Corporate Insider

A d20 Modern PDF that has Advanced Classes and Feats that deal with Reputation & Wealth.
View more...
   EMBED

Share

Preview only show first 6 pages with water mark for full document please download

Transcript

Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc. coRporAte iNSiDErs PoLitics anD CorporAte WarfaRe For D20 MoDern WRitten By CHris FieLd There are many kinds of war, and sometimes the quiet orderly wars are the most world-shaking. Super soldiers with the right feat choices and gear have always been able to take on whole battalions; modern mages can reshape reality with their spells and force of will…. Charismatic heroes and media personalities could be warriors too, using words, art and force of personality to win battles, con marks and live the good life. Until now though, social combat and interaction lagged behind run and gun action. The D20 Modern engine was designed to emulate action movies: its inspirations were equal Buffy the Vampire slayer and Rainbow Six. The new feats and classes presented here change all that. New rules for courtroom drama and boardroom diplomacy have been laid down as feats, allowing you to bring as much or little politics to your campaign as you want. Any player who wants to can choose to branch into politics, make a run for the Presidency, or dabble in the stock market. The new rules and rules LPJ9735 CoRporAte iNsiDers modifications are presented as feats, allowing interested players to choose new ways to play. What if the rest of your group isn’t interested in politics and big business? No problem- they spend their feat slots on aspects of the game that interest them. Business savvy characters get some interesting, unique capabilities, some new uses for their skill points, and some new ways to make money. Like the existing social skills in D20 Modern, using the new rules presented here can be abstracted down to a few die rolls so players can quickly get back to the action. Or, if you’re running a role-play intensive campaign, the GM can stretch out a single business deal or tense cross examination as long as it’s entertaining. The new feats and rules presented here are designed so they won’t take up much game time to adjudicate, regardless of what option the GM chooses. As such, a lot of realism is sacrificed for ease of play. A pair of new advanced classes round out this sourcebook; The Advocate is a highly skilled lawyer inspired equally by Law & Order, the Devil’s Advocate and Philadelphia, among other courtroom dramas. The Corporate Raider is a financier and superstar CEO that’s going to be richer and more connected than pretty much any other class. investigatory skill with a caliber of unique legal tricks that ensures any courtroom duels are always one sided. The fastest path into the Advocate Advanced Class is through the Dedicated hero advanced class, though other paths are possible. Requirements: To qualify to become an Advocate, a character must fulfill the following criteria. Skills: Craft: writing 4 ranks, Diplomacy 6 ranks, Research 4 ranks, Knowledge (Civics) 6 ranks Feats: Educated, Trustworthy Special: The Advocate must be licensed to practice law. Class Information The following information pertains to the Advocate advanced class. Hit Die The Advocate gains d6 hit points per level. The character’s Constitution modifier applies. Like many other diplomats and media figures, the Advocate emphasizes the strength of his mind and ideals, not his body. The Advocate Advanced Class The Advocate is the ultimate courtroom expert, and depending on his outlook and career choices might be a crusading district attorney or big money defense lawyer. Whether the Advocate uses his skills to ensure a serial killer dies strapped to a state gurney, or spends his life ensuring criminals never do a day of prison time, the Advocate’s oratory, legal mind and courtroom tactics are legendary. Advocates can do the legally impossible, winning the toughest cases regularly. They can do even more- if the advocate is good enough one of his cases might end up before the Supreme Court, setting legal precedents that change the course of history. Action Points The Advocate gains a number of action points equal to 5 + one-half of his character level, rounded down every time he attains a new level in this class. Class Skills The Advocate’s class skills are as follows. Bluff (Cha), Computer Use (Int), Craft (Writing) (Int), Diplomacy (Cha), Gamble (Wis), Gather Information (Cha), Knowledge (behavioral sciences, business, civics, current events, history, popular culture, tactics, theology & philosophy) (Int), Investigate (Int), Listen (Wis), Perform (Act) (Cha), Profession (Any white collar, legal or political) (Wis), Read/Write Language, Research (Int), Speak Language, Sense Motive (Wis) Skill Points at Each Level: 7 + Intelligence modifier Profile of an Advocate In contrast to the Personality, the Advocate is an entirely different kind of social warrior. The Advocate’s personal charm and magnetism are important, and most Advocates take great pains to ensure they cut impressive figures for the jury. More important, though, is the advocates intellect and grasp of the law. The Advocate blends negotiating and Class Features: The Advocate Bonus Feats: At 3rd, 6th and 9th level, the Advocate receives a bonus feat, which must be chosen from the following list: Page 2 CoRporAte iNsiDers Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Fort Bonus Save +0 +0 +1 +0 +1 +1 +2 +1 +2 +3 +3 +4 +4 +5 +1 +2 +2 +2 +3 +3 Advocate Ref Will Save Save +1 +1 +2 +2 +2 +2 +2 +2 +3 +3 +4 +4 +4 +5 +3 +3 +4 +4 +4 +5 Special Courtroom Diplomacy Case Law I Bonus Feat Special Investigations or Exclusionary