Designers Christopher Perkins, Rodney Thompson, JD Wiker

Additional Design Richard Baker, David Noonan, Rich Redman, Bill Slavicsek, Stan!

Editors Tammie Webb Ryan, Michelle Vuckovich

Design Manager Managing Editor Christopher Perkins Gwendolyn F.M. Kestrel

Art Di rec tor Cover Arti st Robert Raper Dave Johnson

Interior Artists Timothy II, Kalman Andrasofszky, Daniel Falconer, Langdon Foss, Grafi kismik, Matthew Hatton, Karl Kerschl, Stephan Martiniere, Warren Mahey, Christian Piccolo, Joel Thomas, Chris Trevas, Francis Tsai, Ronald Wimberly

Graphic Design Cartography Kate Irwin, Jennifer Lathrop, Dee Barnett Todd Gamble

Graphic Production Specialist Angelika Lokotz Image Technicians Jay Sakamoto, Candice Baker Director of RPG R&D Bill Slavicsek

Production Managers Randall Crews, Joshua Fischer

Playtesters Sample file Joseph Al-Khazraji, Michael Beeler, Cat Broadstone, Charles Galyon, 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 d20 Modern™ Roleplaying Game by Bill Slavicsek, , Rich Redman, and Charles Ryan. Rules mechanics are based on the d20 Modern Roleplaying Game, the original DUNGEONS & DRAGONS® rules created by E. and , and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. Sources for this product include the Alternity™ Science Fiction Roleplaying Game by Bill Slavicsek and Richard Baker; Warships™ by Richard Baker; Star Frontiers Alpha Dawn (published by TSR, Inc.); Zebulon’s Guide to Frontier Space by Kimber Eastland; “Mecha Crusade” by David Noonan (Polyhedron™ #154); and “Genetech” by Rich Redman (Polyhedron #155). This ® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.

U.S., CANADA, EUROPEAN HEADQUARTERS ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. T Hofveld 6d P.O. Box 707 1702 Groot-Bijgaarden Renton WA 98057–0707 Belgium (Questions?) 1–800–324–6496 620-88597-001-EN +322–467–3360 9 8 7 6 5 4 3 2 1 First Printing: August 2004

d20, d20 Future, d20 Modern, d20 System, Urban Arcana, Menace Manual, Alternity, Dungeons & Dragons, D&D, Star*Drive, Star Frontiers, and Warships are trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fi ction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A. ©2004 Wizards of the Coast, Inc. Visit our website at www.wizards.com/d20.

d20_fut_FM&Intro.indd 2 5/26/04, 12:38:58 PM CONTENTS Attacks of Opportunity ...... 118 TA B LE S 6–2: Realistic Travel Times. . . . . 100 Starship Types...... 118 6–3: Time Dilation ...... 100 Introduction ...... 4 Starship Class Templates ...... 130 1–1: Salvage ...... 13 6–4: Fantastic Travel Times. . . . . 101 What You Need To Play ...... 4 Starship Engines ...... 131 1–2: The Ambassador ...... 16 6–5: Jump Drive What is d20 Future? ...... 4 Starship Armor ...... 133 1–3: Diplomatic Immunity ...... 17 Recharge Time ...... 102 Progress Levels ...... 5 Starship Defense Systems ...... 134 1–4: The Dogfighter...... 18 6–6: Faster-Than-Light (FTL) One: Characters. . . . . 8 Starship Sensors...... 136 1–5: The Dreadnought...... 19 Engines ...... 102 1–6: The Engineer...... 21 Starting Occupations ...... 8 Starship Comm Systems...... 138 6–7: Transport Booth Purchase DC 1–7: Superior Repair...... 22 Expanded Skills...... 10 Starship Weapons ...... 139 Modifiers ...... 103 1–8: Weapon Upgrade ...... 23 Feats ...... 11 Grappling Systems...... 143 6–8: Check DCs for 1–9: The Explorer ...... 24 Advanced Classes ...... 15 Heroes in Starships ...... 144 Transport Disks...... 103 1–10: Explorer Lore ...... 24 Ambassador ...... 16 A Starship’s Purchase DC ...... 145 7–1: Starship Sizes ...... 110 1–11: The Field Officer...... 25 Dogfighter...... 17 By Hook or By Crook...... 145 7–2: Crew Quality ...... 111 1–12: The Helix Warrior...... 27 Dreadnought...... 19 Eight: Vehicles. . . . . 146 7–3: Crew Improvement...... 111 1–13: The Space Monkey...... 28 Engineer...... 20 7–4: Optional Critical Hit New Vehicles ...... 146 1–14: The Swindler ...... 29 Explorer ...... 23 Results ...... 112 Vehicle Gear ...... 150 1–15: The Technosavant ...... 31 Field Officer ...... 25 7–5: Destruction Threshold. . . . . 113 Nine: Mecha ...... 152 1–16: The Tracer ...... 33 Helix Warrior ...... 26 7–6: Evacuation Times ...... 113 1–17: The Xenophile...... 35 Space Monkey ...... 28 Mecha Body Size ...... 152 7–7: Starship Actions...... 115 1–18: Xenotypes ...... 35 Swindler...... 29 Mecha Superstructure ...... 154 7–8: Space Objects ...... 115 2–1: The Bughunter ...... 38 Technosavant ...... 31 Mecha Armor ...... 155 7–9: Collision Damage ...... 116 2–2: The Dimension Ranger...... 41 Tracer ...... 32 Mecha Equipment ...... 156 7–10: Avoid Hazard DCs ...... 117 2–3: The Purifier...... 44 Xenophile ...... 34 Sample Mecha ...... 167 7–11: Damage Control System . . . 134 Mecha Cargo Capacity ...... 168 2–4: The Concord 7–12: Point-Defense Systems. . . . 135 Two: Campaigns . . . . . 36 Movement and Combat...... 168 Administrator ...... 51 7–13: Starship Self-Destruct Bughunters ...... 36 Mecha-Related Feats ...... 170 2–5: The Star Law Officer ...... 54 Systems...... 135 Bughunter ...... 38 Mecha Jockey ...... 172 2–6: The Nuclear Nomad...... 57 7–14: Starship Weapons ...... 142 Dimension X ...... 39 3–1: Progress Level 5 Ranged Ten: Robotics ...... 174 7–15: Grappler Pilot Check DCs. . 143 Dimension Ranger ...... 41 Weapons ...... 63 7–16: Purchase DCs ...... 145 Evolution of Robotics...... 174 From the Dark Heart of Space . . . 42 3–2: Progress Level 5 Explosives 8–1: Civilian Hovervehicles . . . . . 147 Robots as Heroes...... 175 Purifier ...... 43 and Splash Weapons ...... 64 8–2: Civilian Cars ...... 147 Nonheroic Robots...... 177 Genetech...... 45 3–3: Progress Level 5 Armor. . . . . 64 8–3: Civilian Motorcycles...... 148 Robot Frames ...... 177 Mecha Crusade...... 46 3–4: Progress Level 5 8–4: Civilian Trucks ...... 148 Locomotion ...... 180 Star*Drive ...... 48 Equipment ...... 65 8–5: Other Civilian Vehicles . . . 149 Manipulators ...... 181 Concord Administrator...... 50 3–5: Progress Level 6 Ranged 8–6: Military Vehicles...... 149 Armor...... 183 Star Law ...... 51 Weapons ...... 67 8–7: M-300 Hovertank Sensors...... 184 Star Law Officer ...... 54 3–6: Progress Level 6 Melee Weapons ...... 149 Skill Software ...... 185 The Wasteland ...... 55 Weapons ...... 68 8–8: Driver Autocomps ...... 150 Feat Software...... 186 Nuclear Nomad ...... 56 3–7: Progress Level 6 8–9: Gunner Autocomps ...... 151 Ability Upgrades ...... 187 Three: Gear ...... 58 Ammunition Types...... 68 9–1: Mecha Sizes ...... 153 Robot Accessories...... 187 3–8: Progress Level 6 Explosives The Gadget System ...... 59 9–2: Superstructure Materials . . 155 Sample Robots ...... 190 and Splash Weapons ...... 68 Progress Level 5 Gear ...... 63 Sample file 9–3: Mecha Weapons ...... 162 Eleven: Cybernetics . 192 3–9: Progress Level 6 Armor . . . . 69 Progress Level 6 Gear ...... 66 9–4: Mecha Cargo Capacity . . . 168 3–10: Progress Level 6 Progress Level 7 Gear ...... 72 Evolution of Cybernetics ...... 192 9–5: Flight Maneuverability. . . . 169 Equipment ...... 70 Progress Level 8 Gear ...... 75 Cybernetic Attachments ...... 193 9–6: Mecha Critical Hits...... 169 Replacements...... 194 3–11: Progress Level 7 Ranged 9–7: The Mecha Jockey...... 172 Four: Environments . 80 Enhancements ...... 195 Weapons ...... 72 10–1: Armature Robot Radiation Sickness...... 80 3–12: Progress Level 7 Melee Twelve: Mutations . . 200 Frames (PL 5) ...... 178 Gravity ...... 81 Weapons ...... 72 10–2: Biomorph Robot Mutants in the Campaign . . . . . 200 Atmospheric Conditions ...... 82 3–13: Progress Level 7 Frames (PL 5) ...... 178 Mutations ...... 202 Star Systems ...... 84 Ammunition Types...... 72 10–3: Biodroid Robot Five: Scientific Thirteen: 3–14: Progress Level 7 Explosives Frames (PL 6) ...... 179 Engineering . . . . . 86 Xenobiology . . . . . 210 and Splash Weapons ...... 72 10–4: Bioreplica Robot 3–15: Progress Level 7 Armor. . . . 74 Genetics and Progress Levels . . . 86 Xenobiological Hazards ...... 210 Frames (PL 7) ...... 179 3–16: Progress Level 7 Equipment 75 Genetic Manipulation...... 86 Monstrous Xenomorphs ...... 211 10–5: Liquid State Robot 3–17: Progress Level 8 Ranged Cloning...... 91 Creature Templates...... 212 Frames ...... 180 Weapons ...... 76 Nanotechnology ...... 93 Heroic Alien Species ...... 213 10–6: Manipulator Damage . . . . 182 3–18: Progress Level 8 Melee Matter Replication ...... 96 Aleerin ...... 216 10–7: Internal Storage Units. . . . 188 Dralasite...... 216 Weapons ...... 76 10–8: Robot Weapon Mounts. . 189 Six: Traveler Science. 98 Fraal ...... 217 3–19: Progress Level 8 10–9: Robot Self-Destruct Realistic Space Travel ...... 98 Sesheyan ...... 218 Ammunition Types...... 76 Systems...... 189 Fantastic Space Travel...... 102 T’sa ...... 219 3–20: Progress Level 8 Explosives 11–1: Massive Damage Effects . . 194 Teleportation ...... 102 Vrusk...... 220 and Splash Weapons ...... 76 11–2: Side Effects ...... 194 Dimensional Travel ...... 104 Weren...... 221 3–21: Progress Level 8 Armor. . . . 77 12–1: Mutations...... 202 Time Travel ...... 106 Yazirian...... 222 3–22: Progress Level 8 12–2: Drawbacks...... 203 Seven: Starships . . . 108 Equipment ...... 79 13–1: Species Progress Levels. . . 214 4–1: Radiation Exposure ...... 81 Starship Combat Basics ...... 108 13–2: Alien Weapons ...... 214 4–2: Radiation Sickness ...... 81 Combat Statistics...... 109 13–3: Maximum Ages and Aging 4–3: Decompression Times . . . . . 84 Initiative...... 114 Effects...... 215 4–4: Star Systems...... 85 Starship Actions...... 114 13–4: Height and Weight ...... 215 6–1: Meteoroid Encounters. . . . . 99

