investigator. However, many reporters also
choose to take levels of Personality, Opinion Maker, Profiler,
or Criminologist. student, and bohemian. One does not usually think of a rock
star as a leader, but the inspiration that fans derive from her
Rock Star work (particularly during live performances) certainly makes the
Traveling from city to city, performing for legions of leadership talent tree the most likely place for her to concentrate
screaming fans, getting money for nothing—that’s something abilities gained through Charismatic Hero levels. Of course, rock
nearly everyone dreams about from time to time. Of course, stars with more political or self-improvement oriented messages
very few people ever consider that such a career means may prefer to focus on the fast-talk talent tree.
having to be “on stage” practically every minute of the The other basic classes a rock star takes supply abilities
waking day. Fans are everywhere, as is the media, so a rock that help her to make a long lasting career. Evasion is the most
star must maintain her image wherever she goes. It’s not a commonly taken talent from the Fast Hero level, the Dedicated
lifestyle that many can keep up for long. Hero level generally goes to empathy or skill emphasis, and the
Then there’s the actual creative side of the career. In Tough Hero level often is used to gain the second wind talent.
game terms, “rock star” covers a lot more ground than Depending on particular skills and performance schedules, an
simply musicians who play popular music. This class individual rock star may choose to switch any of these out
combination can be used for anyone whose for moree applicable
fo p r bl basic pe class
al m levels.
ave l . ib s o c sal
primary work attracts enough fans and attention Rock stars often find the following
to get her into the general public feats supplement their abilities
consciousness. Writers can be nicely: Acrobatic, Creative, Dodge,
“rock stars,” as can motivational Renown, Windfall, and Stage
speakers, scientists, dancers, Presence.
and musicians of every style. All When they decide to give
that is required is the ability to up their careers as rock stars,
create entertainment for public tthese characters
h a s most ae coften rstm e e
consumption and a desire to have choose advanced
ch a o classes
l n asucho h as cs s es
your name be a household word. Personality and Opinion Maker, but
their wild side sometimes leads
Character Choices them to select Daredevil or even
Good starting occupations for a rock Survivalist instead.
star include creative, dilettante,

Rock Stars and Archeologists agree—it’s


10 all about what goes on in your skull.
Chapter Two: Advanced Classes
As adaptable and versatile as the basic classes are, many Concentration (Con), Craft (chemical, pharmaceutical,
players will eventually want their characters to become true writing) (Int), Decipher Script (Int), Gather Information (Cha),
specialists in one area or another. At that point, the character Knowledge (arcane lore, art, current events, earth and life
is ready to enter an advanced class. sciences, physical sciences, popular culture, streetwise,
There are already many excellent advanced classes technology) (Int), Profession (Wis), Read/Write Language
available (see Chapter 6 and Chapter 9 of the d20 Modern (none), Research (Int), Speak Language (none), Spellcraft
Roleplaying Game), but they in no way cover the full range (Int).
of possibilities. The modern world offers enough fields Skill Points at Each Level: 5 + Int modifier.
of specialization to fill several volumes with nothing but
worthwhile advanced classes. To help fill some of the niches Arcane Spells and Armor
left undefined, this chapter contains eight new advanced An Adept can become proficient in the use of armor, but
classes that, with one magical exception, should be applicable she still has a difficult time casting most arcane spells while
to just about every modern d20 System campaign. wearing it. Armor restricts movement, making it harder to
Still, no matter how many examples are published, every perform the complicated gestures needed to cast spells with
campaign will call for new advanced classes specifically suited somatic components (see Chapter 10: FX Abilities in the
to its players, locations, and themes. GMs should use the d20 Modern Roleplaying Game). When casting an arcane
available material as guidelines for developing their own truly spell with a somatic component, the chance of arcane
unique advanced classes. spell failure depends on the type of armor being worn and
whether the Adept has the appropriate Armor Proficiency
feat, as shown below.
Adept Armor Arcane Spell Arcane Spell Failure
In any area of interest, most people must work and study Type Failure (Proficient) (Nonproficient)
hard to achieve success—but there are always a lucky few
Light 10% 20%
who have a natural affinity for the subject at hand. The
Medium 20% 30%
Adept is a character who has an inborn ability to channel
arcane forces and cast magic spells. She does not need to Heavy 30% 40%
keep a spellbook or prepare spells ahead of time. To her,
spellcasting comes as naturally as throwing a ball does to the Class Features
rest of us. The following features pertain to the Adept advanced class.
Select this advanced class if you want your character to
be an arcane spellcaster who casts on the fly, without having Arcane Skills
to prepare spells in advance. Some modern campaigns do At 1st level, the Adept gains access to the arcane skill Spellcraft
not allow spellcasting, so be sure to get your GM’s approval and the expansions of the Concentration and Craft (chemical)
before selecting the Adept advanced class. skills as described under the “Mage” entry in Chapter 9:
The fastest path into this advanced class is from the Campaign Models of the d20 Modern Roleplaying Game.
Charismatic hero basic class, though other paths are possible.
Arcane Spells
Requirements The Adept casts arcane spells, the same type of spells
To qualify to become an Adept, a character must fulfill the available to Mages. But an Adept’s knowledge of individual
following criteria. spells is much more limited than a Mage’s.
Skills: Craft (chemical) 3 ranks, Gather Information 6 At 1st level, the Adept knows only four 0-level spells
ranks, Knowledge (arcane lore) 6 ranks. (known as cantrips) and two 1st-level spells. At each level,
the Adept gains one or more new spells as indicated on
Class Information Adept Spells Known table below.
The following information pertains to the Adept advanced class. An advantage the Adept has over the Mage is that she
does not need to prepare her spells in advance. Each day,
Hit Die the Adept can cast a certain number of spells of each level,
The Adept gains 1d6 hit points per level. The character’s as indicated on the Spells per Day by Spell Level table below.
Constitution modifier applies. The number of spells that may be cast per day may be
increased if the Adept has a sufficiently high Charisma score
Action Points (see the Bonus Spells by Spell Level table below).
The Adept gains a number of action points equal to 6 + An Adept may use a higher-level slot to cast a lower-level
one half her character level, rounded down, every time she spell. For example, if a 6th-level Adept has used up all her
attains a new level in this class. 3rd-level spell slots for the day but wants to cast another
one, she could use a 4th-level spell slot to do so.
Class Skills An Adept may spend 1 action point to “trade out” a
The Adept’s class skills are as follows. known spell (losing it entirely) in exchange for another. This 11
Chapter Two: Advanced Classes
prevents her from being penalized for filling all the slots of which carry spells within themselves. For details on brewing
her known spell list by allowing her some flexibility. Trading potions, see the Mage section in Chapter 9: Campaign Models
out a spell takes one hour and a successful Concentration of the d20 Modern Roleplaying Game.
check (DC 10).
The Difficulty Class for a saving throw Scribe Scroll
against an Adept’s spells is 10 + At 7th level, the Adept gains the ability
the spell’s level + the Adept’s to create scrolls, from which she or
Charisma modifier. another spellcaster can cast a scribed
spell. For details on scribing scrolls,
Summon Familiar see the Mage section in Chapter
At 1st level, the Adept can 9: Campaign Models of the d20
summon a familiar. For Modern Roleplaying Game.
details on summoning
familiars, see the Mage Eschew Materials
section in Chapter 9: At 8th level, the Adept
Campaign Models of the d20 gains the ability to cast
Modern Roleplaying Game. spells without relying on
material components. An eschewed
Scribe Tattoo spell uses up a spell slot of the
At 2nd level, the Adept can spell’s normal level, but may still be
create magical tattoos on modified by other metamagic effects
her body or on someone (such as maximize spell). Spells
else’s. For details on without material components, or whose
scribing tattoos, see the material components have a purchase DC of
Mage section in Chapter 9: 4 or higher, are not affected by this ability.
Campaign Models of the d20
Modern Roleplaying Game. Maximize Spell
At 10th level, the Adept learns to cast some of
Bonus Feats Anita Delgado, Adept her spells to maximum effect. All variable numeric
At 3rd, 6th, and 9th level, the Adept effects of a maximized spell automatically achieve their
gets a bonus feat. The bonus feat must be selected from the maximum values. A maximized spell deals the most possible
following list, and the Adept must meet all the prerequisites points of damage, affects the maximum number of targets,
of the feat to select it. and so forth, as appropriate. Saving throws and opposed
Attentive, Collector, Combat Expertise, Creative, Deceptive,
Educated, Frightful Presence, Nimble, Low Profile, and
Charisma Bonus Spells by Spell Level
Renown.
Score 0 1 2 3 4 5
12–13 — 1 — — — —
Combat Casting
At 4th level, the Adept has become so skilled at casting 14–15 — 1 1 — — —
spells that she gets a +4 bonus on Concentration checks 16–17 — 1 1 1 — —
made to cast a spell while on the defensive. 18–19 — 1 1 1 1 —
20–21 — 2 1 1 1 1
Brew Potion 22–23 — 2 2 1 1 1
At 5th level, the Adept gains the ability to create potions,
Adept Spells per Day by Spell Level Adept Adept Spells Known
Level 0 1 2 3 4 5 Level 0 1 2 3 4 5
1st 5 3 — — — — 1st 4 2 — — — —
2nd 6 4 — — — — 2nd 5 2 — — — —
3rd 6 5 — — — — 3rd 5 3 — — — —
4th 6 6 3 — — — 4th 6 3 1 — — —
5th 6 6 4 — — — 5th 6 4 2 — — —
6th 6 6 5 3 — — 6th 7 4 2 1 — —
7th 6 6 6 4 — — 7th 7 5 3 2 — —
8th 6 6 6 5 3 — 8th 8 5 3 2 1 —
9th 6 6 6 6 4 — 9th 8 5 4 3 2 —
12 10th 6 6 6 6 5 3 10th 9 5 4 3 2 1
Chapter Two: Advanced Classes
Table 2-1: The Adept
Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +0 +1 +2 Arcane skills, arcane spells, summon familiar +1 +0
2nd +1 +0 +2 +3 Scribe tattoo, arcane spells +1 +0
3rd +1 +1 +2 +3 Bonus feat, arcane spells +2 +1
4th +2 +1 +2 +4 Combat casting, arcane spells +2 +1
5th +2 +1 +3 +4 Brew potion, arcane spells +3 +1
6th +3 +2 +3 +5 Bonus feat, arcane spells +3 +2
7th +3 +2 +4 +5 Scribe scroll, arcane spells +4 +2
8th +4 +2 +4 +6 Eschew materials, arcane spells +4 +2
9th +4 +3 +4 +6 Bonus feat, arcane spells +5 +3
10th +5 +3 +5 +7 Maximize spell, arcane spells +5 +3

