D20 Modern - Core Rulebook
D20 Modern - Core Rulebook
D20 Modern - Core Rulebook
CHARACTER
ABILITY ABILITY TEMPORARY TEMPORARY TOTAL CURRENT HP RECORD SHEET
ABILITIES SCORE MODIFIER SCORE MODIFIER
HP
hit points
STR
STRENGTH
DEX
DEFENSE = 10+ + + + +
DEXTERITY CLASS EQUIPMENT DEX SIZE MISC ARMOR
TOTAL BONUS BONUS MODIFIER MODIFIER BONUS PENALTY
CON
CROSS-CLASS
CONSTITUTION
INITIATIVE = + SKILLS MAX RANKS /
modifier
INT KEY SKILL ABILITY MISC
INTELLIGENCE TOTAL DEX
MODIFIER
MISC
MODIFIER SKILL NAME ABILITY MODIFIER MODIFIER RANKS MODIFIER
TALENTS/SPECIAL ABILITIES
d20 _______________________________________________________________________
CHARACTER NAME
_______________________________________________________________________
PLAYER
_____
LEVEL
____________________
1st CLASS
DEX
DEFENSE = 10+ + + + + _____
LEVEL
____________________
6th CLASS
CLASS DEX SIZE MISC MISC ARMOR
DEXTERITY TOTAL BONUS MODIFIER MODIFIER BONUS BONUS PENALTY
CON
CORE SKILLS
CONSTITUTION
INITIATIVE = + SKILLS MAX RANKS /
INT MODIFIER
DEX MISC KEY SKILL ABILITY MISC
INTELLIGENCE TOTAL MODIFIER MODIFIER SKILL NAME ABILITY MODIFIER MODIFIER RANKS MODIFIER
TALENTS/SPECIAL ABILITIES
Even More
MODERN
The D20 MODERN Roleplaying Game brings the
excitement of roleplaying gaming to the modern
world. It uses the d20 System’s core mechanics to
let you experience a wide range of adventures,
from modern high fantasy complete with magic
and monsters, to gritty, realistic technothrillers
that pit players against terrorists, criminals, and
other real-world threats.
To further enhance your modern gaming experi-
ence, here are a few extras you can use in your D20
MODERN campaign right away! From vehicles to spells
to new rules, this web enhancement gives you a wide
range of more great material to drop into the game.
To use this web enhancement, you should
already have a copy of the D20 MODERN Roleplaying
Game . This bonus material is brought to you
by the official D 20 M ODERN website:
<www.wizards.com/d20modern>.
ADDITIONAL EQUIPMENT
In Chapter 4 you can choose from a wide range of
equipment. Here are a few additional items you can
add to your game as well.
Heavy Weapons
RPG-7: This Russian-made rocket-propelled
grenade is common throughout the third world.
Consisting of a relatively simple firing tube into
which a rocket-propelled explosive can be loaded,
it’s something between a grenade launcher and a
By Charles Ryan true rocket launcher.
When the RPG-7 round hits its target, it
explodes like a grenade or other explosive, dealing
6d6 points of damage to all creatures within a 10-
foot radius (Reflex save DC 16 for half damage).
Because its explosive features a shaped charge
designed to penetrate the armor of military
vehicles, the RPG-7 ignores up to 10 points of
This layout intentionally begins on page 2. There is no page 1. hardness if it strikes a vehicle, building, or object.
d20 MODERN
However, this only applies to the target struck, not to Concealable Video Camera: About 2 inches long and
other objects within the burst radius. half that in diameter, this tiny camera can be used with or
The RPG-7 has a minimum range of 30 feet. If fired against without a snake-eye lens (below). Unlike a portable video
a target closer than 30 feet away, it does not arm and will camera, this concealable unit does not have a viewfinder or
not explode. any means of recording its images. Instead, it passes images
This weapon requires the Exotic Firearms Proficiency on to whatever device it is connected to (a television mon-
(rocket launchers) feat. itor or recording unit). Connecting the concealable video
camera to a recording or monitoring device requires a Craft
ADDITIONAL AMMUNITION (electronics) check (DC 10).