Rule Case Law II Bonus Feat Notorious Clients or Public Scorn or Death Warrant Case Law III Bonus Feat Jury Pool Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 Alertness, Attentive, Confident, Deceptive, Defensive Martial Arts, Dodge, Dress to Impress, Focused, Frightful Presence, Iron Will, Investment Portfolio, Lawmaker, Outburst, Personal Firearms Proficiency, Renown, Retained Council, Run, Rumor Mill, Scapegoat Politics, Weapon Finesse, Windfall Case Law (EX): The Advocate gains proficiency in one particular branch of law: prosecution or defense, copyright law, corporate or divorce law, among others. The Advocate may add ½ his ranks in any single Knowledge or Craft skill (rounded down) as an insight bonus on all Knowledge (Civics) checks made when that specialty would be relevant. The Advocate’s player should describe how the character’s particular expertise relates to the case at hand. Thus, if an Advocate chooses to add his ranks in Craft: Pharmaceutical, he would receive the bonus when dealing with cases involving drug patents, malpractice or liability, but would not receive the bonus on unrelated cases, such as defending an accused murderer. Of course, if the murder was committed with some exotic poison, the Advocate’s pharmaceutical background might prove helpful. At 5th level and 8th level, the Advocate can choose additional areas of legal specialization. Courtroom Diplomacy (EX): The Advocate knows the language of the court, the rules or order and evidence, and how to best present a case to a judge and jury. The Advocate may add one plus his Intelligence modifier (minimum +2 bonus) as an insight bonus on all Diplomacy and Bluff checks made in a courtroom setting or during a formal negotiation. Death Warrant (EX): As a duly sworn judge, you can preside over trials and sentence the worst offenders to death. If a suspect is found guilty of murder, treason or other heinous crime, you may write out a death warrant for the suspect. Writing a death warrant requires a Knowledge (Civics) check (DC 20 + the convict or his Advocate’s Charisma modifier). Failure on the check means that procedural matters and legal technicalities prevent the death penalty from being imposed. If the check is successful, the convict is sentenced to death, and will be held on a secure death row until execution. The length of time between sentence and execution is determined by the GM, as is the method of execution. In the United States today, most death row inmates spend more than a decade in prison before their execution, and most are put to death by lethal injection. Exclusionary Rule (EX): Through shrewd legal maneuvering the Advocate can attempt to have vital evidence excluded from trail on legal grounds. Each piece of evidence excluded weakens the other side’s case, and imposes circumstance penalties on the opposing council’s Diplomacy and Knowledge (Civics) checks made for the duration of the trial. Excluding evidence requires a successful Knowledge (Civics) check by the Advocate. The length of time required for the check and the DC are based on how vital the evidence is. Jury Pool (EX): The Advocate quickly learns to size up potential jurors, finding ways to exploit their biases and tailor arguments to their beliefs. By spending 5 minutes in conversation with any sentient creature with Intelligence 5 Page 3 CoRporAte iNsiDers Type of Evidence Circumstantial Evidence (hearsay evidence, a parking ticket putting the suspect in the vicinity of the crime earlier that day) Compelling Evidence (forensic traces linking the suspect to the crime scene, proof of a suspects presence at the crime scene) Concrete Evidence (evidence the suspect was at the crime scene when the crime took place, easy to understand forensic evidence, eyewitness testimony) Evidentiary Proof (a confession, video or photographs of a crime in progress) Knowledge (Civics) Check DC DC 20 DC 30 DC 35 Length of Time Required 8 hours 12 hours 24 hours Opposing Council’s Penalty -1 per piece of evidence -3 per piece of evidence -5 per piece of evidence DC 40 40 hours -10 per piece of evidence or greater, the Advocate can make a DC 20 Sense Motive check to determine that person’s political and social beliefs. On a successful check, the Advocate learns the target’s allegiances, as well as the target’s opinion on the legal system, cops and the Advocate’s client. If at least ¾ the jury chosen for a case shares at least one allegiance with the Advocate, the Advocate receives a +4 bonus on all Diplomacy, Bluff and Knowledge (Civics) checks made in the jury’s presence. Notorious Clients (EX): The Advocate has made a reputation defending the worst of the worst, criminals so notorious and feared they’ve achieved worldwide infamy for their crimes. When taking on a new client, the Advocate uses his fame and reputation to ensure that the client receives as fair a trial as possible. While the Advocate defends him, the client uses either his own Reputation score or his Advocate’s, whichever is higher, to modify all social interactions. The client is not considered infamous among a given group unless both he and his Advocate are considered infamous with that group. The Advocate can only grant this benefit to a single client at a time, and the Advocate must have access to the media in order to grant the benefit of this class feature. The Advocate can change protected clients at any time, by contacting the media and spending at least 40 hours working on their new client’s behalf Public Scorn (EX): The Advocate can ruin reputations and shine a media spotlight on suspected criminals with a few well chosen words at daily press briefings. When the advocate takes on a new case to prosecute, he may