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

Table 2-2: The Criminologist


Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +1 +0 +2 Sharp eye +1 +0
2nd +1 +2 +0 +3 Contact, low-level +1 +0
3rd +1 +2 +1 +3 Bonus feat +2 +1
4th +2 +2 +1 +4 Burning the midnight oil +2 +1
5th +2 +3 +1 +4 Contact, mid-level +3 +1
6th +3 +3 +2 +5 Bonus feat +3 +2
7th +3 +4 +2 +5 Case files +4 +2
8th +4 +4 +2 +6 Contact, high-level +4 +2
9th +4 +4 +3 +6 Bonus feat +5 +3
14 10th +5 +4 +3 +7 Smoking gun +5 +3
Chapter Two: Advanced Classes
attempt a Will save with a –12 penalty. Should the save fail, Dead Shot
in the morning she would fall unconscious and sleep for 24 The Dead Shot is an expert at the use of longarms.
hours. Sometimes a hunter, sometimes a tactical marksman, she
trains her mind to be calm, her eye to be sharp, and her
Case Files nerves to be strong as steel. A Dead Shot’s abilities give her
By 7th level, the Criminologist has amassed an equal potential for good or bad. With her skill, a Dead
impressive collection of reference material, Shot can take down a target before he
previous experience, notes, and even knows he’s in danger—but
random bits of data. She uses this only she can decide whether to do
library of file folders this in support of the forces of law
to uncover useful and order or to become a gun for
information from hire.
unexpected sources. Select this advanced class if
The Criminologist you want your character to excel with
accesses this material longarms and firing at targets over great
by spending 1 action distances.
point to gain a +4 bonus The fastest path into this advanced
on her next check in any class is from the Tough hero basic
Knowledge skill. class, though other paths are possible.

Smoking Gun Requirements


At 10th level, the To qualify to become a Dead Shot, a
Criminologist has character must fulfill the following criteria.
an uncanny knack of Base Attack Bonus: +2.
knowing which pieces of Skills: Concentration 6 ranks, Spot
evidence will be important 6 ranks.
to an investigation. Feats: Personal Firearms Proficiency,
When examining a crime Far Shot.
scene, collected evidence,
or historical records, she Class Information
may spend 1 action point to The following information pertains to the
have the GM point out one Dead Shot advanced class.
unrecognized fact, item, or
action that is the key to solving Hit Die
Heather Reston, Dead Shot
the mystery. This does not mean that The Dead Shot gains 1d8 hit points per level.
the GM will explain why this particular thing is important— The character’s Constitution modifier applies.
that’s still left to the Criminologist and her allies to discover.
But this ability does help her determine which avenues to Action Points
explore and prevents her from wasting time investigating The Dead Shot gains a number of action points equal to 6 +
false leads. one half her character level, rounded down, every time she
attains a new level in this class.

