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Writer Chris Tavares Dias Cover Design & Layout Joshua Raynack Cover Illustration Nick Greenwood Editor Christopher Stilson Interior Illustrations Nick Greenwood, Wayne Miller Logo Designs Nick Greenwood Military Advisor Geoffrey Lamb Playtesters Aaron Hamilton, Aaron Hengst, Ahmed Alex Nasla, Alex Hofer, Alex Tendy, Andrew Cermak, Andrew Howes, Andrew Impellezari, Andrew Young, Angela Berry, Bill Yon, Brad Scoble, Brandon Allen, Brian Barngrover, Cameron Lauder, Charla Anderson, Charles Mitchell, Chris Baker, Chris Brown, Chris Brown, Chris Clouser, Chris Dias, Chris Oveson, Chris Tyler, Chris Young, Christopher Baker, Christopher Hunt, Christopher Stilson, Chuck McGinnis, Clarence Sterling, Daryl Anderson, Dave Lee, Dave Painter, David Baker, David Guyll, David Henderson, David Hoyer, Denny Glau, Derek Mitchem, Dirk Lancer, Douglas Warshowski, Edd McGinnis, Edward Martin, Elizabeth Bonsell, Eric Bonsell, Eric Braun, Fernando Barrocal, Gabriel Clouser, Gary Bratzel, Geoffrey Lamb, Glen Gratton, Greg Brown, Ian Hunt, Igor Diamantino, Jason Brown, Jeff Berndt, Jennifer Hoyer, Jesse Fuhrman, Jessica Painter, Jewel Sandeen, Joe Hinke, John Keyes, Johnny Riess, Jon Ohman, Jordi Franch, Jordi Martin Castany, Jordi SalaIbars, Joseph Toral, Joshua Hamilton, Justin Mathena, Khalea Allen, Kiara Sandeen, Kyle Smith, Liz Strom-Deason, Lynette Terrill, Marc Franch Ventura, Marc Sonnenberger, Marcelo Dior, Marina Ursa, Mark Whiting, Mathew Wilson, Melissa Oveson, Mica Fetz, Michael Andaluz, Michael Murphy, Mike Fitch, Mike McMullen, Miles Orion Kelley, Miquel Creus Bassas, Nichole Machi, Pamela Bennett, Paul Merrill, Pere Rodriguez Franch, Phil Vecchione, R William Herschler, Raphael Cortêz, Raymond Brandes, Rebecca Mooney, Robby Mann, Ryan Crichton, Sarah Liechti, Sarah M. Stilson, Sean Sandeen, Sean Thompson, Shawn O'Leary, Sheena Henderson, Steve Hoyer, Steve Marks, Taran Price, Terrence Rideau, Tiffany Lamb, Tim Rose, Todd Crapper, Tory Bussey, Trevor Bennett Publisher Dias Ex Machina All DEM characters, character names, and the distinctive likenesses thereof are trademarks owned by DEM. This material is protected under the copyright laws of Canada and the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of DEM. Certificate of registration pursuant to sections 49 and 53 of the Copyright act, dated February 14, 2008. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. ©2012 DEM All rights reserved.
DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK, PLAYER’S HANDBOOK 2, DUNGEON MASTER’S GUIDE, MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURER’S VAULT are trademarks of Wizards of the Coast in the USA and other countries and are used with permission. Certain materials, including 4E References in this publication, D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of the Coast, and are used with permission under the Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in the 4E System Reference Document, available at www.wizards.com/d20. DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt; PLAYER’S HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurer’s Vault, written by Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008, 2009, 2010 Wizards of the Coast. All rights reserved. Dias Ex Machina Games 129 6807 Westgate Ave. Prince George, British Columbia, Canada. V2N 5P8 www.DiasExMachina.com THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF THE COAST! OPEN GAME LICENSE Version 1.0a
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enhancement is granted by one’s ladder. With U4. features. power armor. Although DEM could have changed the names of powers and feats. U4 breaks that up into the “maneuver. These can be ignored if employing magic in your game. Experience. this did not stop us from pressing on into even more radical concepts. fantastic and futuristic. U4 does not offer alternate (essential) variations of its classes. Where Amethyst has the “passive” keyword. meaning it would be technically possible for players to wield laser guns at 1st level if the campaign indicates that as a possibility. . skills and equipment for settings outside of DUNGEONS & DRAGONS but still employing the 4th EDITION rules. doing so proved tedious and unnecessary. we introduced “alternative” classes based on the revised 4Th EDITION rules presented in D&D ESSENTIALS. and firearms. No rules defined in any of the 4th EDITION DUNGEONS & DRAGONS core books have been redefined. including monsters. and classes are presented in a more traditional fashion. or U4. is the result--a supplement designed to offer classes. U4 is perfectly suited for any modern or future campaign. and those that are far-flung. quite a few are retro or futuristic. Unlike U4. Amethyst offers classes compatible with ESSENTIALS because of the game’s need to match the progress of D&D. feats. The rules are offered in a general way. U4 offers dozens more powers because of the nature of its rule set. U4 adds additional variety and complexity. With the release of Amethyst Evolution. money. but they won’t directly damage an enemy unit. and ability increases are unaffected. like moving or imposing conditions on enemy units or offering benefits to allies. These five original classes expanded to eight under these new rules. all of which were combat-based. 2) Ladders: Ladders are chosen at character creation and affect how you play your character. level progression. The equipment section presents a wide range of various firearms. and classes. These include pre-modern settings. but were still viable when separated from the fantasy setting. AMETHYST Amethyst is the name of DEM’s first product—a techno-fantasy set in Earth’s distant future. we then began entertaining ideas that further broke from the design structure laid down by Wizards of the Coast: attack powers that inflicted no damage. Both games also feature identical rules regarding firearms. Though new skills have been added. Amethyst was designed to be fully compatible with DUNGEONS & DRAGONS. feats. This is not required of U4.ONE: WHAT IS ULTRAMODERN4? It began with Amethyst in 2008. From a presentation perspective. Though most are modern. Although these ideas worked well on their own. Unlike the rules you may be accustomed to.” “tactical” and “psyche” keywords. U4 has no default setting. contemporary settings. techno-fantasy. However. and even award enhancement bonuses. explosives and vehicles. U4 also includes the “open” range rule regarding targets in wireless communication range. mostly dealing with the use of vehicles. the way skills are used is unchanged. Weapons are listed with enhancement bonuses. U4 was built from the skeleton of Amethyst. modern warfare space opera. the fundamentals of the 4th EDITION system are unchanged. not assuming any time period. Beginning with the introduction of non-fantasy elements into the rules. U4 is more complicated. classes with multiple roles. allowing you to explore the rules in whatever context you wish. urban fantasy. You gain more variety with your ladder. Enhancement is handled via tech levels—with lower tech items like revolvers having a +0 to +1 enhancement and lasers and plasma weapons boasting +5 to +6 enhancement. some identical with many others only slightly modified. MODERN / SCIENCE FICTION The mission of U4 is to present 4th EDITION rules for use in non-fantasy settings. As result. 3) No Magic: As this assumes a non-fantasy setting. Where D&D ESSENTIALS makes character creation and gameplay easier. powered armor. COMPATIBILITY Despite these radical departures in character creation and growth. in a fantasy setting against traditional classes. feats. U4 and Amethyst are very different. which their counterparts don’t have in Amethyst. U4 balances the lack of magic items with free enhancement bonuses and additional abilities gained through your ladder. It is not only feasible but fully permissible to use elements from any DUNGEONS & DRAGONS book with U4. espionage. Both books share powers and feats. there are some noteworthy deviations we should explain up front: 1) Smaller Classes: Class builds only offer two or three power options per level compared to four or five with traditional classes. It was our goal at Dias Ex Machina (DEM) to push beyond the accepted assumptions and philosophies of the 4th EDITION DUNGEONS & DRAGONS rules. Several new rules have been introduced. offer you alternate powers. It was determined that these ideas were incompatible with the spirit of DUNGEONS & DRAGONS. such as cyberpunk. and wild west (with or without aliens). so there are additional rules not present in Amethyst. Some may affect a combat encounter. U4 weapons also list armor penetration. Ultramodern4. 4) Non Combat: Several powers and even entire classes feature no direct combat abilities. but their similarities cannot be denied. and further abilities as your progress. They alter your class. Amethyst had five classes. races. the end result was found to be a little confusing to new players.
