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BLOOD AND SECRETS
BY
CHARLES RICE
COVER ART:
JEREMY SIMMONS
INTERIOR ART:
JOSEPH WIGFIELD
AARON PANAGOS
EDITING:
CHRIS DAVIS
LAYOUT :
CHRIS DAVIS
PLAYTESTING:
CARRIE BAIZE, CHARLES BAIZE, COREY
HODGES, EDWARD LENNON, PAULA RICE,
CHRIS DAVIS
Requires the use of the d20 Modern Roleplaying Game,
published by Wizards of the Coast, Inc.
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
‘d20 System’ and the ‘d20 System’ logo are trademarks of
Wizards of the Coast, Inc. and are used according to the
terms of the d20 System License version 6.0. A copy of this
License can be found at www.wizards.com/d20.
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Agency Characters
Part 1: Agency Characters
Introduction
Blood line, our signature series of modern genre books
and also as a line of its own. In the future, we will release
small agency books adding new agencies specific to some
classic genres, often by combining forces with one or more
of our other books (especially Blood and Fists, Blood and
Vigilance, Blood and Guts, and Blood and Circuits).
Since these agencies play a larger role in the fiction on
which Modern games are based, we think this book will find
a welcome home in your campaign. Let us know how we
did.
Welcome to Blood and Secrets, a superagent sourcebook
for Modern d20 games. The superagency is a staple of
modern fiction, from spy movies and TV shows, to comics
(where the agencies almost always have those cool acronym
names) and have even begun to branch out into the science
fiction and horror genres (where the agency represents the
government’s attempt to combat the forces of darkness).
These shadowy agencies often operate outside the law
and agents are typically disavowed when captured as each
individual agent less important than the shroud of secrecy
around the agency. This book both serves as part of the
-Chuck
Agent Classes
Agency Medic
Agency medics tend to the health of their
agency’s combat operatives during field
assignments. When not working in the
field, agency medics assist their agency’s
investigative division by providing
medical expertise, including performing
autopsies and identifying unknown
subjects through dental records, among
many other tasks.
Requirements
To qualify to become an agency medic a
character must meet the following criteria
(the quickest path into this class is through the
Dedicated Hero basic class).
Allegiances: Any one agency
Skills: Investigate 6 ranks, Treat Injury 6 ranks
Feats: One of the following: Attentive or Surgery
Class Information
The following information pertains to the agency
medic advanced class.
Hit Die: 1d8
Action Points: 6+ one-half character level,
rounded down, every time the character gains a
new level in this class.
Class Skills: The agency medic’s class
skills (and the ability for each skill) are:
Climb (Str), Concentration (Con),
Craft (chemical, pharmaceutical)
(Int), Drive (Dex), Investigate (Int),
Knowledge (behavioral sciences,
current events, earth and life sciences,
technology) (Int), Navigate (Int),
Research (Int), Search (Int), Sense
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Blood and Secrets
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Agency Characters
Table 1-1: The Agency Medic
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Defense
Bonus
Reputation
Bonus
Special
1 st
+0
+1
+1
+2
Forensics +1
+1
+0
2 nd
+1
+2
+2
+3
Agency Training; Emergency Medical Training
+1
+0
3 rd
+1
+2
+2
+3
Bonus Feat; Forensics +2
+2
+1
4 th
+2
+2
+2
+4
Agency Training
+2
+1
5 th
+2
+3
+3
+4
Forensics +3; Field Surgery +2
+3
+1
6 th
+3
+3
+3
+5
Agency Training; Bonus Feat
+3
+2
7 th
+3
+4
+4
+5
Forensics +4; Field Surgery +4
+4
+2
8 th
+4
+4
+4
+6
Agency Training
+4
+2
9 th
+4
+4
+4
+6
Bonus Feat; Forensics +5
+5
+3
10 th
+5
+5
+5
+7
Agency Training
+5
+3
Motive (Wis), Survival (Wis) Swim (Str), and Treat Injury
(Wis)
Skill points at each level: 5 + Int. modifier
In addition, if the character possesses the Surgery feat he
reduces the amount of time required to perform surgery by
one hour at 5 th level and 2 hours at 7 th level. Surgery always
takes a minimum of one hour.