use the power of the court to lower his suspect’s reputation score. The suspect must be accused of a serious crime, and the Advocate must have media access to use this class feature. By spending at least 40 hours preparing a case and writing up charging documents and making a DC 20 Diplomacy check, the Advocate can permanently lower the suspect’s reputation score by 1 point for every 3 points by which the Advocate beats the Diplomacy check DC. The Advocate can only attempt this check once per week against a specific target, and this class ability can only be used once against any particular target. Special Investigations (EX): The Advocate learns to work closely with detectives and investigators, putting together the strongest case possible. The Advocate uses the power of his office to aid in the investigation. By spending an action point, the Advocate can grant any allied detectives or investigators working a case with him a pool of insight bonus points on Gather Information and Investigate checks equal to the Advocate’s ranks in Knowledge (Civics) . The Advocate must have access to the courts and remain up to date on the events of the case to grant this benefit. The Advocate can grant this benefit to a number of allied investigators equal to one plus his Wisdom modifier (minimum two investigators). Each investigator receives a pool of bonus points equal to the Advocate’s ranks in Knowledge (Civics) , and may spend these points as they see fit on any Gather Information or Investigation checks made during the case, each point spent acting as a +1 insight bonus on the check. The investigating officer can spend all the points at once, in one point increments or any other combination. The Page 4 CoRporAte iNsiDers investigating officer spends the points after the skill check is ruled but before the results are detailed. The bonus points must be spent before the case or trial is over, or they are lost. An Advocate can use this class feature as many times as he deems necessary during a trial. Skills: Knowledge (Business) 8 ranks, civics 6 ranks. Either Knowledge (Popular Culture) or Knowledge (Technology) 4 ranks, Research 4 ranks Feats: Educated, Windfall Special: The prospective Corporate Raider must be a company man or woman. One of the Corporate Raider’s allegiances must be to a large corporation, merchant body (such as a trade union or licensing board) or other powerful commercial entity. The Corporate Raider loses access all features from this class if he ever acts contrary to her ‘parent company’s’ interests, or decides to abandon that allegiance. The Corporate Raider can recover her class features by swearing allegiance to another company, but can only be aligned with one company at any time. The Corporate Raider Advanced Class Money. The word defines who you are and what you do. An ordinary adventurer or thief might see a million dollars worth of loot over a lifetime, but you don’t even get out of bed unless you’re dealing with 8-figure mergers and corporate takeovers. You’re a corporate dragon-slayer, cutting the heads off corporate rivals, negotiating with foreign governments for trade concessions, developing cutting edge new technologies that alter human culture in unexpected ways. Class Information The following information pertains to the Corporate Raider advanced class. Profile of a Corporate Raider The Corporate Raider lacks the diplomatic finesse of the Personality, and has virtually no combat abilities to speak of. The Raider doesn’t need either: money is her weapon, and she wields it expertly. The Corporate Raider can make purchases other classes can only dream of, buying out companies and governments when necessary. The Raider’s financial foresight serves her well in the boardroom or around a negotiating table. With the right feat choices, the Raider can be the benevolent business magnate funding a better world, a corporate tycoon who gains dominance by absorbing smaller and weaker companies, or an Enroninspired opportunist and con-artist on a global scale. The fastest path into the Corporate Raider advanced class is through the Smart Hero basic class though other paths are possible. Since many Raider abilities are based on Charisma, Charismatic heroes that expend the skill points necessary for entry find this an especially rewarding class option. Hit Die The Corporate Raider gains d6 hit points per level. The character’s Constitution modifier applies. Corporate Raiders spend more time in court, steering merger talks through or on the Stock Exchange floor than they do in the gym, and their physiques reflect that. Action Points The Corporate Raider gains a number of action points equal to 6 + one-half of his character level, rounded down every time he attains a new level in this class. Class Skills The Corporate Raider’s class skills are as follows. Bluff (Cha), Computer Use (Int), Craft (any) (Int), Diplomacy (Cha), Gamble (Wis), Gather Information (Cha), Knowledge (art, behavioral sciences, business, civics, current events, history, popular culture, tactics, technology) (Int), Listen (Wis), Perform (act) (Cha), Profession (any white collar, legal or political) (Wis), Read/Write Language, Research (Int), Speak Language, Sense Motive (Wis) Skill Points at Each Level: 6 + Intelligence modifier Requirements: To qualify to become a Corporate Raider, a character must fulfill the following criteria: Page 5 CoRporAte iNsiDers Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Fort Bonus Save +0 +1 +1 +1 +2 +2 +3 +3 +4 +4 +5 +2 +2 +2 +3 +3 +4 +4 +4 +5 Corporate RaiDer Ref Will Save Save +0 +1 +0 +1 +1 +1 +2 +2 +2 +3 +3 +2 +2 +2 +3 +3 +4 +4 +4 +5 Defense Special Bonus Corporate Conformity or Talent +0 Scout or Casual