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FUTURE PLAYER’S COMPANION:
TOMORROWS’ EVOLUTION
by Gary Astleford, Neil Spicer & Rodney Thompson
Additional Design: JD Wiker
Editing: JD Wiker
Creative Direction: JD Wiker
Proofreading: Vincent Szopa
Layout and Typesetting: Marc Schmalz
Front & Back Cover Design: Marc Schmalz
Art Direction: Stan!
Cover Art: Ben Wootten
Interior Art: Khairul Hisham & Jacob Elijah Walker
What’s in This Book? .......................................................................2
How to Use This Book ...................................................................2
For the Gamemaster ......................................................................2
Corporate Agent ........................................................................................3
New Cybernetic Enhancements .....................................................17
Contents
Adding Gadgets to Existing Equipment .................................29
Drug Design and Creation .................................................................41
Appendix A: Reference Material ....................................52
The Game Mechanics, Inc
P.O. Box 1125, Renton WA 98057
www.thegamemechanics.com
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used
according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20.
Urban Arcana, d20 Modern and Wizards of the Coast are trademarks of Wizards of the Coast, Inc., in the United States and other
countries and are used with permission.
Future Player’s Companion: Tomorrows’ Evolution ©2005 The Game Mechanics, Inc. All rights reserved.
For information on the designation of Open Game Content and Product Identity in this publication, refer to the Appendix.
T HE G AME M ECHANICS and The Game Mechanics logo are trademarks of The Game Mechanics, Inc. All rights reserved.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited without the express written permission of The Game Mechanics, Inc. This product
is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Made in the U.S.A.
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Introduction
Introduction
Introduction
“The only way to discover the limits of the possible is to go beyond them into the impossible.”
—Arthur C. Clarke
If there is only one adage that can be applied to science
fiction roleplaying, it is this: The future is a place of limitless
possibilities. By definition, a roleplaying game is a series of
opportunities and possibilities defined by the people playing
it. Like fantasy, science fiction multiplies these to the point
that one is no longer limited by what is plausible or what is
probable; if you can imagine it, science fiction can come up
with some technology to explain it.
Thus, the challenge of every science fiction roleplaying
game is born. How does one create a rules system for a
game that has limitless possibilities? How can one create
a complete rules set to cover every conceivable story,
character, or bit of technology when those ideas are
literally limitless? This problem has challenged players,
Gamemasters, and authors alike ever since roleplaying games
were invented. The simple answer is that one cannot, ever,
under any circumstances, write a complete science fiction
roleplaying game. Were it possible, no one would ever
publish another sourcebook or rules system.
Futuristic roleplaying in the d20 System continues
this trend of placing the options before the Gamemaster
and giving the GM and players everything they need to
get started. Yet there is always room for more: more
occupations, more feats, more pieces of technology, more
aliens, more time travelers. Thus, the Future Player’s
Companion is born.
Like its spiritual predecessor, the Modern Player’s
Companion, this book focuses on the material used in
character creation and game play designed for use by
players but also valuable for Gamemasters. After all, the
same material that applies to a player character can just as
easily apply to an NPC. Not every item in the book will apply
to your character or your campaign, but that’s all right—
because enough will that we know you will be pleased with
the result.
Within you will find new character options and all manner
of new feats, skill uses, and races for your perusal. More
than that, though, you will find inspiration and imagination. A
character’s stat block doesn’t make it interesting or exciting;
the way you play him or her does. It is with this concept in mind
that this book was designed, allowing you to match mechanics
to your abstract concepts in a way that makes logical sense.
Each page is filled with a plethora of ideas, just waiting for you
to pick one out and take it for a spin.
What’s in This Book?
The Future Player’s Companion is all about building
characters in a science fiction setting and providing players
and Gamemasters alike with ideas to make every character
unique. Chapter One presents several advanced and prestige
classes usable in variety of futuristic settings. Chapter Two
covers cybernetics in depth with dozens of new cybernetic
enhancements as well as total body replacement chassis. More
general gear can be found in Chapter Three, as well as new
new gadgets for modifying gear. Chapter Four covers futuristic
pharmaceuticals, giving guidelines for creating custom drugs in
your sci-fi d20 System campaign. Finally, Appendix A includes a
selection of feats which work particularly well with the material
in this book.