Ammunition Type (Quantity) Purchase DC Explosives Detector: About the size of a large mega-
RPG-7 (4) 17 phone, this device sniffs out nitrogen compounds—the
basis for all common explosives. It provides a +10 equip-
Explosives ment bonus on all Search checks involving explosives.
Claymore Mine: This weapon is an anti-personnel explo- Laser Microphone: This device bounces an invisible
sive that uses a shaped charge to launch hundreds of pieces light beam off a window, using the return signal to convert
of shrapnel in a fan-shaped arc, with devastating effect. the window’s vibrations into the sounds within the room.
When the claymore is set off, the brunt of its force Using this device, a person can make a Listen check as
explodes outward in a cone (just like a cone-shaped FX though he was standing just inside the window. It is only
effect; see Chapter 10). Creatures and objects within the useful for eavesdropping on indoor conversations from
cone take 6d6 points of damage; those within the burst without, and vacuum-sealed double-paned glass defeats it.
radius but not within the cone take 2d6 points of damage.
(Reflex save for half in both cases). The user aims the clay-
Night-Vision Imager: This unique electro-optical device
mounts easily on top of most cameras, portable video cam-
3
more (setting the direction of the cone) while placing it. eras, and standard scopes, directing its image into the
Claymores come with disposable wired detonators, but device’s existing lens. It gives the device the darkvision capa-
can be used with other types of detonators as well. bilities of night vision goggles.
The purchase DC given is for a bandolier containing two Parabolic Microphone: Looking like a hand-held trans-
claymores and detonators. parent satellite dish 10 inches across, this device focuses in
WEB ENHANCEMENT
Flash-Bang Grenade: A flash-bang grenade is a non- on sound sources. When directed at a particular source of
lethal device that uses a bright flash and loud report to dis- sound (such as two people having a conversation), it reduces
able victims within its burst radius. the Listen check penalty from –1 for every 10 feet to –1 for
All creatures within the burst radius must succeed at a every 100 feet. It works only if it has an unobstructed line of
Fortitude save (DC 16) or become dazed (can take no sight to the source of the sound.
actions) for 1d6 rounds. Snake-Eye Lens: This device has a tiny lens—about a
The purchase DC given in the table below is for a box of quarter-inch across—on the end of a flexible 10-inch-long
six grenades. wand. The other end adapts to a 35mm camera, digital
camera, or portable video camera. The lens can be poked
Surveillance Gear around corners, under doors, or through holes, or it can be
Concealable Camera: This tiny camera is about the size hidden in a vent, emergency sprinkler, or similar innocuous
of a matchbox. It has a fixed focus, meaning that it can only architectural feature.
photograph objects from a specific distance (specified Transistor Detector: This device, about the size of a
when the camera is purchased). It requires special film, walkie-talkie, detects bugs and taps that contain radio
which comes in 24-exposure rolls (purchase DC 4). transmitters, whether or not the transmitters are function-
Concealable Microphone: This tiny device is about the ing at the time. It provides a +10 equipment bonus on all
size of two stacked dimes. It picks up sounds up to 10 feet Search checks involving electronic transmitters. It does not
away and transmits them by radio with a range of 500 feet. work on wired microphones, cameras, or other devices that
A professional walkie-talkie programmed to its frequency don’t contain transmitters.
can pick up the signal.