not actual races). This books lists no races as the default for any modern setting is human (refer to the PLAYER'S HANDBOOK for that entry). a GM may permit any number of races. Applying the auto keyword in this way is optional. character creation is identical from standard 4th EDITION. The second book not only contains the campaign background but advanced rules unique to the setting you can also use in your own homebrew games. and their inclusion will not throw off the balance of the game. you gain the use of this substitution power once per encounter. Several rules reference entries in the MONSTER MANUAL as well. you use one round of ammunition unless you are using an auto or heavy auto weapon. Cypher. If players meet the prerequisites. the range of the power is limited to a close burst 5 in a combat encounter and a close burst 10 in a non-combat situation. or tactical keywords. new races (built around the melding of machine and man. cybernetics. built as the future headquarters of the United Nations. \Open Range: A power with a range of ‘open’ can target any creature with which you are in communication. features. the range is extended to that of the device or power being used. single-shot mode is assumed. In addition. which only affect creatures. A booster power adds damage and/or additional effects to the triggering hit. their attention focused solely upon this city. with every attack roll. Standard Equipment: Each class has standard equipment which is given to starting characters. it was decided to split the book in two. Some powers list an entry for auto or heavy auto. Ultramodern4 does not reprint any rules from any DUNGEONS & DRAGONS publication and is 100% GSL compliant. Chrysalis. When not employing a power with the auto keyword. Beyond ladders. they can select any feats from any DUNGEONS & DRAGONS book assuming the GM permits the source in his campaign. Every time you roll to attack. Because of the growing size of the project. Several encounter attack powers are reliable. THE BASICS OF TRANSITION To play Ultramodern4. an expanded Computer Use skill. Natural City. A heavy auto entry requires that the weapon have the heavy auto property. These only grant a melee basic attack or ranged basic attack (as indicated in the DUNGEONS & DRAGONS PLAYER'S HANDBOOK). Communicating with a target at open range follows normal rules for remaining quiet for purposes of Stealth checks. beyond this rulebook. Substitution Powers: Nearly every class in Ultramodern gains an encounter power at character creation which can be used multiple times in an encounter by expending an unused encounter attack power. Once per turn. Certain feats. dubbed NeuroSpasta (NS). and powers can reduce or increase these values. Targeting Creatures: With standard 4th Edition rules. etc). the city has become a powder keg of political tension and controversy. powers that target ‘creatures’ can target creatures or objects (including vehicles). This equipment has no value if sold or traded in. U4 did include an official setting. with the setting carried into the second book and the rules for character generation and combat condensed into Ultramodern4. You can only apply one booster power per attack (even if boosters inflict different effects or the attack results in multiple hits). NEW KEYWORDS Auto: This power can only be used with firearms with the auto or heavy auto property.NEUROSPASTA Originally. you can add the auto keyword to the power and gain the additional effects listed in the auto / heavy auto entry. you can expend an unused encounter attack power and gain an immediate additional use of this substitution power. This does not apply to powers with the maneuver. Booster: This power is used after you hit with a basic attack (or power that counts as a basic attack). but an auto entry can be used with either an auto weapon or a heavy auto weapon. weapons with the auto property fire only 1 round of ammunition per attack roll with heavy auto weapons still firing 10. psyche. so that is also recommended. If you and possible targets are using any form of long-range communication. Ghost in the Shell. If your weapon has the auto or heavy auto property. You can gain additional free uses of a substitution power per encounter by selecting it in place of a normal encounter attack power. You can only apply a booster power to a hit that inflicts at least one die of damage. . At character creation. Renaissance. Characters receive no additional starting money other than what is listed. multiple rounds of ammunition are used. Regular Basic Attack: Several abilities and powers refer to a regular basic attack. The setting is centered on the fictional autonomous city-state of Archon. not a power designated as a basic attack or a power that states it counts as a basic attack. A weapon with the auto property fires 5 shots per attack roll while a weapon with the heavy auto property fires 10. Depending on the setting. Open powers do not provoke opportunity attacks. Certain devices require a hand free and/or lose their effectiveness in combat. In the years since its founding. robots. and new opponents. or get recovered under certain conditions. using a free action. Without technological assistance. Characters would either take on the role of radicals or peacekeepers. you also need the DUNGEONS & DRAGONS PLAYER'S HANDBOOK and DUNGEON MASTER'S GUIDE. Rapid-fire and auto-fire requires the use of particular feats and powers: without these. These include the full-sized manipulator class—our variation on the hacker—along with several paragon paths associated with it. NeuroSpasta also offers hacking feats. This was a cyberpunk/espionage campaign inspired by the recent generation of books and films on the genre (Appleseed. NEW RULES AND CONCEPTS Ammunition: Many weapons have the capacity to fire in single shot and rapid fire modes. are able to be re-used with an action point.
