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10:53, 16th April 2024 (GMT+0)

Character Creation.

Posted by FacilitatorFor group 0
Facilitator
GM, 1 post
Master of the Universe
Creator of Worlds
Tue 2 Jun 2009
at 01:10
  • msg #1

Character Creation

Creating your character
In most games, you create your character independently of the other players in the group. In this game, however, your characters have all been hand-picked to work together, and their strengths and weaknesses have been properly matched. As such, you all should work together in the Character Creation Chat thread to figure out the details of your character. If you ignore an important role or skill, you may find yourself in a situation where you need that very skill.

Don't forget to check out the House Rules thread before you start creating your characters.

Ability Scores
Roll 1d10. Your ability scores are based on this roll (you can assign the scores in any order):

d10Scores
1-218, 15, 16, 16, 14, 10
3-418, 17, 17, 15, 14, 10
5-617, 17, 16, 14, 13, 10
7-817, 17, 16, 15, 12, 11
9-1017, 17, 16, 15, 14, 10


Classes
We will be using any advanced classes listed on the d20 MSRD except the following:

Acolyte (Core: Urban Arcana)
Battle Mind (Core: Shadow Chasers)
Dogfighter (Future)
Mage (Core: Urban Arcana)
Mecha Jockey (Future)
Mystic (Urban Arcana)
Occultist (Core: Urban Arcana) -- New Addition. This class has been modified into Arcanist, see below.
Psionic Agent (Core: Agents of PSI)
Space Monkey (Future)
Speed Demon (Core)
Swindler (Future) -- Note: This class has been slightly modified into Universe Manipulator. See below for details.
Techno Mage (Urban Arcana)
Technosavant (Future)

Note: Even though we are using some material from d20 Future, Shadow Chasers and Urban Arcana, we will not be using mecha, space exploration, aliens and we are only using some forms of psionics (the Telepath) and very minor forms of magic (Occultist Arcanist). Also, because online campaigns are so much slower than real life campaigns, there will be little, if any, car chases or dogfights. You can invest a couple skill points or feats if it fits your backstory, but don't dedicate your character towards either of these professions. If you have any questions about what classes/abilities/feats will be useful, feel free to ask.

The following prestige classes are allowed:
Holy Knight (Urban Arcana) -- Note: You can only if you are sponsored by a church (think Van Helsing)
Sniper (Urban Arcana Web Supplement) (Errata: 7 action points/level)
SpecOp (Urban Arcana Web Supplement) (Errata: 7 action points/level)
Spell Slinger (Urban Arcana Web Supplement (Errata: 7 action points/level)

Occupations
You may choose any occupation listed on the MSRD except Astronaut Trainee or Colonist.

If you choose the Transporter occupation, you must choose Vehicle Expert as your bonus feat.

Feats
You can choose any feat from the MSRD except the following:

Alien X
X Plus
Divine Heritage
Planetary Adaptation
Spacer
Starship X
Zero-G Training
Any Mecha Feats

The following feats are adjusted or clarified:

Action Boost does not affect your Temporal Backlash dice (see the House Rules thread)
Sacred Spell only works on divine spells

You can take vehicle feats (including aircraft feats), but your ability to use them will be greatly limited.

Skills
Remember from the House Rules thread that untrained knowledge skills can still be used, but you roll a d10 instead of a d20, and you can't take 10 or take 20.

Remember also that all characters get Spot, Listen, Climb, Jump, and Swim as a class skill.

You start the game knowing one language fluently. For every 1 point of intelligence bonus, you gain 1 point that can be spent to learn new languages. If you have 2 or more points, you can spend multiple points in one language, or 1 point in multiple languages. (See the House Rules thread for more details about languages).

Wealth
Your starting wealth is 8 plus your total ranks (not modifier) in the Profession skill plus your occupation bonus plus any applicable feats or abilities.

