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CHRISTOPHER PERKINS, RODNEY THOMPSON, JD WIKER & FUTURE. Ghristepher Perk ine, rodney Thempeen, 45 wiker DESIGNERS (ces ADDITIONAL DESIGN Richard Baker, David Noonan, Rich Redman, Bill Slavicsek, Stan! os DESIGN MANAGER Sa eS Se ART DIRECTOR Cowemzuerisy Se | So INTERIOR ARTISTS Timothy I, Kalman Andrasofseky, Daniel Falconer, Langdon Foss, Grafikismik, ‘Matthew Hatton, Karl Kerschl, Stephan Martiniere, Warren Mahey, Christian Pi Coen eee Joel Thomas, Chris Tee GRAPHIC DESIGN CARTOGRAPHY te Irwin, Jennifer Lathrop, Dee Barnett GRAPHIC PRODUCTION SPECIALIST Angelika Lokotz IMAGE TECHNICIANS Jey Sakamoto, Candice Baker DIRECTOR OF RPG R&D PRODUCTION MANAGERS Randall Crews, Joshua Fischer eu STEERS Joseph Al-Khazraj, Michael Beeler, Cat Broadstone, Charles Golyon, Ed Gonzales, Donovan Hayes, Anna Reed, Brett Thompson, Clay Venable, Daniel Wells SPECIAL THANKS TO. ‘Andy Collins, Bruce R. Cordell, Jesse Decker, Andrew Finch, Charles Ryan, Ed Stark, Jonathan Tweet, and James Wyatt “This product requires the use of the ck ef Grubb, Rich Redman, and Chatles Ryan. Rules mechanics are based on the 420 Modern Roleplay (5 & DRAGONS? rules created by & Gary Gygax and DDave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Wiliams, Richard Baker, and Peter Adkson 0 Moder” Roleplaying Game by Bil Sl Game, te orginal ing Game by Bil Slavcsek and Richard Baker; Warships"by Richard ler Space by Kimber Eastland: "Mecha Crusade" by David Baker: Str Frontiers Alpha Daw (published by TSR, nc Zebulon’ Noonan (olyhedran“#S4) and “Genetch”by Rich Redman (Polyhedron This Wizards ofthe Coas® game product contains no Open Game Content. No portion ofthis work may be repo flea more about the Open Gaming License and the d20 System License, please vist wo ‘Simo etary anc LS ae CONTENTS Wwrropucrion . . 4 ‘What YouNeed Tay. 4 Whats 20 Futre? 4 Prope Lees 5 ONE: CHARACTERS... .. 8 ‘tring Oecnations 6 pane Sills 10 Feats 1 Advanced Cases 5 Abassad 6 Dower. Dreadnought 8 agrees 20 Expire B Fred officer % esc Wat Space Moniey Swinder Teetnoant Trae Xevopile TWo: CAMPAIGNS . « ghurers ughurter Dinerion Dinerson Ranger a For the Darker of Space. 42 Aer 8 E Geeta 6 Neca cruade 6 Stabe 8 Concord Adit 0 Ste tan, 3m Sta Law Offer. st The Wastlend, 55 Nace Nomad 6 0 Tree: Gear....... 58 The Gadget ster, 9. Progress Lee Gear Pros eel 6 Ge 6 © Preps evel 7 Gear n Progress eel 8 Gear 8 Four: ENVIRONMENTS. 80 Radio Sees 80 Gray, aI mosphere Conditions..." Str Sten a © Five: Scienieic ENGINEERING ..... 86 “Genes nd Progress Levels. 86 ‘Genetic Manipulation. a6 orng % Narotechrelogy 33 Mater Replication 6 Sik: TRAVELER SCIENCE, 98 fealstic Space Trae 8 Fara pace Travel C Telepotaten 1m Dinero! Tavel 104 Tine Travel 108 SEVEN: STARSHIPS .. . 108 Starship Combat Bes... 108 Combat Sait 103 nt ™ Starship Actos, ™ ttc of Opportinty..... 8 Starship Types i Starship Cas Templates... BO Starship Engines 3 Starship Armor B Starship Defense Systems... Stersip Sensors B65 Starship Comm Syste... 3B Starship Weapons By Grappling ystems. % Heroes in taships m4 ‘Starship Purchase... 5 1 Hook r By Cook EiGHT: VEHICLES. New vehies Vehicle Gest NINE: MECHA... Mecha Baty See Mecha Supersrctue i Mechs Armor i Mecha Equipment. 86 Sample Mecia st Mecha Cao Capacity 168 Movement and Combat... 168 Mecho Related Feats 70 Mechaocey m ‘Tew: Rosorics...... 17% olution of Robi os Robots as Heres. us Norherol Robots ud Robot Frames i Locomotion 10 Manpulatos 181 emer. B Seosors. 4 Skil Software ws FeatSottware. 16 Ablity Upgrades var Robot accesso 1 Sample Robots 80, + 192 olution of berets... 12 ‘GbereticAtacnets 13 Replacerent v4 Enhancements 95 TweLve: MuTarions . . 200 ‘Mutansin the Campaign © 200 Mutations m ‘THIRTEEN: XeNoBioLocy..... 210 Nenobiologial Hazards... 210 MonstousXenomorphs =. roature Templates. 22 Heroic Aen Species 2% eet sss 26 Dalaste 76 Fal m7 Sesheyan 78 Ta 2g Muse 20 Ween wi Yasran m TAsLES ssh 1-2:The Ambassador 1-3:Dplomatckmmuniy 14 The Dogfights 1-5: The Dreadhough. 1-6: The Engines. 17 Superior Repair 1-8: Weapon Upgrade The plore 110: Eplorer bore tithe Fed Ofer. 1-1: The Helo Wari 1-1: The Space Mona, 1S The Sind. 1-1: The Technosavant 1-16 The racer eee Mt tienahriee 222 The Dmension Ranger 253. The Psifir. 2-4 The Concord Adninsator 2-5"The tar Law Officer 26: The Nuclear Nomad. 3 Prepress Level Ranged Weapons se 6 2: Progress evel Spots and Splash Weapons... 33: Frogess Level S Armor... J-4 Progess Level Equpment 3-5: Progress Level Ranged Weapons a Ht Pogess Level 6 Melee Weapons Sr Progress Level Aremuntion Types. 344: Frogess Level 6 Bplosves and Splash Weapons. 45-5 Popres Level 6 Mtoe Sat Popes ere -qupment si eves! Level Ranged % “6 6 ® n n siz Popes! Tee Weapons n Ss Pogess evel? Armin Types. 3-14 Frogs evel 7 Epsives ac Sash Weapon ce. PE Seti: Pogess eel Armor Sis: ropes evel queen 75 5 Pores Level Ranged Weapens . % St roges Level hele Weapen en eens tne 16 Ss: Poyesstenel Arion Type. 1 3-20 ogres Lee Bpases and Splash Weapons 18 Jk ges evel Armor. 77 S22 Progress Level Fquprent » 44 Redation spose BI 4-2 RadatonSlness Bt 4-3: Decompresion Tes... 84 {4 SarSyrems 5 8 ire.scififans net, #rpg-books 3 7 Gp Ft Ces. TB Phase DCS eee. MS 8-1 Gln Hovervchiles |... 7 852:Ciian Cars var 83:Chlan Motorcycles... 18 oy 1 1 w 0. 8-4 Clan Treks £5: Other Glan Vides. 6 Mitay Veh. 9-5: Flight Manewrerbilty. 9-6 Meta crtcal tits... 9-7 The Mech cty.. 1-t Armature Robot Frames F5)... 10-2 Blomerph abet ras (15). ‘o-tSiedod Rebot Frames P8). 10-4 Bireplica Robot Frames (Pessoe 10-5: state Robot 10-4 Manipulator Damage, 10 Inter torge Units 10-4: Robot Weapon Mounts. 10-5 Robot SelFDestuct SESS 3 3 53 3 SESH THE Mase Damage fects. TH Side ets... TE Mutations. TE Drawbacks. [BCE Species ogres Levels. TAD Alin Weapons... 1B: Maxinum Ages and Agr, ects. ‘Bo: Heght and Weight ae eeenee Invaders from anather dimension seek to enslave or eradicate humanity A distant star old the promise of Earth’ ist contact with an extraterrestrial cilzation. Survivors ofan apocalypse use mations or psionic powers to survive in New York City. These are buta few of futuristic campaigns wating to unfold! With hs book, youave the means to rete futuristic characters adventures and campaigns based on your favorite science fiction geves, Justa the 20 Mader Roleplaying Game prewides ules for runing char acters and campaigns se nthe modern day, 20 Future provides the ules to make any futuristic character or campaign a ely WOHAT YOU NEED To PLAY This product requites the d20 Modern Roleplaying Game and wes the d20 Modern rules for characte cretion and advance ment, combat and monster desig, Yourrusthave the d20 Modern Roleplaying Game to use 420 Future properly. 420 Future coffers adetonal ules needed to create futuristic characters and futuristic campaigns. WHAT IS D20 FUTUREP his book takes the basic rules of the d20 Modern Roleplaying Game and expands onthe In ation to providing new options foc futuristic characters itincludesa series of attachable and detach- able"rules modules” covering such topics as space travel. mutations mensional tavel and xenobiology (the study of alien life forrs), [Not every futuristic campaign wil incorporate every rules ‘module presented inthis book: for example, acampaign set ‘on past apocalyatic arthmay not equte the space travel rules, but may include the mecha ox mutations res This book is desgned so that Gamemasters (GM) can choose which rues modules are needed fr his or her campaign and hich options feat, starting occupations advanced cases, weapons, and equipment players can choose from as they ‘reat ther caracers ‘Chapter One: Characters provides new starting occ pation, fets. and advanced lasses fr characters ofthe future—ay Future ‘Chapter Two: Campaigns presents several quick ready-to-play campaign setting set in the near or ds tant fur. Each campaign setting provides the GM wth guidance on which 20 Future ules modules touse what level of technology present and avi able, and what types of adventures are appropriate Hoverures Lunique option for characters, including advanced casses «to those campaigns ‘Chapter Three: Gear describes futuristic technology arable to characters, organized by Progress Level sothat GMS and players know what geri avaliable based onthe technology level ofthe campaign ‘Chapter Four: Environments offers ules for exploinghostile ants and other settings, covering everything fom 2eo-g combat toradiation sickness, ‘Chapter Five: Scientific Engineering covers abroad range of subjects including nanotechnology, genetic manipulation, saddening ‘Chapter Six: Traveler Science dscuses the nature of space trael—both else and fantaticas well as dimersioal travel, teleportation, and tne raved ‘Chapter Seven: Starships presents stshps of various ses and includes rules for starship combat and construction. ‘Chapter Eight: Vehicles presents statistics for futurist clan snd itary vices. ‘Chapter Nine: Mecha provides rls for buidng an arming mechanical juggerauts called mecha, as well as several pre-built mecha ready fr bate. Chapter Ten: Robotics presents ues and equipment fr robots and robotic heroes, including androids and bores. Chapter Eleven: Cybernetics presents rules for building cyborgs and equipping characters with cybernetic attachments. ao discusses the benefits and ramification ofinstalirg cybernetic Fardwareonbilogical organisms. Chapter Twelve: Mutations provides rules for handling etic radioactive, and natural mutatios, including powers for mutant characters ‘Chapter Thirteen: Xenobiology contains ules for creating extraterrestrial and space-dweling monsters and introduces eight rohan species tat canbe played as heroic characters. PROGRESS LEVELS Simply put. a Progress Level (PL) an indication ofthe state of technology that extn a particular socet or cilzation hich, ina cence ition setting. may be located ona planet other than Et), This state of technological development generally pervades, al aspects of culture pariulaty at higher eels (PL Sand beyond) ‘when long-range communication is virtually instantaneous. Even at lower levels, it’s unlkely—but nt impossible—for a group of humans (r other sentient being) to be atone Prgrss Level in same espcts ae at another one in other respects Progress Level may vary wildy fom place to place onthe same world or eve the ame continent, Corside the early 20th-century ‘explores who finaly penetrated the deepest reaches ofthe Congo ‘or the Amazon jurge, encountering native tribes who sil used Sone Age technology. In any scence fiction or futuristic setting volving exploration heroes may discover entire planets locked in thei own tone Age, Bronze Age. o Middle Ages periods, despite thigh eve of technology tat characteris the elzatio from ich the heroes originated PLO: STONE AGE TTerajor achievements oF Stone Age socet are the use offre, ‘the domestication of animals, and the iment of agrcultre An invidal ing na Stone Age society primitive, bth int neces saily gull, stpid, or easly fghtened by advanced technology. CCmmon weapons in a PL. civization incude the cub, the (ager. the spear, and the bow. Armor made from hide or leather isposibl, as ar wicker shields. Communication beyond the local tive or setiement does exist Travel is accomplished by foot (oF by simple rafts or canoes. Simple potter, stoneworkng, and ‘woodworking are possible. PL 1: BRONZE/IRON AGE aly human cileationsbeganto workmetal toward theendf the ‘Stone Age. The malleability of copper led tots becoming the fst. ‘metal tobe tamed Adding tn to copper created amuch stronger alloy: bronwe. Ths advance allowed forthe crafting of tools and weapons of great durability. In tur, those improved tools made possible the working of ron, which soan replaced bronze a5 the etal of choice for tols and weapons In a Bronze/iron Age society, advances in pottery, construc tion, and agriclture allow for the concentration of populations inc larger and larger groups, with acorespondig upswing inthe accuuiation and sharing of knowledge. The ise of nations, cy states and empires begins in the Bronze Age. Organized efforts to improve corsurications alow regional societies to est. Galleys ard sal saling vessels re capable of relatively long voyages, and some cultures ray buld extensive road or canal networks to link stant places improverents in agricultural efficiency permit the rise of artisans, craftsmen, professional soldiers, and other occupa tions that are not directly concerned with gathering food. ‘These replace the cub andthe daggerasthe prefered weapon fifa. Carts bry carina warfare before vay ade by the introduction ofthe steryp] renders chariots obsolete The fst tue itary forces tactical stems apps. Amor cannow bemadefrom sen plates or scales, metal inks, or even forged breastplate, anda \aretyof metal melee weapons domnatethe bated PL 2: MIDDLE AGES Maturing cvilzatons experience a period of tui and ads: iment at this Progress Level Developments continue in architect, commerce, metallurgy, and mathematics. Wider dssemeation of information becomes posible thanks to more advanced printing techniques. Sea communications dominate in the later part of this stage of development and sturdy seafaring carracks and gallons ‘open the door to the next Progress Level PURCHASING ITems OF LOWER OR moHER PROGRESS LeveL Progress Levelsare relative, and depending onthe economics ‘of campaign 2 GM may choose to mate certain ters of bigher or lower Progress Level uravalable, cheaper, o more ‘expensive to purchase For example, PLS weapon purchased inthe LS society would have ts normal purchase DC: how ‘ver, that same item sldin a PL society could be cheaper (isan oder. inferior design}. ore expensive (i's 2rare tem), ‘oc unavailable hasnt been invented yet. For the sake of game balance, GMS who want to make lower-PLand higher items avaable to characters should adjust the purchase DCs of tems as follows *+-2 to Purchase DC for each Progress Level lower than the current Progress Level except inthe case of valuable antiques. +65 to Purchase OC for equipment from the net highest Progress Lev! the limit for purchasing cutting-edge technology. Examples PL setting PLS equipment would cary ~¢moifierto the Purchase DC. nthe sare PL setting PLB ‘equipment would carry 5 modifier ProgressLeve!9 equ ment wouldbe cut ofeach however exceat with the exes persion of the GM): it simply hasn't been invented ye 1 a 3 A 8 . uJ 2 ne TIOE x pu irl TF As populations increase ad knowledge of agiutre eves, an ‘ncesng percentage othe popiaton loatsino growing citesand ‘owns Towardtheendof ths Progess Level the feodal syste in which smal cass of nobles ruled a lange population of gical works, begs to colapse. Specialized crafts develop uveitis appes, and the middleclass is bon The fist corporation emerge inthe form of tad ids The evolution of strong tems of trade and finance tends todistrnte society’ wealthmor eveslyamongits mendes dsting the power ofthe nobility. Tool of warfare undergo asgifiant revolution Sophisticated chain and plate armors protect warriors frm harm ad elaborate fortifiations become something ofan art form. Tad the end of the Middle Ages, the intcoduction of simple gunpowder wespons signals the imminent end of knights. heavy armor. and organized amis of swordsmen PL 3: AGE OF REASON The Age esonsanerainturantistory whenthe development of eas and sjstensof thought takes precedence oer techroogcl invention The scientific method improves humans understand ingo the worl. Expeimertation becomes the rears by which he phys properties of mature aesystenataly examined The stuly ofthe varies scentifcdscipnes—cheisry. etecromagnetics ‘mei bnlogy. and astronomy louse. struments suchas ricoscopes and telescopes rable sci to real extend the ‘ang ofthe observations and dscoveries. ‘Thenew relanceon scence generates waves onal lvls seh 2 Supesttionfalsava.and exploration the wodreaches ts apex Society begnsto experiment wth new foms of erganiaton ‘suchas decay. Corporations and economic alice continue to evolve Economically this Progress Level sa transition fom the cortage industries ofthe Mile Ages to ndusteizaton Thecannnbecones th doin factor innval afr whle massed muster fe andhose pled pices ulethebtlefi fenthereiable bo vanishes replaced by he ioc Lght melee weapons ean common, PL G: INDUSTRIAL AGE Inthe fourth rogessLeel, the theoretical knowledge of the prev ‘us era maturesinto widespread practical applition. The harness ing of hydra, sea, and electric power creates an explosion of commerce and industry. Developments suchas the telegraph, the telephone, and theradio make rue global communication possible Breakthroughs in manufacturing techniques allow the construction of heavy oncad veses, ral transportation, and architecture of previously unimaginable sz. Ponees venture high nt the tmo- Sphere and descend into the ea depths. Urbanization is complete as individual gather in sale en ‘ronments where they cn more easily exchange goods andinforma- tion. Corprations expan in power, many establishing themselves LOW PROGREss Levels IN THE FUTURE Most d20 Modern campaigns are set at Progress Level 5 Consequently campaign stn Earth’ future typi feature societies wit access to Progres Level technology or higher. However, characters in a futuristic setting may stil encoun ter technologically backward societies, possibly through the exploration of time travel, journey to another world oF some ather plot device. Fr this reason, the lower Progress Leves are included here. throughout the explored world. Governments