Wealth Credit Rating +1 Bonus Feat +1 Financial Forecast +1 Global Trader or Corporate Warfighter +2 Bonus Feat +2 Credit Rating II +2 Transnational +3 Bonus Feat +3 Insulated Assets +3 Reputation Bonus +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 Class Features: The Corporate Raider Bonus Feats: At level, the Corporate Raider receives a bonus feat, which must be chosen from the following list: Ad Campaign, Aircraft Operations, Alertness, Attentive, Builder, Confident, Deceptive, Defensive Martial Arts, Dodge, Diplomatic Immunity, Dress to Impress, Elite Clearance, Lawmaker, Outburst, Personal Firearms Proficiency, Renown, Retained Council, Run, Rumor Mill, Scapegoat Politics, Union Negotiator, Vehicle Expert, Weapon Finesse, Windfall Casual Wealth (EX): As one of the wealthiest, most successful young millionaires on the planet, the Corporate Raider can make big purchases without affecting her long-term financial conquests. The Corporate Raider can purchase items with a Purchase DC of 15 or higher without automatically decreasing their Wealth Bonus by 1. Corporate Conformity (EX): The Corporate Raider’s dress, demeanor and attitude are carefully calculated for maximum professionalism, making the Raider appear to be the perfect employee. The Corporate Raider receives a +4 bonus on Diplomacy, Gather Information and Profession checks made against employees of the corporation she is aligned with, as well as against anyone else’s Wealth Bonus is more than 10 points higher than her own. Corporate Warfighter (EX): You’ve ruined lives, bought out businesses and can topple economies with a few well played trades. Once per day, you may add your current Wealth bonus as a bonus on any Intimidate check you make. If you succeed at this check by five or more points, the target is considered friendly for 24 hours, regardless of the targets distance from you. The target will remain ‘friendly’ to you during this period, even when out of your presence. Credit Rating (EX): The Corporate Raider is a financial mastermind, able to broker multi-million dollar deals on credit. While occasionally risky, the Corporate Raider’s gambles usually pay off. The Corporate Raider may make a DC 15 Knowledge (Business) check when making a purchase. If successful, the Corporate Raider may ‘purchase’ items or services with a maximum purchase DC of 25 + the Corporate Raider’s Charisma modifier (minimum purchase DC 26), or any less expensive item without funds changing hands. If the purchase would reduce the Corporate Raider’s wealth bonus, that reduction occurs later. The Corporate Raider must repay the debt (either by paying the merchant directly or by reimbursing her corporate patron) within a number of months equal to her Charisma modifier. There is no limit to the number of times the Corporate Raider can use this ability, nor is there a maximum debt ceiling. The Corporate Raider must be able to conclusively prove her identity and corporate connections to use this class ability. At 7th level, the Corporate Raider’s resources increase dramatically. The maximum purchase DC that can be reached with this class feature increases to DC 35 + the Corporate Raider’s Charisma modifier (minimum purchase DC 36). Page 6 CoRporAte iNsiDers Action Enhancement: When paying the debt, you may spend one action point in order to attempt to gain more favorable terms. You must make a DC 25 Knowledge (Business) check; success indicates your patron has come to some mutually profitable arrangement with the merchant which benefits you as well. You receive a discount on the purchase, and do not have to pay off the complete amount. The purchase DC of the object is reduced by 1d4 points, plus one point per every three points you beat the Knowledge (Business) check DC by. Failure on this check merely indicates you must pay the debt in full. Limitation: Failure to pay the debt eliminates the benefit of this class feature; you not use this class feature for a year after failing to pay a debt, and the debt might also have additional social consequences, at GM discretion. Financial Forecast (EX): The Corporate Raider reads the future in world headlines, market research and pop culture trends, always looking for the next big thing, the next ultra-profitable trend. Once each month, the Corporate Raider can attempt a DC 25 Knowledge (Current Events) or Knowledge (Popular Culture) check. Success indicates the Corporate Raider gleans some insight into coming trends and market conditions. If the check is successful, the Corporate Raider may make purchases as if his Wealth Bonus is +4 higher than it truly is. This benefit remains in effect for the next 15 days, giving the Corporate Raider a major business advantage during that time. In addition, if during this time the Corporate Raider spends an action point to improve the result of a Knowledge (Business), civics, current events, popular culture or technology check, the Corporate Raider rolls d10s, or multiple d10s, not d6s. Failure in the check means the Corporate Raider gains no special insight that month; the Corporate Raider can take 10 or 20 on the check. The check normally requires 8 hours and media access. Global Trader (EX): The Corporate Raider has contacts in every part of the world, and controls a trading network that stretches across the planet. The Corporate Raider receives a cumulative +1 insight bonus on Knowledge (Business), civics or technology and Diplomacy checks for each language other than his native tongue she can speak and read. Thus, if the Corporate Raider can speak and read four languages beyond her native language, she receives a +4 insight bonus on those checks. Insulated Assets (EX): The Corporate Raider’s