ADDITIONAL EXPLOSIVES
Weapon Damage Burst Radius Reflex DC Range Increment Size Weight Purchase DC Restrictions
Claymore Mine 6d6* 40 ft. 16 — Small 2 lb. 15 Mil (+3)
Flash-Bang Grenade —* 15 ft. —* 10 ft. Tiny 1 lb. 14 Res (+3)
* This weapon does special damage. See the weapon description.
d20 MODERN
ADDITIONAL GENERAL EQUIPMENT: SURVEILLANCE GEAR
Item Size Weight Purchase DC Restriction
Concealable camera Dim 0.5 14 —
Concealable microphone Fine — 15 —
Concealable video camera Dim 0.5 13 —
Explosives detector Tiny 3 20 —
Laser microphone Tiny 2 21 —
Night-vision imager Tiny 2 22 —
Parabolic microphone Tiny 3 14 —
Snake-eye lens Dim 0.5 14 —
Transistor detector Tiny 2 21 —
WEB ENHANCEMENT
quarters cover for crew and passengers.
ing the speeds and range of a conventional turboprop aircraft.
The V22’s large rotors do not allow it to land like a con- ing a transmission, without having to touch or answer the
ventional aircraft; it can only take off and land vertically device. You must be able to see or hear the device.
with its rotors angled upward.
The V22 has two doors just behind the cockpit that can Camera-Shy
serve as gunner stations, and a large cargo ramp at the rear. Illusion (Glamer)
This vehicle is eight squares wide (including the wings; the Level: Mage 2
hull is only two squares wide) and 12 squares long. It pro- Components: V, S, M
vides three-quarters cover for its crew and gunners, and Casting Time: 1 action
nine-tenths cover for all other passengers. Range: Personal or touch
Target: You or a creature or object weighing no more than
100 lb./level
ADDITIONAL SPELLS
Magic is an ancient tradition, and many of its effects
Duration: 10 minutes/level (D)
Saving Throw: None or Will negates (harmless, object)
6 reflect its venerable roots. The modern world has given Spell Resistance: No or yes (harmless, object)
magic new applications, however, a few of which are
reflected here. The creature or object touched cannot be photographed.
It simply does not appear on any photograph, still or video
Burglar’s Buddy (making it invisible to surveillance cameras, for example). If
Illusion (Glamer) the recipient is a creature carrying gear, the gear does not
Level: Mage 2 show up, either.
WEB ENHANCEMENT
WEB ENHANCEMENT
Divination Mask Metal
Divination Illusion (Glamer)
Level: Acolyte 4 Level: Mage 1
Components: V, S, M Components: V, S, M
Casting Time: 10 minutes Casting Time: 1 action
Range: Personal Range: Touch
Target: You Target: A single metal object weighing no more than
Duration: Instantaneous 10 lb./level
Duration: 10 minutes/level (D)
Similar to augury but more powerful, a divination spell Saving Throw: None or Will negates (harmless, object)
can provide you with a useful piece of advice in reply to a Spell Resistance: No or yes (harmless, object)
question concerning a specific goal, event, or activity that
is to occur within one week. The advice can be as simple This spell makes a metal object undetectable to metal
as a short phrase, or it might take the form of a cryptic detectors. When any creature or character makes a Search
rhyme or omen. or Spot check to detect the object, he or she does not gain
For example, suppose the question is “Will we do well if equipment bonuses from any device that detects metal.
we venture into the ancient temple of the Snake Cult?” The Arcane Material Components: A magnet.
GM knows that yuan-ti guard a huge treasure, but estimates
that your party could beat the creatures after a hard fight. Red Light, Green Light
Therefore the divination response might be: “A steady will Transmutation
and sharp eye take the wealth of the serpent.” In all cases, Level: Mage 2
the GM controls what information you receive. Note that if Components: V, S, M
your party doesn’t act on the information, the conditions Casting Time: 1 action
may change so that the information no longer proves useful. Range: Personal
(For example, the yuan-ti could leave the temple and take Area: 250-ft.-radius emanation
their treasure with them.) Duration: Concentration + 1 round/level (D)
The base chance for a correct divination is 70% + 1% per Saving Throw: No
caster level. The GM adjusts the chance if unusual circum- Spell Resistance: No
stances require it (if, for example, unusual precautions
against divination spells have been taken). If the dice roll Traffic lights turn green in your favor. If you move, traffic
fails, you know the spell failed, unless specific magic yield- lights turn green when the spell area hits them, then turn
ing false information is at work. red when you pass them.