Table 2-3: The Dead Shot


Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +1 +0 +1 +2 Dead aim +0 +0
2nd +2 +0 +2 +3 Weapon focus +1 +0
3rd +3 +1 +2 +3 Bonus feat +1 +1
4th +4 +1 +2 +4 Camouflage +1 +1
5th +5 +1 +3 +4 Staggering shot +2 +1
6th +6 +2 +3 +5 Bonus feat +2 +2
7th +7 +2 +4 +5 Greater weapon focus +2 +2
8th +8 +2 +4 +6 Improved dead aim +3 +2
9th +9 +3 +4 +6 Bonus feat +3 +3
10th +10 +3 +5 +7 Bull’s eye +3 +3 15
Chapter Two: Advanced Classes
Class Skills Greater Weapon Focus
The Dead Shot’s class skills are as follows. At 7th level, a Dead Shot receives a +1 competence bonus
Climb (Str), Concentration (Con), Disguise (Cha), Gather on attack rolls made with the firearm selected for the
Information (Cha), Hide (Dex), Investigate (Int), Knowledge Weapon Focus ability at 2nd level. This bonus stacks with
(current events, popular culture, streetwise, tactics) (Int), the earlier bonus.
Listen (Wis), Move Silently (Dex), Profession (Wis), Spot
(Wis), Survival (Wis). Improved Dead Aim
Skill Points at Each Level: 3 + Int modifier. At 8th level, the Dead Shot gains the Improved Dead Aim class
ability, providing the benefit of the feat with the same name.
Class Features The circumstance bonus granted by successful use of her
The following features pertain to the Dead Shot advanced Dead Aim class feature increases from +2 to +3.
class.
Bull’s Eye
Dead Aim At 10th level, the Dead Shot gains the Bull’s Eye class
At 1st level, the Dead Shot gains the Dead Aim class feature, feature, providing the benefit of the feat with the same name
providing the benefit of the feat with the same name. (see Chapter 3: Feats).
Before making a ranged attack, the Dead Shot may take When the Dead Shot threatens a critical hit with a ranged
a full-round action to line up the shot. This grants her a +2 weapon, she may spend 1 action point to automatically
circumstance bonus on her next attack roll. Once she begins confirm the critical.
aiming, she cannot move, even to take a 5-foot step, until after
she makes her next attack, or the benefit of the ability is lost.
Likewise, if her concentration is disrupted or she is attacked Enforcer
before her next action, she loses the benefit of aiming. An Enforcer is a person who believes that might makes
right—and he’s spent a good deal of his life making sure
Weapon Focus he’s got enough might to get what he wants. He’s a man
At 2nd level, a Dead Shot gains the Weapon Focus class who knows what he wants and doesn’t mind taking it for
feature, providing the benefit of the feat with the same name. himself. Often an Enforcer is a small time hoodlum, but
The Dead Shot must choose a specific personal firearm and he could just as easily be a bodyguard or security officer,
the weapon must be a longarm, such as a Winchester 94 or a depending on his motivations. Although Enforcers tend to
Barrett Light Fifty. bully people, some do this with a noble goal (which really
The Dead Shot adds +1 to all attack rolls she makes using isn’t any comfort to the people they pick on), and can work
the selected personal firearm. to make a neighborhood safer just as easily as they can
victimize it.
Bonus Feats Select this advanced class if you want your character to
At 3rd, 6th, and 9th level, the Dead Shot gets a bonus feat. be someone who gets things done through the none-too-
The bonus feat must be selected from the following list, and subtle use of muscle and coercion.
the Dead Shot must meet all the prerequisites of the feat to The fastest path into this advanced class is from the
select it. Strong hero basic class, though other paths are possible.
Advance Firearms Proficiency, Burst Fire, Double
Tap, Exotic Firearms Proficiency, Heroic Surge, Improved Requirements
Initiative, Point Blank Shot, Precise Shot, Quick Reload, Skip To qualify to become an Enforcer, a character must fulfill the
Shot, Strafe. following criteria.
Base Attack Bonus: +3.
Camouflage Skill: Intimidate 3 ranks.
Starting at 4th level, the Dead Shot gains the ability to use Feat: Brawl.
concealment to maximum advantage.
Whenever the Dead Shot has concealment (see Chapter Class Information
5 of the d20 Modern Roleplaying Game), the attackers miss The following information pertains to the Enforcer advanced
chance increases by 10%. For example, if the Dead Shot has class.
one-half concealment (which normally causes a 20% miss
chance), the miss chance is 30%. Hit Die
The Enforcer gains 1d12 hit points per level. The character’s
Staggering Shot Constitution modifier applies.
At 5th level, the Dead Shot becomes so adept at using the
firearm she selected for her 2nd-level Weapon Focus ability Action Points
that her attacks with that firearm can deal extra damage. With The Enforcer gains a number of action points equal to 6 +
a successful attack, before damage is rolled, she can spend 1 one half his character level, rounded down, every time he
16 action point to add +1d6 points of damage to this attack only. attains a new level in this class.
Chapter Two: Advanced Classes
Table 2-4: The Enforcer
Class Base Attack Fort Ref Will Defense Reputa-
Level Bonus Save Save Save Special Bonus tion Bonus
1st +1 +2 +0 +0 Sucker punch +0 +1
2nd +2 +3 +0 +0 Lose it 1/day +1 +1
3rd +3 +3 +1 +1 Bonus feat +1 +1
4th +4 +4 +1 +1 Combat martial arts +1 +2
5th +5 +4 +1 +1 Lose it 2/day +2 +2
6th +6 +5 +2 +2 Bonus feat +2 +2
7th +7 +5 +2 +2 Street cred +2 +3
8th +8 +6 +2 +2 Lose it 3/day +3 +3
9th +9 +6 +3 +3 Bonus feat +3 +3
10th +10 +7 +3 +3 Big shot +3 +4

Class Skills Character Condition Summary in Chapter Five: Combat of the


The Enforcer’s class skills are as follows. d20 Modern Roleplaying Game).
Climb (Str), Concentrate (Con), Drive (Dex), Gamble (Wis), At 5th level, the Enforcer can use this ability twice per day.
Gather Information (Cha), Hide (Dex), Intimidate (Cha), At 8th level, the Enforcer can use this ability three times
Knowledge (behavioral sciences, current events, popular per day.
culture, streetwise, tactics) (Int), Listen (Wis), Profession
(Wis), Speak Language (none), Sense Motive (Wis), Search Bonus Feats
(Int). At 3rd, 6th, and 9th level, the Enforcer gets a bonus feat.
Skill Points at Each Level: 3 + Int modifier. The bonus feat must be selected from the following list, and
the Enforcer must meet all the prerequisites of the feat to
Class Features select it.
The following features pertain to the Enforcer advanced
class.

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.

Big Shot Hit Die


At 10th level, the Enforcer has made connections among local The Gentle Warrior gains 1d8 hit points per level. The
toughs and punks such that he is able to gather a small gang character’s Constitution modifier applies.
to help in a specific endeavor. Gathering the group takes 2d4
hours. After that time, the Enforcer makes a level check with Action Points
the following results. The Gentle Warrior gains a number of action points equal to 6
Level + one half his character level, rounded down, every time he
Check (DC) Who Shows Up attains a new level in this class.
15 or lower 1d4 low-level thugs
16–20 1d6 4th-level Tough ordinaries and 1d4 mid-
Class Skills
level thugs
The Gentle Warrior’s class skills are as follows.
Balance (Dex), Climb (Str), Diplomacy (Cha), Escape Artist
20–25 2d6 mid-level thugs and 1 8th-level Tough hero
(Dex), Hide (Dex), Jump (Str), Knowledge (current events,
26–30 3d6 mid-level thugs and 1d4 8th-level Tough popular culture, theology and philosophy) (Int), Move
heroes
Silently (Dex), Perform (dance) (Cha), Profession (Wis),
The gang consists mostly of thugs—Strong/Tough Read/Write Language (none), Speak Language (none), Spot
ordinaries (see Chapter 8: Friends and Foes of the d20 (Wis), Tumble (Dex).
Modern Roleplaying Game)—but better results may also Skill Points at Each Level: 3 + Int modifier.
include heroic characters that the GM should design to suit
her campaign. There is no guarantee that these characters Class Features
will do what the Enforcer wants them to do. The big shot The following features pertain to the Gentle Warrior advanced
ability only grants him the ability to get them to show up at class.
the appointed time and place. The Enforcer or one of his
allies will have to negotiate with the crowd in order to get any Unarmed Weapon Finesse
specific services from them. At 1st level, a Gentle Warrior gains the Unarmed Weapon
Finesse class ability, providing the benefits of the Weapon
Finesse feat specifically to unarmed attacks.

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.