Class Features
All of the following are features of the Agency Medic
advanced class.
Forensics: The agency medic gains the listed bonus on all
Search and Investigate skill checks.
Agency Training: At 2 nd , 4 th , 6 th , 8 th and 10 th levels the
agency medic may choose an ability from the agency
training list (see below for a list of agency training talents).
Emergency Medical Training: Agency medics are
skilled trauma medics who are experts at keeping patients
alive until they can reach a more advanced facility. The
agency medic gains a +1 bonus for each level in this
class to Treat Injury checks to revive a dazed, stunned
or unconscious character as well as to stabilize a dying
character.
Bonus Feats: At 3 rd , 6 th and 9 th levels the agency
medic gains a bonus feat from the following list: Armor
Proficiency (light, medium, powered), Combat Expertise,
Combat Martial Arts, Combat Throw, Defensive Martial
Arts, Educated, Guide, Improved Disarm, Medical Expert,
Meticulous, Surface Vehicle Operation and Teamwork. The
agent must meet the prerequisite for any selected.
Field Surgery: Agency medics are accustom to working
fast and under difficult conditions. The agency medic
gains the listed bonus to all Treat Injury checks to perform
surgery. The agency medic gains this bonus even if he does
not possess the Surgery feat.
Agency Protector
Agency protectors serve to defend agency installations and
assets as well as assist in combat operations (primarily in a
defensive capacity).
Requirements
To qualify to become an agency protector a character must
meet the following criteria (the quickest path into this class
is through the Tough Hero basic class).
Allegiances: Any one agency
Base Attack Bonus: +2
Skills: Spot 6 ranks
Feats: Armor Proficiency (light)
Class Information
The following information pertains to the agency protector
advanced class.
Hit Die: 1d10
Action Points: 6+ one-half character level, rounded
down, every time the character gains a new level in this
class.
Class Skills: The agency protector’s class skills (and the
ability for each skill) are: Climb (Str), Concentration (Con),
Drive (Dex), Intimidate (Cha), Knowledge (civics, current
events, history, tactics) (Int), Listen (Wis), Navigate (Int),
TABLE 1-2: THE AGENCY PROTECTOR
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Defense
Bonus
Reputation
Bonus
Special
1 st
+0
+2
+0
+0
Armored Ease +1
+1
+0
2 nd
+1
+3
+0
+0
Agency Training
+1
+0
3 rd
+2
+3
+1
+1
Bonus Feat
+2
+1
4 th
+3
+4
+1
+1
Agency Training
+2
+1
5 th
+3
+4
+1
+1
Armored Ease +2
+3
+1
6 th
+4
+5
+2
+2
Agency Training; Bonus Feat
+3
+2
7 th
+5
+5
+2
+2
Bulwark
+4
+2
8 th
+6
+6
+2
+2
Agency Training
+4
+2
9 th
+6
+6
+3
+3
Bonus Feat; Bulwark (no damage)
+5
+3
10 th
+7
+7
+3
+3
Agency Training; Armored Ease +3
+5
+3
Blood and Secrets
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Agency Characters
Requirements
To qualify to become an analysis agent a character must
meet the following criteria (the quickest path into this class
is through the Smart Hero basic class).
Allegiances: Any one agency
Skills: Knowledge (current events) 6 ranks, Knowledge
(tactics) 6 ranks, Research 6 ranks, 1 rank in either Read/
Write or Speak Language in 3 different languages
Feats: Smart Plus
Talents: Linguist, Exploit Weakness, Plan
Sense Motive (Wis), Spot (Wis), Survival (Wis) and Swim
(Str)
Skill points at each level: 3 + Int. modifier
Class Features
All of the following are features of the agency protector
advanced class.
Armored Ease: The agency protector spends more time
working in armor than almost any other kind of agent. He
spends a great deal of his training learning to minimize the
disadvantages of his armor. The agency protector adds the
listed modifier to the armor penalty of any suit of armor he
is wearing. The minimum armor penalty is zero (this can
never be a bonus).