d20_fut_FM&Intro.indd 3 5/26/04, 12:39:09 PM Introduction

Invaders from another dimension seek to enslave or eradicate humanity. A distant star holds the promise of Earth’s first contact with an extraterrestrial civilization. Survivors of an apocalypse use mutations or psionic powers to survive in New York City. These are but a few of futuristic campaigns waiting to unfold! With this book, you have the means to create futuristic characters, adventures, and campaigns based on your favorite science fiction genres. Just as the d20 Modern Roleplaying Game provides rules for running char- acters and campaigns set in the modern day, d20 Future provides the rules to make any futuristic character or campaign a reality.

WHAT YOU NEED TO PLAY This product requires the d20 Modern Roleplaying Game and uses the d20 Modern rules for character creation and advance- ment, combat, and monster design. You must have the d20 Modern Roleplaying Game to use d20 Future properly. d20 Future offers additional rules needed to create futuristic characters and futuristic campaigns.

WHAT IS D20 FUTURE? This book takes the basic rules of the d20 Modern Roleplaying Game and expands on them. In addition to providing new options Samplefor futuristic file characters, it includes a series of attachable and detach- able “rules modules” covering such topics as space travel, mutations, dimensional travel, and xenobiology (the study of alien life forms). Not every futuristic campaign will incorporate every rules module presented in this book; for example, a campaign set on post-apocalyptic Earth may not require the space travel rules, but may include the mecha or mutations rules. This book is designed so that Gamemasters (GMs) can choose which rules modules are needed for his or her campaign and which options (feats, starting occupations, advanced classes, weapons, and equipment) players can choose from as they create their characters. Chapter One: Characters provides new starting occu- pations, feats, and advanced classes for characters of the future—any future. Chapter Two: Campaigns presents several quick, KA ready-to-play campaign settings set in the near or dis- tant future. Each campaign setting provides the GM with guidance on which d20 Future rules modules to use, what level of technology is present and avail- Hoversurfers able, and what types of adventures are appropriate for the setting. Furthermore, the campaign settings describe unique options for characters, including advanced classes specific to those campaigns. Chapter Three: Gear describes futuristic technology available to characters, organized by Progress Level so that GMs

d20_fut_FM&Intro.indd 4 5/26/04, 12:39:20 PM 5 Introduction 5/26/04, 12:39:24 PM In a PL 7 setting, PL 5 equipment carry would a technology). Progress Level (the limit for purchasing for (the limit Progress cutting-edge Level the in the current case except Progress Level, of valuable antiques. Examples: • –2 to Purchase DC for each Progress Level lower than Purchase to lower DC each Progress for Level –2 • highest next the from equipment for DC Purchase to +5 • For the of game sake balance, GMs who make want to

Purchasing Items of Lower or Higher or Lower of Level Progress lower-PL and characterslower-PL to higher-PL should items available adjust the purchase DCs of items as follows. –4 modifier to the Purchase DC. In the sameequipment PL carry would 9 equip- Progress a +5 modifier. Level 7 setting, PL 8 the with expressment (except be out would of reach, however permission of the GM);hasn’t been simply it yet. invented Progress Levels are relative, and depending relative, are Progress Levels on the economics of a campaign, certain choose a GM make may to items of a more or cheaper, unavailable, Level Progress lower or higher purchase.expensive to For example, a PL 5 weapon purchased in the its normal PL 5 society purchase have would DC; how- same that in a PL 6 society sold item be cheaper could ever, item), rare a (it’s expensive more design), inferior older, an (it’s (it hasn’t been yet).or unavailable invented