Bonus Feats Hard To Hold


At 3rd, 6th, and 9th level, the Gentle Warrior gets a bonus At 7th level, the Gentle Warrior learns how to more effectively
feat. The bonus feat must be selected from the following list, defend against an opponent who attempts to grapple him. If

Table 2-5: The Gentle Warrior


Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +1 +2 +0 Unarmed weapon finesse, uncanny dodge 1 +1 +0
2nd +1 +2 +3 +0 Improved grapple +2 +0
3rd +2 +2 +3 +1 Bonus feat +2 +0
4th +3 +2 +4 +1 Uncanny dodge 2 +3 +0
5th +3 +3 +4 +1 At arm’s length +4 +1
6th +4 +3 +5 +2 Bonus feat +4 +1
7th +5 +4 +5 +2 Hard to hold +5 +1
8th +6 +4 +6 +2 Greater grapple +6 +1
9th +6 +4 +6 +3 Bonus feat +6 +2
10th +7 +5 +7 +3 Nerve pinch +7 +2 19
Chapter Two: Advanced Classes
he is resisting a grapple attack (when the opponent attempts whom the public trusts on matters ranging from fashion to
to get a hold or maintain a grapple), the Gentle Warrior may international policy.
use his Dexterity modifier instead of his Strength modifier Select this advanced class if you want your character to
when rolling his grapple check. be someone who sets the tone in his chosen field—to be the
person whom others emulate. He can be both a trend setter
Greater Grapple and a trend killer, and no matter what he says, you know that
At 8th level, the Gentle Warrior improves his skill with all you’ll hear others repeating it for weeks to come.
aspects of grappling. He may use his Dexterity modifier instead The fastest path into this advanced class is from the
of his Strength modifier when rolling any grapple check. Charismatic hero basic class, though other paths are possible.
Also, in grapples the Gentle Warrior instigates, he can
overcome some of the normal consequences of grappling. Requirements
He no longer loses his Dexterity bonus to Defense when he To qualify to become an Opinion Maker, a character must
is engaged in a grapple he instigated. He also continues to fulfill the following criteria.
threaten the squares around him while engaged in such a Reputation Bonus: +2.
grapple. However, in order to make an attack of opportunity, Skills: Bluff 6 ranks, Diplomacy 6 ranks, Knowledge
the Gentle Warrior must release his opponent and end the (current events) 3 ranks, Sense Motive 3 ranks.
grapple. (See Grapple in Chapter 5: Combat of the d20
Modern Roleplaying Game.) Class Information
The following information pertains to the Opinion Maker
Nerve Pinch advanced class.
At 10th level, the Gentle Warrior learns how to use pressure
points to knock an opponent out while grappling. Along with Hit Die
the options listed in the Grapple section of Chapter 5: Combat The Opinion Maker gains 1d6 hit points per level. The
of the d20 Modern Roleplaying Game, he may also attempt character’s Constitution modifier applies.
the following action.
Nerve Pinch: Make an opposed grapple check; if you Action Points
succeed, your opponent must immediately make a Fortitude The Opinion Maker gains a number of action points equal to
save (DC 20) or fall unconscious for 1d4 + 1 rounds. 6 + one half his character level, rounded down, every time
he attains a new level in this class.

Opinion Maker Class Skills


An Opinion Maker is a person whose words carry weight in The Opinion Maker’s class skills are as follows.
the arena of popular opinion. He can be a politician, a pundit, Bluff (Cha), Craft (writing) (Int), Diplomacy (Cha),
or a motivational speaker—all that really matters is that Disguise (Cha), Forgery (Int), Gamble (Wis), Gather
when he says something, people pay attention and remember Information (Cha), Intimidate (Cha), Knowledge (art,
what they heard. What’s more, they usually believe what the behavioral sciences, business, civics, current events, history,
Opinion Maker says. popular culture, streetwise, theology and philosophy) (Int),
Opinion Makers can be seen on television (particularly Perform (act, sing, stand-up) (Cha), Profession (Wis), Read/
on news and talk shows) in newspapers, all over the Write Language (none), Research (Int), Sense Motive (Wis),
Internet, and often doing personal appearances. They and Speak Language (none).
are more than just “leading experts,” they are figures Skill Points at Each Level: 5 + Int modifier.