d20 MODERN
Arcane Material Components: A remote control, such as Saving Throw: None
those used for TVs, stereos, or garage door openers. Spell Resistance: No
Shutdown When you cast this spell, you touch one person (your-
Transmutation self or someone else). The spell eliminates all physical evi-
Level: Acolyte 3, Mage 3 dence left by that person’s body within the affected area
Components: V, M (fingerprints, fluids, hairs, etc.) along with any evidentiary
Casting Time: 1 action materials accidentally deposited by that person’s body,
Range: Close (25 ft. + 5 ft./2 levels) clothes, or gear (such as fibers, mud, dust, etc.; the spell
Area: 15-ft.-radius emanation centered on a point in space only affects materials no larger than a few strands of hair
Duration: 1 minute/level or a few ounces of dirt). It does not change any distur-
Saving Throw: None bances that person created (including footprints, tool
Spell Resistance: No marks, or broken items), or remove any object the target
person deliberately left.
All electrical devices within the area of effect—lights, Arcane Material Components: A pair of tweezers.
computers, cell phones, digital watches, etc.—do not func-
tion for the duration of the spell. The spell does not prevent Wirewalk
devices outside of the area of effect from operating nor- Transmutation [Teleportation]
mally, even if they are on the same electrical circuit as those Level: Mage 4
affected. (Even if the spell is cast on a generator supplying Components: V
8 power to devices outside the area of effect, those outside
devices continue to remain powered.) At the end of the
Casting Time: 1 action
Range: Personal and touch
spell’s duration, the devices operate again as if their opera- Target: You and touched objects or other touched willing
tion had not been interrupted. (Computers do not need to creatures weighing up to 25 lb./level
be restarted, and clocks display the correct time.) Many Duration: Instantaneous
sophisticated mechanical devices, including automobiles Saving Throw: None and Will negates (object)
and aircraft, rely on electrical components, and so are usu- Spell Resistance: No and yes (object)
WEB ENHANCEMENT
WEB ENHANCEMENT
Highly radioactive materials mod. mod. high high severe
mistake.
Severely radioactive materials mod. high severe severe severe
King Cobra: Another large snake (up to 14 feet long), the
king cobra has a very dangerous venom. It is native to India
The degree of the exposure determines the severity of
and southeast Asia.
the radiation sickness, as indicated on the following
Water Moccasin: This snake favors water, living in and
table.
near creeks and ponds. It’s found throughout the southeast-
ern and southern midwest United States.
RADIATION SICKNESS
Degree of Exposure Fort Save DC Damage Spiders and Scorpions
Arizona Bark Scorpion: This creature is native to the
Mild 12 1d4–2* Con
southwestern United States and Mexico. It is one of the few
Low 15 1d6–2* Con
scorpions in the world with a dangerous venom; most other
Moderate 18 1d6–1* Con
species have stings that are painful but not generally harm-
High 21 1d6 Con
ful, much like a wasp sting.
Severe 24 2d6 Con
* Minimum damage 0 Con Black Widow: A notorious spider, the black widow is
found worldwide in all but the coldest climes.
Brown Recluse: This spider is found throughout the mid-
At low levels, radiation sickness is a slow disease. Often,
west and into the eastern United States. It is shy and only
a sick character suffers no severe effects. This is reflected in
bites when disturbed. Its bite is nearly painless, and many
the fact that even with a failed Fortitude save, the character
victims are not aware they’ve been bitten until after the fact.
might not suffer any Constitution loss.