are based on politcal and economic factors. The means of war change suiftiy through the petod. raft andsubmesbes jin thelist of inary asses Reliable and accurate rifles, istals, and machine gun become common. Mechanized war machines herald the fis grat change nthe art fbatl singe the ced ofthe knight PL 5: INFORMATION AGE ‘The industrial Age relied on chemical power, bur inthe nfeemtion ‘Age. computer technology and electronics rule supreme. Satelite information sjsters and the internet connect the globe daly This Progress Level also ses the introduction of fésion power and weapons reducing the importance of fos fuels. The automobile replaces the locomotive as the common form of travel. The fist steps toward space travel involve massive chemical rockets, unmanned probes and satlites, and short-term manned missions. The technology ofthe era allows grater cizen participation in goverment. The emergence of international allances begins to dsolve borders between nitions. Corporations gather power and begin to threaten government authorty. Technology has a greater effect on nda lifestyles than on society as a whole. Most weapons at thistime ar fined versions of dust Age equipment. ils, machine guns and heavy howitees at stil used bythe world’s solders Computerized targeting systems and guided ‘weapons make warfare much more precise and efficient, Strategic ‘weapons, tested but never used, exhibit the specie’ power to exterminate itself in minutes Hua experienced its infomation Age as anus years fll cofrmine crises. Te tension gradually alleviates through the age and asthe ea ends new superpowers fom. PL 6: FUSION AGE ‘The development offen poweprovdesan efficent noespend: ae energy source tat ost eblteates te nee fr chemical fuel sources. Advanced space exploration and colonization become posse Computes become even more accessible rl atl, and poser length development of vital stems and widespread aces tothe goal internet Slouty,soety experiences another revaluton as individual nations are replaced by word poner. Megacorpraton number among these new superpomers a the line between the stoal citer and corporate employees rendered indie. red wth the means to eradicate teenie species. the world powers keep conflicts tothe eve of stirishing and posting, nd integration afte formation ges improverents proceed peaceful Scientific advanced in genetic engineering lead to artic eo- lution andthe fst government and corpratesinctoned attempts togeneticaly manulre human beings Ey rests are encurg- ing withthe manifestation of postive senate muttonsin the species tonad the end ofthe age. sets ao perfect cloning technology, andthe fist human clones are created. Inthelateryeasof thse the fest ze appleations of g- «ty induction tenoogy ype nthe frm of ian and mltary vehicles that can move though the a without using physical ropubion or consumption of fue Chemica powered elses and reamsrenain th weapons of choice fusion tecnology cart be effectivey minted fr personal combat. Nevertheless adhanced chemistry and supercn- ducting technology change the materials and capabilites of many weapons. re spaceship became possible propel by powerful fusion cries, bt stil requ a reaction mass to traverse space ‘The age sees the tenyus settieient of other planets and asteroids within the same star system, PL 7: GRAVITY AGE As this Progress Level opens, te invention of two key technologies, herald huni’ climb tothe stars. The gravity induction reactor systematically replaces fuslon power as an even mote efficient, scurce of energy that can beminatized with reat ease With the ut ofthe mass reactor, world powers explore. divide, and colonize the entirety ofthe local star system. For the mast par ife onthe ame planet is unchanged. The Second advance ofthe era beings perhaps the greatest ‘phearlin the history of human cvliation. The introduction and BM iceration of gravity induction technology leds tothe creation ofthe induction engine which allows staships to bridge the gp between the stars. Political and economic reorganization accursas the species spreads far from home. Projectile fears ain the lst dys, as crude energy weapons become avaiable Powered aor i avalible to warns of his age Pesonal ele) weapons enjoy aresurgence de inlageparttoashft ‘nmr tactis-armed conflict between ivi seldom occu ‘or an amy scale, but more requrty ils engagement of sal Luts in conditions when ranged weapons ar not necessary effective Computer technology tnks every society, settlement, and ‘xtpost ofa star system in a single information net, creating an upaalleled and expedient exchange of knowledge and data fo basins entertainment. and research, PL 8: ENERGY AGE he continuing minituraation f induction engine technology allows powerplants the sie of marbles o harness the bas forces of ce at, Powerful personal force sereers and energy weapons doin thebattlfild as projectile weapons finaly dsappear after uingthe batlefeld for a thousand years. Miniature sensors shields, and ‘engines allow mass production af sil practical starfightrs, tthe ‘ote end ofthe specu, adkanced construction techniques alow furans to build enormous, self-sustaining Progrets tev PL 9 AND HIGHER Cenealy tee Popes Level we Been rear cfehe Son alu holed nc towed sped yet tthe sree many ces he gute clogs Cf mete aeareatudinedn fo of mre slept an more power techrloges Pct cone of mate athe baton ete aby to tae trough ino tbe owe fad pct ste trl dances ay be ose a ths Sage of tedoge deveepet GRAVITY INDUCTION Control of gravity sone ofthe key Features of Progress Level 7. The development of gravitonic scence and gravitonic enginezring leads to a host of miraculous devices levitating ats interplanetary drives that equireno reaction mas, and vide range of military toos just asthe applaton of elect ity was spurred by the discovery ofthe induction prince the creation of devices that induce gravitational energy lads toaneffective control over weg Gravity induction relies on the phenomenon fist set forth in Estens Thery of Special Relat: An object's mass approaches infinity a the object's velocity approaches ‘the speed flight. By using a cyclotron to accelerate a tiny particle to nearight speed, the gravity generator creates ‘ravtons between the particle andthe surrounding mas. ‘These gravitons cn be phoned off. redirected, or stored by se ofthe induction co ‘ALPLT. gravity inducers can be miniaturized to the site of hockey pucks for special applications. An inducer powerful enough fo negate a humans gravitational attraction tothe Earths about these of a discus, hile the induction mator ina flying car requires a raity generator about the size of spate te Brel Lele CHAPTER ome: CHARACTERS The rules for creating and advancing characters in d20 Future appear inthe d20 Modern Roleplaying Game. Simply put the rules ae the same. This chapter provides new starting occupa tions, feats, and advanced classes suitable for d20 Future campaign set Ifyou are a €20 Future player cus your character concept withthe Gamemaster (GM) before choosing any of the options dete. f your GM as specie d20 Future campaign in se ofthe options presented in tis chapter may be in avaiable For example, t character the Cybemete Surgery Feat f the GM das intend ro include cybernetics in his or her campaig assistance can you bu that fits Only with your GMs the campaign and STARTING OCCUPATIONS s described in the d20 Modern me ae avaliable to d20 Future characters, with in, Here ae several paler All the stating Roleplaying Gi the GMS perm appropiate fr ASTRONAUT TRAINEE ‘As scent an pioneers astronaut trainees have prepared thei rind and botles for the rigors of space travel and life in space. They are elite members of & sophisticated space program, wat ing for the opportuni advance humanity's understanding of science and shed light Prerequisite: Age 7+ Skills: Choose two ofthe following sls 2s permanent class. fa sl you " eampetence bonus on checks using that sll Computer Use In, Craft etectoni, mechanical, & phar rmaceutia [nt], Knowledge (arth and ife sciences, physical sc ology nt, Navigate (nt), Plot (De), Repair (t) () Bonus Feat: Select ether Aircraft Operation (space Tring’ ates a feat described in this chapter isaleady a class kl you gaina Wealth Bonus increase: | COLONIST Colonists are wayfaring pioneers who set the foundations of stranded! ne societies on far-flung continents planes. or moons. To survvein thei new surroundings. they leat ve ff the land and defend theselves aginst indigenous predator lifeforms and hostile forces of nature Prerequisite: Age 5+, ‘Skills: Choose two ofthe folowing sills as permanent class Skil. Ifa sk you select is already a class ski you gain a +1 competence borus on checks using that kl. Compute Use (nt, Craft (electronic mcharica or structural) (rt, Knowede (earth and life sciences or physical sciences (It Navigate nt}, Repai int} Survival (Ws, ‘Bonus Feat: elect Builder, Guide. o Panetay Adaptation’ * indicotes a feot described inthis chapter Wealth Bonus increase: DRIFTER Drifters ae aimless wanderers and worldwise jacks ofall-trades who move between cites or sar systems, working odd Jobs uti boredom or fate leads them elsewhere. along the way. they learn strange customs and pick up interesting and diverse sil Prerequisite: ge Skills: Choose three of the following skils as permanent class sil. Fa sil ou selects already a clas sel, you gina + competence bonus on checks sing that ski LF (Ora), Decpher Scie (ri, Dsable Device (nt, Diguse (ha. Frgery in), Gamble (Wi), Gather information(Cha) Hide Knowiedge streets. Navigate in), leg of Hand (De Wealth Bonus Increase: 2 GLADIATOR Gladiator have been fighting al thee les, whether onthe tees in some form of arena They incude disenchanted youths and povertystricken hoodlums looking to trae fits for cash, clones bed in secret labs to fight fom birth, and lowranking member of society wanior cast. Prerequisite: Age 6. Skills: Choose one ofthe following sills as a permanent das sl. Fa sl you select i already a clas sil you gana #1 competence bonus on checks using that sil Balance (Dey), intimidate (Ch). Knowle Humbe (De). Bonus Feat: Select eter Bra or Combat Marta Arts ‘Wealth Bonus Increase: streets) (nt). HEIR Hets ar the elite sons and daughters of powerful magnates, nl ‘ential nobles, and imperial monarchs. Unlike dettantes, however, they are bound by theirineag to certain responsible, with the assumption that they might someday riset ead theirs into ‘the Future... assuring the stars are properly aligned and they do nothing to jeopardize ther ith. Prerequisite: Age 2. Slall: Choose two ofthe following sls as permanent class Skil. skill you select is already a class sil, you gain a +1 competence bonus on checks using that sil Caf (cea ar weting) int) Kroger snes, cies curent events, oc history) (nt), erorm (at ance keyboards, per cusion struments sing, stringed instruments, or wid struments {ha Ride (Dex, Sense Motive (1s), Pre-Selected Feat: An heir must choose the Educated feat as ‘one af er starting eats a It evel & Reputation Bonus Increase: Wealth Bonus increase: +, An eirmay permanently reduce her Reputation bonus by Ito nea er stating wealth bonus by ‘anaddtional 46; this espendiire must be made before the char acter begins pla. As ong ashereputation bonus fo ight, an hei’ wealth bonus can never op below 10 outcast ‘Outcast snot so much an o:cupation as a forced way of life Persecuted andere for being ifferet, outcast at lone parahs ‘or shunned members of a culture whose customs or characteristics society finds deviant or abhorrent. Outcastslrk onthe finges of Civlzaton Some strive for acceptance whileothersare trapped by their wa feelings of resent men, sel-eathing, or hopelessness, Prerequisites: Ages. Skills: Choose one ofthe following sis as 2 permanent clas sl. Fa sl you select isalteady a class kil you gain a + competence bonus on checks using that il Disguise (Cha), Hide (Der), Krowiedge (streetwise (In), Search (i Survival (7), Tea nury Ws) Bonus Feat: Toughness. ‘Wealth Bonus Increase: SCAVENGER Scavengers tum sooty’ wreckage and dared trash no use tool tens fr trade and hye ky, the endenrs mht cen yd oe two objets 2f spec vale They efforts tavignte and stip ean the most treacherous places, ad the playrounds are abandoned spice stations, guted bul, and smoking bated Prerequisites: Age. Skis: Choose thee of te folowing sls as permanent class sl. sll you elec ie aleay a class kl you gana 1 competence bonus on check sing that el Decipher Script (Int) Disable Device (int), Knowledge (technol- fy (ln, Mave Sty (De. Rea), Search (nt). Spt (Ws Sarva W ‘TRANSPORTER ‘led divers and plots, transrorters move people, information, and precious cago safely from one destination to anther. They ‘eat thelr vehicles as extensions of ther bodes and are most comfortable behind the wheats of skyabs or the thruster controls cof cargo shuts. Prerequisite: Age 6s Skills: Choose two ofthe fllowin skis as permanent class stil. skill you select isabeady a clas ski you gain a #1 ‘competence bonus on checks wing that sil Craft meckarical (i), Drive De) Knowledge (current events, popular culture, or streetwise (Ie, Navigate (i), Plot (Dex) Rei [at Bonus Feat: Select either Spacer or Vehicle Expert * indicates a feat described in this chapter ‘Wealth Bonus Increase: SHYHDLIVY UawHD CHARACTERS EXPANDED sKnis The following sls inthe 20 Modern Roleplaying Game are expanded to include rls speci to 20 Future campaigns. BLUFF (CHA) You anus the Buf sl to fen in starship combat. Cheek With a successful BUF check, you misled another starship so tat itcan't doe your attack effectively. This checks oppose by the aget pilot's Sense Motive check: Ifyou suceed, the next attack your starship makes gat the age ignores ts plat’ Dererty bonus to eens (Fit has one) ths lowering the targets Defense score ‘Youcannot us thistactic aginst starship tating on auto pio. Using Bluff as a feint in trsip combats an attack action. ‘Special you hve the Staship Feit et. you an a2 bonus ‘on Bluff checks when using the sil tofeint in tarship combat. COMPUTER USE (INT) inaddton toa the uses decribedin the 20 Moder Roleplay- Ing Game thissill an beused to operate shipboard sesoisaswell as send, jam, scramble, and unscrambl transmissions sent trough spacer cons dimensions Check: The folowing applications ofthe Compute Use sil can be used untrained Conduct Active Sensor Scan: Using 2 strip’ Sensors to analyze another sip or object in sensory range reqires2 Computer Use check). A active sensor scan conducted overavast is tanceor example across astarsjste) or subjected to some form of disturbance suchas interference from a solar ae apps 2-5 or higher penalty on the check a the GMs dscretion. ‘Send Transmision: Routine communications alia nearby shi, using a subspace or densonal transceiver, and s a) are accompliied with aCompater Use check {DC 10) Commuicatons Sent over nce long distances suchas between tar ste) are object to dstortin:conectng that dstrtiontoensxea mes sage eachsitsintended destination requresasucesful Computer Use check (0C20, The flowing applications ofthe Computer Use sl cant be sed untand J Transmission: Tis sl canbe used o prevent a shpat fadty fem recevingan incoming transmission. An opposed Com pater Use check between the india receving the message and the individual attempting to jam the message determines whether cor nat the message es thus fan unmanned compute receives thetransmsin jamming the rasmision requis 2 Computer Use check (OC. ‘Seromble Unscramble Transmission: Computer xe can ‘be sed to scramble a transmission. Tis is done with n opposed Computer Use check between the ind sending the message and anyone attempting to interceptor nsramble Time: Scrambling ot unscrambling a transmission are all fulbround actions. Conducting an active sensor scan or sendig/ jamming a trarsison isa move action, DISABLE DEVICE (INT) Yeu can use ths sil to dtabe a robot or exteal cybernetic attachment ‘heck Dialga robot & a fulrund action and requires a successful Disable Device check[DC30), The obat must be pinned (seepage 8} ofthe d20 Modern Roleplaying Gome| befor the check canbe made. Disabling an external cybernetic attachment is a full-round action and requies a successful Disable Device check [DC 30 ‘The creature o which the cybernetic unit s attached must be pinned before the check can be made. You cannot disable internal cybernetic attachments Special: dsabledrobot or disabled erteralcybereticatach iment canbe re-enabled with 2 succesful Repak check se Repai, below KNOWLEDGE (TECHNOLOGY) (INT) ‘Youcenmte ainowedge technology check to comet idetty staships, mech, robots, and cybernetic attachments, 35 well a ‘deni unfamiliar technological devices. ‘Check: The 0G for deting technological ites vary depend- ingen the typeof formation requre: Idenifig a starship by its type and subtype. Kenting a mecha by its superstructure o identifying 2 robot by its Fame: cio Determining the function or purpose of particular mechanical system or eybemetic attachment: DCIS Recaling the standard, factory model design specs of a particular type or class of starship, mecha, o robot: DC 20 When contented with an unfair pice of technology or alen artifact. you can make a Knowledge technology check to correctly surmise the primary iF not sng] pupose ofthe deve suc cessful chek rest doesnot enable you ta activate the tem, nor doesitmake youpofcent withthe item. The DC the Knowledge (technology) check depends on the item being identi and the ference in ogres Level as shown below Basi tol or