Table 2-6: The Opinion Maker


Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +0 +1 +2 Renown +0 +2
2nd +1 +0 +2 +3 Sound bites +1 +2
3rd +1 +1 +2 +3 Bonus feat +1 +2
4th +2 +1 +2 +4 Winning smile +1 +3
5th +2 +1 +3 +4 Improved renown +2 +3
6th +3 +2 +3 +5 Bonus feat +2 +3
7th +3 +2 +4 +5 Personal assistant +2 +4
8th +4 +2 +4 +6 Greater renown +3 +4
9th +4 +3 +4 +6 Bonus feat +3 +4
20 10th +5 +3 +5 +7 Entourage +3 +5
Chapter Two: Advanced Classes
Class Features words and actions in the most favorable way. The Opinion
The following features pertain to the Opinion Maker Maker can try to give the target orders, but he must win
advanced class. an opposed Charisma check to convince the target
to perform any actions he or she
Renown wouldn’t normally undertake.
An Opinion Maker gains the Renown The target never obeys
class feature, providing the benefit suicidal or obviously harmful
of the feat with the same name. orders, and any act by
The Opinion Maker’s the Opinion Maker or his
Reputation bonus increases by allies that threatens the
+3. Normally, a character can target breaks the mood
only take the Renown feat once. and clears the target’s
However, an Opinion maker may head. Otherwise, the
have both the Renown feat target remains won over
and have the Renown class for 1 minute per Opinion
feature; their benefits stack. Maker level.
After the duration
Sound Bites expires, the GM
At 2nd level, the Opinion determines the reaction
Maker has become so aand attitudenof the target
tged h t ea t
accustomed to making bbased on what h a the character
h aas a cet rt d t e h
speeches and speaking ccompelledothe target
ge tomdo.. t p t oe
extemporaneously that
he always seems to know Improved Renown
exactly the right thing At 5th level, the Opinion
to say to get a specific Maker increases the bonus
reaction from his audience. granted by his Renown
Any time he is attempting a class ability from +3 to +6.
BBluff,f, Diplomacy,
l y, orDiuIntimidateo f p r l oI n m Bell,tOpinion Maker
Clinton i am c i d a t e
check,
ch k the Opinion
e , Maker ccant h e O p i Personal
n Assistant
i o n M
attempt a check against his own Reputation At 7th level, the Opinion Maker gains a personal assistant
(DC 25) to push the right emotional buttons in his listeners. If to help organize his day-to-day schedule. Some personal
this check succeeds, he gains a +4 insight bonus on the Bluff, assistants act as business managers, others as secretaries,
Diplomacy, or Intimidate check if he is addressing a group of others as valets, and yet others as personal nurses—the
15 or fewer people. The bonus is +2 if the group is larger. player and GM should get together ahead of time to decide
how this will play out for an individual Opinion Maker. The
Bonus Feats personal assistant is not a heroic character, and so will not
At 3rd, 6th, and 9th level, the Opinion Maker gets a bonus perform particularly dangerous assignments. He or she will
feat. The bonus feat must be selected from the following list, run errands, perform chores, and deliver messages from and
and the Opinion Maker must meet all the prerequisites of the for the Opinion Maker and anyone he designates.
feat to select it. The personal assistant joins the game as a Dedicated
Alertness, Athletic, Attentive, Code of Honor, Confident, ordinary 3 (see Ordinaries in Chapter 8: Friends and Foes
Creative, Deceptive, Educated, Expert Advice, Good of the d20 Modern Roleplaying Game). He or she does not
Impression, Meticulous, Poker Face, Self Improvement, amass experience points from the Opinion Maker’s adventures,
Trustworthy, Windfall. but every time the Opinion Maker gains a character level, the
personal assistant gains an ordinary level.
Winning Smile If anything happens to a personal assistant, the Opinion
At 4th level, the Opinion Maker develops such a force of Maker can hire a new one. This takes 2d4 weeks, and the new
personal magnetism that he can convince a single target to personal assistant always begins as a Dedicated ordinary 3.
regard him as a trusted friend. (If the target is currently
being threatened or attacked by the Opinion Maker or his Greater Renown
allies, this ability doesn’t work.) At 8th level, the Opinion Maker increases the bonus granted
The target makes a Will saving throw to avoid being by his Renown class ability from +6 to +9.
persuaded by the Opinion Maker’s words and actions. The
DC is 10 + Opinion Maker’s class level + Opinion Maker’s Entourage
Charisma bonus. At 10th level, the Opinion Maker gains a second personal
This ability doesn’t enable the Opinion Maker to control assistant and an aide. The personal assistant functions
the target, but the target perceives the Opinion Maker’s exactly as described in the personal assistant class feature. 21
Chapter Two: Advanced Classes
The aide is a 5th-level heroic character who works for the one half his character level, rounded down, every time he
Opinion Maker. Often the aide acts as a bodyguard or agent, attains a new level in this class.
but the player and GM can make him or her fulfill whatever
function they agree on. The aide should join the game as a Class Skills
5th-level hero created using only the basic classes. He or The Profiler’s class skills are as follows.
she is now considered part of the Opinion Maker’s party, and Craft (visual art, writing) (Int), Decipher Script (Int),
gets an equal share of the experience points gained through Diplomacy (Cha), Disguise (Cha), Gather Information (Cha),
their adventuring. The player may advance Intimidate (Cha), Investigate (Int), Knowledge
the aide normally as he or she goes up in (behavioral sciences, current events, popular
levels, choosing from basic and advanced culture, streetwise) (Int), Profession (Wis),
classes to develop his or her character. Read/Write Language (none), Research (Int),
If anything happens to the aide, the Sense Motive (Wis), Spot (Wis),
Opinion Maker can hire a new one. This and Speak Language (none).
takes 4d4 weeks, and the new aide always Skill Points at Each Level: 7 +
begins as a 5th-level hero made using only Int modifier.
the basic classes.
Class Features
The following features pertain to
Profiler the Profiler advanced class.
The Profiler is an expert in
understanding how other people Profile
(particularly criminals) think. After A Profiler knows how to create a
studying a subject, he has the ability to profile of a criminal. By making
accurately predict how she would react to a a Gather Information check
specific situation, what choices she would (DC 15) related to a crime,
make, and how she would feel in a certain the Profiler compiles a rough
set of circumstances. mental picture of the suspect.
Profilers are often employed by This mental picture provides a
police and government agencies to help physical description, including
gain insight into criminal behavior and distinguishing marks and visible
motivation. A good Profiler can help mannerisms. Success makes
authorities predict when and where the the profile accurate, at least
criminal will strike next, why she is acting concerning a particular suspect as
this way, and the details of how she is seen by witnesses. However, the
executing the crimes. Davis O’Connell, Profiler Profiler has no way to be certain
Select this advanced class if you want your character to that the criminal didn’t wear a disguise or otherwise mask
be able to understand and predict other people’s motivations her identity.
(particularly those of criminals). The Profiler can expand the profile by making an
The fastest path into this advanced class is from the Investigate check (DC 15) involving the crime scene or other
Dedicated hero basic class, though other paths are possible. evidence linked to the suspect. If successful, the Profiler
combines the information gathered with forensic evidence
Requirements to develop a profile of the suspect’s method of operation.
To qualify to become a Profiler, a character must fulfill the This provides a +2 circumstance bonus on any skill checks
following criteria. made to uncover additional evidence or otherwise locate the
Skills: Gather Information 3 ranks, Knowledge (behavioral suspect—the Profiler develops a sense of the suspect’s
sciences) 6 ranks, Sense Motive 6 ranks. goals and where he or she might strike next.
Feat: Attentive.
Read Target
Class Information At 2nd level, the Profiler gains the ability to quickly gain
The following information pertains to the Profiler advanced deep insight into the people he meets. While talking directly
class. with a person, the Profiler may spend 1 action point and
attempt a Sense Motive check (opposed by the target’s Bluff)
Hit Die to “read” the target’s general nature.
The Profiler gains 1d6 hit points per level. The character’s If the Profiler’s check is successful, he gains a +1 insight
Constitution modifier applies. bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive
checks against the target.
Action Points At 6th level, the Profiler’s insight bonus against targets he
22 The Profiler gains a number of action points equal to 6 + successfully reads increases to +2.
Chapter Two: Advanced Classes
Table 2-7: The Profiler
Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +1 +2 +2 Profile +0 +1
2nd +1 +2 +3 +3 Read target +1 +1 +1
3rd +1 +2 +3 +3 Bonus feat +1 +1
4th +2 +2 +4 +4 Identify motive +1 +2
5th +2 +3 +4 +4 Enhanced profile +2 +2
6th +3 +3 +5 +5 Read target +2, bonus feat +2 +2
7th +3 +4 +5 +5 Anticipate move +2 +3
8th +4 +4 +6 +6 Read target +4 +3 +3
9th +4 +4 +6 +6 Bonus feat +3 +3
10th +5 +5 +7 +7 Mindhunter, read target +6 +3 +4

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

Table 2-8: The Survivalist


Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +2 +1 +2 Athletic +1 +0
2nd +1 +3 +2 +3 Naturalist +1 +0
3rd +2 +3 +2 +3 Bonus feat +2 +0
4th +3 +4 +2 +4 Endurance +2 +0
5th +3 +4 +3 +4 Naturalist +3 +1
6th +4 +5 +3 +5 Bonus feat +3 +1
7th +5 +5 +4 +5 Orienteering +4 +1
8th +6 +6 +4 +6 Naturalist +4 +1
9th +6 +6 +4 +6 Bonus feat +5 +2
24 10th +7 +7 +5 +7 Live off the land +5 +2
Chapter Two: Advanced Classes
Firearms Proficiency, Run, Simple Weapon Proficiency, Self If she is in a terrain for which she has taken the Naturalist
Improvement, Stealthy, Toughness, Track. talent, a successful Survival check also allows her to
determine one of the following pieces of information:
Endurance the location of the nearest river or
At 4th level, the Survivalist gains the Endurance stream; whether or not a particular plant
class feature, providing the benefit of the feat is poisonous; whether or not there is a
with the same name. major road within 5 miles; the present
The Survivalist gains a +4 bonus on the latitude (within five degrees); the weather
following checks and saves: hourly Swim checks conditions for the next 12 hours; the time
to avoid becoming fatigued, Constitution checks of day (within 5 minutes).
to hold her breath, Constitution
checks to avoid damage from Live off the Land
starvation or thirst, Fortitude saves At 10th level, in certain types of
to avoid damage from hot or cold locations the Survivalist can find
environments, and Fortitude saves to sufficient food and shelter to live
resist suffocation or drowning. indefinitely without supplies or
Also, she may sleep in medium or equipment. In any terrain in which
light armor without becoming fatigued. she has specialized using her
Naturalist talents, the Survivalist
Orienteering gains an additional +4 competence
By 7th level, the Survivalist’s sense bonus on the following checks: Climb,
of direction and understanding of Craft (structural), Hide, Move Silently,
topography is so keen that she is able Navigate, Search, Survival. This bonus
to accurately predict the location of stacks with any bonuses granted by
natural features she has never seen Naturalist talent. She also gains a
bbefore.
o e After espending
r. 1 fminuteA studying
y thef i t n e g r st +1 hcircumstance
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o r her,
a , theuSurvivalist
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h uk (DCl 15)e tor determine
c(DC
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of the following pieces of information: the a Survival check (DC 20) allows her to
direction and approximate distance to the forage, hunt, and prepare enough food
Susan Ahn, Survivalist
nearest lake or large body of water; the and fresh water to meet one person’s
time of day (within 15 minutes); any one daily requirements with no effect on her
compass point; the weather conditions for the next 6 hours; the overland speed. With a Survival check (DC 30) she can gather
location of any game trails (and what type of animal passed enough for two people’s daily requirements.
along it most recently); the temperature (within five degrees);
the location of the highest point of land within 5 miles.

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.