money is constantly on the move, one step ahead of tax lawyers, government investigators and war torn nations eager to seize their investor’s assets and swell their own treasuries. The Corporate Raider’s assets cannot be legally seized by any government, nor can the Raider’s total Wealth bonus be lowered as a result of a conviction for a crime. If the Corporate Raider’s assets are ever seized semi-legally, the Raider’s total Wealth bonus can never be lowered past 10 + the Raider’s Charisma modifier. The lost wealth returns at a rate of one point of Wealth Bonus per month, requiring minimal involvement from the Raider. Corporate lawyers and investigators do most of the work. Talent Scout (EX): The Corporate Raider can quickly size up the competition, quickly figuring out which corporate rivals should be offered a position in her company. Within five to ten minutes of conversation with any sentient creature with an Intelligence score greater than five, the Corporate Raider may make a DC 12 Sense Motive check. Success allows the Corporate Raider to know how many ranks the target has in his highest ranked Knowledge skill, what that skill is, and the target’s Intelligence score. Transnational (EX): The Corporate Raider has the resources of a sprawling, multinational mega corporation at her disposal. Assuming at least 12 hours notice, the Corporate Raider can provide first class transportation and accommodation virtually anywhere in the world, including necessary travel clearances, passports and authorizations. The Corporate Raider can also provide similar accommodations for a number of corporate employees or freelancers working for the corporation equal to twice her Charisma modifier (minimum two others, both of which must have the corporation as one of their allegiances or be employed by the company). Action Enhancement: By spending an action point, the Corporate Raider can arrange transport to or from virtually anywhere on the planet within 1d4+1 hours. Accommodations are far from luxurious, especially if the Raider is calling for extraction from an area that’s turned into a war zone. The Corporate Raider can arrange rushed transport for herself and a number of passengers equal to her Charisma modifier. The transport will not rendezvous with the Raider in an obviously hostile area; the Raider and her passengers must make their way to a safe extraction point within 8 hours of calling for extraction. The Corporate Raider must be in communication with her corporate backers to use this class ability. Page 7 CoRporAte iNsiDers Words are Weapons: Corporate and Social Warfare Feats 1. Acquisitions 2. Ad Campaign 3. Aligned Zealot 4. Blackmail 5. Casino Kingpin 6. Censored History 7. Cleric 8. Dark Reputation 9. Decorated Veteran 10. Diplomatic Immunity 11. Disrespect 12. Dress to Impress 13. Elite Clearance 14. Evangelist 15. Fast Talker 16. Fast-track Legislation 17. Flash Mob 18. Generosity 19. Grifter 20. Heroic Reputation 21. Insinuation 22. Investment Portfolio 23. Lawmaker 24. Legal Precedent 25. Legislation 26. Mob Violence 27. Opportunistic Legislation 28. Outburst 29. Retained Council 30. Rumor Mill 31. Scapegoat Politics 32. Street Demonstration 33. Union Negotiator 34. Wholesome Image (Business) check against the Target Portfolio. If your check fails, neither Portfolio’s market value changes. If the target Portfolio beats your Portfolio’s check by five or more, your Portfolio loses a point of effective Intelligence. If the opposed check succeeds, the target Portfolio’s effective Intelligence score is reduced by one point plus one point per every three points by which your roll beats the target’s. You may use this sudden influx of capital in one of two ways: • You permanently increase your Wealth bonus by this amount. • You increase your Portfolio’s effective Intelligence score by this amount. Ad Campaign Given the right incentive, the public will buy or believe anything. You can create that incentive, build buzz about new products or campaign promises, and create need where none existed. Prerequisite: Creative, Craft (visual arts or writing) 4 ranks or Perform (any) 4 ranks, Bluff 4 ranks Benefit: With a little effort, you can create a compelling ad campaign which makes business and politics much easier for yourself or your client. Creating an ad campaign requires the expenditure of an action point and at least one week worth of work. You must have access to the media to use this feat. When creating an advertisement or piece of propaganda, you make either a Craft (visual art or writing) check, or a Perform (any) check The difficulty of the check is based on the relative importance of the campaign; it’s easier to convince the public to take innocuous actions than do something that puts them at risk or serious inconvenience. A failed check simply means the ad campaign has no impact. Table: Ad Campaigns Craft/ Perform DC Type of Ad Campaign DC 15 Innocuous (buy one particular brand of clothes, etc.) DC 20 Prestigious (buy extremely expensive luxury goods, etc.) DC 28 Political ads (vote for a particular candidate, support a particular popular cause) DC 35 Military Propaganda (fight in a war, support a revolutionary group or make major lifestyle or belief changes) Acquisitions Your own vast fortune isn’t enough to satisfy you, and you’re a notorious stock market shark, taking over other trader’s portfolios and using them to increase your own wealth. Prerequisite: Investment Portfolio Benefit: You can use your knowledge of investments and trade law to seize control of other investors’ portfolios. Once per week, you may ‘attack’ another investor’s stock portfolio. Your Portfolio makes an opposed Knowledge Page 8 CoRporAte iNsiDers