instruent 10 | Robotic orveicuar component (joeretic attachment 2» Alen artifact 30 NAVIGATE (INT) inad20 Future campaign tat eturesspace travel or dimensional travel, you can use the Nogate sl to plot a course between planes star syste, or dimension. Check Theor plating couse ove ret dtance ork a described in the Navigate sl description (seepage 66 ofthe 420 Modern Roleplaying Game) Aboud trip you needa functional ls sensor ay (or bette o plot couse trough space. Youdon taeda mikes Navigate check when traveling long a pre-established space route or pasing through a meron get vith apre-calibrated destination. Rules fo calibrating densin atest a fair orufalar destination are coveedin Chapter Sic Tel Sciece ‘Time: Pioting a courses ful rood action LOT (DEX) ‘Youn ws the lt sito fy any kind of spacer ‘Chek: Unies youhae the Staship Operation fat page) you fae a~4penaty on lot checks made to pit astarship The plot ofa starship can make aPlot check to escape ater being ear immobized by anther stash’ rap or actor beam: see Grappling Systems (page 18) for moc information on _wappesand actox beams Special For modern-day (PL 5} spacecraft suchas the space shuttle the areraft Operation spacecraft i sufficient to negate the 4 peal on Plot checks: however thisFeat cant negate the erat ast apples to PL 6 or higher spacecraft REPAIR (INT) Youcon te ths silo rep eile, starship, mecha eybemetic ents, and const (cludng obo) Youcanalouse the Repar slo safely remove the "bra ofa destroyed obot Check: Repaing aage ta vehi stash, ot mecha tales ‘Thera wot a mechanic tol and prope acy suchasa woop or hangar by. (Without too kt, you tae a4 erly an your Repat check) At the nd ofthe hur make Repair check {020} suces reps 26 pois of daage f davage ema, eu may continu oak reps for 2s mary hous a5 aes to rere the vehicle oars ol pois. Thesame ues apply trobotsther constr, and beet atachents excep that each sucessful aplation of the Repair Sh estres 0 poof eaoge steed 26) othe Rea checks more fica to achieve (00). This sll may also be used to transplan the “bai” of a destroyed robot int air but etc rbot ame Sethe Robot fesuection sidebar on page 17 for more iforaten on robotic brain ranean Special: A vehicle, sash, cybernetic attachment, mech, robot othe coset thatisredocedto Op comot be repied Inca savage for par, however (the Savage et ese ton on page TREAT INJURY (WIS) This sil an be used to teat members of otber spaces, provided they are neither corstruets no undead. ‘Cheek: For al uses ofthis kl exept surgery the sl check’ OCsateas writen nthe d20 Modern Roleplaying Game Perfoning surgery on creatures ofa type deen rom your co caries a 8 pelt For example the perlty would sppy toa uran type: huranoid) performing surgery ona rusk type: aeration. The Surgery Feat reduces the penalty to~4 while the Xenomedic feat seepage 1) negates the perl ene Special: The Tea nus cannot be used on roninving oe inorganic crests suchas constructor undesd FEATS ‘Ad20 Future character has acces tal the feats described in 20 Madern Roleplaying Game pls te following ac feats ACTION BOOST You have the abity to alter your luck dastally in dre cecum stances, Benefit: When you spend an action pont, youral ds intend of ds for the action rst. ALIEN WEAPONS PROFICIENCY You are proficient with aen weapons Benefit: You take no penalty on a of alien weapon Special: A creature without ths Feat takes a ~4 nonprficient penalty when making attacks wth an allen weapon, crs when using ary kind ARMOR PROFICIENCY (POWERED) Youare proficient with powered amor. Prerequisites: mo® fiery (ih), Amor ofieney (redion, Benefit: When you weer powered armor, you may add the armor’ erie equipment dans to your Defense Normal: & character tot potent with powered amor adds ‘only perton ofthe armor’ equipment bonus to her Defense Special: A Solder (see Chapter Si: Advanced Class inthe 20 Modern Roleplaying Gare) may selec this feat a one of his bonus eat CHARISMATIC PLUS Advancement you to proges faster toward becoring Benefit: You gain to talent talene trees. The talents rst be selected fram the follwing Is you cannot select more than one talent fram a single talent tee td you ust meet al the prereqistes oF a taent to select Favor, Captivate, Daze, Taunt, nspiation, Greater Inspiration, Special: You may select his feat multiple mes Each ime you this ea, you mast choose a cfferent pa of talents, ut dive uly charismatic hero, ym the Charismatic hero's pled with epi sti CHARACTERS CRAFT CYBERNETICS You can construct cybernetic attachments Prerequisites Craft electrical 10 ranks, Craft mechanical 10 ranks Knowledge (fe sciences § ras. Benefits: You can build ary of the cybernetic attachments described in Chapter Elven: Cybernetics. You must fst make 3 Weetth check agains the purchase DC ofthe attachment [to acquire the necessary components, then invest 24hours in ts construction [tthe end of that time, you must suceed ta Craft (mectanical) ‘heck (OC 30) and a Craft lectrical) check (0C 30), If both Craft checks succeed the cybernetic attachment func ‘ons property and canbe installed at anytime (se the Cybernetic Surgery feat, below) f ether or both checks fal the attachment’ esis flawed:ancther 24 hours mus be spent fing the robes, and two new checks must be made atthe end of hat tine ‘Special Tis feat does nat allow you to build a cybemetc attachment ofa higher Progress Level CYBERNETIC SURGERY You can graft cybernetic attachments onto living tsue as well as safely remove them, Prerequisites: Tea jury 8 ranks, Surgery Benefit: You can make a Treat Injury check OC 2) to install or remove a cybermetic attachment Ifyou donot havea surgery kit ‘or access toa medical fact, you take a~4 penalty on the check. (bernetc surgery takes Id hous The consequences of fll are severe: If your check result fais by 5 or mote, the installation or removal ofthe cybernetic attachment causes undue physical trauma to the patient, who suffers ld points of Constitution damage. the check es falls. by 10or more, the Constitution damages treated as Constitution drain instead 2 character who undergoes cybernetic surgery (succesful or nots atigued for 24 hours. Reduce this time by 2 hows for every point above the DC the surgeon achieves. The period of fatigue can eer be reduced below hours inthis fashion ‘Normal: Characters without thiseattakea-8 penalty on rest Inurychecks made to perform ybemetic surgery |~4 penalty they have the Surgery fet). CYBERTAKER You can have more cybernetic attachments than normal without suffering eects Benefit: The maximum rarber of cjbemetic attachments you canhave without suffering negative evelsincesssby [se Number of Attachments, page 193, for deal) ‘Special: You can gan this feat multiple times. ts effets stack DEDICATED PLUS Advancements in science coupled with your drive to excel enable you to progres faster toward becoming a truly dedicated hero, Benefit: You gin two talents from the Dediatedhero's talent wees, Te talents must be selected from the fllowng lst, you cannot select more than one talent fom a single talent tee, and _yumust meet al the prerequisites of talent to select. Improved Aid Anothe intuition, Healing Touch Healing Touch 2. Aware Faith, Cool Under Pressure Special: You may select thi feat multiple tines. ach tie you select this feat you must choose different pair of talents. FAST PLUS Advancements in science coupled with your dv to excel enable you to progress faster toward becoming tly dexteaus era Reneft: You gin two talents rom the Fst her alent tees The talents must be selected frm he flog lt, you cannot select mre han oe alert oma sige talet ee and youmust meet al he perequsites of talento selec it Uncamy Dodge Uncany Dodge 2. Defensive Rl, Opportn ist. Improved inaeased Speed, Advanced Increased Speed Special: You ay select ths feat mutipl ties. Fah tne you select this feat, you mst choose a erent prof talents JACK OF ALL TRADES ‘You've picked up smattering of even the most cbscure sls Prerequisite: Character evel 8th. Benefit: You can use any sil untrained, even those that nor rally require traning and those that are exclusive to cases you den'thave You cane, however, ab ranks nasil ules you ate allowed to select MASTERCRAFTER You are adept at creating mastercraft electronic and mechaicl devices ichuting tol, vehicles, weapons, robot manipulators, and armor quits: Craft (lect) 8 ranks Craft (mecharicl) Branks. Benefit: When succesfully completed, a mastercrat elec ‘tronic or mechanical object provides an equipment bonus on sil checks mage to use the object inthe case of mastercraft veces, thisincudes Drive or ilt checks) A masterrat weapon provides ‘bonus onattack or damage alls {your choke). Aastecraft ut of armor improves the armar’s equipment bonus to Defense. In each case, the bonus an be «I 2,03, and no single object can have more than one mastercraft feature. (Fr instance, you cannot bulla mastercraft weapon that gains bonus on attack ols and damage rolls) (hn average, tates twice as long to build masterraft object ait does to bull an ordinary obec ofthe same type The cost to buldamastercraft objects equal tothe purchase DC forthe object {oritscomponents «the bons provdedty the mastrcraft feature (12.008) In addition tothe Wealth check, you must also pay 2 cost in ‘experience points equa to 250 «the bonus provided by the mas tercraft feature Te perience points must be pad before making the Caftcheck. ifthe ependture ofthese experence points would «op youtelow the minimum needed fo: yourcuren level thenthe ‘experience point anit he pid and you cant make the mastercraft ‘object untl you have suficent experience points to remainat your curent eel aftr the expenditures made ‘Apply the folowing modifiers to the Craft check DC for master cra items: Mastercraft (1) Mastercraft 3) “10 You can add the masterraft feature to an exiting ordinary object oralower grade mastercraft object by making a Wealth check and then making the Craft check as though you wee constructing ‘the object fom scratch NERVE PINCH ‘You_can incapacitate foes with welt pinch Prerequisites: Combat Martial At, base atack bonus 4 Benefit: You nae an unarmed attack against lvng cresture Iftheattack sueceeds, the age takes no damage but must suceed ‘on a Fortitude save (OC 10+ one-half your character level + your Strength modifi) or be paralyzed fr Ids rounds the target's attack of opportunity hits you an deals damage the nerve pinch automaticly Fal Special: This ablity does not work on creatures without nervous systems or dscerible anatomies, such as onzes and plants OATHBOUND ‘Youswear undying alaance toa person group crsariztion nation, plant stellar epic ethical philosophy, moral phlasopy. or belief syste. By dog so, youcan better influence aters who share your allegiance and mare effectively oppose those who don Prerequisites: A estore clare allan Benefit: Choose one of your allegiances, The allegance you select becomes your primary allegance and cannot be broken, except by you. The strength of yourallegance enables youto better assstother beings who have thesameallegance: your ai another attempt succeeds, your aly gains a crcumstance bonus (stead of -2)on his sl check result or attack roll Your dedication also tyantsyoua +I bonus on attack ols made against creatures tat do rot have ths alegince. Special: You cannot apply the benefits of his feat to multiple allegjances.f youbreakyour oathbound allegiance you freer ose the benefits ofthis feat but may ak the feat again and apply the benefits to anew allegiance, PLANETARY ADAPTATION Your physiology has been altered by life on 2 planet with a harsh climate o adverse eniranmental conditions. Benefit: You gain one of the benefits istd below, depending on your planet of rin arren World You gina sAbonut on Survival check anda bonus.on Constitution checks agaist starvation and thst. ‘Cold World: You gan a +4 borus on Fortitude saves against extreme cold, as well as cold resstance 8 Dark World: You gan darkvsion out toa range of 0 fet. Darksion s Black and white only, but otherwise works as normal sight. High-G World: You gain 8° bonus to you Strength Reduce your base eight by 6 inches. Hot World: You gin a +4 bonus on Forttude saves aganst extreme heat, as well as re resistance 5 Low-G World: You gina *2bonus o your Devt. Increase your base eight by 6 inches, Water World: You gain a4 bonus on Swim checks and can hold your breath for a nanber of rounds equal to twice yout Constitution score ‘Special Youmay only ak this feat at st level. Yournay select this eat more than once however. if you get multiple feats at Ist evlseac time you choose this feat you gain a ferent benefit ‘SALVAGE You can salvage electrical and mechanical pats from destroyed vehicles, mecha, starshis, robots, and cybernetic attachments Benefit: Salragng a destojed vehicle, mecha, tarsi, robot, Cor ebermetc attachment takes time as noted in Table: Savage Attheend ofthis time, makea Search check Ifthe check succeeds, | Garpaotian | = cha Garganuan | | Gagannan Sh. E mall 1 30min : i Eshancenent 30min yu may increase your Wealth score bythe amount indicated on Table +, etherby sling the salvaged parsforscrapor using them to offset the cost of future bung projects. jal A particular vehicle, mecha, starship, robot, or cyber= netic attachment can be sucessful staged only once. Any further attempts to sahage the wreckage fall autonatcally SMART PLUS Advancements in science coupled with you veto excel enable you to progres faster toward becoring atl ineligent hero Benefit: Yougaintwo talents rom the Snartherotalent res The talents must be selected from the folowing lis, you Cannot select more than one talent froma Sle tent ee, and youmust ‘meet al the prerequistes ofa talent to select it Savant Lingus, Exploit Weakness, Pla, ick Special: You may select this feet multiple tims. Each tine you select this fat, you must choose a dferent pair of talents ‘The exception ste savant talent, which you can selet multiple times. Homever, each time you select the savant talent, you must choose a diferent sil (se the savant alert’ description on page of thed20 Modern Roleplaying Gam) SPACER YYouhavea special affinity for spacecraft and space travel Benefits: You guna -2bo0us on Computer Usechecks made to use onboard spacecraft computer syste, +2 bonus on Navigate checks when potting a course through space and «2 bonus onal Plot checks made to fy aspaecrat STARSHIP BATTLE RUN You ae sled at starship skimish tacts, ripping in and out ofan enemy's sights Prerequisite: Dexterity, Starship Dodge, Starship Mobility Benefit: When using an attack action with a stash ranged weapon, you can move both before and afte theatack, provided thatthe total distance moved does not exceed the starship’ tactical sped. SUDdLoIwv avd Starship Operation 'Moxing inthis way doesnot provoke an attack of oppor from the defender you are attacking though tcan provoke attacks of opportunity from ather nearby starship, as norma). STARSHIP DODGE Youare adept at dodging attacs while pl Prerequisite: Dexterity i, Plot 6 anes, Starship Operation of the appropriate type Benefit: When potinga starship of a type with which youare cent se the Starship Operation feat) you apply a+! dodge bonus to your ship's Defense agus attacks from one eney sta ship you designate during your action. You can select anew enemy STARSHIP FEINT You te elle a msleaing your enemy insta quisite: Plot 9 rank, Starship O ri appropriate type) ‘Benefit: When piloting aship with which youar proficient (see he Starship Operation fat), you can make a Buf checkin starship combat asamove action Inadetion,youreceivea +2 bons on Biff che made ofeitin starship combat See the expanded Bf kl scription, page 10, for deals ‘Normal: iting in starship combat requires an attack action. STARSHIP GUNNERY Yousre proficient with starship weapon systems. ing astarship wea Normal Without his et, you take a4 nonpeoicient tack ros when fing a starship weapon penalty on STARSHIP MOBILITY Yau ae adept at dodging attacks while pllotng starship Prerequisite: Dexterity 1 Starship Dodge. Benefit: When pilatigastarship of type wth which you ate prfident (see the Starship Operation Fea), you apply a +4 dodge bonus to your ships Defense against racks of opportunity caused when you move out of or within astarshpstneetened aea. Any condition that makes youlse your Dexterity bonus to Defensealsomakes you lse your dodge bonuses. Dade bonuses (such this ‘one and the dodge bonus granted by the Starship Dodge feat stack with ech othe, unlike most types of bonuses STARSHIP OPERATION Select one ofthe following types of starships ultralight light, meciumweight, heavy, oF superheavy. You are proficient at operating starship ofthat type Benefi ting a starship ofthe selected type, you take no penalty on Pilot checks made when operating the star ship, and you also apply your fll lass bonus to Defense to the ships Defense ‘Normal: Without this fat, you take a ~4 nonpoficint penalty on lot checks made to operate a starship, and you apply only us to Defense tounded down) to the ane-hal your class be p's Defense, Special: Youcan inthis feat multpletmes.Eachtimeyoutake the feat, it applies to a dfferent type of starship (lai, ight. medium hear, o superheavy) STARSHIP STRAFE You can use a starship ranged weapon set on automatic fe to affect a wider area than nora Prerequisite: Starship Gunnery fenefit: When using a starship’ ranged weapon on autofire you canaffectan ates fur SO0-fct squares ong ad one $00-foot square wide that is, ary Four $00-oot squares ina straight ne} ‘Normal: & stash