Funnel-Web Spider: This large, aggressive spider is
In highly radioactive environments (such as a post-
native to Australia. (Related species are native to North and
apocalyptic setting), a character might be exposed to
South America, but they are rarely dangerous to humans.)
radiation while already suffering from sickness. If the
degree of exposure exceeds the exposure that caused
the initial sickness, the character suffers radiation sick-
Sea Creatures
Lionfish: This beautiful fish, a favorite in exotic aquari-
ness at the increased severity. Otherwise, it does not
ums, is native to the reefs of the Indian and South Pacific
change. For example, a character who has been exposed
oceans. It carries its venom in spines in its fins.
to a low dose of radiation does not get any sicker if she
Portuguese Man-o-War: A jellyfishlike creature found in
is later exposed to another mild or low dose. If she is
warm ocean waters around the world, the Portuguese man-
exposed to a moderate or higher dose, however, her sick-
o-war floats on the surface (sometimes singly, but often in
ness becomes more severe.
groups of tens, hundreds, or even thousands) trailing ven-
omous tentacles in the water. Its sting is extremely painful.
d20 MODERN
CREATURE VENOMS
Creature (Type) Fort Save DC Initial Damage Secondary Damage
Snakes
Black mamba (Small viper) 15 2d6 Con 1d6 Con
Coral snake (Diminutive viper) 15 1d6 Dex 1d6 Dex
Fer-de-lance (Tiny viper) 14 1d6 Con 1d6 hp
King cobra (Small viper) 15 Paralysis 2d6 Con
Water moccasin (Tiny viper) 13 1d6 Con 1d4 Dex
Spiders and Scorpions
Arizona bark scorpion (Fine scorpion) 17 1d6 Dex 1d6 Str
Black widow (Fine spider) 13 1d2 Dex 1d2 Str
Brown recluse (Fine spider) 18 1d2 hp 1d4 hp
Funnel-web spider (Fine spider) 19 2d4 Dex 2d4 hp
Sea Creatures
Lionfish (Diminutive fish) 13 Paralysis 1d6–1 Con
Portuguese man-o-war (Diminutive jellyfish) 12 1d4 Str 1d4 Int
10 MAKING POISONS
Creating poisons is a function of the Craft (chemical) skill.
Effect
none
Initial
0
Secondary
0
The rules here give you a peek behind the curtain; these 1 ability damage* +1 +1
rules were used to determine the creation DCs and times 1d2 ability damage* +1 +1
required for the poisons included in the D20 MODERN Role- 1d3 ability damage* +2 +1
playing Game. 1d4 ability damage* +3 +2
The DC of the Craft (chemical) check to create a poison is 1d6 ability damage* +4 +2
determined by the poison’s delivery method, save DC, and 2d4 ability damage* +5 +3
WEB ENHANCEMENT
initial and secondary damage. The purchase DC of the com- 2d6 ability damage* +6 +4
ponents, and the time required, are based on the creation 3d6 ability damage* +8 +5
check DC. 1 ability drain* +4 +4
The base DC to create a poison is a function of the 1d2 ability drain* +6 +6
poison’s delivery method. Poisons that are administered 1d3 ability drain* +8 +8
intravenously (by injection) are injury poisons. Begin the 1d3 hp +2 +2
process of determining how to make a poison by choosing 1d6 hp +4 +3
the delivery method. 2d6 hp +8 +6
Per additional d6 hp +4 +3
Blindness 1d6 rounds +6 +3
Delivery Method Base DC Paralysis 2d6 minutes +10 +5
Contact 15 Unconsciousness 1d3 hours +12 +6
Ingested 10 * If the poison deals Con damage, double the DC modifier.
Inhaled 10
Injury 5 Finally, set the Fortitude save DC for the poison. A save DC
of 10 or lower does not modify the poison creation DC. For
Next, determine the effects of the poison. Select ini- each point you increase the save DC above 10, however, the
tial effects and secondary effects (most poisons have Craft (chemical) skill DC increases by +1. For example, if you set
one of each, but some have more than one effect at each the save DC at 15, the DC to create the poison goes up by +5.
stage). Each effect adds a modifier to the creation DC.
For example, if the poison deals 1d3 points of Dexterity
damage initially, followed by 1d6 points of Dexterity Save DC DC Modifier
damage, the DC would be modified by +2 (initial damage 10 0
1d3 ability) and +2 (secondary damage 1d6 ability), for a +1 +1
total of +4.