Equipment

Supplied equipment
Every PARC is outfitted with the following equipment:
*Comlink -- an over-the-ear device which allows for secure radio communication between team members and allows the wearer to be tracked from Home Base. Also contains a small but powerful LED light which is capable of projecting a beam 10 feet long and 5 feet wide at the end. When the flashlight feature is not in use, it looks like any standard bluetooth attachment.
*Cell phone with integrated PDA. Can be used to make secure phone calls.
*All other equipment you must purchase with your starting wealth.

Restriction
You can buy any object of Restricted rating or lower (subject to availability, described below), but don't forget you need a license for every group of items.

Military items are available at character start, but you need to include at least a paragraph in your backstory that describes how you got them. If your story sounds plausible given the rest of your background I will probably allow it (and don't forget that you need a Military license).

Illegal items require approval. Depending on the item, I may determine that a license will allow you to carry the item (and a bit of backstory may sway me to this decision) or I may decide that you can only buy the item on the black market. If the latter is the case, keep in mind that a character who is caught with an illegal item will suffer the consequences.

Progress Level (PL) and Availability

This game is set in PL 5 (roughly modern day) with limited access to PL 6 equipment. You can use any modern equipment listed on these pages of the MSRD:
  Armor
  General Equipment
  Lifestyle and Services
  Weapons

As for future equipment all mundane PL 5 and 6 equipment listed in the MSRD can be used (keeping in mind that PL 6 is +5 DC) except:

Gadgets:
  Weapons:
    Collapsible (possibly with some exceptions)
    Compact
    Genetic tags (but can be applied to ammunition)
    Miniaturized
    Techno-Organic Makeup
    Variable Ammunition (maybe with exceptions for longarms)
  Armor:
    Techno-Organic Makeup
    Prehensile Appendage
  Universal:
    Compact (but *can* be used on electronics)
    Miniaturized (but *can* be used on electronics)
    Self-repairing
Gear:
  Weapons:
    Bio-Agent ammo (improved to illegal; severe penalties for being caught with it)
    Tangler grenade
    High Frequency Sword
    Laser Weapons
    Mini grenade launcher
    Mini rocket launcher
    Tangler Gun
  Armor:
    Survival Suit
  Equipment:
    Portable Environmental Generator
    Puritizer (works on water only)
    Antitox chemical (instead gives +5 bonus to resist poisons)
    Neutrad chemical (instead gives +5 bonus to overcome radiation sickness)
    Solvaway chemical
    Sporekill chemical (instead gives +5 bonus to overcome disease)
    Display contacts (but video lenses are still in)
    Fusion torch
    Intellipicks
    Jetpack (has one lower category of maneuverability)
    Neural scrambler
    Personal plastic surgery kit
    Violet rations
Cybernetic enhancements (note that all cybernetic replacements of PL 6 or lower are allowed):
  Nightvision Optics
  Skill Implant
  Subcutaneous Body Armor (Medium) and (Heavy) (Light is still allowed)
  Subcutaneous Cell Phone
  Voice Stress Analyzer
  Telescopic Optics

Character Option
Most characters were chosen by The Order in part because of their ability to see through the veil of Shadow. Some characters, however, know of shadow, but refuse to believe in it's existence. These types of characters usually think in terms of vast conspiracies, or they think they are seeing illusions, or are going crazy. Any such character may choose the following feat for free at first level only:

Non-believer [Initial]
Though you posses the qualities which normally allow you to see Shadow for what it is, you refuse through sheer power of will.

Prerequisites: Wis 12

Benefits: You gain a +2 bonus to Will saves against any effect of a shadow creature derived from its shadow nature (subject to GM approval). These effects include such things as fear effects, spell-like abilities, and abilities based on HD (but not class levels).

Drawback: You use any class ability, feat, or other feature that gives advantages over Shadow creatures or that require belief in Shadow. You automatically fail any knowledge or research checks to find out information about creatures of Shadow (when you would normally succeed, you simply believe that the information is faked or simply wrong).

At any time that a Shadow creature performs an action that allows you to use the benefit of this feat, you can choose to give up the use of this feat voluntarily. You no longer gain the benefits, but neither do you suffer the drawbacks.