Feats vs. Class Abilities


At first glance, feats and class abilities seem practically interchangeable. They both represent spectacular abilities that a
character gains as she goes up in levels.
So, many people ask, why isn’t every class ability also present in the game as a feat? Why must a character devote
several levels to a class before she can gain a particularly useful ability?
The answer has two parts—experience and access.
Every special aptitude, feat, or class ability has a minimum level at which it can be obtained by a character. If the ability
is particularly potent, the character must gain some manner of experience before being granted access to the aptitude
in question. In some cases, this experience is represented by prerequisite feats or minimum ability scores. However,
sometimes extended periods of effort are required. In a d20 System game, these are measured by levels and experience
points—there are some aptitudes that cannot be gained until a character reaches a specific level. Of course, this could
be achieved by adding character level to the possible entries under a feat’s prerequisites, but that would not address the
second part of this equation.
Not every character will have access to the particular training, philosophy, and experiences required to master a
particular aptitude. For example, no matter how hard he trains, studies, or practices, a character cannot learn to give glib,
off-handed comments that play well on the evening news until he is in a position where reporters swarm him, constantly
firing unexpected questions his way. Other experiences may help prepare him to be more camera friendly, but none will
allow him to hone that particular skill. In other words, the only way for a character to get the Sound Bites ability is to take
two levels of Opinion Maker (or some other advanced class that features that particular ability).
26
Chapter 3: Feats
Prerequisites: At least one allegiance. When determining Wealth loss, the purchase DC is treated as
Benefit: Select one allegiance your character already though it was 14, because half the character’s Reputation
has formed. You gain a +4 circumstance bonus on Bluff, bonus of +6 is subtracted from the purchase DC (17 – 3 =
Diplomacy, Gather Information, Intimidate, and Sense Motive 14). This drops the Wealth loss to on 1 point, because 14 is
checks when dealing with characters who have the same 10 points higher than the character’s current Wealth bonus
allegiance. You gain a –4 circumstance penalty on these of +4.
same checks when dealing with characters who have the Normal: Your current Wealth bonus is normally lowered
opposed allegiance. based on an item’s purchase DC. It is lowered an additional
Special: You may take this feat multiple times; each time 1 point if the item’s purchase DC is 15 or higher. See
it applies to a different allegiance. Losing Wealth in Chapter 4: Equipment of the d20 Modern
Roleplaying Game.
Collector
You spend so much time and money on one of your hobbies Expert Advice
that you have become an expert on the subject. You are widely published, and widely known, in an activity
Prerequisites: Knowledge (pop culture) 5 ranks. or area of knowledge. Choose a single skill for this feat to
Benefit: Select a single hobby or pastime (comic books, affect; you may not choose Profession, Read/Write Language,
baseball cards, noir films, and so forth). You gain a +5 or Speak Language.
bonus on Wealth checks to see if you have an object related Prerequisites: At least 1 rank in the skill selected.
to your hobby on hand. (See On-Hand Objects in Chapter 4: Benefit: When making checks with the selected skill, you
Equipment of the d20 Modern Roleplaying Game.) You may may use your Reputation bonus instead of the usual ability
attempt these checks for items with a purchase DC of 12 or modifier.
lower. Special: You can gain this feat multiple times. Each time
Normal: On-hand Wealth checks can normally only be you take it, you select a different skill.
made for items with a purchase DC of 10 or lower.
Special: You must still get your GM’s permission to Financial Wizard
attempt the Wealth check, and the GM is the final arbiter of You have a knack for financial matters and a sense for good
the purchase DC for all items. investments.
Prerequisites: Profession 4 ranks.
Cross-Training Benefit: If you succeed while making a Profession check
You are fanatically dedicated to improving some aspects of to regain Wealth after reaching a new level, your current
yourself, while being willing to let other aspects atrophy. Wealth bonus increases by +1. For every 5 points by which
Benefit: Raise two different ability scores you exceed the DC, you gain an additional +2 to your
permanently by +1 each and lower one ability Wealth bonus.
score permanently by –2. Normal: Normally you gain only an
additional +1 for every 5 points by which you
Deep Pockets exceed the DC.
You are able to manage your finances
so that buying items is less impactful on Good Impression
your budget. You have the gift of gab that can convince
Prerequisites: Profession 4 people that you know what you’re talking
ranks, Financial Wizard. about (even when you don’t). Before
Benefit: After succeeding at attempting a Bluff check, you may first
a Wealth check to purchase an use this feat to try to improve your
object, you may subtract half your chances of success.
Reputation bonus (round down) from Prerequisites: Charisma 13.
the item’s purchase DC for the purpose Benefit: Make a check against your
of determining how much your current Reputation, opposed by the appropriate
Wealth bonus is lowered. For example, Knowledge check. If the target does
a character with a Wealth bonus of +4 not have any ranks in the appropriate
and a Reputation bonus of +6 makes a Knowledge skill, it is instead opposed
successful Wealth check to buy an item by an Intelligence check. If you are
with a purchase DC of 17. Normally successful, you gain a +4 circumstance
this would cause the character’s bonus on your Bluff check.
Wealth bonus to drop by 1d6 + Special: If you are trying to bluff a
1 points. (1d6 because 17 is 12 group of characters, the one with the
points higher than his current highest skill or Intelligence modifier
Wealth bonus, and +1 because Rana pumps some iron rolls for the entire group.
the purchase DC was higher than 15).
in her Cross-Training routine.
27
Chapter 3: Feats
Greater Dodge target must be within 30 feet, and must be able to see you
Your skill at dodging attacks is preternatural. (and your firearm). The target does not have to be flat-footed.
Prerequisites: Dexterity 13, Dodge, Improved Dodge. This bonus does not stack with the +2 circumstance
Benefit: Your skill with the Dodge feat improves such bonus your GM might grant for threatening the target with a
that you now receive a +3 dodge bonus to Defense against gun, but it can stack with other circumstance bonuses.
subsequent attacks from your chosen opponent. Normal: Circumstances such as holding a gun on a flat-
Special: A condition that makes you lose your Dexterity footed opponent normally grant a +2 circumstance bonus.
bonus to Defense also makes you lose dodge bonuses. Also,
dodge bonuses stack with each other, unlike most other types Haggle
of bonuses. You are a shrewd bargainer, able to secure deals that no one
else could.
Guns Akimbo Prerequisite: Deceptive or Trustworthy.
You are skilled at delivering massive firearms attacks while on Benefit: When purchasing or selling equipment, you may
the move. attempt a Bluff or Diplomacy check with a DC equal to the
Prerequisites: Shot on the Run, Two-Weapon Fighting. item’s purchase DC. If you are successful, you may raise or
Benefit: If you have two ranged weapons, as an attack lower the item’s purchase DC by 1 point.
action you may make one attack with each weapon. In
addition to the penalties you normally suffer for attacking Hail of Bullets
with two weapons, you suffer an additional –2 penalty on Your quick trigger finger can unleash a rain of death.
each attack. Prerequisites: Point Blank Shot, Double Tap.
Normal: Attacking with two weapons is a full attack and Benefit: You can use semiautomatic firearms as if they are
requires a full action. automatic firearms. You can make autofire attacks and use feats
that require firearms with automatic settings, such as Burst Fire.
Hard-Eyed You must meet all other requirements for these attacks (such as
With a gun in your hand, you have an especially dangerous having 10 bullets in the weapon to use autofire).
aspect.
Prerequisites: Charisma 13, Intimidate 4 ranks. Improved Dead Aim
Benefit: You gain a +5 circumstance bonus on Intimidate Your skill with ranged weapons is unmatched
checks when aiming a firearm at the target of your check. The Prerequisites: Point Blank Shot, Far Shot, Dead Aim.