Constitution damage is especially dangerous. For Consti- Once you know the total DC to create the poison, you
tution damage, use the appropriate ability damage, but can determine the purchase DC of the ingredients and the
double the DC modifier. time required to create the poison.
d20 MODERN
Posion Creation DC Purchase DC Time
0–14 3 1 hour
15–19 6 2 hours
Credits
Design: Charles Ryan
20–24 9 4 hours
Editing and Typesetting: Sue Weinlein Cook
25–29 12 8 hours
Editorial Assistance: Penny Williams
30–34 15 16 hours
Web Production: Julia Martin
35–39 18 24 hours
Web Development: Mark Jindra
40–44 21 48 hours
Graphic Design: Cynthia Fliege
45+ 24 72 hours
This d20™ System game uses mechanics developed for
The final product is 1d4 doses of the poison.
the new DUNGEONS & DRAGONS® game by Jonathan
An Example: You wish to concoct a poison that deals
Tweet, Monte Cook, Skip Williams, Richard Baker, and
1d6 points of Dexterity damage initially, followed by
Peter Adkison. This game also uses mechanics devel-
unconsciousness. The poison is to be ingested, and you’d
oped for the Psionics Handbook by Bruce R. Cordell,
like the Fortitude save DC to be 18. The DC to create the
the Call of Cthulhu® Roleplaying Game by Monte Cook
poison is 10 because it’s ingested, +4 for initial damage
and John Tynes, and the Star Wars® Roleplaying Game
1d6 ability, +6 for secondary damage unconsciousness, +8
by Bill Slavicsek, Andy Collins, and JD Wiker.
for the Fortitude save DC. That’s a total Craft (chemical)
DC of 28.
With a Craft (chemical) DC of 28, the purchase DC for the
components is 12, and it takes eight hours to concoct the
D20 MODERN, D&D and Dungeons & Dragons are regis-
tered trademarks, and d20 and the d20 System logo are 11
trademarks owned by Wizards of the Coast, Inc., a sub-
poison. You end up with 1d4 doses.
sidiary of Hasbro, Inc. All Wizards characters, character
names, and the distinctive likenesses thereof are trade-
ABOUT THE AUTHOR
Over a 12-year career in the adventure games industry
marks owned by Wizards of the Coast, Inc.
This material is protected under the copyright laws
of the United States of America. Any reproduction or
WEB ENHANCEMENT
that includes the founding of Chameleon Eclectic Enter-
unauthorized use of the material or artwork contained
tainment, Inc. and positions at Pinnacle Entertainment
herein is prohibited without the express written per-
Group, Last Unicorn Games, and Wizards of the Coast,
mission of Wizards of the Coast, Inc.
Charles Ryan has guided the design and look of dozens of
This product is a work of fiction. Any similarity to
roleplaying, card, and tabletop games. His credits include
actual people, organizations, places, or events is purely
such diverse titles as Deadlands, Millennium’s End, The Last
coincidental.
Crusade, Star Trek: Deep Space Nine, Dune: Chronicles of
This Wizards of the Coast game product contains no
the Imperium, Star Trek: Red Alert!, and The Wheel of Time
Open Game Content. No portion of this work may be
Roleplaying Game. His work has won or been nominated for
reproduced in any form without written permission.
numerous industry awards, and his writings have appeared
To learn more about the Open Gaming License and
in most major industry publications. Charles served as Chair-
the d20 System License, please visit
man of the Academy of Adventure Gaming Arts & Design,
<www.wizards.com/d20>.
the professional organization of the games industry, from
1996 through 2001. He lives in Kent, Washington, with his
©2002 Wizards of the Coast, Inc.
lovely wife Tammie, three cats, and a dog. He works for Wiz-
All rights reserved. Made in the U.S.A.
ards of the Coast.
Visit our website at
<www.wizards.com/d20modern>