If you succeed on the Craft/Perform check, you have crafted a successful propaganda campaign. As a result, the corporation, group or allegiance that is the subject of the advertisement gains a commercial and political advantage. When you craft the ad campaign, you may choose any two of the following skills. • • • • Craft: visual art, writing Diplomacy Gather Information Knowledge (Business), civics, popular culture, theology & philosophy • Profession: any All employees of the client group or members of the client allegiance (including the advertiser) receive the same equipment bonus on the chosen skills. This bonus applies any time the subject interacts with any sentient creature with an Intelligence score of five or greater that has seen the ad campaign. The bonus remains in effect for 1d6 days, plus one day per point by which the advertiser beats the Craft/Perform check by. The equipment bonus is equal to the advertiser’s Charisma modifier. ranks in Intimidate to any Gather Information, Research, Knowledge (Streetwise) or Diplomacy check. You may also call in a major favor by spending an action point. Doing so enables you to call upon a pliable blackmail target. Using the target’s resources, you may add ¼ your ranks in Intimidate to your Wealth Bonus for a single purchase. However, doing so frees one of your contacts from his or her obligation to you. Each time you use this ability, you lose one rank in Knowledge (Streetwise), representing the loss of a potential information stream. Using this ability takes 24 to 48 hours, at the game master’s discretion. Casino Kingpin It’s not gambling if you never lose. You get the job done when it comes do cards, dice and roulette wheels. Benefit: You receive a +2 bonus on Gamble and Bluff checks. In addition, you can choose to take 10 on Gamble checks, playing a slow and methodical game like a true professional. Normal: You cannot take 10 or 20 on Gambling checks. Aligned Zealot Your deep and abiding faith gives you strength in times of strife and gives you courage when facing down the enemies of your god. Prerequisites: Knowledge (theology & philosophy) 4 ranks, Iron Will Benefit: Select one allegiance, which may be a general affiliation with an ethos like “good” or “evil”, or may include membership in a particular group, for example, all Nazis or those aligned with a specific racial or ethnic group. You receive a +1 holy bonus on attack and damage rolls when confronting a member of the despised affiliation. Special: You may select this feat multiple times. Each time you do so, it applies to a new allegiance. Censored History Your early years and previous exploits have been declared national secrets and it is difficult to find any conclusive proof of your existence. Prerequisite: Elite Clearance Benefit: The difficulty of any Gather Information, Investigate or Research checks made to find information about you is increased by +5. Forensic investigation (such as examining fingerprints, semen or blood left at a crime scene) made to prove your involvement in a crime also have their DC increased by +5. Special: You can select this feat multiple times, and its effects stack. You lose the benefit of this feat if you act in a manner contrary to your patron’s wishes or code of ethics. Blackmail Nobody wants you angry, because they’re afraid of what you know, and what you’ll say. Prerequisite: Deceptive, Knowledge (Streetwise) 4, current events 1 Benefit: You know a little bit of dirt on virtually everyone, from shady business deals to undiscovered murders and sexual mis-adventures. Once per day, you may add your Cleric You are a member of an organized, respected faith, and have a reputation as a wise counselor and well intentioned servant of the divine. Prerequisites: Charisma 13, Knowledge (theology & philosophy) 4 ranks Benefit: You hold a rank in a religious hierarchy, can perform important ceremonies like baptisms, marriages, Page 9 CoRporAte iNsiDers and funerals, are called upon by your faithful to settle disputes and give spiritual guidance. When interacting with members of your faith, you receive a +4 holy bonus on Diplomacy, Gather Information and Sense Motive checks. Special: From time to time, at the GM’s discretion, you may be called upon to perform counseling, lead important ceremonies, and serve other mundane religious functions. If these duties conflict with your adventuring activities, and if you successfully balance both responsibilities, you may be rewarded with a temporary action point, which must be spent before the end of the current adventure. If you act in a manner contrary to your faith, or gain an incompatible allegiance, you may be stripped of this feat. Diplomatic Immunity Your government guarantees your safety and freedom, ensuring you cannot be held by foreign governments. Prerequisite: Elite Clearance Benefit: If you are arrested for a crime or detained in a foreign country, you or your attorney may make a Diplomacy check, the DC of which is determined by the severity of the crime. If the check is successful, you are released into the custody of your home government within 24 hours. You are generally allowed to remain in the country if you are held for minor crimes (such as misdemeanor assault), though you will usually be permanently expelled from the country for major offenses or offenses against the host country. Mistreating you while you are in custody can strain relations between the nations, and if your are tortured or murdered without trial or cause, it may be considered an act of war. Table: Diplomatic Immunity Diplomacy Check DC Nature of Offense DC 15 Misdemeanor offenses, such as starting a brawl, traffic violations, participating in prostitution or