How to Use This Book
First, check with your Gamemaster to be sure that he approves
of the material presented here. Then take out the Future
Player’s Companion and use it whenever you use the d20
Modern Roleplaying Game and d20 Future. You can use this
book when creating new characters, leveling them up, or
simply in deciding what options your character will pursue as
he or she gains experience. This book presents options that
will expand the possibilities for your character and open up
some venues not accessible through any other product.
For the Gamemaster
The big question on your lips is almost certainly: What will this
material do to my campaign?
The answer is: nothing—except broaden the possibilities
for your players to exercise their imaginations. The Future
Player’s Companion does not present new rules, power-
ups, or optional reinterpretations of the modern and future
d20 System games. It is designed with the same principles,
decisions, and guidelines that the original designers used.
We know this because it is written, edited, and produced by
people who were involved in creating both the d20 Modern
Roleplaying Game and d20 Future. This is material that might
have even gone in the original products if size, cost, time, and
other practical matters were not an issue.
Remember: The future is a place of limitless possibilities.
Anything that’s possible for a player character is possible for a
GM character as well!
2
Introduction
Introduction
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Chapter One: Advanced & Prestige Classes
Chapter One: Advanced & Prestige Classes
Chapter One: Advanced & Prestige Classes
Feats marked with an asterisk (*) appear in Appendix A.
Skill Points at Each Level: 7 + Int modifier (6 + Int
modifier for nonhumans)
Class Features
The following class features pertain to the Corporate Agent
advanced class.
Corporate Agent
As megacorporations separate themselves from government
controls and regulations, they send agents into the marketplace
and distant frontiers to extend their influence. Tasked with
acquiring new resources, trade goods, or information, Corporate
Agents always put the needs of the company above their own.
Such businesses then reward these loyal representatives with
increased privileges, support, and power to call their own.
An official representative of corporate authority, the
Corporate Agent gains access to resources and privileges beyond
those of ordinary people. These privileges apply only as long as
the Corporate Agent maintains his allegiance to the organization.
Select this advanced class if you want your character to excel at
business negotiations and economic interests.
The fastest path into this advanced class is the Charismatic
hero basic class, though other paths also exist.
Requirements
To qualify to become a Corporate Agent, a character must meet
the following criteria.
Skills: Diplomacy 6 ranks, Knowledge (business) 6 ranks,
Profession 6 ranks, and Sense Motive 3 ranks.
Feats: Windfall.
Corporate Allegiance
If a Corporate Agent loses or gives up his allegiance to his current
employers, he can no longer advance in this class until he once
again acquires an allegiance to another megacorporation. He also
loses access to any class abilities that rely upon his corporate
connections or reputation, including the company’s expense
ability, VIP treatment, company resources, and executive privilege.
Keen Negotiator
A Corporate Agent always hones his skills at negotiating
corporate deals, small-business agreements, and haggling with
local merchants to the benefit of his employers. He may add a
competence bonus equal to one-half his Corporate Agent class
level on all Knowledge checks to correctly appraise the value
of objects and trade goods. He also gains a similar bonus to all
Class Information
The following class information pertains to the Corporate Agent
advanced class.
Hit Die
The Corporate Agent gains 1d6 hit points per level. The
character’s Constitution modifier applies.
Action Points
With each new level in this advanced class, a Corporate Agent
gains a number of action points equal to 6 + one-half his
character level, rounded down.
Class Skills
A Corporate Agent’s class skills include:
Bluff (Cha), Computer Use (Int), Craft (visual art, writing)
(Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int),
Gamble (Wis), Gather Information (Cha), Intimidate (Cha),
Investigate (Int), Knowledge (art, behavioral sciences, business,
civics, current events, history, popular culture, streetwise,
technology, theology and philosophy) (Int), Listen (Wis),
Profession (Wis), Read/Write Language (none), Research (Int),
Search (Int), Sense Motive (Wis), Speak Language (none), and
Spot (Wis).