If you are dealt damage from a shadow creature from a source other than a natural weapon (bite, claw), psionic source, or manufactured weapon (sword, handgun), you must make a Will save (DC = damage dealt) or involuntarily give up the use of this feat. Applicable damage includes but is not limited to: slam damage by seemingly inanimate objects, elemental damage (from breath attacks, or otherwise), spells (other than those from a scroll) or otherwise unnatural damage. The GM makes the final decision as to whether or not a given attack requires a will save.

If at any time you lose the use of this feat you never again gain the benefits of it, nor can you choose it again.
This message was last edited by the GM at 22:07, Thu 16 July 2009.
Facilitator
GM, 1 post
Master of the Universe
Creator of Worlds
Mon 1 Jun 2009
at 23:53
  • msg #2

New Character Class

The following character class can be chosen. It is very similar to the Swindler class from d20 Future, but has changed in flavor.

Universe Manipulator
You are skilled in the arts of making the universe work for you. While others can affect their futures seconds in advance, they lose control quickly. You have the ability to not only bend the future to your whim, but you can bend it better, farther, faster and with fewer repercussions.

The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible.

Requirements

To qualify to become a Universe Manipulator, a character must fulfill the following criteria:

Skills: Knowledge (Physical Sciences) 6 ranks, Knowledge (Tactics) 4 ranks

Talents: Any one talent from the Smart hero's Strategy Talent Tree

Class Information

The following information pertains to the Universe Manipulator advanced class.

Hit Die: The Universe Manipulator gains 1d6 hit points per level. The character’s Constitution modifier applies.

Action Points: The Universe Manipulator gains a number of action points equal to 7 + one-half his character level, rounded down, every time he attains a new level in this class. (The Universe Manipulator’s ability to manipulate probability entitles him to a higher number of action points per class level than other advanced classes.)

The Swindler’s class skills are as follows.

Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Knowledge (behavioral sciences, business, civics, current events, history, physical science, popular culture, streetwise, tactics, theology and philosophy) (Int), Perform (act) (Cha), Read/Write Language (none), Research (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Tumble (Dex).

Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).

  Class Level    Base Attack Bonus    Fort Save    Ref Save    Will Save    Special    Defense Bonus    Reputation Bonus 
1st+0+0+1+2  Cheat fate+0+0
2nd+1+0+2+3  Thousand faces+1+0
3rd+2+1+2+3  Bonus feat+1+1
4th+3+1+2+4  Fortune’s favor(+2)+1+1
5th+3+1+3+4  Warp probability (30 ft.)  +2+1
7th+5+2+4+5  Fortune’s favor (+4)+2+2
9th+6+3+4+6  Bonus feat+3+3
10th+7+3+5+7  Fortune’s favor (+6)+3+3


Class Features

The following class features pertain to the Universe Manipulator advanced class.

Cheat Fate
The Universe Manipulator can form fate to his whim. Once per day, he may reroll one roll that he has just made before the success or failure of the result is announced. The Manipulator must take the result of the reroll, even if it’s worse than the original roll. (Note: Since this is an online game, there will be some leeway on when this can be used. If I announce a DC to beat, you can still use this ability.)

Thousand Faces
A Universe Manipulator’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Manipulator becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes).

Bonus Feats
At 3rd, 6th, and 9th level, the Swindler gets a bonus feat. The bonus feat must be selected from the following list, and the Swindler must meet all the prerequisites of the feat to select it.

Action Boost, Blind-Fight, Confident, Deceptive, Educated, Elusive Target, Low Profile, Nimble, Renown, Trustworthy.

Fortune’s Favor
Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Manipulator must use this ability on his turn, and the bonus lasts until just before the Manipulator’s next turn.

The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.

Warp Probability
At 5th level, the Manipulator can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Manipulator can spend an action point to alter the target’s d20 roll result. The Manipulator must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Manipulator’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.

Unlike normal action point use, the manipulator does not suffer a backlash from this use of an action point.