Born Leader: You possess a genuine charisma. As result. When you reach a level where you gain a power. Applying the sniper keyword in this way is optional. CHARACTER CREATION Characters are created using the same process as in DUNGEONS & DRAGONS. Since they do no damage. Juggernaut: You're big. powered armor. and fast. from hostile weather to hostile locals. Therefore. All race selections are assumed human unless the GM permits otherwise. if you score critical hit with a power with the maneuver keyword. If a psyche power cannot be used. you always appear to make it out alive. understanding. Some ladders feature more utility powers while others feature more attack powers. a character’s capabilities are derived from two sources: a ladder that determines their general traits. or a tank. does not share a language with you. Unlike classes. A ladder offers additional features and abilities and alternate powers. If the target is deafened. he cannot be affected by this ability. ladders are based on what you are and how you live your life. Tactical: These attack powers inflict no damage and involve using combat experience and tactical observation to outthink or trick opponents into an action that is beneficial to you. classes represent defined fantasy archetypes. Most explosive powers require the use of the Demolitions skill. and a class that determines their vocational abilities. the attack roll is modified by the maneuver value of the vehicle. you gain a +2 power bonus to your next attack roll with a power with the tactical or weapon keyword in that same encounter. Intelligence is an automatic priority but smarts is useless without Wisdom. in an alley. Since they do no damage. and select their race just as they would in a fantasy game. Warrior: You're a fighter in any situation. Survivor: No matter the situation. People naturally gravitate towards you. a bow. There are no prerequisites for ladders. establish their dominant modifiers. and detonation of deployable explosives or grenades. Sometimes all you need are your fists. you can add the sniper keyword to the power and gain additional effects listed in the sniper entry. you can select a power from your class or your ladder (if there is one available at that level from that class or ladder). robots. Psyche: These powers involve using dialogue and presence of personality to inflict effects. Healing: Although the healing keyword has been previously defined. Your mind and body are one as you focus your energy into evasion and pursuit. Since they do no damage. any ladder can be combined with any class. Players determine their ability scores. Some powers list an entry for sniper. but having high values in the ladder’s key abilities will certainly help. You have become hardened to the traumas of the world through practical experience. Veteran: You are grizzled and seasoned. outlook and disposition. which fill specific roles. you cannot target creatures fewer than five squares away with sniper powers. Dexterity is the obvious primary.Explosive: The power is connected with the arming. Charisma is your primary ability with Intelligence as your secondary. Vehicle: This power can only be used by a character operating a vehicle. it is not considered to be expended if attempted. or in a warzone. You can wield a blade. they involve outmaneuvering your opponent with skill and natural agility. and resolving problems. The type of story that Ultramodern4 seeks to emulate calls for characters with more complexity. Runner: You are healthy. planting. Ladders are generic in their power benefits. lithe. if you score critical hit with a power with the psyche keyword. These powers may not function in certain circumstances at the GM’s discretion. if you score a critical hit with a power with the tactical keyword. You can endure any hardship. you gain a +2 power bonus to your next attack roll with a power with the maneuver or weapon keyword in that same encounter. and were groomed for a career where you wouldn't have to speak so much. LADDERS In DUNGEONS & DRAGONS. instead. Savant: You are compelled know as much as your brain can comprehend. You can neither change your ladder nor multi-class into another ladder. or lacks free will. always taking center stage. LADDER FEATURES The biggest difference between ladders and classes is that while classes offer features at first level and powers to choose from through . whether that is in a ring. The first point where character creation alters from the established rules is with the inclusion of the ladders. These include various mental and physical disciplines as well as natural talents. or other miscellaneous objects with stated hit points. Dexterity and Strength are both vital. but Intelligence or Wisdom are important secondary abilities. If your weapon has the sniper property. Constitution and Strength are equally important to you. Sniper: This power can only be used with firearms with the sniper property. Constitution is your primary ability with Wisdom a close second. These powers can either replace a regular basic attack or add onto an existing explosive power. You were the tallest in school. you gain a +4 power bonus to your next attack roll with a power with the psyche keyword in that same encounter. Maneuver: These attack powers inflict no damage. Unless otherwise stated. You choose a ladder at character generation. You enjoy reading. Wisdom is your primary attribute with Charisma not far behind. These powers depend on the target being able to understand you. Although some classes and ladders obviously complement each other. excelled in sports. a pistol. Ultramodern powers with the healing keyword cannot be used to recover hit points for vehicles. See the D&D PLAYER’S HANDBOOK on rules for humans as well as determining ability scores. If this is an attack power.