PL 1:PL BRONZE/IRON AGE Early human the began work metal end civilizations to toward of the of copper Age. itsStone becoming The to led malleability the first metal be “tamed.” to copper Adding a much to tin created stronger the for crafting bronze. This advance and of tools allowed alloy: In turn, durability. weapons of great those made tools improved possible the working of iron, soon which replaced bronze as the metal and tools for of choice weapons. In a Bronze/Iron construc- advances pottery, in Age society, tion, the for andconcentration agriculture allow of populations and larger into larger groups, a corresponding with upswing in the accumulation and sharing of knowledge. The rise of nations, city- states, and empires begins in the Bronze Age. Organized efforts to communications Galleys improve exist. societies regional to allow and voyages, long capable vessels are of relatively sailing and small or extensive road some canal build networks cultures may link to the permit efficiency agricultural in Improvements places. distant rise of artisans, craftsmen, soldiers, professional and other occupa- tions not directly are that concerned gathering with food. the and The replaces club (aided the by sword dagger warfare cavalry briefly dominate before as Chariots the weaponof infantry. preferred the introduction of the stirrup) renders The obsolete. chariots first true Armor or tactical can systems be appear. military forces made now from or scales, metalsewn plates links, or forged breastplates, even and a variety of metal melee weapons the dominate battlefield. 2: AGES PL MIDDLE Maturing experience civilizations a period of turmoil and adjust- ment at this Progress Level. Developments continue and mathematics.commerce, metallurgy, Wider dissemination in of architecture, printing advanced more to thanks possible becomes information techniques. Sea communications dominate in the part later of this stage of development, and sturdy seafaring carracks and galleons open the door the to next Progress Level. Sample file Sample covers a broad range covers contains rules for creating contains creating rules for discusses the naturespace of provides rules for handling handling rules for provides offers hostile rules exploring for nology, genetic manipulation, manipulation, genetic nology, presents starships of various sizes presents statistics futuristic for civilian Chapter Eight: Vehicles Chapter Eleven: Cybernetics presents building rules for Chapter Robotics Ten: presents rules and equipment robots for Chapter Mutations Twelve: Chapter Thirteen: Xenobiology Chapter Six: Traveler Science Traveler Six: Chapter Starships Seven: Chapter Chapter Nine: Mecha an arming building rules for provides Chapter Four: Environments Chapter Five: Scientific Engineering Scientific Five: Chapter PL 0:PL STONE AGE The major achievements Age of a Stone society the are use of fire, the domestication of animals, and the of agriculture. invention An individual Age in a Stone society living but is primitive, neces- he isn’t stupid, frightened advanced or easily gullible, by technology. sarily Common include weapons the the in a PL club, 0 civilization Armor and made from hide or the leather the bow. spear, dagger, shields. Communicationis possible, as wicker are beyond the local tribe foot is accomplished or by settlement doesn’t Travel exist. rafts simple or by or canoes. stoneworking, pottery, Simple and possible.. are woodworking all aspectsall (PL of a culture, particularly higher at levels 5 and beyond) when long-range communication is virtually instantaneous. Even not impossible—for a group of unlikely—but it’s levels, lower at humans (or other one be sentient in at to beings) Progress Level some respects and another at one in other respects. on place the to from same place vary may wildly Progress Level or the even sameworld continent. Consider 20th-century the early penetrated whoexplorers finally the deepest reaches of the Congo or the Amazon encountering tribes usedjungle, who native still In science fiction any AgeStone technology. or futuristic setting in locked planets entire discover may heroes exploration, involving despite periods, Ages Middle or Age, Bronze Age, Stone own their of technologythe that characterizes high level from the civilization which the heroes originated. cyborgs and equipping characters cybernetic with attachments. It discussesalso the benefits and ramifications cybernetic of installing organisms. on biological hardware genetic, radioactive, and natural mutations, including powers for mutant characters. and cloning. and as dimensional well travel, and fantastic—as realistic travel—both teleportation, and time travel. and includes starship rules for combat and construction. and military vehicles. pre-built several as well as mecha, called juggernauts mechanical mecha battle. for ready and robotic heroes, androids including and bioreplicas. extraterrestrial and space-dwelling monsters and introduces eight nonhuman species that can as be heroic characters. played LEVELS PROGRESS put,Simply (PL) a Progress Level is an indication of the of state (which, civilization or society particular a in exists that technology fictionin a science setting, be on located a planet may other than Earth). This of technological state development generally pervades and players know what gear is available based on knowand gear is available the what players technology of the campaign.level of subjects nanotech including planets and other settings, everything covering from zero-g combat radiation sickness.to d20_fut_FM&Intro.indd 5 d20_fut_FM&Intro.indd 6

Introduction 6 tion. Corporations expand in power, many establishingronments where they can more easily themselves exchange Urbanization goods and informa- is complete as individuals gather in into sea’s the descend and sphere smaller depths. envi- atmo- highinto venture the previously size. unimaginable Pioneers of architecture and rail transportation, vessels, ironclad of heavy allow techniques construction the inmanufacturing Breakthroughs possible. global make communication radio true the and telephone, telegraph, the the as such Developments industry. and commerce power creates explosion electric of an ing ofhydraulic, and steam, harness- The application. into matures era widespread practical ous In the fourth Progress Level, the theoretical knowledge of the previ- INDUSTRIAL AGEPL 4: weapons remain common. Even reliable Lightmelee the replaced by flintlock. the bow vanishes, innavalmassed factor thedominant musket while warfare, becomes cannon fire The and horse-pulled field pieces rule the battlefield. to Middle Ages industrialization. ofthe industries cottage to evolve. Economically, this Progress Level is a transition from the alliances continue economic and Corporations democracy. as such oforganization, forms new with to experiment begins Society apex. falls away,ety. world Superstition its ofthe reaches exploration waves reliance new generates and all science on on The levels ofsoci- discoveries. and observations oftheir range to telescopes greatly the scientists enable and microscopes extend as such Instruments biology,medicine, astronomy—flourishes. and disciplines—chemistry, scientific electromagnetics, various of the study The are ofnature systematicallyphysical examined. properties by whichthe means the becomes world. Experimentation ing ofthe method scientific invention. The over technological precedence takes ofthought systems and of ideas development the when history inhuman era isan ofReason Age The AGE OFREASON PL 3: ofswordsmen. armies organized armor, heavy and ofknights, end signals imminent the ofsimple weapons gunpowder introduction the Middle Ages, the Toward form. of art ofan end the something become fortifications elaborate and harm, from warriors protect platechain and armors Sophisticated revolution. asignificant Tools undergo ofwarfare nobility. power ofthe the diluting members, its wealth asociety’s evenlyto more distribute among tends finance and oftrade systems ofstrong evolution guilds. The trade of form inthe emerge corporations first The isborn. middle class the tobegins collapse. develop, Specialized appear, universities crafts and workers, ofagricultural alargepopulation a small ruled ofnobles class towns. Toward inwhich Level, system, feudal Progress the ofthis end the relocates into growing population cities ofthe and percentage increasing evolves, ofagriculture knowledge an and increase populations As Levels here. are included lower the Progress plot reason, other device. this For some world, or to another travel, of time exploration ajourney the ter possibly technologically through societies, backward may stillHowever, setting encoun- inafuturistic characters higher. or access to with Levelsocieties Progress 6technology typically feature future inEarth’s set Consequently, campaigns Most in the Future Low Progress Levels Levels Low Progress d20 Modern campaigns are set at Progress Level 5. Level at are set Progress 5. campaigns improves humankind’s understand-

