The Modern Dispatch 116 - Hunters20, Podreczniki RPG, The Modern Dispatch
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THE MODERN DISPATCH
HUNTERS
20
BY CHARLES RICE
Playtesters:
Paula Rice, Edward Lennon, Corey
Hodges
Proofreading:
Charles Evans, Rich Spainhour
Defense Agency. Even more troubling, visitations by
psychic Grey Aliens are on the rise, with new psychics
being reported in their wake. J. Edgar Hoover, ever
seeking more power, is attempting to recruit his own
psychics to monitor suspected radicals outside the
scope of the law. And now the PRDA’s precogs have
“No one would have believed in the last years
of the nineteenth century that this world was
being watched keenly and closely by intelligences
greater than man’s and yet as mortal as his own;
that as men busied themselves about their various
concerns they were scrutinised and studied,
perhaps almost as narrowly
as a man with a microscope
might scrutinise the transient
creatures that swarm and
multiply in a drop of water.
With infinite complacency
men went to and fro over this
globe about their little affairs,
serene in their assurance of
their empire over matter. It
is possible that the infusoria
under the microscope do the
same.”
#116
CONTENT MANAGERs:
CHARLES RICE AND CHRIS DAVIS
LAYOUT:
CHRIS DAVIS
PROOFREADING:
CHRIS DAVIS
WWW.RPGOBJECTS.COM
-H.G. Wells, The War of the
Worlds
Modern
20
Charles Rice’s
next evolution
in modern d20
gaming!
The year is 1962. Agents of
an insurgent faction called
the Splinter Radicals, who
possess psychic abilities,
have been thwarted in their
attempt to assassinate President
Eisenhower. After this failed
attempt, the United States
government recruits its own
psychics under a covert
department of the Secret
Service: the Psychic Research
Modern
Mayhem and
Mystery to the
20th Power!
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PAGE 1
THE MODERN DISPATCH
NEW SKILLS
a vision of a terrible day when the Splinter Radicals
will kill newly elected President John F. Kennedy and
blame the assassination on the Soviets.
+3 bonus on Will saves from this feat;
Low Profile:
because you are under deep cover, you retain your
original Reputation under that identity and can reclaim
it at any time (though that essentially means giving up
this feat), any Reputation gains made after acquiring
the Low Profile feat go to your original identity;
Talented (Crime and Perception):
+4 to these skills;
Wild Talent:
you have received formal training in the
use of your psychic abilities and receive a +2 bonus
on saving throws to resist psychic damage
PSIONICS
Wis; Trained Only
This skill represents the powers of the mind and is
only available to those who select the Wild Talent feat
at 1
st
level. Unless specifically indicated in the text,
Feat-based Psionic powers do not require a Psionics
skill roll; they manifest automatically, and succeed
or fail based upon a related Skill check (e.g. making
a Perception check to see with Clairvoyance), or a
target’s Saving Throw result.
Using psionic abilities is taxing. Each time you
use an ability granted by this skill, or a feat that
requires this skill, you must make a Will save with
a DC of 15 plus one for each previous saving throw
that day. Failing this saving throw results in you
suffering 1d6 points of non-lethal damage. This
damage is physically evident and may allow your use
of psionic abilities to be detected. Possible physical
manifestations of psionic damage include bleeding
from the nose, eyes or ears or unexplained bruises that
manifest spontaneously.
Precognition (requires perk):
This use of the
Psionics skill allows you to use your Psionics skill in
place of your Initiative modifier. You may either use
this skill at the start of an encounter (when initiative
rolls are normally called for), or during an encounter
to re-roll your initiative.
This skill use is a free action that you can perform
once per round.
Telepathy (requires perk):
This use of the Psionics
skill allows you to detect the general emotional state
of your target. Thus you could detect nervousness,
anger, fear and so forth. This ability has a range of line
of sight and the target of this ability may make a Will
save to resist attempts to detect her emotional state.
The DC of this Will save is your ranks in the Psionics
skill +10.
Welcome to the next stage in human evolution. Be the
hunter, or be hunted.
CHARACTER
CREATION
NEW CHARACTER
DISADVANTAGES
NEW BACKGROUNDS
RADICAL
You once believed in a cause so strongly you
were willing to support extreme measures to see
it accomplished. While you weren’t a terrorist
supporting attacks on civilians, you might have
advocated an overthrow of the government and
participated in events like flag-burning.
Skills (choose three of the following):
Academics,
Art, Chemistry, Crime, Firearms, Stealth, Streetwise,
Unarmed
Base Wealth:
4
DAMAGING (DSR 2+)
You suffer more strain from use of your psychic
abilities than normal. At DSR 2 you suffer 2d6 non-
lethal damage from use of your abilities, rather than
the standard 1d6. At DSR 3 you suffer 3d6 damage,
and at DSR 4 you suffer 4d6 damage.