Instead your attacks confound and seduce. by utilizing combat advantage. Combine with warrior so you can throw a punch under those same circumstances. or opt for warrior and be full time militant. Some of these entries list specific conditions that must be met in order for you to swap your primary ability (only one-handed small arms. Mastermind: You use strategy and tactics to control the battle theater. fighters. most likely the greatest threat on the battlefield. for example). Your powers revolve around grabs. You know where to apply pressure to inflict the most damage on a target. runner allows you to move into position. The vanguard covers nearly every martial arts class. Pair this with juggernaut to create an unstoppable force of fire and thunder. Man-At-Arms: You're the tried and trained soldier.character generation. not for other powers (there are certain features that allow you to use an ability score in place of another for certain skills). a talent you can employ with every attack. Alternately. abilities. Grappler: You're a wrestler. You have no damaging powers. there is no prerequisite for a class. Faceman: You use words and a smile to succeed in areas where bullets would fail. Pair with survivor and be a guerilla or select savant and brandish your weapon openly while you surgically remove enemies from the battlefield. Although you would think a warrior would be the obvious choice. . Although a savant would be an obvious ladder. Inflicting damage comes via placing enemies in harm's way. able to use any weapon in any situation. It is entirely possible to create a character with few to no powers that inflict damage. Select a born leader to be a front line leader that has earned authority through shared combat. Select runner and make haste your escape after you succeed. You can marry them to any DUNGEONS & DRAGONS game (if you want to include druids. Specialist: You are an expert in a specific field. Heavy: You often wield the largest. This includes additional powers. Select veteran and be a trained commander of a unit. Most of your powers' ranged are limited to 5 squares or further. inflict massive damage on single foes. but there are exceptions. It is up to you to explain the motives of your character and why she would choose such a path. Be a juggernaut to ram through opponents or be a savant to use your mind as well as your fists. nearly every ladder has something to offer. Opt for veteran and be the stone-faced marshal of a classic western. most devastating weapons. Infiltrator: You're an assassin trained to operate independently from others. Your powers involve raining down large area effects on multiple opponents. Some of the ability swap features listed for several ladders don’t appear to offer much variety unless you integrate them into classes not listed here (see And Then There Were Dragons in Chapter Nine). defense bonuses. Select the survivor ladder and be the singular killer that journey's for weeks to dispatch your enemy. If an attack power lists two ability scores. It could be one firearm or two. CLASSES Players will notice that classes in Ultramodern4 are trimmed down from their fantasy counterparts. Pair your class with warrior or juggernaut to be a combat engineer. or wizards. ladders offer you abilities throughout character development. Be a warrior and stand on the front line with your brothers. Gunslinger: You wield pistols like they're an extension of your body. Vanguard: You disdain the efficiency of firearms in favor of straight melee fighting. You take out enemies from as far away as possible. whether it is using fists or swords. hindering their movements and preventing them from gaining advantage. Pair this with runner and dash through combat like an action hero. Although some ladder/class combinations are beneficial. Beyond Ultramodern: Ladders are fully compatible with all GSL-compatible products. You can fire one bullet or unleash volleys. Because of the nature of the class and the game. Your powers limit enemy movement. Select veteran and be the largest gun that has survived the most battles. You move in by stealth and. You target single opponents and inflict devastating conditions. any combat-based ladder will supply some much needed offensive abilities. Combine with the runner and know when to run when words fail. Primary Attack/Damage Ability: Almost every ladder allows you to alter the ability score required for attack rolls and damage rolls. Few powers damage enemies. Additional variety comes from your ladder. You go about this using either a firearm or a blade. You can pair this with born leader and affect both allies and enemies. hindering their effectiveness. and financial windfalls you can use to acquire gear. for example). Although juggernaut or warrior would be obvious ladders. You pin enemies and prevent them from approaching allies. Attack powers are based around improving the capacity of your weapon. restraining or immobilizing opponents. Techie: You sabotage enemy technology while modifying your own to boost its performance. you wield firearms against specific opponents. you could select savant and be a general geek. you are encouraged to be a healer. you cannot replace an ability score if the result would add the same ability modifier twice. Sniper: You don't offer yourself as a target. You can only swap an ability score when it applies to attack and damage rolls. Unlike the heavy class.
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