Table 3-1: Feats


Feat Prerequisites Benefits
Code of Honor Any allegiance +4 on certain checks when dealing with same al-
legiance, –4 when dealing with opposite
Collector Knowledge (pop culture) 5 ranks +5 on Wealth check to have specific class of item on
hand
Combat Martial Arts* Base attack bonus +1 1d4 + Str lethal or nonlethal damage, considered
armed
Martial Arts Weapons Combat Martial Arts, Defensive Martial Proficient in 3 specific exotic melee weapons
Proficiency Arts, base attack bonus +1
Cross-Training — +1 to two different ability scores, –2 to one ability
score
Deceptive* — +2 on Bluff and Disguise checks
Haggle Deceptive or Trustworthy Bluff or Diplomacy check to modify purchase DC by 1
Dodge* Dex 13 +1 dodge bonus against selected opponent
Improved Dodge Dex 13, Dodge +2 dodge bonus against selected opponent
Greater Dodge Dex 13, Dodge, Improved Dodge +3 dodge bonus against selected opponent
Supreme Dodge Dex 13, Dodge, Improved Dodge, +4 dodge bonus against selected opponent or split
Greater Dodge between various opponents
Sidestep Dex 13, Dodge, Mobility Follow opponent making 5-foot step out of melee
Back Off Dex 13, Dodge, Mobility, Sidestep Use attack of opportunity to make a 5-foot step
Expert Advice 1 rank in chosen skill Use Reputation bonus instead of ability bonus with
chosen skill
Far Shot* — Multiply range increments by 1.5 (2 for thrown weap-
ons)
Dead Aim* Wis 13, Far Shot +2 on ranged attack if full round spent aiming

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

Table 3-1: Feats (Continued)


Feat Prerequisites Benefits
Financial Wizard Profession 4 ranks Recover Wealth quicker when leveling up
Deep Pockets Profession 4 ranks, Financial Wizard Reduce Wealth loss from expensive purchases
Good Impression Cha 13 Opposed Reputation check to get +4 on Bluff
Hard-Eyed† Cha 13, Intimidate 4 ranks +5 on Intimidate checks when aiming a gun at target
Lucky — Spend action point to reroll d20 result
Moonlighter — Choose a second starting occupation
Point Blank Shot — +1 on attack and damage from up to 30 ft.
Double Tap* Dex 13, Point Blank Shot –2 on attack, +1 die damage
Hail of Bullets† Dex 13, Point Blank Shot, Double Tap Make autofire attack with semiautomatic firearm
Precise Shot* Point Blank Shot No –4 penalty for shooting into melee
Bull’s Eye† Point Blank Shot, Precise Shot Spend action point to confirm critical with ranged
weapon
Shot on the Run Dex 13, Point Blank Shot, Dodge, Move before and after ranged attack
Mobility
Guns Akimbo† Dex 13, Point Blank Shot, Dodge, Make two-weapon ranged attacks as attack action
Mobility, Shot on the Run, Two-Weapon
Fighting
Poker Face Wis 12 Others get –2 to Sense Motive checks against you
Self Improvement — +1 to one ability score
Stage Presence Cha 13 Add Reputation bonus to one Perform check
Star Employee Reputation bonus +1 +1 Reputation bonus, +1 Wealth bonus increase,
gain one permanent class skill

*Feat from the d20 Modern Roleplaying Game


†Feat from Ultramodern Firearms (also appearing in the Modern Player’s Companion) 29
Chapter 3: Feats

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

New Equipment Object Size Weight


Purchase
DC Restriction
The reality of modern d20 System games is that a GM has
an ever-expanding equipment list at her fingertips. Every Bags and Boxes
catalog, e-store, and infomercial she sees is an instant Camera Bag
resource for her players. All the GM needs to know is the 5 lb. capacity Small 0.5 lb. 4 —
price and general capabilities of an item.
10 lb. capacity Med 1 lb. 5 —
Still, it’s convenient to have information about particularly
15 lb. capacity Med 1.5 lb. 5 —
useful items in a central location. Chapter 4: Equipment in the
d20 Modern Roleplaying Game contains an extensive list of Duffle Bag Large 1 lb. 5 —
items that characters of all sorts will find invaluable. Below Fanny Pack
are some additional pieces of equipment that can come in 2 lb. capacity Small 0.5 lb. 4 —
handy in a wide array of modern-era settings. 5 lb. capacity Small 0.5 lb. 5 —
Money Belt Tiny — 4 —
Bags and Boxes Suitcase, Wheeled
Sometimes how you carry your possessions is as important
as what equipment you have. 25 lb. capacity Med 2 lb. 7 —
50 lb. capacity Large 3 lb. 8 —
Camera Bag 75 lb. capacity Large 5 lb. 10 —
Once used only by professional photographers, the advent Clothing
of affordable digital still and video cameras has made the Designer Outfit
camera bag an item found in many households. Camera
Business Med 3 lb. 15 —
bags have compartments designed to snugly hold a camera,
lenses, and other miscellaneous photographic equipment, Casual Med 2 lb. 12 —
and the entire bag is padded to prevent damage to delicate Formal Med 3 lb. 19 —
items. Each comes with an adjustable shoulder strap. (If Computers and Consumer Electronics
dropped, crushed, or attacked with a melee weapon, the Laser Pointer Fine — 5 —
camera bag provides DR 3 to everything inside.) Multi-function Dim 0.5 lb. 17 —
Camera bags come in different sizes for different types of PDA/Cell Phone
cameras. The smallest bag holds up to 5 lbs. worth of items, Pager Dim — 8 —
but there are also models with 10 lb. and 15 lb. capacities.
Portable Hard Drive Small 1 lb. 12 —