weapon on a y affects @ Foot-by-1000-foot aed STRONG PLUS ‘Advancements in sence couped with your dive to excel enable you to progres faster toward becoming truly strong here, Benefit: You gain two talents frm the Strong hero talent st be selected from the folowing list, you cannot select more than one talent you must meet al the prerequisites ofa ae Improved Extreme Effort, Advan Ignore Hardness, Advanced ignore Hardness. Improved Melee Smash, Advanced Meee Sash Special: You may select this fat mite times. Each tne you select this fat, you must choosea ferent par of talents wees, The talents ym a ingle talent tee, and TOUGH PLUS Advancements in scence coupled with your dive to excel enable youto progres faster toward becoming truly tough hero Benefit: Youain two talents fromthe Tough herastalent trees. The talents must be selected from the fllowng list, you cannot select more than one talent froma sngle talent te, and youmust meet athe prerequsites ofa talent to select Damage Reducion 2/—, Damage Reduction 3/~, Energy Resistance (choose one energy type), Remain Conscious, Second Wind, Stamina Specta: Your elect this feat multiple ines, Each ime you select this fat you nust choose a diferent pairof tales. ULTRA IMMUNE SYSTEM You are less suscepible tothe ravages of poison, disease, and ‘alation poisoning, Prerequisite: Ccnstitution Benefits: You gina «2 bonus on Fortitude saving throws to rest polsons,diseates, and radiation sickness. Furthermore, any permanent bly dain ficted upon yous treated as temporary ablity damage insted URBAN TRACKING You can track down the location of mising persons or wanted Indias Benefit: To find the tral of an individual o to follow it for 1 hour requis a Gather Information check. You must make another Gather Information check every hou ofthe search, as wll as each time the trail becomes dificult follow, suchas when it moves to afferent area of torn The DC ofthe cick. and the numberof checks required to rack down your quiry, depends onthe communty population and the conditions: Popuatin = heche Required Fever than 2000 5 vat 2000-99 19000-49559 ’ at 50000-99999 mas 10000-99999 % 34 Saag a Condition = Modifier Gerytveeceturs nthe gowbergsog 1 sbeenmisngorsougit od Tracked quay ‘eow ‘ IF you fala Gather formation check, youcan retry after Vhour of ‘questioning The GM ol thenurbe of checks required secretly, so the player does kaw exactly ho larg the task requires Normal: A character without this fat can use Gather Inform tion to find out information about a particular individual, but each check aes 14s] hous and dae allow effective traling Special: You cancut the tie per Gather formation check in half (to 30 minutes per check rather than how pr check but you suffer 2-5 penaty onthe check €VeRYsony's HUMAN IF yout famiiar withthe Dcions& Dascns® game, you probably remeber that those ules eve an entra feat al human characters at It levelandexta sll, “he d20 Future rules ike the d20 Modern Roleplaying Gamers assume tat ll characters ae human, Therefor, the advanced classes in this chapter have those extra skill points and the extra fet bultinto them (Chapter Thirteen: enobilogy introduces new species that canbe playedas characters. These species donot ain an extra feat at Ist level and donot gain extra sl pits, ke human characters do. Therefor, the appropiate number of stil point for nonhuman characteris given parenthetical KENOMEDIC You know how to provide safe medal testment to alien ite forms, Prerequisites Kowlede (ethan esc ranks eat injury Sra Suge Benefits: Yo a, witho erly. the Test ny skilt0 performsugeryon ling crete rele of itstype aberaton brmensros mind oes) "Norma: Characters to this fest aes -8 pens on Tet injury checks (-4 they have the Surgery eat when efi surgery on creates of iret type For expe, a ara performing sgt onan aberation aes the ery. Speci: Ts fst camot be sed toe or 04min or orgie creates suchas constructs orundend ZERO-G TRAINING ‘ou cen function nora iniow gray or zero gravy. Prerequisites: extety 3, Tumble ranks, Benefits: You take no penalty on attack rls in low-raity or zero-gavty environments. In adition, you do not suffer the debilitating eects of space sickness Normal: Without thsfeat, you take a~4 penalty onattackrols while operating in zeo-gavity environments, ora 2 penalty on attackrolls wil operating now gray environments Inadtion, ‘youre subject othe effects of Space Adaptation Syndrome also non as space sce [sce Zro-Graity Erwironments in Chapter 4: Environment) ADVANCED CLASSES "New advanced classes are troduced throughout tis book. Some, suchas the Dmersion Ranger and the Mecha Jockey, are presented nother chapter because they are specific to particular campaign setting orreuie a speci set of ues tole. The advanced clases presented inchs chaperfit wel ito rary diferent types of cence fiction campaign settings. ‘A the advanced classes presented in Chapter Si: Advanced Classes of the d20 Maden Roleplaying Game are appropiate choices fra 420 Future campaign, with the GMs approval. 2820 Future campaign that features magic may include the Acolyte, Mage, Ocul, and Shadow Slayer advanced classes (al of which ar described in Chapter Nine: Campaign Models ofthe d20 ‘Modern Roleplaying Game), 35 well 35a the advanced cases. introduced nthe Uan Arcana” Campoign Setting, 7 Yaw HD SUDLIW Stilled diplomats and dignitaries armed with a deep understand ing of politics and a heghtened awareness of the importance of compromise, Ambassadors can deftly medate disputes among individuals. organizations nations, or words divided by opposing ideologies, philosophies, and politics. They bring ken perception and night tothe table string to advance thir employers agendas ‘mthout compromising thelr own integrity or betraying the trust placed in them a representatives of factions, ations welds, and stellar empires Asthe authored representative of her faction nation, wold ‘or empire, the Ambassador i entitled to privileges beyond the rights of ordinary people. These privileges apply only when the Ambassador’ allegance toa faction, nation, word, or stelar empire i recognized Select this advanced cass if you want your character to ecel at negotiations and have politcal connections and ‘lout ‘Theastst path nt thisadvanced cls isfrom the Charismatic hero basic das, hough other paths are conceivable REQUIREMENTS To qualify to become an Ambassador, a character must ful the felloning ctr Skills: Dpiomacy ranks, Knowledge cvs) 6ranks, Knowledge (theology and pilosopy) 6 ranks Charismatic Hero Talents: Car, fv Allegiance: nAbassador must pledge her priary llelance toafacton ration, word. or empire and remain a dutiful servant of thisbody: the Ambassador breaks tis allegance, she losesal the benefits ofthe Diplomatic immunity and Open Arms clas Features (see Class Features, below). CLASS INFORMATION The follonng information pertains to the Ambassador advanced css HIT DIE ‘The Ambassador gains 16 hitpoints per lve. The characters Constitution modifier applies ACTION POINTS ‘The Ambassador gains a numberof action points equal to 6 + one half hee character level, rounded down, every time she attain 2 new lve inthis lass. CLASS SKILLS ‘The Ambassador’ ls sls areas follows ‘Bf (Cha. Computer Use (rt), Diplaracy (Cha), Gather infor ration (Cha), lntimidate (Cha), Knowledge (betavoral scence, ives, current events, history, theology and philosophy) (hn), Pro Fesion (Wis), Read/Write Language (none. Research (It), Sense "Motive (Ws) and Speak Language (none), ist 0d Diplomatic immunity “1 md PE pen arms a i 5d 2 a Bonus feet 2 an Seni: Infomation access 2 sth 3 ag Stgend 3 ‘i “ aS: Bonus feat 3 7 5 2 2s Restricted access “4 ath 6 Spent “4 oth “6 a Bonus feat 5 3 oth Sn ee ‘Sect consis s “4 we Cass5 Disturbing the peace, bli itoxcation, nonnjurious traffic ation cast Possesion of controled substance, injurious trai vlation, operating business without a license, operating 2 vehicle or starship without license, assault without deadly weapon class ‘Attempted ery of publ of robbery or rand thet, aiding and abetting shown felon. asa witha ° penton sbeqpent Opry chedsin that ea F ~Spenaty on sbsequnt Diplomacy checks in that area % IO peat on subsequent Diplomacy checsin the area deadly weapon possession of concealed weapon cas Murder oe manager aud smuggling. ‘assault against a publ offic traficking incon substances hss} Conspiracy agaist the goverment, murder of apublc offal, sabotage of public uities Skil Points at Each Level: 5+ Int moe (4+ Int moder for nonhumans) CLASS FEATURES The following class features pertain to the Ambassador advanced cas. DIPLOMATIC IMMUNITY Starting at It level f the Ambassador is arrested fora crime, she ‘an make a Diplomacy check to invoke her diplomatic credentials and no suffer the usual egl peralty or punishment he severty ofthe crime determines the DC ofthe Diplomacy check, and how authorities react ifthe Ambassador succeeds, See Table F3 Dip lomatic imurity for Diplomacy check DCs based onthe severity ofthe crime If one ofthe Ambassador's consuls (se the select consul cass feature below arrested for a tine andunable to secure he own release, the Ambassador ay intercede onthe consuls behalf One may aid the other's Diplomacy check (se Aiding Another on page 47 ofthe d20 Modern Roleplaying Gore ‘An Ambassador who routinely invokes the priilege of ipl rratic mmunityether on er awnbehlfor to protect er elected consuls lily tobe recalledor terminated by those she as smozn ‘to represent [atthe GMs discretion OPEN ARMS Begining at Dd eel the Ambassador is sled tinting peaceful egatiatons. She may add 2 competence bonus equal to one-half ther Ambassador clas level onal Diplomacy checks. BONUS FEATS ‘At rth, and Sth level the Ambassador gets a bonus fet. The ‘bonus eat mus be selected from thefolloning stand the Ambas- sador must meet ll the prerequisites ofthe Feat to selec it. ‘Attentive, Defensive Mat Arts, Dodge, Educated, Improved Initiative, Low Profle, Oathbound® Renown, Trustworthy * Indicates a feat described in tis chapter. INFORMATION ACCESS Staring at th level, the Ambassador can make Gather Informa: tion check without spending money or making Wealth checks, 0 Deportation within 26 ours 8 Detention pending the dpiomatic action by characters afte goverment provided she is dealing with individuals or organizations that are eA helpful ren. ndferent or unfriendly toward her or those she represent, Dealing with nvidval or organizations that are hostile requires the Ambassador to make Wealth checks as usual when using ‘the Gather Information kil STIPEND. Stilled diplomats are wel paid for ther oyalty and dedication and ‘they ae accustomed to traveling in style. At Sth eve. and again at ‘these the Ambassador gains a one-time Wealth bonus increase of 4 RESTRICTED ACCESS ‘8 th level. the Ambassador gains clearance to access restricted fls or cased information From any source that recognizes her faction organization ration, worl or stellar empire She gains a5 bonus on Computer Use checks made to defeat computer security anda bonus on Research checks. SELECT CONSULS ‘AtTOth eve the Ambassador may appoint a rumber of individuals equal to her Reputation bonus 35 “consul” or "attaches." These appointed individuals gain all the benefits of the diplomatic immuety, information acess, and testited acces cas features (Gescribed above. The Ambassador may reve these priveges at {any time and appoint replacement consus as she ses fit. takes 1d hours for an Ambassador to invoke or revoke a consul’ of attache privleges. DOGFIGHTER ‘Anyone who manages to survive that fist terrifying trl of blast Ing into space in the minusule cockpit of an ultralight fighter can develop a lifelong lve for it. Dogfights are usualy thill-seekers and hothots, but theyre also extremely good at what they do. if they've survived long enough olga dazen sions, theyre prob ably amerg the best plots inthe gla, Dogtghters revel inthe feeling of power they get from being at the contrals ofan armed rocket, and they know jsthow toma that ect do exactly what they wan itt Select this advanced class if you want your character to be an astrogati batteship-hatn’ fighter jockey instead of just a slotified cropduster. The fastest path nto ths advanced classi fromthe Fast herobasic bonus feat must be selected fom the following list andthe Dog ass, though other paths ae certainly possible REQUIREMENTS To qualify to become a Dogfight, & following citer Sills: Piot 6 ans, “0 a 3 ‘Adam the Dofigher character must Fulfil the ship Gunnery, Starship Mobily, Starship Operation, Starship Peel: DOGFIGHTERS AND STARSHIFS The Dogfighter advanced cas is able ony in 20 Future campaigns tat feature starships and starship battles. Make sure you consult with your GM before advancing your character toward tang evel inthis class. The Dogfighter class description refers to rules presented in Chapter Seven: Starship, Feat Starship Operation (tral) Base Reflex Save: CLASS INFORMATION The fllowing information pertains to the Dogfighter advanced HIT DIE ‘The Dogfighter gains 148 ht points per level The character’ Consetution modifier applies. ACTION POINTS ‘The Dogfihter gains a nurber of action points equl to 6 + one half is character level rounded down, every time he attains anew level inthis ass CLASS SKILLS The Dogigter’ class skis area flows. Buf (Cha. Computer Use ht), Craft (electronic, mechanic lit), Knowledge (popular culture, steetwise, technology In) Navigate in) lt (Deg), Profession Wis. Repair (nt) ‘Skil Points at Each Level: + nt moe + int moe for ashumans CLASS FEATURES The following class fetures pertain to the Dogfighter advanced iss, BONUS FEATS Ata. 3ed, th and th level, the Dogfihter $s abonus est. The fighter must meet al te prerequisites ofthe feat to select. ‘Bind-ight, Bra, Gearhead, Improved Bra, Improved Fit, ‘Space Starship Battle Run, Starship Dodge, starship Fein Star sir 2, Te10-G Training * Indicate o feat described inthis chapter. Bonus eat ‘| 0 Defender ofthe universe a a Sonus feat 2 “1 Sake, ratl and ol) 2 a Tothe max! 3 2 Bonus feat 8 2 ‘heat and ol (24a). “4 2 Keep together 4 a Bonus feat 5 3 ‘Shake, ratle and rly) 6 3 DEFENDER OF THE UNIVERSE Starting at 2nd level, a Dogtightr applies his Reputation bonus to the die resut whenever he spends an action point to mayan attack ol sl check ability check, oF saving throw made aboare a stantip. SHAKE, RATTLE, AND ROLL ‘ath level, a Dogfight leans how rock an enemy starship with ‘weapons fire. The Dogfighter must declare that heis sng this ab ity befoce making te attack rl thus, fale attack ll ruin the axtemp) A starship damaged bythe Dogfight’ attack is shaken for | round al passengers and crewmembers plots and gunners included) aboard the shaken ship take a? peraty on attack ol ‘avg throws, and sil checks for ound -ADogfighter may use this ability once per day at th evel twice per day att level, and thre times per day at 1th Level, TO THE MAX! At Sth evel and beyond, a Doghighter can coax more thus out of ships engines, increasing its tactical speed by +500 feet. The Dog fighter mistbe piloting te ship to increase its tactical speed. KEEP IT TOGETHER At th level, a Dofighter can continue to operate a starship even afterithas been educed to negative points an has begun brek- ing apart The ship may take one move action or one attack action each ound However, the ship cannot berepaied and contioues to lose tht point per rund, exploding once it reaches it destruction tHveshold see Chapter Seven: Starshps, page TR). The Doaighter andl other personnel aboard the ship are considered shaken, aking 2-2 penalty onatack rol saving throws and stil checks DREADNOUGHT Sometimes referred to as the “walking tank” the Dreadnought (oot to be confused with the starship subtype ofthe same name) texcel at knocking dwn foes wie fearesy standing her round. Her neatly iresistible pomer comes from a strict exercise regimen supported by vitamin supplements, surgical operations desired to strengthen bones and enlarge muscles, and scientifically tested ‘meditation techniques. Her power and reslence make her ideally suited fr ultramoder infantry writs. military insurgence teas, and secret service protection agencies, Selec this advanced class f you want your character to plow ‘through foes and obstacles while withstanding tremendous amounts of punishment. ‘The atest path to this advanced ass from the Tough hero basic das, though other paths ar possible Stephano the Drennought REQUIREMENTS To qualify to become a Dreadnought. a character must fulfil the following citer Skil Itiidate 6 ranks Feat: nproved Darage Threshold ‘ough Hero Talents: Any two Tough her talents i “0 2 Fearless stably. unhindered and a 8 a Abily surge (Vey) steuneolr 0 xs 2 3D Bonus feat 7 “0 th 3 zeae DL Mase defer (2) a 4 sth 3 4g ‘Ability surge 2a) knockdown 2 “1 th “ Sea Bonus eat 2 a Tt 5 Sad Master defener (4) 2 2 ath 6 5) Ability surge (/éey beayartlery 2 oth “6 og Bonus feat % 2 Dot a as aster defender (+6) 3 3 TERS « CHARA CLASS INFORMATION The flowin information peta to the Dreadnought advanced ass HIT DIE The Dreadnought gains Tz hitpoints per level. The character’ Constitution moe applies. ACTION POINTS. ‘The Dreadnought gains anunber of action points equal to 6+ one half her character level, rounded down, every tne she attain a new level inthis as CLASS SKILLS ‘The Dreadnoughts das sills are as follows Balance (Dex) Cli (St), Concentration (Con), intimidate {a}. Jump (St). Profession (Wis). Survival (WY Swi (St), Tube (ey) Skill Points at Each Level: 3+ nt moxie [2+ nt moxie For