You recover Action Points from this disadvantage
whenever you suffer psychic damage from using your
abilities.
DEADLY (DSR 4)
Damage dealt to you by use of your psychic abilities
is lethal. You recover Action Points from this
disadvantage whenever you suffer psychic damage
from use of your abilities.
NEW OCCUPATIONS
PSYCHIC AGENT
You have been recruited to use your psychic abilities
for an organization. The three most commonly
encountered groups that employ psychic agents in
the Hunters campaign model are COINTELPRO, the
PRDA and the Splinter Radicals.
Professional Skills:
Crime, Influence, Perception
Improved Feats:
Iron Will:
you have received
intensive training in resisting psychic damage as well
as defending your mind from intrusion and gain a
OUT OF CONTROL (DSR 5)
Whenever you are under stress, your powers might
manifest. Any time you suffer damage, you must make
a Will save (DC 20) or have a random psychic power
activate and target a random person or object nearby.
Live targets are always chosen before inanimate
targets.
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THE MODERN DISPATCH
DOMINATION
Star
You can literally control a target’s mind.
Prerequisite:
Wild Talent, Charm, Glamer, Psionics
15 ranks, Telepathy perk
Effect:
You can literally control your target’s mind,
manipulating him or her like a puppet unless the target
succeeds at a saving throw (DC equal to your Psionics
skill +10). This ability establishes a psychic link to
your target that can be used to give mental commands
if your target and you share a common language or
to give impulses if you do not share a language with
your target.
If you order your target to perform a self-destructive
act, your target automatically breaks free of this
ability.
This ability has a duration of one hour per rank you
possess in the Psionics skill.
If a target makes her save against this ability, or
breaks free because you ordered her to perform a self-
destructive act, your target is immune to this ability
for 24 hours.
Special:
This use of the Psionics skill is an attack
action. You must save to resist psychic damage each
time this ability is used.
If you successfully read a target’s emotional state,
you may add half your ranks in Psionics to a single
Influence, Leadership or Perception check when
interacting with that target.
This skill use is a move action.
Telekinesis (requires perk):
You can move a
weight of 10 lbs. per rank in this skill, you may hold
this weight aloft for up to one minute and can move
the full weight five feet per round.
You cannot effectively move this weight swiftly
enough to damage a person. Even moving the object
above a target and dropping it, you can move objects
so slowly that an aware target could avoid being
caught underneath an object being moved with this
ability.
This skill use is a move action.
Prerequisite:
Wild Talent, Psionics 4 ranks,
Telepathy perk
Effect:
The target of this ability perceives you as
a friend for a number of rounds equal to your ranks
in the Psionics skill unless she makes a Will save
(DC equal to your Psionics skill +10). If you or your
companions have attacked the target of this ability, the
DC of this save is equal to your Psionics skill.
You cannot convince the target of this ability to do
something obviously self-destructive, though you can
convince her to do something she wouldn’t ordinarily
do with an Influence check.
When this ability ends, you may use it again, but a
target that succeeds at her saving throw against this
ability is immune to it for 24 hours.
Special:
This use of the Psionics skill is an attack
action. You must save to resist psychic damage each
time this ability is used.
NEW FEATS
CLAIRVOYANCE
Empath
You can see distant events occurring in the present.
Prerequisite:
Wild Talent, Foresight, Psionics 8
ranks, Precognition perk
Effect:
You can see and hear current events as they
occur at a range of 1 mile for each 4 full ranks you
possess in the Psionics skill.
When you activate this ability, you must choose a
person, place or event. To successfully view the target,
you must make a Perception check. The DC of this
check depends on how well you know the person (40
for a complete stranger, 10 for a close friend), place
(40 for a place you’ve never seen even in pictures, 10
for a place you’ve lived) or event (40 for something
only vaguely described, 10 for an event you witnessed
in the past through a Precognition feat).
Special:
This use of the Psionics skill is a move
action. You must make a saving throw to resist
psychic damage each time you use this ability.
ANXIETY ATTACK
Star
You unleash hidden fears in your target’s mind.
Prerequisite:
Wild Talent, Psionics 8 ranks,
Telepathy perk
Effect:
The target of this attack must make a Will
save (DC equal to your Psionics skill +10) or become
shaken for a number of rounds equal to your ranks in
the Psionics skill.
If the target successfully saves against this ability,
she is immune to it for the next 24 hours.
Special:
This use of the Psionics skill is an attack
action. You must save to resist psychic damage each
time this ability is used.