Sample file Humanity experienced its Information Age as anxious years full anxious as Age Information its experienced Humanity exterminate itself inminutes. weapons, tested but never used, exhibit the species’ power to Strategic efficient. precise and more much make warfare weapons Age Industrial of guided and systems targeting by world’s the Computerized soldiers. versions refined are time this at howitzers heavy are still and used weapons guns, machine Rifles, equipment. Most awhole. as society on lifestyles than individual on effect Technology agreater authority. has tobegin threaten government power gather and Corporations nations. between dissolve borders alliances ofinternational to begins emergence The in government. allows era ofthe greater technology citizen participation The missions. satellites, and manned probes short-term and unmanned towardsteps space travel involve rockets, chemical massive first oftravel. form The common the locomotive as replaces the automobile The offossil fuels. importance the reducing weapons power and offission introduction Level the Progress also sees This globe digitally. the connect Internet the and systems information Satellite supreme. rule electronics and technology computer Age, power, Information chemical relied inthe on Age but Industrial The INFORMATIONPL 5: AGE knight. ofthe end since the ofbattle art great inthe change first the herald machines war Mechanized common. become guns machine and pistols, rifles, Reliable accurate and list assets. jointhe ofmilitary submersibles and Aircraft period. the through swiftly ofwarchange means The and economic factors. political on are based explored world. the Governments throughout fusion drives, but still require a reaction mass to traverse space. mass still areaction drives, require but fusion True possible, propelled by powerful weapons. spaceships become materials capabilities ofmany the change and technology ducting supercon- and chemistry advanced Nevertheless, combat. personal for miniaturized effectively be can’t technology fusion of choice; weapons explosives the remain firearms Chemical-powered and offuel. consumption or propulsion using physical airwithout vehicles move the can through that appear, ofcivilian form technology inthe military and ofgrav- induction applications ity crude first the later age, years ofthis the In clones are created. human first technology, the and cloning also perfect Scientists age. ofthe towardspecies end the inthe negative ofpositive mutations and manifestation the with ing, results Early are encourag- beings. to genetically human manipulate attempts corporate-sanctioned government- and first the and lution evo- lead to artificial engineering ingenetic advanced Scientific peacefully. Age’s proceed Information improvements of the integration and level to posturing, the and ofskirmishing conflicts world the powers keep species, to entire eradicate the means the with Armed indistinct. employee corporate citizen isrendered and national the line between the as superpowers new these among number are replaced bynations world Megacorporations powers. individual revolution as Slowly, another experiences society and global to access Internet. widespread the systems ofvirtual leading development to the powerful, able, and accessible, even more reli- become Computers possible. become colonization and space exploration Advanced sources. fuel for chemical obliterates source that almost need able the energy The development of fusion power provides an efficient, nonexpend- FUSIONAGEPL 6: form. superpowers new ends era the as gradually tension alleviates and The age, crises. the of minor through 5/26/04, 12:39:27 PM Introduction G 5/26/04, 12:39:39 PM PL 6 PL PL 8 PL PL 5 PL PL 7 PL Gravity induction on the phenomenon relies first set At PL 7, gravity inducers PL can 7, At be of miniaturized the to size Gravity Induction Gravity hockey pucks applications. special for An inducer powerful attractionenough gravitational a human’s negate to the to Earth is about the of a discus, the induction while size motor in a flying car requires a gravity generator about of the size tire. a spare Control of gravity is one of Progress features of theLevel key The development science and of gravitonic 7. gravitonic a hostengineering to of miraculous devices: leads levitating cars, interplanetary that require no drives reaction mass, and a wide range of military tools. Just as the applicationity was spurred the of the by discovery induction principle, of electric- the that of devices induce creation energy gravitational leads an effectiveto weight. control over Theoryforth in Einstein’s of Special Relativity: An object’s mass approaches infinity as the object’s velocity tiny a approaches accelerate to cyclotron a using By light. of speed the creates generator gravity the speed, near-light to particle betweengravitons the particle and the surrounding mass. by stored or redirected, off, siphoned be can gravitons These use of the induction coil. travel distances be this possibletravel at stage may of technological development. PL 9 AND HIGHER 9 AND PL beyond or these are comprehen- reach Progress Levels Generally, exist may species undiscovered or worlds isolated although sion, them. to access In cases, many technologies have thethat signature age abandonedof an are earlier of more and elegant more in favor powerful technologies. Practical the ability control of matter the at subatomic level, through time, travel “fold or theto to shorten space” power to

Progress Levels Levels Progress Sample file Sample PL 3 PL PL 0 PL PL 2 PL PL 4 PL PL 1 PL Computer technology links settlement, every society, and The second advance of the era brings perhaps the greatest Projectile firearms in their are last as days, crude energy weapons outpost information an net, of a star system creating in a single unparalleled and expedient exchange of knowledge and data for business, entertainment, and research. AGE 8:PL ENERGY The continuingminiaturization of induction engine technology allows harness plants of marbles to power the the size of cre- basic forces and energy screens dominate weapons personalation. Powerful force the battlefield, as projectile disappear weapons finally after ruling the battlefield a thousand for years. Miniaturized sensors, shields, and mass productionengines allow practical of small, starfighters. the At other end of the spectrum, advanced construction techniques allow humans enormous, build to space. in cities self-sustaining systematically replaces fusion power as an even more efficient efficient more The age sees the tenuous settlement of other planets and asteroids even an thewithin same star system. as power fusion 7: GRAVITYPL AGE replaces As this opens, Progress Level the technologies of two invention key the humanity’sherald to stars. climb The gravity induction reactor systematically source of energy that can be miniaturized with great ease. With the use divide, and powers of the explore, world mass colonize reactor, the entirety of the local star system. For the most part, on the life unchanged. is planet home upheaval in the history of human The civilization. introduction and integration of gravity induction technology the to creation leads of the induction starships bridge the to gap engine, which allows as occurs reorganization economic and Political stars. the between the species far from home. spreads warriors to armor of thisbecome Powered age. is available available. Personal (melee) weapons a resurgence, enjoy due in large part a shift to tactics—armedin military conflict between occurs seldom individuals small of engagements involves frequently more but scale, army an on units in conditions when ranged weapons not necessarily are effective. d20_fut_FM&Intro.indd 7 Chapter One:

Characters

The rules for creating and advancing characters in d20 Future appear in the d20 Modern Roleplaying Game. Simply put, the rules are the same. This chapter provides new starting occupa- tions, feats, and advanced classes suitable for d20 Future campaign settings. If you are a d20 Future player, discuss your character concept with the Gamemaster (GM) before choosing any of the options presented here. If your GM has a specific d20 Future campaign in mind, some of the options presented in this chapter may be inap- propriate or unavailable. For example, there’s no point giving your character the Cybernetic Surgery feat if the GM doesn’t intend to include cybernetics in his or her campaign. Only with your GM’s assistance can you build a character that fits into the campaign and is fun to play.

STARTING OCCUPATIONS All the starting occupations described in the d20 Modern Roleplaying Game are available to d20 Future characters, with the GM’s permission. Here are several new starting occupations appropriate for futuristic campaigns. SampleASTRONAUT file TRAINEE As scientists and pioneers, astronaut trainees have prepared their minds and bodies for the rigors of space travel and life in space. They are elite members of a sophisticated space program, wait- ing for the opportunity to hurl themselves into the void to advance humanity’s understanding of science and shed light on the mysteries of the universe. Prerequisite: Age 21+. Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill. Computer Use (Int), Craft (electronic, mechanical, or phar- maceutical) (Int), Knowledge (earth and life sciences, physical sci- ences, or technology) (Int), Navigate (Int), Pilot (Dex), Repair (Int), Survival (Wis). Bonus Feat: Select either Aircraft Operation (space- craft) or Zero-G Training*. * Indicates a feat described in this chapter. Wealth Bonus Increase: +1. COLONIST Colonists are wayfaring pioneers who set the foundations of Stranded! new societies on far-flung continents, planets, or moons. To survive in their new surroundings, they learn to live off the land

KK

620_88597_d20FutureNEW.indb 8 5/26/04, 1:00:18 PM 9 Characters 5/26/04, 1:00:26 PM +1. +1. +1. +2. Age 15+. Age 15+. Age 18+. Choose one of the following skills as a permanent skills Choose one of the following Choose two of the following skills as permanent skills Choose class two of the following Choose three of the following skills as permanent skills Choose three of the following