nonhumans CLASS FEATURES The flowing class features pertain tothe Dreadnought advanced class FEARLESS ‘The Dreadnought is immune to fear effects. STABILITY The Dreadnaught is incredibly sure footed. She galas a +4 stability bonus onal rolls made o resist being tripped, overun, knocked prone or pushed back by a bull rush attack. UNHINDERED The Dreadnought treats any suit of armor wom as though ts armor penaty is better ABILITY SURGE At 2nd level the Dreadnought can temporary inceaseher Strength, but at apenaty to Defense At Sth and th evel, she can use this ability more frequent. ‘The Dreadnought gains a +8 morale bonus to Strength, but takes -Zpenalty to Defense Activating abit surge'safee action and ‘the suge lasts for a numberof rounds qual othe Dreadnought’ clas level. Following the ablity surge the Dreadnought satigued for as mary rounds a she sued, but may negate this penalty as fteeaction by spending an action point. The Dreadnought may use the ablity surge once per day at 2nd level twice per day at Sth level, and thee times per day at ‘thle STEAMROLLER Statingat nd level, the Dreadnought doesnot eed to move before making an overrun attempt against an opponent She ao gins 2 +7 bonus onary trp attack made against an opponent who Blocks her overun attempt BONUS FEATS ‘Ad, th and Sth level the Dreadnought gets a bonus feat. The bonus feat must be selected from te folowing list, and the Dread nought must metal the prerequisites ofthe fet to select it Action Boost, Advanced Combat Martial Arts, Advanced Firearms Proficiency, Advanced Two-Weapon Fighting, Armot Proficiency fight). Armor Proficiency (medium), Armor Profi ciency (heavy. Armor Proficiency (powered), Athletic, Bra Butst Fie, Cleave, Combat Expertise, Combat Martial Arts, Combat Reflexes, Endurance, Frightful Presence, Great Cleve, Improved Brawl, improved Bull Rush, improved Combat Martial ‘ts, Improved Combat Throw, Improved Disarm, Improved Knackout Punch, Improved Trp, Improved Two-Weapon Fight ing. Knockout Punch, Mobility Power Attack, Ru, Spring Attack, ‘trae, treetfightng, Sunder. Toughness, Two-Weapon Fighting, Uta immune System’ "Indicates o feat described in this chapter MASTER DEFENDER Starting at Ath evel, the Drought becomes especialy skiled in defersive fighting Whenever she fights defensively or takes the total defense ation, she gains a+? banus to Defense (in adtion tothe dadge bonus to Defense gained while fighting defensively or engaged total defense) The Drezdnought must be wearing medium, heavy or ponered armor to gin this bonus “The bonus increases to +4 at thleve and 6 and 1th level KNOCKDOWN At Sth eel and beyond, whenever the Dreadnought is allowed to apply her Strength modifier to damage, she forces the tage a her suecesful attack to make a a Forttue save (DC = damage deal) core knocked prone by the force ofthe blow. HEAVY ARTILLERY Beginning at 8th evel. a Dreadnought treats all weapons as oe sae category salle fr purposes of determining whether or nt she can Wield themin one hand and if they are considered ligt weapons ENGINEER Engnersare vital members of any industrialized soit. responsible focbuidng and maintaining weapons, vehicles, starship, and mre though many Engineers confine themselves to workshops garages, and shipyards, many are drawn toa life of adventure ane prefer to work "in the fld” Some ofthe best and bightest Engineers ply ‘their trade aboard starshis, on distant colonized worlds. and onthe batteild, Every ganization and nation that depends on techno ‘ogy Flies onthe their knowledge. nginees use their knowledge oF ‘how things ate put together to more effectively take tings apart and are often called into bypass security measures or whup spe ‘al weapons for field troops in dangerous station. Select thisadvanced class ifyou want your character to excel at bulling modyng, paring and disabling electrical and mechan cal equipment, including weapons ‘The stst path into this advanced class from the Smarthero basic class, though other paths are pose REQUIREMENTS Tout to become an Engineer, a character must fulfil the fol lowing criteria Skills: Computer Use 6 ranks, Craft (let 6 rank, Craft {rechanical) 6 rans, Knowledge (technology) 6 ranks, Rept Sans CLASS INFORMATION ‘The olowing information pertains othe Engineer advanced class. HIT DIE The Engineer gains 146 hit points per level. The cha Constitution madifir applies ACTION POINTS The Ergineer gains a numberof action points equal to + one-half his characte lve. rounded down, ever tine he attansa new eve inthis ass CLASS SKILLS The Engineer’ cls sls areas fllows Computer Use (Int), Caf electronic, mechanical, structural) (in), Disable Device (int), Drive (De), Knowledge (physical sc ences, technology In), Navigate (it), Plot (Ded), Pofesion (Wis, Read/Write Language (pone), Repair (nt), Seach (In) Speak Language none) ‘Skil Points at Each Level? + ne ef (nt moder for nonfumins) CLASS FEATURES The following cass features pertain to the Eng advanced BUILDER At Ts level the Engineer gains the bonus Builder IMPROVE KIT (+1) An enginer can use his knowhow to upgrade an electrical or mechanical tool kt at no ational cost lectrical ToolKit, Basi: For the cst of bs tock tan Erginger can assemble a mastrcraft (+) version ofthe kt that rans a+! equipment borus onal Repair checks made to fix electrical devices, Electrical Tool Kit, Deluxe: Fr the cost ofa dene electrical tool kt, an Engineer can assemble a mastrcraft (I) version that yants 2-3 equipment bonus instead ofthe usual +2 equipment bonus} on all Repair checks made to fc electrical devices and a +1 equprent bonus on all raft (electrical checks Mechanical Too! Kit, Base: For the cos of abasic mechanical to kit an Engineer can assemble amastrcraft (1) version ofthe li that grants a equipment bonus on all Repair checks made to fxmechanial devices Mechanical Tool Kit, Delure: For the cost of a deluse mechanical tan Engineer an assemble a mastercraft (1) version Brandon the Engineer that grants 2 equipment bonus instead ofthe usual *2 equip mest bora] on all Repaie checks made to fi mechanical devices and a +1 equipment bonus on all Craft (mechanical) and Craft (structural chects it “ i" Bul, mprove kt (I) ci *0 and a 2 230 uit, pation repair a ae 31d 2 2 a “1 Bonus eat “1 + ath 3 a a 4 ‘Inprove it 2). configure a aI ‘weapon sabotage sth 3 3 3 7 ‘raft XP reserve, quick aft ah 3 SL Bous eat craft eseve ue rth S 4 4 2 Craft XP reserve, 2 ath 6 “4 4 a 3 7] th “6 “4 “4 3 Bonus feat, craft XP reserve 3 3 ‘oth 7 6 6 3 Craft reserve, unlstered 8 8 rERS x CHAR QUICK CRAFT At dnd level, an enginer learns how to craft ordinary scratch built electronic, mechanical, and structural objects more quickly than nora When ising the Craft (electron), Craft (mechanical) or Craft (structural to bile an ordinary scratch- bul item, the Engine reduces the building time by one-quarter. For example, a complex lectronic device that normally takes 24 hours to bul takes the Engineer hours to bul At Sth evel, the Engineer reduces the building time of ordinary ‘objects and mastercraft objects by hal SUPERIOR REPAIR [At Ind level, an Engineer lars improved ways of repairing robots, vehicles, mec, tarships, and cybernetic attachments. ‘An Engineer witha mechanical tool kit and an appropiate fac ity (a workshop garage, cx hangar} can repair damage to a robo. veticle, mecha, starship. or cybernetic attachment, (Without a ‘mechanical tool tthe Engineer takes a~4 penalty onthe Repait check) With Thou of mor, the engineer can estore a numberof hitpoints based on his Repaic check rest, as shown in Table 1-7: Superior Repair. damage remains, the Engineer may contin to make reals for as many hours as needed to fly repair the da aged robo. vehicle, mecha, starship, or cybernetic attachment Less than 20 None x0 8 3d Engineer as evel BONUS FEATS [Ad th and St level, the Engeer gets a bonus et. The bonus feat must be selected from the following lt and the Engineer must meet ll the prerequisites of the feat to select it ‘Aicraft Operation (spacecraft), Builder, Cautious, Geatheat, Mastrcrafter Salvage’, Surface Vehicle Operation Vehicle Expert, ero-G Training * indicates a feat described in this chapter. IMPROVE KIT (+2) ‘Ath level the Engineer can assemble mastercraft (2) eletial aed mechanical tool its. This ability works as the steel improve Lat das feature, ercept the equipment bonuses improve by an addtional +. RECONFIGURE WEAPON Ath evel. an Engineer can reconfigure a melee or anged weapon, improving one aspect of f.Reconiguinga weapon requires Thur of work anda sucessful Repair check (OC 20): reconfguring amas tercraft weapons sight harder (OC 20+ the weapon's mastercaft bonus feature). An Engineer may take 10 or take 20 on this check ‘The reconfiguration imposes a -1 penalty on attack rolls ‘made withthe weapon but grants one of the following benefits indefinite. ‘Changed Rate of Fire The econiuation changes the weapon's rate of fie. A seniautomaticonly weapon sutches to an automatic ‘only weapon, or vce versa. Tis benefit appl ony to a ranged ‘weapon with ether a semiautomatic or autoatc ire setting, ‘Greater Ammo Capacity: The reconfigured weapon can hold 50% more ammunition than normal This benefit apples only to weapons that take ammunition. Greater Concealment: The reconfiguration grants a*2 bonus fon Slight of Hand checks made to conceal the reconfigured weapon Greater Range Increment: The reconfigured weapon's range Increment increases by 10 feet. This benefit applies ony to weapons with range increments Signature Shooter: The weapon is reconfigured for a single Individuals use only and is treated as a unique extic weapon. Anyone else who uses the weapon takes 4 nonpofcent penalty ‘onattack ls, ‘Weapons can be reconfigured muttiple times: each time a weapon i reoafigued, it imparts @ new benefit. Undoing an Engineer’ weapon reconfiguration requires Thour anda successful Disable Device check[0C 20+ the Engineer’ cls ee), SABOTAGE ‘At ath level and beyond, the Engineer can sabotage an electrical Cor mechanical objects that it operates poorly. The Engineer must succeed ona Disable Device check (DC 20} to accomplish the down .yade, and saboragng a mastercraft objets slighty harder (OC 20 + the mastrcaft bec’ bonus feature). Noticing the Engineers handiwork without fist testing the sabotaged device requies a succesful Search check (OC > the Engineer's Disable Device check res) sng the sabotaged iter requires a succesful Repl check (see the Repair kil description on page 70 of the d20 Modern Roleplaying Game} Sabotage Device: As 2 fullround action the Engineer can reconfigure a device with electical or mechanical companents (auch as a computer, tool kt, ota vehicle so that anyone who ‘ses it suffers a penalty equal to the Engineer’ clas level on sl checks made tose the device Sabotage Weapon: 4s 3 fullound action, the Engager can saborage a weapon so that t mises or break the next te is used A sabotaged wespon cannot be used effectively unt epaed. Thisuse of saborage also apples to vehicle and starship weapons, CRAFT XP RESERVE Starting at Sth level, an Engineer withthe Masterrafter feat can buldmastercaft electronic and mechanical devices without invest ings much of hinselfnthe proces. At Sth evel and every level thereafter an Engineer gains a speci reserve of experience points equal to 100 his Engineer las evel These extra experience points are separate from experience gained ‘through level advancement and can ony be used to make master craft items they do no count toward level gan An Enginger must spend the extra experince points he gains at each level for when the Engineer gins a level he loses any "unspent experience points in his eserve. Fr example, at éth vel, the Engineer gains 600 XP to spend on making mastercraft ites anyunspent experience pont nhs reserve from the previous evel ayelost IMPROVE KIT (+3) ‘At Mh level the Engineer can assemble mastercraft (3) elec cal and mechanical tool Ks. This ability works asthe 4th-leve improve kt class Feature, exept the equipment bonuses improve by an akitiona QUICK FIX ‘thle. the Engineer canrepairamechanical or electrical devicein tal henna time; se the Repa sl description on page 70 the 20Modem Roleplaying Gore for normal repair tnes However, ‘ating the rept increases the Repair check DCby 5 WEAPON UPGRADE ‘x Bth level, an Engineer can uprade handheld or robot installed weapons, as well as weapon systems aboard vehicles, mecha cr starships. ‘Weapon ls dares tage for rou % Weapon also knocks tage prone 30 ‘Weapon leaves target taken for I rounds 5 Weaponalso stuns target for ound “0 hicle/Mecha/Starship Weapon Upgrade c \Weapondels an entra two ckeof darage 2 Weapon ignores S pons of targets hardess/DR » Weapon' rica it multe nceasesby 1 % ‘Weapon nore 0 points of targets hardness/DR ‘The Engineer must spend 1 hour ti ‘ible 8: Weapon Upgrade. the sl ch modify the weapon ls falls, though the Engineer may (The engineer may tke 20 on the sil chek but the upgrade tl 2 hours to complete) An upgraded weapon has a 10% chance of breaking after each time its use it cannot be used agin ut repaired, and repaing it requies } hour and a successful Repait check (0C 40, UNFLUSTERED _Nlth-LevelEngner can perform complicated tas without pro voking attacks of opportunity from ajacet fos. During ary roundn wich the Engineer uses the Computer Use aft, Denoltions, Disable Device, or Repair sil hecan fist makea Concentration check(OCT5}touse the desired kl without povok igattacks of opportunity. Making the Concentration check doesnt ‘ast the Engineer an action. He may take 10 the Concentrator ‘eck, but he cannot take 20, EXPLORER Diven by a thirst for knowledge, an unyielding curiosity, ora cra ig for adventure, the Explorer lives to pmb the unknown. he is (olunbus, Earhart, Livingston, and Armstrong al rolled into one ‘She migh serveher ow agenda ora larger organization. Regarless her oyalies, the Explorer’ investigative talents serve her well when unraveling the secrets of vanished alien cultures, mapping new star sjters, surveying distant planets for eventual colonization, turerthng the treasures of ancient dyastes, or determining what lesbeyand dimension gates. The Explorer’ sural hil also make heran excellent scout and guide Select this advanced css if you want your character fo excel at exploration and uncovering secrets in paces where mast others fear to teas, The fastest path nto this advanced class rom the Dedicated hero basic class, though other paths ae possible. Llythe poner REQUIREMENTS To qualify 10 become an Explorer, a character must fulfill the folloning ctr Stills: Knowledge (arth and life science) 6 ranks. Knowledge (history, psc sciences, or theology and philosophy) 4 rans, Search ranks, Survival ranks Dedicated Hero Talent: vate CLASS INFORMATION The following information pertains tothe Explorer advance HIT DIE The Explorer gains 148 hit points per level. The character's nstitution modifier applies. ACTION POINTS The Explorer gains a number of action points equal 06+ one-half her character level, rounded down, every time she atans anew levelin this as. o 5 “1 Explorer lore sivas +I “0 ad 5 aes Resolve, sled searcher a 0 3d 2d Bonus feat 2 el 4h ne Tap seve) 2 4 sth Bg Entra step 3 i oh Bey ey Bonus feat 3 2 Mh dof ap sensed “4 2 ah Mt plore evasion “4 a oth td a Bonus feat +s a oth ES HE Era sep rap sere) 5 3 CLASS SKILLS ‘The Explorer’ clas sls reas follows Balance (De), Buf (Cha), Climb (St). Decipher Script (ht). Disable Device (In), Drive (Dee. Gather Information (Cha). Handle Animal (Cha, Investigate (nt) ump (St), Knowledge (arcane lore. art, earth and fe sciences, history physical science, theology and philosophy nt) Listen (Wi), Neviat ht), Pot (Dex), Read/Write Language (none), Research (In, Ride (Dey). Search (rt), Sense Motive (Wis), Speak Language (non), Spot (Ws, Survival (Wis) ‘Sim (St), Treat nary (Wis) ‘Skil Point at Each Lev fornonhenans I: 7 + Int modifier (6 + Int modifier CLASS FEATURES The following class features pertain to the Explorer advanced clas EXPLORER LORE An xplre picks up stray and obscure Facts duingher adventures. She may make a specal Explorer lore check with a bonus equal to he Eplrer cass lve + her Inceligence modifi to see whether ‘or not she knows some relevant knowiedge about notable people legendary tems ornteworthy places. the ExplorerhasSormore ranks in knowledge (history), she gains 2+2 onus on this check, She ‘may tae 10 but canna take 20 on ths check fn Explorer lore check does nat reveal the powers of psionic item but may give some hit a tots genera f Eporer may not take 10 or take 20 on ths check AGMe 7 Dfficlty Class of the check result by refering to Table 10: Explorer Lore. magic tion: an determine SURVIVALIST ‘At st level, the Explorer gins the bonus feats Guide an 10 Common, known bya least substantial rminotty of he local popuation 20 —_Unconenon but arable, own by only ‘fen people intheates, cr known by ew, ard 0 come by. 30 Etremely obscure, Known by very few, oss forgotten by most who once knew 1 pssbly known oly by those who dont understand the inowedge' sineance RESOLVE Begining at 2d level an Explorer gins a morale bonus equal to one-half her Explore class eel rounded down) on saving throws toes fear effect and Intiidate checks SKILLED SEARCHER ‘When actively searching for secet dors or traps an xplocerof 2nd level or higher gains a bonus onher Search cheeks equal to one-half her Explorer class level (rounded down) BONUS FEATS ‘Ad 6th and Sth level the Explorer gets bonus et. The bonus feat must be selected frm the