FARSIGHT
Empath
You can catch glimpses of the more distant future.
Prerequisite:
Wild Talent, Foresight, Psionics 8
ranks, Precognition perk
Effect:
You may attempt to view an event occurring
one week in the future for each 4 full ranks in the
Psionics skill you possess. You may attempt to view a
specific event in order to better react to it, or the game
master might give you a vision on her own.
Correctly interpreting the events you see requires
a Perception check, with a DC of 15 plus 5 for each
week distant in the future the event occurs.
If you participate in an event you have viewed
CHARM
Star
You use your psychic abilities to briefly convince a
target that you’re a friend.
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THE MODERN DISPATCH
with this power and correctly interpreted with the
Perception skill, you gain a +2 circumstance bonus on
all skill checks and saving throws and 4 free Action
Points that can only be spent during the encounter you
viewed.
Special:
This use of the Psionics skill takes one
minute (10 rounds) to perform. You must make a
saving throw to resist psychic damage each time you
use this ability.
specific event in order to better react to it, or the game
master might give you a vision on her own.
Correctly interpreting the events you see requires
a Perception check, with a DC of 15 plus 5 for each
year distant in the future the event occurs.
If you participate in an event you have viewed
with this power and correctly interpreted with the
Perception skill, you gain a +2 circumstance bonus
on all skill checks, saving throws and attack rolls and
6 free Action Points that can only be spent during the
encounter you viewed.
Special:
This use of the Psionics skill takes one
minute (10 rounds) to perform. You must make a
saving throw to resist psychic damage each time you
use this ability.
Corps feats.
Special:
This use of the Psionics skill is a move
action that can be performed once per round. It has a
duration of 10 minutes. The normal saving throw to
resist psychic damage is made once, at the end of this
duration.
LIE DETECTOR
Empath
You can scan the surface of a target’s mind and tell
when she’s lying.
Prerequisite:
Wild Talent, Psionics 4 ranks,
Telepathy perk
Effect:
While this ability is active, if the target
knowingly lies, he or she must succeed at a Will save
(DC equal to your Psionics skill +10) or you will
instantly become aware of it.
Special:
This use of the Psionics skill is a free
action that can be performed once per round. It has
a duration of 10 rounds (one minute). The normal
saving throw to resist psychic damage is made once,
at the end of this duration.
FORESIGHT
Empath
You can catch glimpses of the future.
Prerequisite:
Wild Talent, Psionics 4 ranks,
Precognition perk
Effect:
You may attempt to view an event occurring
one day in the future for each 4 full ranks in the
Psionics skill you possess. You may attempt to view a
specific event in order to better react to it, or the game
master might give you a vision on her own.
Correctly interpreting the events you see requires a
Perception check, with a DC of 15 plus 5 for each day
distant in the future the event occurs.
If you participate in an event you have viewed
with this power and correctly interpreted with the
Perception skill, you gain a +2 circumstance bonus on
all skill checks and 2 free Action Points that can only
be spent during the encounter you viewed.
Special:
This use of the Psionics skill takes one
minute (10 rounds) to perform. You must make a
saving throw to resist psychic damage each time you
use this ability.
GLAMER
Star
You use your psychic abilities to convince a target that
you’re a friend.
Prerequisite:
Wild Talent, Charm, Psionics 8 ranks,
Telepathy perk
Effect:
This ability is identical to the Charm ability
except that its duration is one hour per rank in the
Psionics skill.
Special:
This use of the Psionics skill is an attack
action. You must save to resist psychic damage each
time this ability is used.
MENTAL COMMUNICATION
Brainiac
You can set up a two-way mind link between you
and a willing target. This power has no effect on an
unwilling target. Attempting Mental Communication
with an unwilling target (i.e. because you did not
know they would refuse contact ahead of time) still
uses up a Move action and requires a saving throw to
resist psychic damage.
Prerequisite:
Wild Talent, Psionics 4 ranks,
Telepathy perk.
Effect:
While this ability is active, you and an ally
can silently communicate over a distance of one mile
for every 4 full ranks you possess in the Psionics skill.
This ability may only be established at a range of 100
feet or less.
HIVE MIND
Brainiac
You can set up a multi-way mind link between you
and several willing targets.
Prerequisite:
Wild Talent, Mental Communication,
Mind Link, Psionics 15 ranks, Telepathy perk.
Effect:
While sharing a mind link, you and your
companions function as one. While this ability is in
effect, you and all those sharing a mind link with you
gain a +2 bonus to all attack and skill checks. This
bonus is cumulative with the Teamwork and Esprit de
FUTURESIGHT
Empath
You can catch glimpses of the extreme distant future.