At 8th level, the range of this ability increases to 60 feet.
Facilitator
GM, 15 posts
Master of the Universe
Creator of Worlds
Mon 15 Jun 2009
at 05:12
  • msg #3

Re: New Character Class

Here are two different character sheets. You can use these, or you can find another one, just so they are clear. The first one is my personal favorite; it's condensed, precise and to the point. The second one is a lot more work, but also has a lot more information (and looks cleaner).


Name:
Class/Level:                XP: 15,000/21,000
Starting Occupation:

Allegiences:
Physical Description:
Languages:

Str XX (+X)
Dex XX (+X)
Con XX (+X)
Int XX (+X)
Wis XX (+X)
Cha XX (+X)

Hit Points: XX        Def   XX (+X Dex, +X class)
Speed 30ft            Init  +X (+X Dex)
Reputation +X

Action Points: 9

BAB +X

Fort +X (+X base, +X Con)
Ref  +X (+X base, +X Dex)
Will +X (+X base, +X Wis)

Attacks
 (Base Melee  = +X [+X BAB +X Str])
 (Base Ranged = +X [+X BAB +X Dex])

  +X Type (Y + Z A-B/xC) Description/weapon

Skills (X+Int/lvl; Max 9/4)
  Skill +X (X ranks, +X Abl)

Talents (X Hero)

Feats

Gear (Wealth +X):


----------------------------------------------------------------------------
Name  :                     | Race  : Human             | Height:
Player:                     | Gender:                   | Weight:
Update:                     | Age   :                   | Eyes  :
Occupation:                 | Size  : M                 | Hair  :
Reputation:                 | Speed :                   | Hand  :
----------------------------------------------------------------------------
       Ability    |   Temporary   | Class:
     Score   Mod  |  Score   Mod  | Level: 6
STR           +   |               | Wealth:
DEX           +   |               | Action Points: 9
CON           +   |               |
INT           +   |               |
WIS           +   |               |XP  : 15,000           Char Level: 6
CHA           +   |               |Need: 21,000           ECL       : 6
----------------------------------------------------------------------------
        Total   Current   Subdual |         Total   Dex   Misc
HP    :                           | Init  :       =     +
----------------------------------------------------------------------------
        Total         Arm Sld Dex Sze Nat Def Mis
AC    :         = 10 +   +   +   +   +   +   +
Tch   :         = 10 +   +   +   +   +   +   +
FF    :         = 10 +   +   +   +   +   +   +
----------------------------------------------------------------------------
        Total   Base    Str   Size |         Total   Base   Dex   Size
Melee :        =       +     + 0   | Range :       =       +     +  0
---------------------------------------------------------------------------
SAVES      Key                    Ability
         Ability   Bonus     Base   Mod   Magic   Misc
Fort  :    Con             =      +      +       +
Ref   :    Dex             =      +      +       +
Will  :    Wis             =      +      +       +
----------------------------------------------------------------------------
RACE/CLASS ABILITIES & FEATS                                GAINED

T=Talent CF=Class Feature F=Feat  BF=Bonus Feat
BFC=Class Bonus Feat -x=Level Gained
----------------------------------------------------------------------------
LANGUAGES

----------------------------------------------------------------------------
SKILLS                    Max Ranks (3 + Level):     CC Max Ranks (/2):