Agency Training: At 2 nd , 4 th , 6 th , 8 th and 10 th levels the
agency protector may choose an ability from the agency
training list (see below for a list of agency training talents).
Bonus Feats: At 3 rd , 6 th and 9 th levels the agency protector
gains a bonus feat from the following list: Alertness, Armor
Proficiency (heavy, light, medium, powered), Combat
Martial Arts, Combat Reflexes, Cover Fire, Point Blank
Shot, Precise Shot, Surface Vehicle Operation, Teamwork
and Weapon Focus. The agent must meet the prerequisite for
any selected.
Bulwark: Just as the agency protector learns to minimize
the disadvantages of armor, he also learns to maximize
its defensive potential. At 7 th level, any time an agency
protector suffers damage from an attack that normally grants
a Reflex save (such as many area effect attacks), the agency
protector may make a Fortitude save instead.
At 9 th level if the agency protector succeeds at his
Fortitude saving throw he suffers no damage.
The agency protector only gains the benefits of the
Bulwark ability when wearing armor.
Class Information
The following information pertains to the analysis agent
advanced class.
Hit Die: 1d6
Action Points: 6+ one-half character level, rounded
down, every time the character gains a new level in this
class.
Class Skills: The analysis agent’s class skills (and the
ability for each skill) are: Climb (Str), Computer Use (Int),
Concentration (Con), Decipher Script (Int), Diplomacy
(Cha), Drive (Dex), Investigate (Int), Knowledge (all) (Int),
Navigate (Int), Research (Int), Survival (Wis), Swim (Str)
Skill points at each level: 9 + Int. modifier
Class Features
All of the following are features of the analysis agent
advanced class.
Area Knowledge: Analysis agents spend a great deal of
time learning the language, culture and current events of
countries all around the world. Their ability to advise agents
visiting an area they have studied are greatly enhanced.
Each time an analysis agent gains this ability, he picks
one country. When making skill checks in or regarding
that country, the analysis agent gains a bonus equal to his
Reputation modifier. For example, an analysis agent with
a +2 Reputation bonus would gain a +2 bonus on any skill
check when asked to provide information about one of his
areas of expertise. If the analysis agent actually went to that
country, he would gain that bonus on all skill checks due to
his familiarity with his surroundings.
This ability also allows the analysis agent to use
Knowledge (current events) in place of an Intelligence
Analysis Agent
Analysis agents are area experts, linguists and tactical
advisors to agencies. They provide long term planning
and serve as advisors to combat forces, acting as a force
multiplier, allowing a small number of agents to do the work
of many.
TABLE 1-3: THE ANALYSIS AGENT
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Defense
Bonus
Reputation
Bonus
Special
1 st
+0
+1
+1
+2
Area Knowledge; Strategic Planning +1
+0
+0
2 nd
+1
+2
+2
+3
Agency Training
+1
+0
3 rd
+1
+2
+2
+3
Area Knowledge; Bonus Feat
+1
+1
4 th
+2
+2
+2
+4
Agency Training
+1
+1
5 th
+2
+3
+3
+4
Area Knowledge; Strategic Planning +2
+2
+1
6 th
+3
+3
+3
+5
Agency Training; Bonus Feat
+2
+2
7 th
+3
+4
+4
+5
Area Knowledge; Contingency Plan
+2
+2
8 th
+4
+4
+4
+6
Agency Training
+3
+2
9 th
+4
+4
+4
+6
Area Knowledge; Bonus Feat
+3
+3
10 th
+5
+5
+5
+7
Agency Training; Strategic Planning +3
+3
+3
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Agency Characters
Class Information
The following information pertains to the agency leader
advanced class.
Hit Die: 1d8
Action Points: 6+ one-half character level, rounded
down, every time the character gains a new level in this
class.
Class Skills: The agency leader’s class skills (and
the ability for each skill) are: Bluff (Cha), Climb (Str),
Diplomacy (Cha), Drive (Dex), Intimidate (Cha),
Knowledge (civics, current events, history, tactics) (Int),
Navigate (Int), Sense Motive (Wis), Survival (Wis), Swim
(Str)
Skill points at each level: 5 + Int. modifier
check to gain a bonus from his Plan talent when formulating
a plan in a country he is an expert.