following lt, and the xporer must ‘meet al the prerequisites ofthe feat oselect it Action Boost, Advanced Two: Weapon Fighting Aiaft Opera tion (spacecraft), Archaic Weapons Proficiency, Attentive, Bra Dodge, Educated, Endurance, Exotic Freams Proficiency, Exotic Melee Weapon Proficiency, Hero Surge. mproved Fen, improved KnockoutPunch, Improved Two: Weapon Fighting Jackof Al Trades, Knockout Punch, Mbit, Nembe, Renown, Spacer, Stretfghting Studious, Tack, Two" Weapon Fighting, Vehicle Expert * Indicates a feat described inthis chapter. TRAP SENSE ‘At th level. an Explorer gins an intutve sense that alerts her to danger from taps, giving era + borws on Reflex saves made to avoid traps anda +1 dodge bonus to Defense against attacks made by taps. eve bonuses ise to 2 th level and sat 1th eve EXTRA STEP ‘An xplre of Sth evel r higher ean spend an action point to take an eta Sfoot step during her tun, a a fee action. This extra 5-foot step doesnot provoke attacks of epportuity. ‘soca officals hobbies and interests legends or ras about a powerful place of mystery. ‘The cordate ofan known but uncharted work legends or rumors abouta powerful psonicarfact. Thecastoms ofa documented len pecs: there homewri of an ancient royal dynasty ‘The os ily locaton of alongs pharaoh’ tomb the history of powerful arbfact ads creator the itely coordinates ofa fbled but asyer-undscovered planet ‘ACTOR evel the Explorer cantate the extra S-fotstep without spending n actor po EXPLORER'S EVASION IF an Explorer of th level or higher i exposed to any effect that 1 attempt a Reflex sang throw for oral allows achat alt daage aa damage f she mas su IF the Explore aad has evasion he Fast hero evasion alent example, she gains imp instead. Improved evs sion works similar fo evasion, except the Explorer suffer damage on afaled sa bast, for example, the Explorer sffers no ful saving thon fo ly half with the heat ofa wari he knows how octal leadty example Hstacticl now conflict, and he’ nat afraid to get completing mission, A Fed Off inthe p might command a smal assigned to “bck ops ple ates who require strong eae you want your inthe Field The fastest pat into ths advanced classi fo 1 Charismatic hero basic class, though other paths REQUIREMENTS Toul tobecore afield Officer, ach full the folowing criteria Base Attack Bonus: Sls Diplomacy 6 ranks, Knowledge tacts) 6 Feats Persona fears Prof _ Rus the Feld offi, CLASS INFORMATION The following irformation pertains to th advanced clas CLASS SKILLS The Field Officers cass sls area olows HIT DIE Bluff (Cha), Computer Use The Feld 148 hitpoints per level. The chara focmation (Ca), Intridate [Cha Knowledge (behavioral sc: Constitution modifi ies, theology and oi Motive (Ws Speak Diplomacy (Cha), Gathe ACTION POINTS Language {none} The Field Officer gins a numberof ation points equal to 6 one-halfhis charac level, rounded down every timeheattains Skill Points at Each Level: 5 nt modifier (¢ + nt modifi level in ths las. for nonhuman p save save 4 Bonus and a Oe Uncanny sural xd 3 5 Benue ath 4 a “ Tectcl expertise 2 2 th * 7 4 ‘August leadership E 6th SI onus est, 2 th . 2a 5 factcl mastery z 3 ah 8 2 2 6 Commanding presence a a th 5 30 6 Bonus teat * Tot ee ‘ation test 6 ez ACTERS CHAR (CLASS FEATURES ‘The following clas features pertain to the Field Officer advanced ass. LEADERSHIP By providing supervision and guidance a Field Officer can improve anally's chances of succeeding ta sil check. Instead of making a Skil check to aid another (se Aid Another on page 47 ofthe d20 ‘Modern Roleplaying Game) the Feld Offcermakesa Diplomacy check (DC 10). He cannot take 10 take 20 on the check. Success ants a competence bonus on the ally’ sll check equal tothe Feld Officers Charisma bonus or Reputation bonus, whichever is seater The ally must be within sight and hearing distance ofthe Field Officer and must be abl to understand him ‘Field Officer cannot use this ality on himsel. UNCANNY SURVIVAL Begining at 2nd level a Field Officer can add one-half his class level to is Defense for 1 round. once per day. (The bonus applies to the Field Officers touch nd flat-footed Defense aswel) He must declares doing this atthe begining of his tu, and the Defense bonus sts unt his nex round of ations. BONUS FEATS ‘tr. th and Sth eve the itd Ofer gets a bonus feat. The Boru eat must be selected from the follow ist. ad the Feld Officer must meet al th prerequisites ofthe fea to slit Adranced Fears rofcieney, Armor rfcncy igh) Armor Proficiency (medium) Amor roficiency fey Arar rfcency {poneredContat pete Dodge Inroveditatve on Wil ability, rece Sot Quick raw enown Sha onthe Run * Indicates eat described in this chapter. ‘TACTICAL EXPERTISE Statingat Ath level as ful-round action ald Officer cause is tactical knowledge to coordinate lies. Ales to be affected must be within ight and hearing distance ofthe Fed Officer and must beable to understand hi, ‘The Field Officer must make a Knowledge (tactics) check with DC equal 015 the umber of allies affected. He cannot take 1O or take 20 onthe check. I the check succeeds, ll affected allies gain a competence bonus on attack rolls ora dadge bonus to Defense equal to the Field Officer's Reputation bonus. The Field Officer chooses which ofthe two benefits to impart and must impart the same benefit all affected ales. The benefits last for Teound. Ifthe check als the Field Office ales gan no benef but the actions still spent ‘Field Officer cannot apply the benefits ofthis ability this AUGUST LEADERSHIP ‘The eld Officer gains thi aby at th level It works ike the lead ership ably se above), except the Feld Oficeraddshis Charisma bonus and his Reputation bonus othe all's check TACTICAL MASTERY -ALTth level the Field Officer equres less time to direct his ales This ability is sma to tactical expertise (ee Tactical Expertise, above) but equitesan attack action instead of a fullound ation. COMMANDING PRESENCE ‘At Bth level and beyond a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a igle foe's tesolie, Enabling an ally requires an attack action and a succesful Diplomacy check (OC 20. the check succeeds, the Fld Oifier can negate any one ofthe allowing harmful conditions affecting a single aly: comering, dazed fatigued, nauseated, panicked, shaken, Cor stunned. Te al tobe affected must be within sight and hearing tance ofthe Feld Officer and must be able to understand him, The Feld Officer cannot use this ability cn himself ‘Weakening 2 foe's resolve requires an attack action and a suc cessful Inimiate check (OC = target’ level chec. the check succeeds, the target shaken for anumber of rounds equal toi + ‘ne haf he Feld Officers las lve + the Feld Officer's Charisma ‘modifi. The target must be within ght and hearing distance of the Field Officer and must be able to understand him. target that resists the Field Officers attempt 1 weaken its esl is immune tothe Field Officer's use of ths ably for24 hous, ACTION TRUST AC TOth level the Field Officer's mere presence inspies, safeguards, ad motivates is als. ‘As 2 free action, a Field Officer may spend one of his action points to modify an als attack rol kil check, ability check, level ‘heck or sving throw result by 246 applying abonus of #2 0+). The aly to be affected must be within sight and hearing distance of the Fed ice to gain the benefits of the Fld Officer's spent action point A ield Officer may use this ability once per ound, and rot on nse he gis the normal benefits or spending an action point on himsel}) ‘Ay character may transfer some oral of her action points to the Field Officer as fee action. The Field Officer must consent to ‘the transfer and these action pins become the Fld Office's to spend ashe sesfit HEUX VCARRIOR “Te subjects of rigorous scientific experimentation, Heli Warriors axe salders whose DNA has undergane a process af corwersion Sometimes fered tos “forced evolution” cence corects their physical flaws and enables He Warriors to surpass the rata lini- tations ofthe hun form, The genetic mutation process is ongoing As the DNA continues to transform, Heli Wattors manifest new abiltis that make them into beter, mre eslent super sldes, security guards and law enforcement officers. Selec this advanced class if you want your character to be a capable soldier with ablitis beyond the reach of normal human beings. The fastest path nto ths advanced class from the Stronghero basic las, though other paths are passe REQUIREMENTS To qualify to become a Hex Warrior, a character must fil the fallowng ctr, Base Attack Bonus: ‘Skil: Kroedge (tactics) 3 ans Feat: Endurance CLASS INFORMATION The folowing infomation pertains tothe Helix Wari advanced css HIT DIE The Helix Warior gains WA hitpoints per level. The character Contttion modifier apples. ACTION POINTS TheHelx Waror gins a nub of action ints equal to 6 + one-half er character level rounded down very time she attains a ner evel inthis ess. CLASS SKILLS The Helix Wator’class els re follows Balance [Der Cimb (St. Computer U Int), Demoitions Qt}. Escape Artist (De Hie (De), ntimidste (Cha. Jump (St), Usten is), Move Silently (Dex) Navigate ( Sura (i), Sw (St), Tumble Dey) Sil Points at Each Level: int modifier + Int modifier forsonhumans) CLASS FEATURES The following clas featutes pertain to the Heli Warrior advanced ass HAUL Hel Warriors can cay more heavy gear than the typical die. & Helix Wario’ Strength is considered 4 pont higher for 086 of determining her carrying capacity LIGHT SLEEPER Helix Waters ate ht sleepers and can make Listen checks even while asleep, without penalty. (A sleeping character ronal takes penalty on Listen checks) SURVIVOR ‘When a Helic Warr spends an action point to modify the result ofa saving throw she may roll an adetiona 6 and take the best res, dicaring the lower rls) DARKVISION Begoning at 2d eel Helo Wace gains dkvsion She can see in total darkness out toa range of 60 feet Darkvison is back and white ony, but is otherwise ike norma sight The rage of the Hela Warrior's dtkvsion improves to 90 feet at sthlevel and 120‘et at th lve. Roxane the Heli Ware BONUS FEATS Avid, 6th, and 9th level the Hela Warrior gts abn bonus feat must be selected f Warior mast meet all the prerequisites of the feat to select it Firearms Proficiency, neu), moe Prof feat. The the following lst, ad the Helix Advan ‘moc Proficiency (ight), Armor Poficien _cency then). Armor Proficiency (powered) Athei Blind-Fih, Combat Expertise. Combat Reflexes, Combat Throw, Dead Aim, Combat Martial At, Refers, Nerve Pinch Vehicle Operation Uta immune cus, Whilwind Attack, Zro-G Tang? te a Feat described in this chapter. STRONG AS AN OX ‘At th level and beyond, the Helix Warriors caryng capacty increases as if she were one sae category lager (Large instead of Medium sz. for example) Defer ist z aE Hau ightsleees vie 7 and 2 0 8 Datkysion (0) a Ea 3rd 3 1a Bonus eat 2 4th “4 Cy ‘Srongas ox 9 s 4 Dstysion 90, 3 . supetor conditioning 6th “6 a) onus feat 3 2 1h +] 2a proved reaction « 2 at 6 a4 Darkson (00 f) “4 2 ath 9 eI 3 7 Bonus s 3 200 Ls Decisive attack s 3 ‘Moondeg the pace Monkey SUPERIOR CONDITIONING Beginning at Sth level, a Helix Warrior learns how to shake off adverse cantons. When a Helix Warrior i subjected to one of the folloning conditions the duration ofthe cndktion’ effects halved: cowering, dazed, exhausted, fatigued nauseated, panicked shaken, and stuned, the condtion’ cation is only] ‘und, the Helis Warior isnt affected atl. IMPROVED REACTION At Tth level. a Helix Warior gins a +2 competence bonus on Intiative checks DECISIVE ATTACK ‘Th level wen & Helix Warir spends an action pint to mod the result of anatack rol ema oll an aditional 46 and take the best esl, discarding the lowe lls SPACE MONKEY ena wealthy nation, stellar mpi or megacorporation needs tatame ahostile world or explavea remote comer of space. they often use ruged yet expendable stonauts sled at adapting to harsh conditions. Wiling to tackle almost any challenge for cash, Space Monkeys ae ideally sited for galactic "punt workable to complet straightforward mislons in ffl environments with ite ono supervision. Small teams of Space Manley ae often called ypon to “le” hostile words, build habitats on them, and prepare these words for colorization Select ths advanced clas if you want your character to survive and trie inthe Farflung reaches of space, risking al for adventure’ sale... ora fat paycheck ‘The fastest path nto this advanced class from the Tough hero basic das, though other paths are possible REQUIREMENTS To quay to become a Space Monkey a characte must fll the following criteria Starting Occupation: Astronaut Taine. ‘Skills: raft (richanical or structural] 6 ranks, Suri 6 ans Tough Hero Talent: fry one talent from the Unbeatable Talent Tee CLASS INFORMATION Thefllwing information pertains tothe Space Monkey advanced HIT DIE he Space Monkey gin 0 hitpoints per level. The characters Constitution modifier applies. ACTION POINTS The Space Monkey gains a numberof action points equal to 6 + ‘one-half is character level rounded down, evry time he attains ew level in this cas. CLASS SKILLS The Space Monkey's class skils aes follows ee ee eee Se ert EE a aE ae x + aN SKN NRA a ee eee a Balance [Der luf(Cha), Cit), Computer Use (nt). rat (mechanical, strctrl (int Demolition (In, Disable Device) Drive (Dea, Escape Arts (Dey. Jump (St). Knowledge earth and lfescences, technology) in), Navigate (riot (ey), Repai(n) Search (n),Surival (Wi. Treat Inu (Ws). Tumble (Dey. ‘Skil Points at Each Level 5+ Int mode 4» nt moifer for nonhurars) CLASS FEATURES Thefollowing class features pertain tothe Space Monkey advanced cas, HIBERNATION TRANCE {Space Monkey can entera deep trance that allows him to gin the {ull benefits of sleep or bed res nhl the ual time. For example, Space Monkey reques only 4hoursto gan the benefits of hours (of slep, oF 2 hours of complete bed est to reap the benefits of a full day of complete be rest. MONKEY'S WRENCH Space Monkeys use tools expertly and creatively. Stating at 2nd level, a Space Monkey gains a competence bonus equal 0 one-half his Space Monkey clas level on sil checks made when sing tool it This bonus stacks with the tool t's nocmal equipment bonus BONUS FEATS ‘At ed, th, and th level the Space Monkey gets a bonus Feat. The bonus fet must be selected from te flloning lis, and the Space Monkey must meet al the prerequisites ofthe feat to select it Acrobatic, Advanced Firearms Proficiency, Aircraft Opera ‘ion {spacecraft}, Archaic Weapon Proficiency, Armer Proficiency ight), Armor Proficiency (medium), Armer Proficiency (hea) ‘Armor Proficiency (powered), Athletic Bind-Faght, Brawl Builder, Combat flees, Force Stop, Gearhead Improved Brawl, Improved Bul Rush, Improved Feint, Improved Knockout Punch, ack of Al Trades’, Knockout Punch, Power Attack Run, Spacer Stretfight ing, Toughness, Vehicle Dodge. Vehicle Expert, Weapon Focus, Zero-G Training” * indicates a feat described in this chapter. MONKEYS UNITE Space Monies ight better together Staring at Ath evel a Space Monkey gins +1 morale bonus on attack lls when fighting ada cet to another Space Monkey Fuethermore, Space Monkey gainsa 1 maralebonusonattack rolls aginst an opponent flanked by another Space Monkey ths thon isin addition tothe usual +2 bonus or lankng. a a eet ene 2 (fe KNOW LOCATION At Sth evel a Space Monlay gains a +2 competence borus on Navigate and Survival checks to avoid becoming lot This bonus increases to o4 at th evel MONKEY SHINES Upon reaching 7th level, a Space Monkey has learned sneaky ‘acts sucha kicking it ina foes face, pretending tobe badly ‘wounded, or forcing an oppanent to stare int the sun. He can use the Buf technique of feiting in combat as a move ation, allowing him to fein and attack in the same round. (For more information onfentng in combat, see pages 49-50 ofthe 20 Modern Roleplaying Game) Ifthe Space Monkey also asthe knproved Feit eat, he gues a ‘bones (stead ofthe feat sus bonus) on Biff checks made teint in combat SPACE SUITABLE ‘A Bth level, a Space Montey becomes more comfortable in armor. He teats any suit of armar as though its armor penalty and maximum Dexterity bonus were better. MONKEY SHOT By spendingan action point atthe end of stu aOth-tevel pace [Monkey gains an entra aac at his full atack bonus. (Remember that character can spen ony one action point pr round) SINDLER Swindlers use ther eenundestaning of chance and probability to manipulate athers~oten fr pot but sometimes for nobler ends ‘They are masters oftheir ow fate, architects of their own destiny. Tether, luck the supreme force that created the universe and it governs how everythingin the universe interacts. Swindlers gamble ‘onthe ability tobe inthe right place atthe right time andthrough thei actions, they can alter te fortunes of ethers for god oil Thecraftiest Swindlers lear new ways to manipulate the own luck aswell lowing them to beatthe odds mare often than the ans oF probability would allow Select ths advanced class f you want your character to use ack and gules weapons for personal gun or asinstrumentsto benefit the es forturate. Thefastestpathinto this advanced class from the Charismatic hero basic das, though other paths ae possible REQUIREMENTS To qualify to become a Swndle, a character must full the faliowig criteria ‘Skill: lf 6 ranks, Disgse 4 ranks, Gamble 6 ranks, 3 Bonus feat oT eee ‘t) ct Fortune's fave (4) onus Feat 3 3 SUDdLIwv awvwHys TERS Aw A CH. “Troy the winder Charismatic Hero Talents: Any two ofthe fllowing talents: ‘Charm, Coordinate, astTalk CLASS INFORMATION ‘The