Reputation Bonus Increase: BonusWealth Increase: +6. permanently Anheir may reduce Prerequisite: Skills: Bonus Feat: Expert. Select either or Spacer* Vehicle Wealth Bonus Increase: Prerequisites: Prerequisites: Skills: Skills: Bonus Feat: Toughness. Wealth Bonus Increase: Skills: Wealth Bonus Increase:

her Reputation bonus increase 1 to her by starting bonus wealth by an additional +1d6; this expenditure must be made the before char- As long as heracter Reputation begins play. bonus an is +1 or higher, bonus wealth 10. can drop below heir’s never TRANSPORTER and drivers transportersSkilled pilots, people, information, move and precious from one They cargo destination safely another. to as theirtreat extensions vehicles of their bodies and most are comfortable behind the wheels of skycabs or the thruster controls of cargo shuttles. gain a +1 you a class select you skill, is already If a skill skills. competence bonus on checks skill. that using Craft (mechanical) (Int),popular culture, Drive or (Dex), streetwise) (Int), (Int), Knowledge (current Navigate (Dex), events, Pilot Repair (Int). * Indicates a feat described in this chapter. “Outcast” is not so much an occupation as a forced way of life. life. of way forced a as occupation an much so OUTCAST not is “Outcast” Persecuted being different, for and outcasts exiled lone are pariahs or shunned members of a culture whose customs or characteristics society finds deviant or abhorrent. Outcasts lurk on the fringes of Some otherscivilization. while trapped acceptance, are for strive by of resentment,their feelings or own hopelessness. self-loathing, SCAVENGER Scavengers turn society’s wreckage and discarded trash useful into tools or items trade, for their and lucky, endeavors might if they’re one yield even or two objects of special value. They effortlessly and strip the clean mostnavigate treacherous places, and their abandoned are playgrounds stations, space gutted buildings, and smoking battlefields. gain a +1 you a class select you skill, is already skill If a class skill. competencebonus on checks skill. that using Search (Int), (streetwise) Knowledge (Dex), Hide (Cha), Disguise (Int), Survival Injury (Wis), (Wis). Treat gain a +1 you a class select you skill, is already class If a skill skills. competence bonus on checks skill. that using (Wis), Spot (Int), Search (Int), Repair (Dex), Silently (technol- Knowledge (Int), Move Device Disable (Int), Script (Int), Decipher ogy) (Wis). Survival Sample file Sample +2. +1. +1. An heir must choose the Educated feat as as feat Educated the choose must heir An Age 15+. Age Age 21+. Age 18+. Age 15+. Choose three of the following skills as permanent as permanent skills following the of three Choose Choose one of the following skills as a permanent skills Choose one of the following Choose two of the following skills as permanent skills Choose class two of the following Choosetwo of the following skills as permanent class Skills: Skills: Pre-Selected Feat: Prerequisite: Skills: Wealth Bonus Increase: Prerequisite: Skills: Bonus Feat: Select either or Combat Brawl Martial Arts. Wealth Bonus Increase: Bonus Feat: Guide, Select or Planetary Builder, Adaptation*. Wealth Bonus Increase: Prerequisite: Prerequisite: Skills: one of her starting 1st level. at feats cussion instruments, sing, stringed instruments, or wind instruments) instruments) wind instruments, or stringed instruments, sing, cussion (Cha), Ride (Dex), Sense (Wis). Motive ential nobles, and imperial monarchs. Unlike dilettantes, however, however, HEIR dilettantes, Unlike monarchs. sonsHeirs and the are elite of powerful daughters magnates, influ- imperial and nobles, ential they bound are their certain lineage by to responsibilities, the with assumption into their they that lead families might someday rise to the future . . . assuming the stars and properly aligned are they do nothing jeopardize their to birthright. gain a +1 you a class select you skill, is already If a skill skills. competence bonus on checks skill. that using Craft art (visual or writing) (Int),current Knowledge (art, events, or history) business, (Int), civics, Perform (act, dance, keyboards, per- (Cha), Forgery (Int), Gamble (Wis), Gather Information (Cha), Hide (Dex), (Dex), Hide (Cha), Information Gather (Wis), Gamble (Int), Forgery (Cha), Knowledge (streetwise) (Int), (Int), Navigate of Hand Sleight (Dex). GLADIATOR been whether their fighting lives, have all Gladiators on the streets youths and disenchanted or in some They of arena. include form poverty-stricken hoodlums trade looking to fists cash, for clones fightbred in secret from birth, labs to and low-ranking members of a society’s warrior caste. gain a +1 you a class select you skill, is already If a skill class skill. competence bonus on checks skill. that using (Int), (streetwise) Knowledge (Cha), Intimidate (Dex), Balance Tumble (Dex). skills. If a skill you select is already a class skill, you gain a +1 gain you a class select you skill, is already skill If a skills. competence bonus on checks skill. that using Computer Use (Int), Craft(Int), (electronic, (Int), mechanical, (earth sciences) Knowledge or sciences physical or and structural) life (Int),Navigate Repair (Int), Survival (Wis). * Indicates a feat described in this chapter. DRIFTER Drifters wanderers aimless are jacks-of-all-trades and worldwise betweenwho move or star cities systems, working odd jobs until they learn boredom them leads the Along elsewhere. or way, fate strange customs and pick up and interesting diverse skills. gain a +1 you a class select you skill, is already class If a skill skills. competence bonus on checks skill. that using Disguise (Int), Device Disable (Int), Script Decipher (Cha), Bluff and defend themselves against indigenous forms predatory andlife of nature. forces hostile 620_88597_d20FutureNEW.indb 9 620_88597_d20FutureNEW.indb 10 Characters 10 on Bluff checks when using the skill using the to when combat. feint checks instarship Bluff on (see page 153 of the ofthe 153 page (see pinned be must robot The 30). (DC Device check Disable successful attachment. cybernetic You skill this external or to use arobot disable can (INT) DEVICE DISABLE isamove action. atransmission jamming full-round actions. Conducting an active sensor scan or sending/ to it. intercept attempting anyone unscramble and or message the sending individual the between Usecheck Computer be used to scramble a transmission. This is done with an opposed 15). (DC check Use aComputer requires transmission the jamming transmission, the or not the message gets through. If an unmanned computer receives used untrained: following Useskill The can’t be Computer ofthe applications 20). (DC Use check Computer asuccessful requires destination intended its reaches sage ames- to ensure distortion that correcting to distortion; are subject systems) star between as over (such sent incredibly distances long Communications 10). (DC Usecheck with aComputer accomplished transceiver, are dimensional soon) ship, or using asubspace and GM’s at the discretion. check, the on penalty higher or applies interference from asolarflare) a–5 as (such of disturbance form to some subjected or system) astar across (for example, tance over dis- avast conducted scan sensor active An 15). (DC Use check aComputer requires range in sensory object shipor analyze another be used untrained: dimensions. across space or through sent transmissions unscramble and scramble, jam, send, as ing Game inthe to described all addition uses In the COMPUTER USE(INT) action. attack isan combat auto- afeint that’s on pilot. as flying instarship astarship Using Bluff against tactic You this use cannot skillYou to Bluff combat. feint the use instarship can BLUFF (CHA) followingThe skills inthe SKILLS EXPANDED target’s Defense score. lowering thus the one), (ifithas to Defense bonus pilot’s Dexterity its ignores target the makes against starship your attack next the Ifyou succeed, pilot’s Motive check. target by the Sense opposed starship so that it can’t dodge your attack effectively. This check is the individual attempting to jam the message determines whether whether determines message to the jam attempting individual the and message receiving the individual the between Usecheck puter facility from receiving Com- Anopposed anincoming transmission. check can be made. be can check expanded to include rules specific to to specific rules include to expanded Check: Special: Check: Scramble/Unscramble Transmission: Transmission: Jam Transmission: Send Scan: Sensor Active Conduct Time: Check: Check: Scrambling or unscrambling a transmission are all , this skill can be used to operate shipboard sensors as well as sensors to shipboard operate skill used , this be can Disabling a robot is a full-round action and requires a requires and action isafull-round arobot Disabling The following UseskillThe can Computer ofthe applications With a successful Bluff check, you mislead another you mislead another check, Bluff asuccessful With Ifyou have Feintfeat, Starship the you gaina+2 bonus d20 Modern Roleplaying Game This skill can be used to prevent a ship or Routine communications (hailing anearby communications Routine d20 Modern Roleplaying Game Using astarship’s to sensors d20 Future d20 Modern Roleplay- d20 Modern Computer Use can campaigns. ) before the the ) before Sample file are dimensions. or systems, star planets, Navigate the travel, skill use you can to between plot a course functional Class II sensor array (or better) to array better) plot through (or sensor acourse II Class functional grapplers and tractor beams. tractor and grapplers Systems 143) foron information Grappling more (page see beam; held starship’sbeing immobilized by or tractor or another grapplers make pilot can aPilot after to The ofastarship escape check to made Pilot pilot on checks astarship. penalty you take a–4 Level, shown below: inProgress as difference (technology) check depends on the item being identified and the Knowledge ofthe DC The item. itmake the with does you proficient nor item, you enable to not result the activate does check cessful alien or technology of device. Asuc- ofthe singular) (ifnot purpose primary the piece surmise unfamiliar an with confronted make you to can aKnowledge (technology) correctly check artifact, When 20. DC robot: or mecha, ofstarship, class or type particular ofa design specs factory-model Recalling standard, the 15. DC attachment: mechanical ofaparticular cybernetic or system purpose or function the Determining DC 10. by arobot frame: its identifying or by superstructure, its mecha a identifying subtype, and by type its astarship Identifying required: ofinformation type the ing on unfamiliaridentify technological devices. starships, mecha, robots, and cybernetic attachments, as well as You identify to correctly make check (technology) aKnowledge can (INT) KNOWLEDGE (TECHNOLOGY) below). Repair, (see check Repair asuccessful with re-enabled be can ment cybernetic attachments. You made. be internal disable can check cannot the before pinned The creature 30). to (DC Device check Disable asuccessful requires and action which Disabling an external cybernetic attachment is a full-round the cybernetic unit is attached must be You Pilot the use skill can ofspacecraft. to any kind fly PILOT (DEX) are covereddestination inChapter Traveler Six: Science. Rules gates for calibrating to dimension afamiliar unfamiliar or with a pre-calibrated destination. gate adimension through passing or space route a pre-established space. You to make traveling aNavigate need when don’t along check d20 Modern Roleplaying Game ofthe 68 Navigate inthe page skill (see description described as In a NAVIGATE (INT) Alien artifact Cybernetic Cybernetic attachment Unfamiliar Item Each step in Progress Level (up or down) down) or Level (up Progress in step Each nanotechnology or weapon Alien Robotic or vehicular component component vehicular or Robotic instrument or tool Basic Check: Time: Check: Check: Check: Special: d20 Future Plotting a course is a full-round action. isafull-round acourse Plotting The DCs for identifying technological items vary depend- vary technological items for identifying DCs The Unless you have the Starship Operation feat (page 14), you feat have 14), Unless (page Operation Starship the rules The A disabled robot or disabled external cybernetic attach- campaign that features space travel or dimensional dimensional or travel space features that campaign for plotting a course over work agreat acourse for distance plotting ). Aboard a starship, you need a you need astarship, Aboard ). DC 20 30 25 +5 10 15 5/26/04, 1:00:31 PM 11 s CT 5/26/04, 1:00:40 PM ) may select as) may this one feat of Armor Proficiency (light), Armor Proficiency You gain two talents from the Charismatic hero’s gain two talents from the hero’s Charismatic You When you wear powered armor, you may add the may you armor, powered When wear you A Soldier (see Chapter Six: Advanced (seeA Soldier Chapter Classes in the A character not proficient armor powered with adds You may You select this feat multiple times. Each time you Repair Skill Benefit: Benefit: Prerequisites: Benefit: Benefit: Normal: Special: Special: his bonus feats. ARMOR PROFICIENCY (POWERED)ARMOR proficient armor. are powered with You (medium). entirearmor’s equipment bonus your Defense. to a portiononly of thearmor’s equipment bonus her to Defense. Game Roleplaying Modern d20 PLUS CHARISMATIC Advancements enable excel in science coupled to with your drive becoming hero. charismatic a truly progress faster toward to you trees.talent The list, talents must be selectedfrom the following you cannot select more than one talent from a single talent tree, and must you meet select the to of a talent prerequisites it. all Inspiration, Captivate, Dazzle, Taunt, Inspiration. Greater Favor, select must you this feat, choose a different pair of talents.