minor corruption DC 18 Minor Felonies like theft, felony assault, breaking and entering, major corruption cases or those that are widely reported DC 22 Major Felonies like rape, murder or an assault that inflicts long term damage. Sedition, major corruption cases, espionage. DC 25 Acts of war or terror against the host nation. Murder of someone very important to the host nation. Special: You lose the benefit of this feat if you act in a manner contrary to your patron’s wishes or code of ethics. Dark Reputation You’ve exaggerated your crimes and cultivated a dark, eerie public demeanor, a mixture of street criminal and gothic sex symbol. Prerequisite: Charisma 13+, Knowledge (Arcane Lore or Streetwise) 4 ranks Benefit: When interacting with any sentient creature younger than the Middle Age category, with anyone with more than 4 ranks in Knowledge (Streetwise) or arcane lore, or anyone interested in criminal or goth subculture, you may add ½ your ranks in either Knowledge (Streetwise) or arcane lore (rounded down) as a bonus on all Diplomacy, Gather Information and Perform Checks. Special: If you act in a way contrary to your public image or act openly in a manner contrary to your audience’s ethics you lose the benefit of this feat. Decorated Veteran Your years of service mean one thing: you’ve survived enough firefights you can call yourself a professional soldier. Prerequisites: Base attack bonus +5, Knowledge (Tactics) 8 ranks Benefit: A number of times per day equal to your Wisdom modifier (minimum once daily), you may add ½ your base attack bonus as a morale bonus to any saving throw, Knowledge check or Initiative check. You may also choose to ‘give’ some or all of this bonus to any ally within 30 ft. You must speak briefly and inspiringly to the ally, and he must be able to see, hear and clearly understand you. If you grant this bonus to an ally, he or she must use the bonus within the hour or it is lost. Disrespect You know how to break an opponent down with just a few well chosen words. Prerequisite: Confident Benefit: Once per round, you can designate a single enemy to be the butt of your jokes and insults. The enemy must have an Intelligence score of at least 3, must be within 30 ft of you, and must be able to hear and understand your words. This enemy becomes enraged by your Page 10 CoRporAte iNsiDers words, and for the duration of the battle, that adversary suffers a –2 morale penalty if he attacks anyone other than you, or takes non-combat actions not related to attacking or harming you in some way. This condition lasts a number of rounds equal to your Charisma modifier. Fast Talker You can dazzle a mark with statistics, misquoted experts, scientific double speak and flat out lies. Prerequisite: Intelligence 13+, 4 ranks each in any two Knowledge skills Benefit: A number of times per day equal to your Intelligence modifier (minimum once daily), you may add your ranks in your highest ranked Knowledge skill as a circumstance bonus on any Bluff or Diplomacy check you make. Dress to Impress You wear only big name designers and multi-thousand dollar jewels, and always look your best. Benefit: When purchasing clothing and accessories, if you intentionally purchase high dollar items, they grant you bonuses on social interaction made against anyone who would find you sexually attractive. If you raise the purchase DC of an article of clothing to 15 you receive a +1 bonus on sexually related Bluff and Diplomacy checks. For each additional 2 points you raise the Purchase DC, you receive an additional +1 bonus. Thus, if you raised the purchase DC of a new suit to 19, you would receive a +3 bonus on all sexual Bluff and Diplomacy checks made while wearing that suit. Fast-track Legislation Through shrewd political maneuvering, emergency sessions and coalition building, you can quickly push new laws through the ratification process. Prerequisite: Legislation Benefit: By spending an action point when introducing new legislation, you can speed the law’s passage. You decrease the passage time required by one ‘step’, as shown on the chart below. If you choose to increase the DC of the Knowledge (Civics) check by +10 points, you may reduce the passage time farther, reducing the working time required to pass the law by half (minimum one day working time). Table: Fast-track Legislation Type Typical of Law Working Time Pork Laws 1d6 weeks Minor Laws 3d6 weeks Controversial 2d4 months Legislation Fundamental Changes 2d4 years Fast-track Working Time 1d4 days 3d6 days 2d4 weeks 2d4 months Elite Clearance You are a trusted government operative. Prerequisite: Employment or patronage of a government or political body. Benefit: You receive a +4 competence bonus on Diplomacy, Gather Information and Research checks made concerning the government or agency you work for. You may legally purchase Illegal, Licensed or Restricted equipment through your agency without suffering a Purchase DC modifier. Special: You can select this feat multiple times, each time you do it applies to a different government or government agency. You lose the benefit of this feat if you act in a manner contrary to your patron’s wishes or code of ethics. Flash Mob You can quickly and easily organize major protests, responding to current crisis and winning political victories through sheer speed. Prerequisite: Street Demonstration Benefit: Organizing a demonstration of a hundred people requires only one hour and a DC 12 Diplomacy check. For each additional 100 attendees, you add 10 minutes to the time required and +1 to the Diplomacy check DC. Normal: Organizing a demonstration of at least one hundred people requires a DC 18 Diplomacy check, and at least 10 hours, plus