                           Key    Skill Ability                     Misc
C  SKILL                 Ability   Mod    Mod     Ranks    Synergy  Mod
   Balance                 Dex         =  +         0       +0      +0
X  Bluff                   Cha         =  +         0       +0      +0
   Climb                   Str         =  +         0       +0      +0
X  Computer Use            Int         =  +         0       +0      +0
X  Craft:(Electronic)      Int         =  +         0       +0      +0
X  Craft:(Mechanical)      Int         =  +         0       +0      +0
X  Decipher Script*        Int         =  +         0       +0      +0
X  Demolitions             Int         =  +         0       +0      +0
   Diplomacy               Cha         =  +         0       +0      +0
X  Disable Device          Int         =  +         0       +0      +0
X  Disguise                Cha         =  +         0       +0      +0
   Drive                   Dex         =  +         0       +0      +0
   Escape Artist           Dex         =  +         0       +0      +0
X  Forgery                 Int         =  +         0       +0      +0
   Gamble                  Wis         =  +         0       +0      +0
   Gather Information      Cha         =  +         0       +0      +0
   Handle Animal*          Cha         =  +         0       +0      +0
   Heal                    Wis         =  +         0       +0      +0
   Hide                    Dex         =  +         0       +0      +0
   Intimidate              Cha         =  +         0       +0      +0
X  Investigate             Int         =  +         0       +0      +0
   Jump                    Str         =  +         0       +0      +0
X  Knowledge:(Arc. Lore)*  Int         =  +         0       +0      +0
X  Knowledge:(Behav. Sci)* Int         =  +         0       +0      +0
X  Knowledge:(Phys. Sci)*  Int         =  +         0       +0      +0
X  Knowledge:(Technology)* Int         =  +         0       +0      +0
X  Knowledge:(Theo+Philo)* Int         =  +         0       +0      +0
   Listen                  Wis         =  +         0       +0      +0
   Move Silently           Dex         =  +         0       +0      +0
X  Navigate                Int         =  +         0       +0      +0
   Open Lock*              Dex         =  +         0       +0      +0
   Perform:                Cha         =  +         0       +0      +0
   Pilot                   Dex         =  +         0       +0      +0
X  Profession:(Programmer)*Wis         =  +         0       +0      +0
X  Read/Write Language                              0
X  Repair                  Int         =  +         0       +0      +0
X  Research                Int         =  +         0       +0      +0
   Ride                    Dex         =  +         0       +0      +0
X  Search                  Int         =  +         0       +0      +0
   Sense Motive            Wis         =  +         0       +0      +0
   Sleight of Hand*        Dex         =  +         0       +0      +0
X  Speak Language*                                  0
   Spot                    Wis         =  +         0       +0      +0
   Survival                Wis         =  +         0       +0      +0
   Swim                    Str         =  +         0       +0      +0
   Treat Injury            Wis         =  +         0       +0      +0
   Tumble*                 Dex         =  +         0       +0      +0

----------------------------------------------------------------------------
WEAPON            ATTK     DAM     CRIT     RNG   WGHT  SIZE  TYPE  PROPERTIES

Bullets Remaining:
                                                  TOTAL WEIGHT:        LB
----------------------------------------------------------------------------
                          ARMOUR CHECK    MAX  SPELL
ARMOUR            TYPE    BONUS  PENALTY  DEX  FAIL  SPEED  WGHT  PROPERTIES


                                                  TOTAL WEIGHT:        LB
----------------------------------------------------------------------------
GEAR                                                            WEIGHT LB

                                                  TOTAL WEIGHT:        LB
----------------------------------------------------------------------------
LOAD:  LIGHT   MEDIUM (-3) HEAVY/MAX (-6)  LIFT (X 2)  PUSH/DRAG (X 5)
           LB       LB            LB            LB            LB

      CURRENT LOAD: LIGHT            COMBINED TOTAL WEIGHT:        LB
----------------------------------------------------------------------------

Facilitator
GM, 16 posts
Master of the Universe
Creator of Worlds
Mon 15 Jun 2009
at 16:39
  • msg #4

New Character Class: Arcanist

After rereading the Occultist class (with help from Tobias) I have decided that some aspects of it don't really fit the flavor of the game. As such, I have replaced it with the following class: the Arcanist. The arcanist essentially gains a Mages spellcasting ability, but with the limited spell access of an Occultist. In return for above-average spell power, there are basically no other features of the class.

Arcanist

The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible.

Requirements

To qualify to become an Arcanist, a character must fulfill the following criteria.

Skills: Decipher Script 6 ranks, Knowledge (arcane lore) 6 ranks, Research 6 ranks.

Feats: Educated, Studious.

Class Information

Hit Die: The Arcanist gains 1d6 hit points per level. The character’s Constitution modifier applies.