. Sample file Sample plus the following additional the plus following d20 Modern Roleplaying Game Roleplaying Modern d20 character the described feats has all access to in the A vehicle, starship, cyberneticA vehicle, attachment, mecha, A creature without takes a –4 this feat nonproficient You take no penalty take on attack when kind any You using rolls When spend you an action d8s instead point, roll you The Treat Injury cannot skill The be used Treat on nonliving or For modern-day (PL 5) spacecraft such as the space For all uses of this skill except surgery, the skill check’s the surgery, skill except uses of thisFor skill all Repairing damage to a vehicle, starship, Repairing or mecha damage a vehicle, takes to Performing surgery on of a type creatures different from your Special: Benefit: Benefit: Special: This skill may also be used to transplant the “brain” of a a of “brain” the The same robots, to rules apply other constructs, and cybernetic transplant to used be also may skill This Special: Benefit: Special: Check: Check: d20 Future own carries a –8 penalty. For carries example, theown a –8 penalty. penalty apply would a humanto (type: humanoid) performing surgery on a vrusk (type: aberration). The Surgery reduces the feat penalty –4, the to while Xenomedic (see page feat the 15) negates penalty entirely. feats: You have the ability to alter your luck drastically in dire circum- your in dire luck drastically the alter ability to have You stances. of d6s the for action result. WEAPONSALIEN PROFICIENCY proficient weapons. are alien with You weapon.of alien penalty when making attacks weapon. an with alien DCs as are written the in Game Roleplaying Modern d20 ACTION BOOST destroyed robot into a similar but a similar intact robot into destroyed robot frame. See the Robot Resurrection sidebar on page 177 more for information on robotic transplants. brain robot, or other construct that is reduced 0 hp cannot to be repaired. descrip- parts,It can (see for the be feat salvaged Salvage however 13). page on tion (WIS) INJURY TREAT canThis be members skill used treat to of other species, provided they neither are constructs nor undead. attachments, and constructs can use also (including robots). the You the remove “brain” safely to robot. of a destroyed Repair skill 1 hour of work, a mechanical kit, and tool a proper such facility as a (Without a –4workshop take penalty kit, you a tool or hangar bay. on your Repair check.) the a Repair end check At make of the hour, (DC 20). Success repairs2d6 points of damage. If damage remains, as repairs hours for many continue make to may asyou to it takes or starship hit points. full therestore to vehicle attachments, that each successful except application of the Repair 1d10 restores pointsskill of damage of 2d6), (instead and the Repair check is more difficult (DC achieve to 30). REPAIR (INT)REPAIR starships, repair vehicles, can to mecha, use this skill cybernetic You inorganic creatures, such as constructs or undead. FEATS A shuttle, the Aircraft Operation (spacecraft) is sufficient negate to the cannot –4 this feat the penalty negate checks; on Pilot however, penalty PL as 6 or to higher applies it spacecraft. 620_88597_d20FutureNEW.indb 11 620_88597_d20FutureNEW.indb 12 Characters 12 select this feat, you must choose a different pair oftalents. pair adifferent choose feat, this you must select Pressure. Aware,2, Faith, Under Cool Healing Touch Healing AidAnother, Improved Touch 1, Intuition, all it. prerequisites ofatalent to the select meet you must talent asingle from one talent than and tree, more select cannot following the from selected be must talents list, you The trees. you hero. toward to faster atruly dedicated progress becoming drive your with to coupled inscience excel enable Advancements PLUS DEDICATED for details). 193, page of Attachments, negative have levels suffering can by Number without 1(see increases illsuffering effects. You can have more cybernetic attachments than normal without CYBERTAKER feat). have Surgery the ifthey penalty (–4 surgery cybernetic to made perform checks Injury fashion. inthis below 6hours reduced never be can offatigue period achieves. The surgeon the above DC point the for every by time 2hours this Reduce fornot) 24 isfatigued hours. or (successful surgery cybernetic undergoes who Acharacter drain instead. Constitution istreated as damage Constitution the more, by or 10 result check fails Ifthe damage. ofConstitution points 1d4 suffers who patient, to the physical trauma undue causes attachment cybernetic removal ofthe or installation fails the by more, 5or offailure result are check Ifyour severe: consequences The hours. takes 1d4 Cybernetic surgery check. the facility, on access toor amedical penalty you take a–4 have not Ifyou kit do asurgery attachment. remove acybernetic them. remove safely You can graft cybernetic attachmentsCYBERNETIC onto living SURGERY tissue as well as time. ofthat end at made the be must checks new two and problems, the fixing spent be must 24 hours another design isflawed; attachment’s fail, the checks feat, both or below). Ifeither Surgery Cybernetic installed the be at (see any time can properly and tions If both Craft checks succeed, the cybernetic attachment func- 30). (DC check (electrical) aCraft and 30) (DC check (mechanical) at aCraft succeed you must time, ofthat end At the construction. invest inits 24 then hours components), necessary the (to acquire attachment ofthe DC purchase the Wealth against check make You a inChapter Cybernetics. first Eleven: must described (life Knowledge sciences) 5ranks. ranks, attachments. cybernetic You construct can CYBERNETICS CRAFT attachment of a higher Progress Level. Progress ofahigher attachment Special: Normal: Benefit: Special: Benefit: Benefit: Prerequisites: Special: Benefits: Prerequisites: You may select this feat multiple times. Each time you you time Each times. multiple feat this select You may You to install 20) or make can aTreat (DC check Injury You can gain this feat multiple times. Its effects stack. You effects feat Its gainthis multiple can times. The maximum number of cybernetic attachments you attachments ofcybernetic number maximum The You hero’s Dedicated the from talents talent gaintwo Characters without this feat take a –8 penalty on Treat feat this on take without a–8penalty Characters This feat allow not This does you to build acybernetic You can build any of the cybernetic attachments attachments You cybernetic build any ofthe can Treat Injury 8 ranks, Surgery. Treat 8ranks, Injury 10 (mechanical) Craft ranks, 10 (electrical) Craft