following information pertains othe Swindler advanced class HIT DIE ‘The Swindler gains 146 hit points per level. The character’ Constitution mosifier applies ACTION POINTS The Swindle gals a numberof action points equal 07+ one-half his character evel rounded down every tne heattainsanew level inthisclass. (The Swindlers ability to manipulate probability ents him toa higher number of action pons per cas level than ther advanced lasses) CLASS SKILLS The Swindlers las sills are as fllows Buf (Cha) Diplomacy (Cha) Disguise (Cha, Escape Artis (Dey) Fegery ri), Gamble (Ws), Gather Information (Cha. Knowledge (behavioral sciences, business. cvs, current events, history, popular culture, streetwise, theology and philosophy) (it), Perform (act (Cha), Read/Write Language (none), Research {in Sense Motive (Ns), Seght of Hand (Dex, Speak Language (oone), Tumble (Des Sill Pints a Each Level: nt moder 6+ Int msi for onus) CLASS FEATURES ‘The following class features pertain to the Swindler advanced cass CHEAT FATE Fortune favors the Swindler Once per day, hema reroll one roll that ‘he hs just made before the GM deciaes whether the rll ests in succes or fale. The Swindler must ake the et ofthe rer, ‘even its worse than the cxigal ol. THOUSAND FACES '8 Swindlers ability to manipulate probability makes him unpopular in certain citles, increasing the need for a ready numberof disguises. ‘At 2nd evel, the Swinder becomes a master ofthe quick ds- suse. He can dona comincing disguise one-tenth the neal time (dt inate, BONUS FEATS ‘34 th, and th eve, the Swindle ges a bonus feat The bonus featinst be selected from the folowing is. and the Swindler must meet al the pereqistes ofthe eat to select. Action Boost, Bling-Fight, Confident, Deceptive, Educated, sive Taeet. Low Profile Nimble Renown Trustworthy ‘Indicates a feat described inthis chapter. FORTUNE'S FAVOR Starting at sth level, the Swinder lems to subtly manipulate the fortunes of his adversaries, mang him harder to strike in combat. He can spend an action point to gain a+? luck bonus to Defense against al attacks fr Iround. The Swinler must use tis ability on histur andthe bonus lasts ut just before the Swindlers tu ‘A Swindle uses this ably instead of Dodge on bis tur. ‘The ick bonus to Defense increases too a th evel and +6at Toth evel WARP PROBABILITY Ath level the Swindle can affect another creature's attack ol skill cece, ably check, level check, osvig throm. ‘As fee action during anther creature's tu, the Suindler ‘an spend an action point to alter the target’ 20 roll result. The Swinder must be within 30 Feet ofthe target, rust be able to see the target and must declare that he's sending the action point before the GM reveals the rest ofthe targets rol. The Swine’ action-point ce result counts ether asa bonus or peralty to the target’ ol atthe Swine discretion. "At Sth evel the ange of hs ably increases to 60 feet. TECHNOSAV ANT A skied if son bines natural genius with expert training to become a master of ecology and technolegcal devices As an avid colle robot cybernetic and computer hardware she often seems more comfortable around machines than ling breathing beings. She ses her mechanical aptnnde to solve everyday problems, and she communicates wth ether Techaosavants ina at quiky technician, the Technosvant com much of iinvented from sc Selec this advance robotics, cybernetis, and alien technology. as well sto put technology to good use inthe il Thefastest path nto this advance basic class. though other paths are possible merlace with rend yet impenetrable technical ss rom the Smart hero REQUIREMENTS To qalifyto become a Technosavant, a characte must full the following itera, ‘Sill: Computer Use ranks, Craft electrical or mechanical 6 ranks, Disable Devic 6 ars, Knowledge (technology 6 rans CLASS INFORMATION he following information pertain to the Technosavant advanced HIT DIE The Technosavant guns M6 hit points per level. The character's Constitution moe apples ACTION POINTS Technosavant gains a numberof action points equal to 6 + one-half her character ee rounded down, everytime she attains a new level inthis as. CLASS SKILLS. The Technosavat’s class ils ae as fellows sable Device Int), Drive (in), rf (electrical, mechanical) ), Deol Knowledge fohaviocal cultue, Roberta the Technosaant tions Nevigatel ite Language (one) Rep (It). (none, Spot (Ws Skill Points at Each Leve: 7+ Int mosifie (6+ nem nhs} and a Aas Robomance,technophile 4 0 xe a Wg 2 us fet 2 0 ath a 1 aes (yermancer ied ager 2 4 th . 1 Down wth bot (16/4, 3 exotic weapon adept si “4 a7 ee font 3 “ 7 3 ¢ 4 Super cybersugeon “4 2 Hud ah ST ees Down wth abot (746/8), “4 2 ceapeditios savage roth ” 3 as ul provotype 3 CHARACTERS CLASS FEATURES Thefllowing as features pertain tothe Technosavant advanced cass, SALVAGE ‘A Technasvant gin the Savage feat (seepage 8) fo fee TECHNOCANT A echewsvant ears to read, wie and speak a trendy jargon ‘ded dialect called Technocant. nother woes the Tecnosavant sins Read Wie ecnocant and Speak Technocant ase sil Characters without the Read WiteTechnocant sl can rans Laer Technocan with asucessfl Decipher Script check[DC 20). Characters without the Speak Tecnocant sl an tranate spoken Techocant with 2 sucessful ltlignce check (OC 20) athaugh any character withthe linguist let cn a er Sart hero level tothe check The Read/Wit Technocant and Speak Techocat sls each cost sla ROBOMANCER ‘At 2ndlevel the Technosavant becomes a master of robotics. With the help of some mechanical "magi" she takes hal thenoxmal tine ‘eo buld or epaira robo’ fame ora obotc component ‘TECHNOPHILE ‘At nd level, the Technosavant ads one-half her Technosaant las eel to any Knowledge (technology check made to identify an unfamiliar pice of technology or alien artifact (see Expanded ‘Sls, page 1). BONUS FEATS {At 3c th and th level, the Tecnosavant gets onus et. The ‘bonus fest mustbe selects from thefolewg st. andthe Techno savant must metal the prerequisites ofthe feat to select Alen Weapon Pofieney’, Amor Prfceny gh). Armor Froiency medium) Armor Poficency (powered Bue, Craft berets beet Suge’ Gbetaler otic Fieams Foe ‘enc. xtc Mele Weapon Poficeny Gearhead. Mestre Ved Exper * indicates feat described inthis chapter CYBERMANCER Starting at th ee, the Technosavant becomes amaster of cyber netics, Withthe hp of soe mechanical “magic” she takes half the ‘normal time to bald or repair a cybernetic attachment. SKILLED SALVAGER -Technosavant of th evel r higher as speci knack or scaveng ing useful components rom destoyed vehicles, mecha, tarsi, robots and cybernetic attachments. When using the Salvage feat, the Technosavant gains 2 competence bonus on her Seich checks equal to one-half hee Technosavant clas level. DOWN WITH ROBOTS A Technosavant of Sth lve or higher can use her knowledge of robotics to more easy defeat and disable robots. ‘The Technosavant deal 146 points of damage against robots by targeting sight weaknesses in ther design or armen adton, ‘the Technasavant ans #4bonus on grappechecs aginst robots, cenablnghertodesctiate them more easly using the Disable Device hl se Expanded Sis, page 1). At Bth level the bonus to damage against robots increases to “246, andthe bonus on grapple checks agaist robots improves 0-8, EXOTIC WEAPON ADEPT Starting at Sth level, the Technosavant becomes more adept at handling exotic weapons without any formal traning. She suffers ‘only a =2 penalty (instead ofthe usal ~4 penalty) wien wielding, ‘an exotic melee weapon or exotic ranged weapon with which she isnot proficient, ‘SUPER CYBERSURGEON ‘Ar Tiler the Technesavantgainsa +4 competence bonuson Treat Injury checks made to perform cybernetic surgery: see the Cyber netic Sugey fet desertion an page 1 fr moc infrmation. VIRTUAL HOUDINI ATechoasrant of 7h evel or ihe can perform sall wonders witha computer She gis te following Beefs when using the Computer se st Find File, Degrade Programming, or Write Program: When attempting to find fe, degrade a computer progam. or rite a rowan. Technoxaant who exceeds the Compute Use check OC by Sor more accomplishes her intended askin the neal tie (rium rod) ‘Cover Tracks: A Technosavant who successuly covers her tracks while hacking intoa compute system imposes 2-10 pen aly (stad ofthe normal ~5 penalty) on any attempt made to identity he. EXPEDITIOUS SALVAGER A Technosavant of ath level or higher can use the Salvage feat to salvage a wrecked vebicl, mecha, starship, robot, or cybernetic attachment in half the ual ime [sethe Salvage eat description age B, fr deta) BUILD PROTOTYPE A 10thlevel a Technosarantcanbuldrobots robotic components, and cpbetnetic attachments of 2 Progress Level one step higher However. the Craft check Ds or such items are increased by +10 TRACER The Trace always looking fo someone or something staling fis elusive qu wih unyielding resohe. His expertise in pursuing fugitvesakes him the ideal Bounty hunter or uant ffir Some: times hiss are put to the est tracing down missing persons or packages. His talents also make him asiled assassin, although only the most emotionally detached Tracers are comfortable wth that tole Regardless of haw te Tracer earns hiskeep,heimaraby finds what e's looking fr... or ds tng. Select this advanced casif you want you character to excel at hunting fugtves or locating massing persons or consignments, The fastest path nto tis advanced class from the Dedicated hero bas lass, though other paths are posse REQUIREMENTS Toul to become a racer a character must fil the following rte Base Attack Bonus: 12 Shls:lvestigat 6 ranks, Knowledge (bea Feat: CLASS INFORMATION The following information pertains othe Trace advanced das. HIT DIE a The Trace guns 8 hit pois per evel The characte roster applies, ACTION POINTS acer gains anumber of action pints equal 06 character level, rounded down, every time he stains 8 athis css CLASS SKILLS The Tracer assis ar 2s flloms, Climb (tr), Computer Use (Disable Device (nt), Disguise (Cha), Dive (Dex), Gather Information (Cha, Hide [Dex nes gate In, Pot (Der Still Points at Each Level:S nt moi for nontumans cLas: tT S FEATURES lowing class featues pertain to the Tracer ada TARGET SPECIES ALIS level a Tracer selects species or specific kndof cet his"targst speces"-human fal, more, ilithi, oe ns lot the Tracer SWIFT STRIKE The Tracer must have previously encountered at last one ember At nd level, the Tracer becomes stile at aking a ofthe tet speclestoseletit Anexpert tack the Tracer gansa gets quicky He deals +1d6 points of damage on success “2bonuson lf, ntimiate Listen, Sense Motive, Spot and Swevval and ranged weapon attacks made agaist a flat footed opponent. rel ithe skis aint bers uf Ue ate spe~ Theta damage canbe lethal or rnle mined b es. Lilcwise, he gets a +2 bonus on weapon damage ol against choice of wea manner in wh such creatures. The extra da 565 to 246 at Sth level and “346 Asafre action, aTacer may spend an action point to change &th evel target species BONUS FEATS URBAN TRACKING ‘Ned, 6h, and 9th lve the Tr a bonus feat, The bon At Ist level, a Tracer guns the bonus feat Urban Tracking (See feat must be selected fro lis, and the T tiast the perigues fhe nnd 20a om : th ae 1 aT ath “6 aE 8 ae oth 40 AES spec Sie sre 6 7 i Uncanny ea led a i aia : 3 Sitti in j Advanced Combat Martial Arts, Advanced Firearms Proficiency. Arraft Opeation (spacecraft, Alertness, Arar Proficiency ght Armor Proficiency medium), Armor Proficiency [powered Ath lec Combat Throw, Dead Am, Double Tap live Target. ar Shot, Inpoved Combat Martial Arts, Improved Cambat Thaw, Improved Inative, Low Profle, Nerve Pht Precise Shot, Shot on the Run, ‘kip Shot, pace’, Stealthy, Trustworthy, Unbalance Opponent. * Indicates a feat described in this chopter UNCANNY STEALTH “Tracers learn to move quickly yet quietly At Ath level Tracer no longer sues the ~5 penalty on Hide and Move Sleriy checks while maving at fll sp At 7th level, a Tracer suffers only a 10 penalty on Hide and Move Sletly checks while runing or charging (instead ofthe normal -20 penaty ‘SWIFT TRACKING ‘At Tt level, the Tracer can move a fll speed without penalty when using the Survival sl to track He can move at twice normal speed whl tacking, but takes a 10 penalty on the check when oing so, XCNOPHILE The Kenopile studies and analyzes the physiology, psychology, ture, and technology of ether species. A Nenopile fascination with "xenamorps (alien ie fers) canmaniesin myriad ways, but he interest in athe species doesnt bestow ay special kihio with them. While some Xenopiles expres erin fondness or compas sion for new enomexphs they encounter, a roughly equal number are dispassionate researchers interested nly in advancing the sc ence of renaiclgy few Xenophies actively use such tnowledge to combat and exterminate perceived or real xenompic treats tother own species. Select this advanced cas if you want your character to know the ables, strengths and weaknesses of various xenomorphs— knowledge that might be used to help or hat them The fastest path nto ths advanced lass frm the Smart hero basic clas, though other paths are possible REQUIREMENTS To qualify to become a Xenophile, 2 character must fll the following criteria, Skills: Knowledge (recnology 6 ranks Smart Hero Talent ther nus or exploit weakness. rth and life sciences) 6 ranks, Knowledge CLASS INFORMATION The following information pertains tothe Nenophile advanced cass HIT DIE ‘The Xenophil gains 18 hit points per evel. The characters Const tution modifier applies. ACTION POINTS The Kenophile gins a number of action pins equal to 6+ one half her character level, rounded down, every time she attains a ‘ew level inthis cas. CLASS SKILLS The Xenophile's class sls areas folows ‘uf (Cha), Computer Use (in), Craft [pharmaceutical hn), Dec phe: Spt (nt), Diplomacy (Cha). Knowledge [arcane lore, behav ioral sciences, earth nd life scence, history, technology, theology and piosophy ri), Read/Write Language (none), Research I), Sense Mative (5, Speak Language (none Treat nary (Wi) Skill Points at Each Level: 7 + int modifier (6+ Int mecifier for nonhuman) CLASS FEATURES The following class features pertain to the Xenophile advanced cas. XENOLORE A Xenopil can make aKrowedge cect identity cer tan characterises of axenamorph incudegany special attacks speci qualities or vulnerabilities Ingneral the DC ofthe krowedge check uals 0+ the xenomesphis Hit Dice. A sucessful check allows the Nenopile to unlock a single fact about the venomorph, For ever 5 points by which her check rest exceeds the DC. the Menophile leans anther piece of weful information Thetypeor Knowledge chek dependsonthe xenomexph's peature type, s shown below Knowledge arcane lore: Fy, mascl beasts, i “0 7 2 "enoore. eotype (st “0 “0 rr 4 a 8 enoresisince (1) "1 a ue 2 2 3 Bonus feat “1 ‘I ath 3 2 “ Xenorype ng) a a ih 3 3 1d Xenodeferse (7), xenorss 2 * ath “4 2 aS Bonus feat 2 a th a os Xenatype id) 2 2 at cS Renoresstinee (3) 4 3 oth “6 Cr ar onus feat 3 3 oth 7 7a enodefers (2). xenoype th) 3 a Knowledge (earth and life sciences: Aerators, animals, rages, elementals, giants, humanoid, monstrous humanoids, ‘ote, plants, vermin. Knowledge (technology): Constructs Knowledge (theology and philosophy): Outsiders, undend, XENOTYPE ‘A Nenophile studies the behaviors and weaknesses of particular ‘enomorphs and knows how to exploit ther AC It level a Kenoptile may select a type of creature [also called a “xenatype' fom among those given on Table 1-8: Xeno 'ypes She must meet the special prerequisite tochoosea xenotype as specified in the rable Due to her extensive stuy of the chose type of foe and training inthe proper techniques for combating or negotiating with suc creates, the Nenophile gains a +2 bonus on Buf, Inmate, Listen, Sense Motive, Spot, and Survival checks when using these sis against members ofthe chosen renotype. Likewise, she gets 22 bonus on weapon damage ros against such creatures. Avath, Th and Oth evel, theXenophilemay select national xenatype fam those gen on Table I-18 In ation, a each such interval the bonus against anyone xeanype clung the one just selected, desired) increases by 2 For example, ath level Xeno: phil has two chosen xenotypes’ against one she gans +4 bonus, on Blu Intmidate. Listen, Sense Mative Spot, and Survival checks ‘ad weapon damage rls and gat the er she has = brn, ‘AT evel, she has three enotypes and she gainsan addtional +2 bones that she can asgntoanyone ofthe three Thus herbonuses cou be 4,4, Dor +6 0.92 A Xenaphile who chooses humanoids a a senotype must also specfy partial species such asl fra, oath, moreau or oc, XENORESISTANCE ‘td level, a Kenapile gains a! bonus on saving throws to ress the extraordinary. spell, or supematual attacks of species ots than her own. This bonus increases to 2 at Sth eel and 3 at Bh leve. BONUS FEATS At th, and thlevel he Kenophie gts abons feat The bonus must be selected from the fllowing list, and the Xenopile sus meet al the prerequisites ofthe feat to select it ‘en Weapons Proficiency’, Combat Reflexes, Dodge. Edu cated, Medical Expert, Mobility, Studion, Surgery, Weapon Focus Xenomedi “Indicates a feat described inthis chapter. XENODEFENSE ‘A Sh level, during her action, the Xenophile can desigrate an ‘oppenent and receive a+ insight bonus to Defense against any subsequent attacks from that opponent. The opponent must belong toca of the Yenaphile's chosen enotypes [ee Xenotype, above). The fenophite can selec anew oppaneri ey ation ‘At Oth evel the ight bonus to Defense increases to #2. Sper Aoeraton Star doppelganger Knowledge earth and fe