Action Points: The Arcanist gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills: Craft (visual arts, writing) (Int), Concentration (Con), Decipher Script (Int), Drive (Dex), Escape Artist (Dex), Forgery (Int), Investigate (Int), Knowledge (arcane lore, history, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Sleight of Hand (Dex), Speak Language (none), Use Magic Device (Cha).

Skill Points at Each Level: 5 + Int modifier.

Table: The Occultist  Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus

Level BAB  Fort  Ref  Will  Special Def  Rep 
1st+0+0+0+1Arcane Student+0+0
2nd+1+0+0+2+1+0
3rd+1+1+1+2Bonus feat+1+1
4th+2+1+1+2+1+1
5th+2+1+1+3Spell Resistance+2+1
6th+3+2+2+3Bonus feat+2+2
7th+3+2+2+4+2+2
8th+4+2+2+4+3+2
9th+4+3+3+4Bonus feat+3+3
10th+5+3+3+5+3+3


Class Features
The following features pertain to the Arcanist advanced class.

Arcane Student
An arcanist is skilled in the art of researching long lost texts, and harnessing the ancient power found within. Research Arcana is broken down into three parts: Arcane Skills, Arcane Discovery, and Arcane Mastery.

Arcane Skills
This feature works exactly like the Arcane Skills class feature of the Occultist.

Arcane Discovery
As an Arcanist gains levels, he gains access to more and more powerful spells. These spells might be in the form of an ancient tome, a greater being's true name, or knowledge of a long-lost ritual. At each level, the Arcanist gains a number of spells per level, according to the table below. The arcanist must make a research check for every spell they discover. Success means that they get to choose which spell they have found; failure means that the spell is randomly selected by the GM.

Level012345Research DC
1st5318
2nd1120
3rd323
4th1125
5th328
6th1130
7th1333
8th1135
9th1338
10th1140


Arcane Mastery
The Arcanist's key characteristic is the ability to cast arcane spells. He is limited to a certain number of spells of each spell level per day, according to his Arcanist class level. Determine the Arcanist’s total number of spells per day by consulting the table below.

Level012345
1st31
2nd42
3rd421
4th432
5th4321
6th4332
7th44321
8th44332
9th444321
10th444332


The Arcanist must prepare spells ahead of time by resting for 8 hours and spending 1 hour studying his library. (While most of his spells will be contained in physical books, any spell can be digitized for viewing on a computer, so the Arcanist does not need to be in his house to prepare his spells.) While studying, the Arcanist decides which spells to prepare. To learn, prepare, or cast a spell, the Arcanist must have an Intelligence score of at least 10 + the spell’s level.

An Arcanist can prepare a lower-level spell in place of a higher-level one if he desires.

The Difficulty Class for saving throws to resist the effects of an Arcanist’s spells is 10 + the spell’s level + the Arcanist’s Intelligence modifier.

Arcane Spells and Armor
This feature works exactly as the Arcanse Spells and Armor limitation of the Mage.

Bonus Feats
At 3rd, 6th, and 9th level, the Occultist gets a bonus feat. The bonus feat must be selected from the following list, and the Occultist must meet all the prerequisites of the feat to select it.

Alertness, Attentive, Archaic Weapons Proficiency, Combat Casting*, Combat Expertise, Frightful Presence, Focused, Low Profile, Nimble.

*Combat Casting: gain a +4 bonus on Concentration checks used to cast while on the defensive. Minimum Arcanist Level 6th.

Spell Resistance
At 5th level, the Arcanist gains spell resistance equal to 5 + his Arcanist level. It never interferes with his own spells, and he can voluntarily lower his spell resistance at any time.

<small>Edit: Add Concentration to list of skills.
This message was last edited by the GM at 02:25, Tue 09 Mar 2010.
Facilitator
GM, 17 posts
Master of the Universe
Creator of Worlds
Mon 15 Jun 2009
at 18:14
  • msg #5

Hitpoints

Max HP at first level. Roll for all other levels, rerolling 1's.

(Eventually I will remember all these little rules...)
This message was last edited by the GM at 18:14, Mon 15 June 2009.
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