Strategic Planning: Analysis agents are tactical experts
that receive advanced training in planning and forming long-
term strategies. The analysis agent adds the bonus listed on
the class table to his Exploit Weakness and Plan talents (the
Intelligence or Knowledge [current events] check must still
succeed or the analysis agent gains no bonus).
Contingency Plan: At 7 th level the analysis agent’s ability
to forecast events and formulate contingency plans becomes
so acute that he can formulate a plan as a full-round action
(the Plan talent normally requires one minute to use).
Formulating a contingency plan requires the analysis agent
to spend an action point.
Agency Training: At 2 nd , 4 th , 6 th , 8 th and 10 th levels the
analysis agent may choose an ability from the agency
training list (see below for a list of agency training talents).
Bonus Feats: At 3 rd , 6 th and 9 th levels the analysis
agent gains a bonus feat from the following list: Armor
Proficiency (light, medium, powered), Attentive, Combat
Expertise, Combat Martial Arts, Combat Throw, Defensive
Martial Arts, Educated, Improved Disarm, Improved
Trip, Renown, Studious, Surface Vehicle Operation and
Teamwork. The agent must meet the prerequisite for any
selected.
Class Features
All of the following are features of the agency leader
advanced class.
Charismatic Leader: The agency leader is trained to
lead his fellow agents in combat and adds the bonus listed
on the class table to that granted by the successful use of
the Coordinate, Inspiration and Greater Inspiration class
abilities.
This ability also allows the agency leader to add his
Reputation bonus to all Bluff and Knowledge (tactics) skill
checks.
Agency Training: At 2 nd , 4 th , 6 th , 8 th and 10 th levels the
agency leader may choose an ability from the agency
training list (see below for a list of agency training talents).
Bonus Feats: At 3 rd , 6 th and 9 th levels the agency
leader gains a bonus feat from the following list: Armor
Proficiency (light, medium), Attentive, Combat Expertise,
Combat Martial Arts, Combat Throw, Confident, Deceptive,
Defensive Martial Arts, Educated, Improved Disarm,
Renown, Surface Vehicle Operation, Tactician and
Teamwork. The agent must meet the prerequisite for any
selected.
Blunder: At 7 th level the agency leader can trick his
enemy into making a serious blunder. On a successful Bluff
skill check (opposed by his opponents’ Sense Motive skill
check) the agency leader can render a number of opponents
equal to his Reputation bonus flat-footed.
The agency leader may only use this ability once per
Agency leader
Agency leaders are the officer corps of the agency they
serve. Highly trained to lead troops in combat, agency
leaders serve in roles from frontline squad commander all
the way to heads of massive armies of government agents.
Requirements
To qualify to become an agency leader a character must
meet the following criteria (the quickest path into this class
is through the Charismatic Hero basic class).
Allegiances: Any one agency
Skills: Bluff 6 ranks, Diplomacy 6 ranks
Feats: Charismatic Plus
Talents: Coordinate, Inspiration, Greater Inspiration
TABLE 1-4: THE AGENCY LEADER
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Defense
Bonus
Reputation
Bonus
Special
1 st
+0
+0
+0
+2
Charismatic Leader +1
+0
+1
2 nd
+1
+0
+0
+3
Agency Training
+1
+1
3 rd
+2
+1
+1
+3
Bonus Feat
+1
+1
4 th
+3
+1
+1
+4
Agency Training
+1
+2
5 th
+3
+1
+1
+4
Charismatic Leader +2
+2
+2
6 th
+4
+2
+2
+5
Agency Training; Bonus Feat
+2
+2
7 th
+5
+2
+2
+5
Blunder
+2
+3
8 th
+6
+2
+2
+6
Agency Training
+3
+3
9 th
+6
+3
+3
+6
Bonus Feat
+3
+3
10 th
+7
+3
+3
+7
Agency Training; Charismatic Leader +3
+3
+4
Blood and Secrets
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