sciences) 2 aks nal Sha Nene Construct Robot Knowledge technlegy) 9 aks Dragon Wr Knowledge earth ad life sciences) 9 ranks Elemental oie nonledge earth and life sence) ranks fo yn Kole arcane fore) 6 aks Gant Urban wendgo None Humanoid? Henan None Magical beast Grendel role arcane tore) ranks Monstrousbumaroid ——Sesheyan ned (erth and fe sciences 9 ranks Onze Teresa flavum Kanone earth ad fe sence) 9 ranks Outsider Dimensionalhoror oldie theology andpilsophy) 9 ranks Flat Monstrous ft None Undead Bodak Kone heology and pifsophy 6 ranks Vermin Puppeteer None | Example creatures ae take ram this book the d20 Modern Roleploying Gare, te Usean Ascans” Campaign Setting, othe 20 Menace Manual 2 Choose a specific humarcd species, = CHAPTER TYwo: CAMPAIGRHY: Insites particular types Fi remus tn the > Genetech campaign mutant heroes wage war against prj dice and Intolerance, while BE the Bughurters campaigns then describes how the heroes fit in to the setting. The information rules mariles needed to run ayers inthe unfolding ing’sbroinis. Whatever z enough-to do the kind of damage we've seen here. That means there's more of them oround here And theyre bigger: SUMMARY Humanity reaches out to colonize the stars and finds thatthe flora and fauna someti humanity has to encounters with pond ‘palin “infestationsby traveling to distant words and wiping out ang tha inimical tohuran fe. Theheroesaepaid reasonably wells sodiers—but no ordinary solder woul ake thekindo jobs thatthe Bughurters pursue ‘A Bughunter’ life can be disturbingly shot. Hostile alien life forms dont have a special ability to kl Bughunters, but they usu aly outnumber the soldiers. Some might argue thatthe ales have ‘ahs, too Bughuntrs dont share this view To ther, the aliens are ‘in toratsina cela or oachesinaltchen. ROLE OF THE HEROES The heroes in this seting are al ones, tained as soldiers bythe Colonial Authority and sent out in staships to trouble spots on dstant planets. Thee mision ist locate and destroy every hostile alien organism they encounter. Most ofthe tine Fowever. thle mison degenerates int stay alive until the evac Shipartives” Bughuntes ate undetstandably falc They dont have rch 1 lok forward to in fe except another dangerous misin to another dangerous oko tang wth another dangerous ane ‘nm Tei ea rear nh pychekbuttheprattude ofthe colonists whose ives they save CAMPAIGN TRAITS Eughunters puts the herceson the front ie of science fiction ‘ction moves ike aliens and Starship Troopers. The creatures ‘hat the heres face may or may not be iteligent, but it doesit relly matter Peaceful coeaistenc ior diplomats. The Bughunters inbisto wipe out the alin life fr PROGRESS LEVEL > Bughunters campaign can beset at Progress Level 6 o hight RULES SET The ughunters campaign setting ues the rues on clones [ie Chap ‘ec: Scientific Engineering), except thatthe heroes therslvs are the cones. Mastare geneialy moified o favor physical strength and speed, making the majonty of Bughurters good candidates for the Strong and Fast base clases. Shortly after the cloning process ‘onde, the new clones ae trained in hand-torhand ad ranged ‘ambat—gettng them eady forthe fst mission, A fewhave actu aly acguted the Solder advanced cass by thetme they go on thee fist mison; most ae stl just Srong/Fast heroes. Should they sacive thir fist isson might bethe atl hat ets them move into the Bughunter advanced cass ‘As forthe foes the Bughuntes Face check out Chater: Keno bology ofthis book or Chapter Eight: Friends an Foes in the 20 ‘Modern Roleplaying Game. You can also use te Klick fom the Star*Drive campaign model sce page 49) as a generic “bug” for hoes to exterminate ADVENTURE SETUPS Ir Bughunters, the centerpiece of every adventure i most likely some slaverng alin monster. Certainly there canbe intrigue and Aplomatc entanglements with colonists, law enforcement, and oer military units, but what the players wil be looking for isa ade of len lng machines busting out of the shadows ina Blur cffangsand talons, Your jb asthe Gamemasters todeteine why ths particular type of monster iso hell-bent on tearing innocent celoists to shveds, when mast slespecting creatures of animal iteligence would do their best tokeep as much distance between ‘themselves andthe new atvals as possible, THE HUNTING GROUND (LOW-LEVEL ADVENTURE) Sexeties, a sof juicy target is just too hard for an en predator topassup,Thenew etlerent ona heal forested aien world has drawn hungry beasts from miles around and theyte dong every thing they canto get inand feast onal hat unprotected flesh They haven't yet connected that popping noe and the stinging sensation they sometimes feel when theyre close tothe walls ofthe settle mento fiearmsjust ate’ detring them, What's needed s more Firepower. Enter the Bughunters The heroes. upon aval ae in deep. The landing pd isin an a4ea ofthe settlement that iit secure ad thei ara is greeted by hungry predators. Then some af the colony's leaders attempt to corwince the Bughunters that thelr orders are to evacate essential personel” (rearing themselves the heroes refuse several colo nists attempt to stsl ther dropship, Now the heroes must not ony Finish tei assigned ision, but they have tocontencwithhyster- al colonists who attempt to cajle. threaten bribe, ard seduce the heroes at every opportunity. Monsters may suraund te settlement bt there ae just a many threats inside the walls THE SPAWNING GROUND (MID-LEVEL ADVENTURE) Colonists cart be expected tolknow everyting about the mating abit of alien life forms. When a mining colony abruptly tops al ratio communication with the Colonial Authority the Bughunters axe sent in to check things ou. The colony i emp, though it looks lite the cola did an adrirable jab of defending ther- selves before they died. Some fuzzy video footage shows that an sited fying insect attacked the colonists. but there’ no sign of any such bug. Unfortunately, the heroes can't just leave: a second colony ship Ison its way tothe plant, and jst because thee ae no threats atthe moment doesst mean there weit beater the Bughunters leave. So the heroes have to go hunting, and, nat suring, the tralleadsinto the ines, Sure enough, the heroes find hive ofan Insects~ad the missing colonial of whom hae been implanted with eggs. May ae stile, bu it won be mach nger before the eggs atch and the lava bugsiake the dead colons the fist real. If they canbe treated before the eggs hatch, the remaining, colonists havea good chance of surviving Getting the colons cut ofthe mine ough the insects objet, and moce than ane colons’ eg hatch during the journey Makrg, matters worse, the second colony ship hs arrived ery and the oie ofits rival has attracted most ofthe insects from the mines. ‘The Bughuntershaveanuclear device that can destroy al thensects inthe mines-but it wl aso render the mines radioactive iirg, the hopes of all the newly arrived mines 2 tug call forthe heroes, but theyre the only ones who can decide. THE EXPERIMENT (HIGH-LEVEL ADVENTURE) The Colonial thority isntonly callous about the es of Bghunt- es. Theye alo wing sacafice an enti aut coon to retrieve a specimen ofthe most dangerous aen fe form yet—2 monster so dangerous that it would be woeth ilions to the fst corporation enn how olan tt something ucts the pln “The alien monster isn the ely len en the planet. Another alien entity ison planet adit systematically destroying very sample ofthe monster The Bughunters are sent to the planet to wipe ou the ining alien monster but things go wrong almost immediate, Anaccdert a inthe munitions bay ofthe heroes transport sets off a chain reac tion explosion, ad the heroes must jettison all of their nuclear weapons. A hydraulic seal busts while landing, grounding the heroes’ ¢ropship until repairs canbe fished. The colonists distrust the Bughunters from the very begining. aware that their colony hasbeen designated as atest site and thatthe heroes are thereto ensure the completion of the experiment. Adding fuel tothe fies. an intercepted message forthe heroes, instructing them to ound Uupary colonists who show sgn of "infection" and return them to the Colonial Authority for examination” When colonists in outlying farms start dsappearing, a fire fight breaks out in the main settement. The heroes see some sort of technologically advanced alien—and i ies on them. In the ensuing chase, the heroes discover tat there's not one, but four ofthese aliens, and they're abducting colonists. After the smoke clas, a quick inesigtion reveals thatthe colonists the aliens were after are the same ones the Colonial Authority infected” ist. The heroes have run imo ther counterparts from an alien chiliaton: Bughunters from another word. These allen have been conducting traning exercises on this planet fr centres and were stated to discover that a strfarng species had set up camp inthe middle of thee monsterbreedng area. Now they are desperate to prevent any oftheir creations frm getting off the planet. BUGHUNTER The galany can be suchanuntienly pace, and Bughurtersare what some plomatscalla“necesary evi” Most Buhne are oned thelr wort sso dangerous thatthe hazard pay ona single ision alone would make an ordinary persona milionaie, Clones have no legal rights they doit ever have to be pai. Teirjb ito door ie Cut on the Fnges of civilized space. Select this advanced das if you want your character tole the ‘on-the-edge"ifestye ofa professional allen exterminator. The fastest path ino the Bughunter advanced class from the Strong hero basic las, though other paths are certainly posse. REQUIREMENTS To qualify to become a Bughunter, a character must full al the following criteria. Base Attack Bonus: Shales Kovledge (actics| ans Feats: Personal Fearms Proficiency, Advanced Fears Proficiency. CLASS INFORMATION The following information pertains tothe Bughunter advanced cass. HIT DIE The Bughunter gins 1éI0 hitpoints per level. The character's Constitution motifer applies ACTION POINTS The Bughunte gains anunber of action points equal to 6+ one-half her character level, rounded down, every time she attains a new lel in thisclass. CLASS SKILLS The Bughunters as sls are as follows Climb (St. Demolition int), Drive (Dex). Handle Animal (Ch). Intmidate (Cha), um (Sr), Knowledge (rent events, earth and life sciences, popular culture, tacts Int} Listen (Wis Plt (De, Profesion (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim St), Treat nur Ws). ‘Skil Points at Each Level: + ne modi 4 + lat moder {for nonhumans). CLASS FEATURES ‘The folowing features pertain tothe Bughunter advanced class. WEAPON FOCUS ‘tis evel. a Bughunter gins the Weepon Focus clas feature, pro viding the benefit of the fat with the same name. The Bughunter chooses a spetific weapon, She can also choose unarmed strike or ‘apple. The Bughunter must be proficient with the weapon, The Bughunter gains21 bonus onalatack rll radesing the selected weapon, IMPROVED REACTION ‘Ind evel aBughanter gains a = competence bonus on initiative checks BONUS FEATS ‘ted th and9th eve, the Bughunter gets bonus Fest. The bonus feat must be selected from the following lt and the Bughunter must meet athe prerequisites of the feat to elec it ‘Advanced Combat Martial Arts, chal Weapons Proficiency Armor Proficiency (ight), Armor Proficiency (medium), Armor Proficiency (heat), caw, Bust Fie, Cleave, Combat Maral At, Combat Refers Double Tap Endurance. Exotic Freams Proficiency, otic Melee Weapon Proficiency Fr Shot, Great Cleave, Improved ‘aul Improved Combat Martial Arts, Point lank Shot, Power Attack Prec Shat, Shot onthe Run, Saf, Zro-G Training’ “New feat described in Chapter One: Characters. “0 ssl 0 Weapons “I 0 Improved reaction a “0 yi 2 2d) Bonstet 2 “0 fe Weapon speciation 2 0 Sh SS ol turers gue 2 3 a oh Cr 8 a m5 “4 sk} Grater weapon pezaton “ a Bh Harter “ 4a oh 6 od ed} Bonusfet “5 2 Wh 78 Contoed ate 6 2 7? WEAPON SPECIALIZATION ‘At evel, the Bughunter gains weapon specialization witha spe clemele or ranged wespon that she also has applied the Weapon Focus feat or clas feature to, She gainsa +? bonus on damage alls with the weapon, GREATER WEAPON SPECIALIZATION ‘AC Tth level 2 Bughunter gains greater weapon specialization with the weapon she selectedst thle This abt creases the bonus con damage ol to +4 when using the selected weapon. HUNTER'S GRUDGE ‘AtSthlevel the Bughunte draws on er past experiences with alien cpeaturestofuel her re aginst thoseshefaes now. The Bughuter shins 22 competence banus on listen Spot, and Survival checks when using these sks aunt lien creatures of aspect type(see below). Se also gins a-2 bonus on weapon damage rls aginst such creatures. At Bt lev, this bonus increases 104 The Bughunter may choose ary alien race or len creature she has encountered sofa, deslgnatng that as the alien beng she both knows the mast about ard most ates, (To get anything out of ths ability, player should ty to select something tat his characteris reasonably certain wil show up again inthe campaign.) CONTROLLED AUTOFIRE ‘At Oth evel a Bughunterusinga weapon on autofireimposesa-S penalty on creatures Reflex saves to avoid taking damage (effec tively increasing the DC fim S 120). Se Autofire on page 18 of the d20 Modern Roleplaying Game fo deta DIMENSION X ‘We are now in a state of alert. After receiving a distress message from the United American Emirate, and a gorbled plea for assistance fram the Napoleonic Union, we have concluded that something catastrophic has happened to dimensions JN-38-A and et least half of RU-997-V-M-R. We Just don't know what SUMMARY Dimensional explorers fce Armageddon as a rogue dimension remakes other dimension nits own image. CAMPAIGN IN BRIEF ‘nthe Dimension X caraig, all the varius dimensions created since the dann oftimeare ing systematically erased from entree ‘ce the heroes arefremone uch dimension itis only a matter of time before they ate so erased -unesthey can determine why this “Dimensional Armageddon is happening and stp it. Unfortunately, ince ao sensing or recording equipment can survive the uvmang of essence, the only way to gather datas to Journey toa dimension that is being erased and observe the phe- omens fisthind~cleary a dangerous propesitin. natin to the chance of being tapped inthe dimension and unable to escape befreits destroyed the ieroes must contend with apanistrcen Populace for whom the end ofthe world shows away. ROLE OF THE HEROES ‘The heroes servea group sled the News It isthe function ofthe News tomenito the vareus dimension frrader activity nascent dimension traveling activites, andaeas of eay mensional stati Ieis the heroes ob to imestigate such occurrences and dea wth ‘them accordingly Raiders mute stopped, new cimenscntravelers rst be evaluated, and areas of dimensional staticmust be mapped and sorted out. How the heroes accomplish all of tis is up 10 them; they are autonomous dimensional troubleshooters, and if violence fs their forte, then the News assigns them to stations requiring Violence to solve. f theyre good at talng the News sends ther to where negotiating does the rick However, withthe impending Dimensional Armageddon, the heroes are assigned to ivesigatve misions—no mater what thers set CAMPAIGN TRAITS Dimension X mixes dimensional travel with high adventure in an “end-ofthe-world” scenario. Though the heroes can hep stem the ‘ide of panic and pertaps even ferry refuges across dimensions, they are powerless before the unmaking fealty after realty, and to watch it relentlessly creep toward them shoud fl ther with a kind of existential read ‘The setting for Dimension X changes from mision to mission and even scene to scene. The heroes may hold emergency strategy ‘meetings witha T-year-old Ad Hitler they ry to plan how to ‘evacuate Nazi Europe or they may float serenely in space aboard refugee ship, watching Midgard dissolve behind them ike a tine: lapse photo ofa roting apple. The campaigns not about any one place but al places RULES SET Dimension X campaigns use the ules for dimensional travel see Chapter 6: Traveler Science). ¥erythng ele including what sort cof doomed aitenat reales to present tothe player, sup to thea, CRISIS POINTS Dimensional rss points occur when an important event rises—one that can go many ways. For example, the asassiaton of a word leader can suddeny create thousands of new alternate reales: ‘one in which the leade i klld, one in which he is wounded, one in which is assassin is lle, one in which a second assassin sts in and soon. Theses points eventually resolve themselves but ut they do, they rate tremendous distortion in the fabric of realty. The effect on dimension travelers rather like diving down amutlane ighway and hav it suddenly diverge into hundreds of seeingly identical ans all raven in cfferentcrections The News monitors these ris points because the distortion of reality creates so much dimensional static that they cannt prop ‘ety monitor the invlved dimersions—making them easy prey for dimensional aides. The presence ofthe raiders creates even more stortd reaities—here the word leader's death signals an alien invasion, or where his sucessr signs over contol of his nation to ‘the aides, and siilar outlandish Scenaros—and forces the Newus ‘aintervene before things get out of hand ADVENTURE SETUPS Ina Dimension X campaign, the heroes must aceptealy on that they are fighting what appears tobe a losing battle, They cn only hope to delay Armageddon long enough fr someone to finda Way to stop it, However, the players ae only gong to want to dea with

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