Sample file as it does to build an ordinary object of the same type. The cost to The type. ofthesame to itdoes buildas object anordinary object to long average, build as amastercraft On ittakes twice damage rolls.) rolls and attack on abonus gains that weapon build amastercraft have more than one mastercraft feature. instance, (For you cannot can single +2, no +1, +3, or be object and can bonus the each case, In to Defense. bonus improves armor’s equipment the of armor suit Amastercraft choice). rolls (your damage or attack on a bonus provides weapon Amastercraft Pilot Drive or includes this checks). vehicles, ofmastercraft case (inthe object to the made use checks tronic or mechanical object provides an equipment bonus on skill allowed it. to select have.don’t You however, inaskill you cannot, are unless gainranks are that exclusivemally those and training you to require classes oftalents. pair adifferent choose feat, this you must select 8 ranks. armor). and vehicles,devices manipulators, robot (including tools, weapons, mechanical You and electronic are at adept creating mastercraft MASTERCRAFTER You’ve skills. obscure most ofeven the picked asmattering up JACK OFALLTRADES Roll, Defensive Opportun- 2, Dodge ist, Uncanny Improved 1, Dodge Increased Uncanny Speed, Advanced Increased Speed. all prerequisites it. ofatalent to the meet select talent asingle from you one must talent than and tree, more select following the from selected be must talents list, you cannot The you hero. to toward faster progress atruly dexterous becoming drive your with to coupled inscience excel enable Advancements PLUS FAST the object from scratch. from object the you were constructing though as check Craft makingthe then and by makingaWealth alower-grade object or check mastercraft object You feature canaddthemastercraft to anexisting ordinary items: craft for DC master- check following Apply the Craft to the modifiers your at ismade. remain expenditure level the to current after points experience sufficient have you until object experience points can’t be paid and you can’t make the mastercraft level, for current your the then needed drop you below minimum the would points experience ofthese expenditure Ifthe check. Craft the tercraft feature. The experience points must be paid before making provided bymas- the bonus ×the to 250 equal points experience also pay acost Wealth in to you must the addition In check, +2,(+1, +3). or feature provided mastercraft by the bonus +the components) its (or object for the DC purchase to the isequal object build amastercraft Mastercraft Mastercraft (+3) Mastercraft (+2) Mastercraft Feature Mastercraft (+1) Prerequisites: Prerequisites: Benefit: Benefit: Prerequisite: Special: Benefit: You may select this feat multiple times. Each time you you time Each times. multiple feat this select You may You can use any skill untrained, even those that nor- that even those You any skill use untrained, can When successfully completed, a mastercraft elec- amastercraft successfully completed, When You Fast hero’s the from talents gaintwo talent trees. Character levelCharacter 8th+. Craft (electrical) 8 ranks, Craft (mechanical) (mechanical) Craft 8ranks, (electrical) Craft DC Modifier DC +10 +10 +5 +3 5/26/04, 1:00:42 PM Characters 13 5/26/04, 1:00:44 PM ). Dexterity 13, Starship Dodge, Starship Mobility. You gain a +2 bonus on gain a +2 Computer Use checks You made to When an using attack action a starship with ranged You gain two talents from the trees. talent Smart You hero’s A particular vehicle, mecha, starship, robot, or cyber- or robot, starship, mecha, vehicle, particular A You may select this feat multiple times. Each time time Each times. multiple feat this select may You Huge or smaller 30 min. 15 +1 d20 Modern Roleplaying Game Roleplaying Modern d20

Benefit: Benefit: Special: Benefits: Special: Prerequisite: Benefit:

you may increase your Wealth score by the amount by score indicated increase on your Wealth may you the salvaged parts selling either 1–1, by scrap for or them using Table offsetto the of future cost projects. building weapon, can bothyou before and move after the attack, provided that distance the does total moved not exceed the starship’s tactical speed. netic attachment can be salvaged successfully once. only Any further attempts the salvage wreckage automatically. to fail SMART PLUS Advancements enable excel in science coupled to with your drive hero. becoming progress a truly intelligent faster to toward you The cannot you list, talents must be selected from the following select more tree, and than talent must one you from a single talent selectmeet the to of a talent it. prerequisites all Linguist, Savant, Exploit Weakness, Plan, Trick. SPACER a special affinity have spacecraft for You and travel. space Navigate on bonus +2 a systems, computer spacecraft onboard use checks when plotting a course bonus through and space, a +2 on all checks flyPilot a spacecraft. made to STARSHIP BATTLE RUN starship at skirmish tactics, skilled are in and zipping You out of an sights. enemy’s you select mustyou you this choose feat, a different pair of talents. is theexception can which you talent, savant select multiple The each time select you the must you talent, savant times. However, choose description (see the a different on talent’s savant page skill 26 of the Machine Required Check DC Increase DC Wealth Check Search Time Salvaged hr. Machine Required +2 20 Vehicle hr. +3 25 1 Gargantuan hr. Colossal 3 +4 30 Mecha hr. +6 35 1 Gargantuan hr. Colossal 3 hr. +5 35 Huge or smaller Starship +3 30 hr. 30 min. Huge +8 40 3 Gargantuan 1 Colossal 6 25 Robot min. 15 +1 +2 20 min. +2 Tiny or smaller Cybernetic 10 Attachment Small Large to 30 Replacement 10 min. Huge or bigger Enhancement 30 min. 1 hr. 20 25 +1 30 +2 +3 TABLE 1–1: SALVAGE 1–1: TABLE Sample file Sample You gain a +2 bonus your Strength. gain a +2 to ReduceYou You gain a +2 bonus your Increase Dexterity. gain a +2 to You You gain a +4 bonus You on Survival checks and a +4 Combat Martial Arts, base attack bonus +4. You gain a +4 bonus You checks on Swim and can You gain darkvision out a rangeYou to of 60 feet. At leastone At declared allegiance. You gain a +4 bonusYou on Fortitude against saves You gain a +4 bonusYou on Fortitude against saves Choose one of your allegiances. The allegiance you you allegiance The allegiances. your of one Choose Salvaging a destroyed vehicle, mecha, vehicle, starship, a destroyed Salvaging robot, You gain one of the depending benefits You below, listed You make an unarmedmake attack You against creature. a living You cannot apply the benefits of this feat to multiple multiple to feat this of benefits the apply cannot You You may only take this feat at 1st level. You may select may You 1st level. at this feat take only may You This ability does not work on creatures without nervous Water World: Barren World: Barren Cold World: World: Dark High-G World: Hot World: Low-G World: Benefit: Special: Benefit: Benefit: Prerequisites: Benefit: Prerequisites: Special: Special: extreme as heat, as fire well resistance 5. extreme as resistance as cold, cold 5. well your base 6 inches. height by SALVAGE can electrical salvage andYou mechanical parts from destroyed mecha,vehicles, starships, robots, and cybernetic attachments. or cybernetic attachment 1–1: Salvage. time, takes as in Table noted the endAt a Search check. of this time, make If the check succeeds, Darkvision but otherwise is black and only, works white as sight. normal assist the other same if your beings aid another who have allegiance; attempt circumstance succeeds, gains a +3 bonus your ally (instead dedication check or on attack also result his skill Your of +2) roll. grants a +1 bonus you on attack made against rolls creatures that do this allegiance. not have lose your break oathbound If you forever you allegiances. allegiance, the benefits again the and but take feat the apply of this may feat benefits a new allegiance. to ADAPTATION PLANETARY on a planet has physiology life been with a harsh by altered Your or adverse environmentalclimate conditions. on your planet of origin. systems anatomies, or discernible such as and oozes plants. OATHBOUND a person, to undying swear allegiance group, organization,You nation, or belief moralplanet, empire, philosophy, ethical stellar philosophy, system. doing can so, you By better influence others who your share and more effectivelyallegiance oppose those who don’t. and be broken, cannot primary becomesselect your allegiance you. The by except strength better enables to you of your allegiance NERVE PINCH NERVE pinch. can incapacitate a vicelike with foes You If the attack succeeds, the targeton a Fortitude (DC takes save 10 one-half + + your your character level no damage but must succeedStrength modifier) or 1d4+1 be for paralyzed rounds. If the target’s attack of opportunity hits and you deals damage, the nerve pinch fails. automatically your base 6 inches. height by hold your breath for a number yourhold for breath of rounds equal twice your to Constitution score. bonus on Constitution checks against starvation and thirst. this feat more than once, however, if you get multiple feats at 1st at get if you feats multiple morethis than feat once, however, each time choose you gain a different you level; this benefit. feat, 620_88597_d20FutureNEW.indb 13 620_88597_d20FutureNEW.indb 14 Characters description, page 10, for details. 10, page description, skill Bluff expanded the to See made combat. feint instarship checks you receive Bluff on a+2 addition, In bonus amove action. as combat instarship check make feat), you can aBluff Operation Starship the appropriate type). You are skilled combat. at misleading instarship enemy your FEINT STARSHIP any action. ship on You enemy anew select can action. ship you your designate during star- enemy one from to ship’s your attacks against bonus Defense feat), you apply a+1dodge Operation Starship the (see proficient appropriate type). the You while piloting are at attacks adept starships. dodging STARSHIP DODGE of from opportunity other nearby starships, as normal). provoke itcan (though attacks you are attacking defender the from Normal: Benefit: Prerequisite: Benefit: Prerequisite: Moving in this way does not provoke an attack of opportunity When piloting When (see ashipwith whichyou are proficient When piloting a starship of a type with whichyou with are piloting ofatype When astarship Feinting in starship combat requires an attack action. attack an requires combat Feinting instarship Dexterity 13, Pilot 6 ranks, Starship Operation (of Operation Starship Pilot 13, 6ranks, Dexterity Pilot 9 ranks, Starship Operation (of the (ofthe Operation Starship Pilot 9ranks, Starship Operation Operation Starship WM Sample file you must meet all it. prerequisites ofatalent to the select meet you must talent asingle from one talent than and tree, more select cannot following the from selected be must talents list, you The trees. ship’s Defense. to to the Defense you also bonus applyship, full your and class star- the operating when Pilot made on take checks penalty no select this feat, you must choose a different pair oftalents. pair adifferent choose feat, this you must select Smash. Melee Advanced Ignore Hardness, Advanced Ignore hero.you toward to faster atruly strong progress becoming drive your with to coupled inscience excel enable Advancements PLUSSTRONG 1,000-foot-by-1,000-foot area. line). inastraight squares 500-foot any four wide (that is, square 500-foot one and long squares area 500-foot four an affect you can normal. area awider than affect You to fire automatic astarship’s on set use weapon can ranged STARSHIP STRAFE heavy,mediumweight, superheavy). or (ultralight, light, ofstarship feat, the itapplies type to adifferent ship’s Defense. down) to the (rounded to Defense bonus yourclass one-half you apply only toand Pilot made astarship, on operate checks Normal: Benefit: Improved Extreme Effort, Advanced Extreme Effort, Improved Improved Effort, Extreme Advanced Effort, Extreme Improved Special: Benefit: Benefit: Prerequisite: Special: Special: Normal: Select one of the following types of starships: ultralight, following ofthe ofstarships: one types Select Dodge Starship by the granted bonus dodge the and one ofthat type. starships at operating proficient light, heavy, mediumweight, superheavy. You or are OPERATION STARSHIP feat) ofbonuses. eachother, with stack types unlike most this as (such bonuses Dodge bonuses. you lose dodge your also to makes Defense bonus makes you lose Dexterity your that within astarship’sor Any condition area. threatened of you move when out caused ofopportunity attacks You while piloting are at attacks adept starships. dodging MOBILITY STARSHIP You systems. weapon with starship are proficient GUNNERY STARSHIP apply a +4 dodge bonus to ship’s your against bonus dodge Defense apply a+4 feat), you Operation Starship the (see you are proficient weapon. astarship rolls firing when attack on penalty weapon. astarship firing Prerequisite: Benefit: Prerequisite: Benefit: Normal: Without this feat, you take a –4 nonproficient penalty penalty feat, nonproficient this you take a–4 Without When operating a starship of the selected type, you type, selected ofthe astarship operating When You may select this feat multiple times. Each time you you time Each times. multiple feat this select You may When using astarship’s autofire, When on weapon ranged You can gain this feat multiple times. Each time you take take you time Each times. multiple feat this gain can You A starship weapon on autofire normally affects a You Strong hero’s the from talents gaintwo talent Starship Gunnery. Starship When piloting a starship of a type with which piloting ofatype When astarship rolls when You attack on take not apenalty do Without this feat, you take a –4 nonproficient feat, nonproficient this you take a–4 Without Pilot 2ranks. Dexterity 13, Starship Dodge. Starship 13, Dexterity Hardness, Improved Melee Smash, Smash, Melee Improved Hardness, 5/26/04, 1:00:55 PM