Prerequisite:
Wild Talent, Foresight, Farsight,
Psionics 15 ranks, Precognition perk
Effect:
You may attempt to view an event occurring
any time in the future. You may attempt to view a
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THE MODERN DISPATCH
Special:
This use of the Psionics skill is a move
action that can be performed once per round. It has a
duration of 10 minutes. The normal saving throw to
resist psychic damage is made once, at the end of this
duration.
duration of 10 minutes. The normal saving throw to
resist psychic damage is made once, at the end of this
duration.
Prerequisite:
Wild Talent, Mind Stun, Psionics 15
ranks, Telepathy perk
Effect:
You can choose one event, lasting no more
than an hour, and make it difficult for your target to
remember it. The first time your target attempts to
remember the suppressed memory, a saving throw of
20 plus your ranks in the Psionics skill is required.
If this is successful, the target will have fragmented
and incomplete memories of the event, requiring a
Perception check (DC 30) to correctly interpret.
A second save, with a DC of 10 plus your Psionics
skill will render a more complete picture of the event,
requiring a Perception check with a DC of 20 to
interpret.
Finally, a third save, with a DC of 10 plus your
Psionics skill will restore full memory of the event.
These saves cannot be made more than once per
week, meaning if the first save is failed, the target
cannot try again for a week.
A character with the Influence skill can use
the Psychology skill use to aid in the recovery of
repressed memories. In this case the character makes a
skill check, with a DC equal to the saving throw DC,
to help the target remember.
Special:
This use of the Psionics skill is an attack
action that has a range of 10 ft. You must save to resist
psychic damage each time this ability is used.
MIND STRIKE
Brainiac
You can cause your target intense mental pain.
Damage from this ability typically manifests as a
severe migraine.
Prerequisite:
Wild Talent, Mind Stun, Psionics 8
ranks, Telepathy perk
Effect:
You can inflict non-lethal damage with your
mind, equal to 1d4 points of damage for every 4 full
ranks you possess in the Psionics skill. The target of
this attack may make a Will save for one-half damage
(DC equal to your Psionics skill +10).
This ability has a range of 10 ft. for every 2 full
ranks you possess in the Psionics skill.
Special:
This use of the Psionics skill is an attack
action. You must save to resist psychic damage each
time this ability is used.
MIND CRUSH
Brainiac
You can cause lasting neural damage and even death.
Damage from this ability manifests as severe head
trauma (such as a concussion) or possibly a stroke.
Prerequisite:
Wild Talent, Mind Stun, Mind Strike,
Psionics 15 ranks, Telepathy perk
Effect:
You can inflict lethal or non-lethal damage
(your choice) with your mind, equal to 1d8 points
of damage for every 4 full ranks you possess in the
Psionics skill. The target of this attack may make a
Will save for one-half damage (DC equal to your
Psionics skill +10).
This ability has a range of 10 ft. for every rank you
possess in the Psionics skill.
Special:
This use of the Psionics skill is an attack
action. You must save to resist psychic damage each
time this ability is used.
MIND STUN
Brainiac
You can temporarily “short circuit” your target’s mind.
Prerequisite:
Wild Talent, Psionics 4 ranks,
Telepathy perk
Effect:
The target of this ability is stunned for one
round unless she succeeds at a Will save (DC equal to
your Psionics skill plus 10).
This ability has a range of 10 ft. for every 4 full
ranks you possess in the Psionics skill.
Special:
This use of the Psionics skill is an attack
action. You must save to resist psychic damage each
time this ability is used.
MIND LINK
Brainiac
You can set up a multi-way mind link between you
and several willing targets. This power has no effect
on an unwilling target, who will automatically be left
out of the psychic loop formed among the willing
targets.
Prerequisite:
Wild Talent, Mental Communication,
Psionics 8 ranks, Telepathy perk.
Effect:
This ability functions identically to the
Mental Communication ability except that you may
establish a link with 1 other person per 4 full ranks in
the Psionics skill.
Special:
This use of the Psionics skill is a move
action that can be performed once per round. It has a
PANIC ATTACK
Star
You unleash your target’s worst nightmares.
Prerequisite:
Wild Talent, Anxiety Attack, Psionics
15 ranks, Telepathy perk
Effect:
The target of this attack must make a Will
save (DC equal to your Psionics skill +10) or become
panicked for a number of rounds equal to your ranks
in the Psionics skill.
If the target successfully saves against this ability,
she is immune to it for the next 24 hours.
Special:
This use of the Psionics skill is a full attack
MIND WIPE
Brainiac
You can re-wire a specific area of your target’s mind,
making one memory hard to access.
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