3
Chapter One: Advanced & Prestige Classes
Chapter One: Advanced & Prestige Classes
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Chapter One: Advanced & Prestige Classes
Table 1–1: The Corporate Agent
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save Special
Defense
Bonus
Reputation
Bonus
1st +0
+0 +0 +2 Corporate allegiance, keen negotiator
+1 +1
2nd +1
+0 +0 +3 Company’s expense, VIP treatment
+1 +1
3rd +2
+1 +1 +3 Bonus feat
+2 +1
4th +3
+1 +1 +4 Stipend
+2 +2
5th +3
+1 +1 +4 Climb the ladder
+3 +2
6th +4
+2 +2 +5 Bonus feat
+3 +2
7th +5
+2 +2 +5 Company resources
+4 +3
8th +6
+2 +2 +6 Stipend
+4 +3
9th +6
+3 +3 +6 Bonus feat
+5 +3
10th +7
+3 +3 +7 Executive privilege
+5 +4
Sense Motive checks to see through bluffs during negotiations
for such items.
may draw upon to assist with complicated tasks or research.
These resources provide a +5 bonus to any Knowledge checks
to provide information to the Corporate Agent and a +5 bonus
on Research checks. Contacting these company employees or
accessing the data archives takes 1d4 hours.
Company’s Expense
At 2nd level, a Corporate Agent may preserve his individual Wealth
by drawing upon company coffers or turning in some of his
expenses to corporate accounting. He regains 1 point of Wealth
24 hours after making any purchase, when he is reimbursed by his
company. In addition, once per day, a Corporate Agent may spend
1 action point to gain temporary access to a +6 Wealth bonus.
Executive Privilege
Upon attaining 10th level, a Corporate Agent may extend his
privileges to a number of individuals equal to his Reputation
bonus as “consultants” or “contractors.” These designated
individuals gain all the benefits of company’s expense, VIP
treatment, and company resources. The Corporate Agent may
revoke these privileges at any time and appoint replacement
staff members as he sees fit. It takes 1d4 hours for a
Corporate Agent to secure or revoke executive privileges.
VIP Treatment
At 2nd level, a Corporate Agent learns how to take advantage
of his company’s reputation and prestige to gain access to
VIP treatment and opportunities beyond his individual status.
He may add a bonus equal to one-half his Corporate Agent
class level on all Diplomacy checks to acquire extra perks and
complimentary services.
Cyborg Adept
Cyborg Adepts are men and women who, for whatever reason,
seek out the most extreme cybernetic modifications for
their bodies. Though many of these cyborgs see their goal
as a logical extension of body modification, scarification,
and piercing, others follow a more spiritual route, seeking
to “discover themselves” through voluntary surgery and
enhancement implantation. Whatever their reasons, Cyborg
Adepts are seemingly at one with their attachments. They see
little difference between the attachments they have installed
and the flesh that they were born with.
Select this class if you want to play a character who is able
to install and benefit from a multitude of different cybernetic
attachments.
Tough heroes, with their high Constitution scores, are
especially appropriate for this advanced class. Smart heroes
may also show some aptitude for this class, as well. Dedicated
heroes are also a good choice, so long as your Gamemaster
is using the alternate rules presented in Chapter 2 in order
to determine the number of cybernetic attachments that a
character may have.
Bonus Feats
At 3rd, 6th, and 9th level, the Corporate Agent gets a bonus
feat. The bonus feat must be selected from the following list,
and the Corporate Agent must meet all the prerequisites of the
feat to select it.
Alertness, Attentive, Confident, Deceptive, Educated, Iron
Will, Mental Buffer*, Mental Warding*, Meticulous, Renown,
Robo-Diplomat*, Studious, Trustworthy, Windfall, Xenodiplomat*.
Stipend
At 4th level, a Corporate Agent receives a pay raise from his
employer amounting to a +4 Wealth increase. He receives
another raise at 8th level (for another +4 Wealth).
Climb the Ladder
Upon attaining 5th level, a Corporate Agent receives a
promotion that increases his Reputation score by +4 when
dealing with fellow employees and by +2 when interacting with
representatives from other corporations or business professions.
4
Company Resources
At 7th level, a Corporate Agent receives access to a crack staff
of fellow employees as well as corporate data archives that he
Requirements
To qualify to become a Cyborg Adept, a character must fulfill
the following criteria.
Class
Level
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