Duffle Bag Survival Gear


A cylindrical canvas sack that is open on one end, the duffle Canteen
bag is a convenient way to carry clothing, bedding, and 0.5 qt. capacity Small 0.5 lb. 2 —
other nonfragile items. It cinches closed at the top and is 1 qt. capacity Small 1 lb. 3 —
secured by a clasp at the end of the strap. Made popular by 2 qt. capacity Small 1 lb. 3 —
military personnel who use the bag to carry their belongings
Fishing Rod Med 1 lb. 4 —
overseas, duffle bags are still most commonly made of olive
drab canvas. However, their popularity with students and Flask Tiny 0.5 lb. 5 —
campers means that other, more fashionable color schemes Hip Boots Med 5 lb. 5 —
are available. A duffle bag can hold approximately 50 pounds Rain Poncho Med 1 lb. 3 —
of material, but offers no protection from damage or wetness. Tackle Box Small 5 lb. 6 —
Waders
Fanny Pack Hip Med 8 lb. 7 —
A small pouch attached to an adjustable belt, this item has
become widely popular with travelers, campers, and anyone Waist Med 8 lb. 8 —
31
Chapter 4: Equipment
other printed materials. It can hold Multi-Function PDA/Cell Phone
up to one-half-pound of paper, and This item combines the functions of a PDA,
provides a +2 equipment bonus cell phone, digital camera, digital audio
on Sleight of Hand checks to recorder, and pager.
conceal the belt.
Pager
Suitcase, Wheeled A cellular device capable of receiving
The preferred carrying case short text messages (100 or fewer
of travelers the world over, characters) only.
this suitcase has an extendable
handle on one end and wheels Portable Hard Drive
on the other so that it may A small case (the size s of a paperback
pma k e a
be pulled rather than carried. bbook) that containso a harddo drive
ve that k d
It can be used to hold anything ccan hold asa muchh datanas a personal s d ho
from clothing and personal items to ccomputer.. oTheh machine h Tmdoes
e noti haven pm
professional equipment or bricks of tthe ability b h to functioni e asl a computer,
i t, a y
gold. Anything that fits in the case and tthough,hjust as a storage o age unit. If uthe t u gh
does not exceed its weight limit can pportable
t bl hard
a deo drive
ve is plugged
r ge into
hd a d ar i
be transported inconspicuously. ppersonal
s computer,
e o , that computer
r n t ha
Wheeled suitcases generally ccan read,
e adda to,, aor erasena thedodatas r, r e
come in three sizes. The smallest ccontained othere.e n . t a
is suitable as an overnight bag (and
is meant to fit in the overhead Survival Gear
bin of a commercial airline), the When you leave the developed,
middle holds a few days worth of populated parts of the world,
clothing, and the largest is meant your survival depends on
for use on extended trips. having specific equipment that
performs reliably. Sometimes
Clothing replacements can be jury-rigged,
The clothes, they say, make the person. So, while it generally but it is always better to have the right tool for the job.
has little effect in combat and other mechanical aspects of a
game, clothing plays an integral part of a modern d20 system Canteen
character’s persona and roleplaying mystique. A container for carrying drinking water. Canteens have air-
tight caps, are insulated, and feature either an adjustable
Designer Outfit shoulder strap or a belt clip. They come in several sizes.
In some levels of society, the name of an outfit’s designer
can be more important than the name of its wearer. Fishing Rod
Sometimes simply having clothing made by Gucci, Wang, or Rather than a single item, purchasing this equipment
Armani will open doors that no amount of money could. When provides a rod, reel, and 10 hooks suitable for freshwater
you absolutely have to dress to impress, the high fashion fishing in a lake or river.
designers will clothe you in style—for a price. (In certain
situations, the GM may allow characters wearing designer Flask
outfits to benefit from a +2 equipment bonus on Bluff, A small, thin metal case surrounding a glass container about
Diplomacy, Gather Information, and Intimidate checks.) the size of a paperback book. It is airtight, and generally
used to hold some form of potable liquid.
Computers and Consumer Electronics
No type of equipment becomes outdated faster than Hip Boots
electronics. Today’s cutting edge technology will be run of A pair of watertight boots that come up to mid-thigh that
the mill, or perhaps even obsolete, within two years. GMs may are worn by individuals planning to walk into rivers, lakes,
want to periodically take a trip to a local electronics retailer sewers, swamps, or other shallow, soggy places.
and just look around for items that would be interesting to
add to their campaigns. Rain Poncho
A simple pullover garment with a hood made of water-
Laser Pointer repellant plastic.
Pen-shaped devices that shine a bright, tightly focused
beam of light (usually red, but sometimes green) that Tackle Box
lecturers use to draw attention to a specific area of a A small plastic or metal box, about a foot long and a half-
32 display or projected image. foot wide and deep, that contains materials useful for fishing
Chapter 4: Equipment
including: 20 extra hooks, 2 spools of fishing line, pliers, shears, Basic Package
a small net, and an assortment of lures, sinkers, and buoys. Aluminum travel case (large), backpack, binoculars
(standard), caltrops (25), camera (digital), canteen,
Waders clothing (casual), cell phone, chemical light sticks (5),
This outfit, worn by individuals planning to walk into rivers, compass, contractor’s field bag, duct tape, duffle bag,
lakes, sewers, swamps, or other soggy places, is a single flashlight (battery flood), holster (hip), knife, map (road
piece of equipment that covers both legs and a portion of atlas), multipurpose tool, Pathfinder, pull-up pouch vest,
the torso. Waders come in hip-high or chest-high models. rain poncho, rope (150 ft.), search-and-rescue kit, sleeping
bag, speed loader, tent (2 person dome), trail rations (12),
walkie-talkie (basic).
Equipment Packages
One of the most time-consuming and potentially Wealth Bonus +5
contentious aspects of modern d20 System character Baretta,92F, Remington 700.
creation is purchasing equipment. The Wealth system does
a terrific job of dealing with buying power in our easy Wealth Bonus +7
credit, no downpayment, you are what you owe society. Electro-optical scope.
However, since the numbers involved are somewhat
randomized—particularly when it comes to Wealth loss— Wealth Bonus +9
some players are hesitant to equip their characters unless Yamaha YZ250F (dirt bike).
the Gamemaster is present. This, of course, means that
valuable playing time must be taken to get the characters Criminal Package
ready for the game. This package is good for any character who works on the
The equipment packages below are presented as an wrong side of the law. It has equipment that will be useful to
option to speed up character creation. Each one is designed career criminals, small-time thieves, shady business people,
for a particular type of character (based on his or her and anyone else who believes that nothing is illegal until you
starting occupation). Although these will not cover every get caught.
contingency, they do deal with several of the most common
types of modern d20 System heroes. Basic Package
Binoculars (standard), bolt cutter, brass knuckles,
Using Equipment Packages briefcase, car opening kit, cell phone, clothing (business),
To use the equipment packages, follow the steps below: clothing (casual), disguise kit, duct tape, duffle bag, fake
1. Determine your character’s starting Wealth bonus ID, flashlight (standard), flask, holster (concealed carry),
normally. knife, leather jacket, lockpick set, money belt, Pathfinder,
2. Select an equipment package for your character. sap, suppressor (pistol).
3. Your character automatically gets the equipment listed
in the Basic Package, regardless of starting Wealth bonus. Wealth Bonus +5
Record this equipment on the character sheet. Desert Eagle, sawed-off shotgun.
4. Each package has three additional entries, each listed
with a minimum Wealth bonus. If your character has a starting Wealth Bonus +7
Wealth bonus equal to or higher than the listed number, add Uzi.
that equipment to the character sheet as well.
5. When you are done, subtract from your character’s Wealth Bonus +9
starting Wealth bonus the number of the highest package Ford Crown Victoria.
you selected for your character. The result is your character’s
current Wealth bonus. (If you took only the Basic Package, Law Enforcement Package
your character’s current Wealth bonus is +0.) This package is good for any character who spends her life
6. You may add to the character sheet any additional protecting the innocent and upholding the law of the land. It
items with a purchase DC of 14 or lower. has equipment that will be helpful for police officers, private
7. You may exchange any item from any package for any investigators, bodyguards, and anyone else who wants to
other nonrestricted item with an equal or lower purchase DC. keep the peace and see justice done.

Adventurer Package Basic Package


This package is good for any character who spends a good Car opening kit, cell phone, chemical light sticks (5), clothing
deal of her time in the wilderness or the disused parts of (casual), Colt Double Eagle, disguise kit, evidence kit
a city. It has equipment that will be helpful for deep woods (basic), fire extinguisher, first aid kit, flashlight (penlight),
campers, monster hunters, extreme sports enthusiasts, and flashlight (standard), handcuffs (steel), holster (hip), holster
others who tend to go places that most people avoid. (concealed carry), lock release gun, map (road atlas), metal
baton, multipurpose tool, patrol box, pepper spray, Ruger 33
Chapter 4: Equipment

Service-Six, sap, search-and-rescue kit, speed loader, spike Technician Package


strip, stun gun, undercover vest, uniform. This package is good for any character who makes a living
working on machines, electronics, or computers. It has
Wealth Bonus +5 equipment that will be useful for mechanics, I.T. specialists,
Beretta M3P, evidence kit. electricians, programmers, and anyone else who spends most
of their time dealing with machines and technology.
Wealth Bonus +7
Light duty vest. Basic Package
Camera bag, camera (digital), cell phone, clothing
Wealth Bonus +9 (business), clothing (casual), coat, day pack, digital audio
Telephone line tracer. recorder, duct tape, electrical tool kit (basic), laser pointer,
lineman’s buttset, mechanical tool kit (basic), modem
(cellular), multipurpose tool, pager, portable hard drive,
scanner, tool belt, windbreaker.

Wealth Bonus +7
Computer (desktop), PDA.

Wealth Bonus +9
Computer (laptop).

Wealth Bonus +11


Acura 3.2 TL.

Jimmy knows that in order to do a


job well, you need the right equipment.

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!”

Open Game License Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including
derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment
or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody
the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered
by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line
names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects,
logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the 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.

Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan.

Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!

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