one hour for each additional hundred people expected to attend. The Diplomacy check Evangelist You are widely regarded as a great religious speaker, and a firm apologist for your faith, and regularly win new converts. Prerequisites: Cleric Benefit: You receive a +2 holy bonus on Diplomacy, Intimidate and Profession (clergy) checks. When attempting to convert a nonbeliever with a Diplomacy or Intimidate check, you may call upon your great inner faith by spending an action point to receive a +2d6 bonus on the check. Page 11 CoRporAte iNsiDers DC increases by +1 for every 100 scheduled attendees, reflecting the difficulty in scheduling such a huge crowd, organizing sub-factions within your movement and arranging for any necessary permits. Benefit: When speaking to any sentient character with an Intelligence score of five or greater, you may attempt to change that character’s allegiances and beliefs. You may only use this feat if you share at least one allegiance with the target at the beginning of the conversation. After five to ten minutes of conversation, you may spend an action point and make a Diplomacy check (DC 12 + the target’s Wisdom modifier), which is opposed by the target’s Sense Motive check. On a successful check, you may alter any one of the target’s allegiances to match one of your own. You may only use this ability once on any given character. Generosity You are exceptionally free with your wealth, and think nothing of sharing your possessions with your allies. Prerequisite: Wealth Bonus 12+ Benefit: When you use your own Wealth Bonus to aid an ally in purchasing an expensive object, he or she receives a +4 bonus on the check. Additionally, your wealth bonus does not decrease. Normal: When aiding another in financial transactions, the bonus is only +2 and your own wealth bonus is reduced by –1. Investment Portfolio You’ve invested heavily and intelligently in the stock market, creating a stable revenue stream that requires little additional effort to enjoy. Prerequisite: Profession (Broker) 4 ranks, Knowledge (Business) 4 ranks, Windfall Benefit: You create an investment portfolio for yourself which generates a small but steady amount of income each month. The portfolio has its own “Intelligence score” and ranks in Knowledge (Business), which are used on your behalf. At the beginning of each month, the portfolio makes a DC 20 Knowledge (Business) check. If the check succeeds, your Wealth Bonus increases by +1, plus an additional point for every five points by which the Portfolio beats the Knowledge check DC. Failing the check simply means your investments generate no revenue that month. Failing the check by five or more points reduces the Portfolio’s “Intelligence score” by one point, representing a loss of capital due to bad investments and poor market conditions. When you create your Portfolio, you assign resources to the Portfolio, representing your initial investment and determining the Portfolio’s effective Intelligence. The Portfolio has an Intelligence score equal to 9 + one point for every point of Wealth bonus you sacrifice to the Investment Portfolio. The Portfolio has no maximum Intelligence score. At any time, you may sacrifice another point of Wealth Bonus to the Portfolio, increasing its Intelligence and effectiveness in the market. The Portfolio’s effective ranks in Knowledge (Business) are equal to your current ranks in Profession (Broker). The Portfolio’s knowledge ranks increase as your understanding of the market grows. Grifter You have a natural talent for deception, and can somehow make even the biggest lies sound plausible. Prerequisite: Bluff 4 ranks, Sense Motive 1 rank Benefit: You may instantly retry a failed Bluff check. If you do, the Bluff check DC increases by +2 for each failure. In addition, the circumstance penalty for truly outrageous lies is reduced to +15. Normal: You may not retry a failed Bluff check. The circumstance penalty for truly outrageous lies is +20. Heroic Reputation You know how to turn battlefield triumphs into political capital. Prerequisite: Renown Benefit: Any time you (or a team you are commanding) defeats an adversary or adversaries with a combined CR or Hit Dice more than 1.5x your own; you may make a DC 20 Diplomacy check. Success indicates that your stunning victory increases your Reputation bonus by +1 point. You must have access to the media to gain the benefit of this feat. Insinuation By finding common ground, you can twist a target’s beliefs to match your own. Prerequisite: Diplomacy 4 ranks, Knowledge (Behavioral Sciences) 4 ranks, Sense Motive 4 ranks Page 12 CoRporAte iNsiDers Table: Legislation Knowledge (Civics) Check DC DC 25 DC 30 Time Required for passage 1d6 weeks 3d6 weeks Type of Legislation “Pork” Laws that offer minor benefit to your allegiance/ political patron Minor, non-controversial legal changes without much media interest such as changing inheritance law, altering court procedures or sentences for minor crimes, negotiating trade relationships between countries. The mundane business of government. Controversial issues: legalizing or making illegal things like abortion, euthanasia, the death penalty, gay marriage, drug use, etc... Passing Constitutional amendments. Fundamental changes: Changing America’s system of government, reestablishing slavery or a caste system. Declaring war, authorizing the use of nuclear weapons or similar devices. DC 40 DC 60 2d4 months 2d4 years Lawmaker You are one of America’s political elite, and your words carry great weight with the powers that be. Prerequisite: Membership in a political group, Knowledge (Civics) 8 ranks, Knowledge (Business) 4 ranks, Trustworthy Benefit: You are an appointed member of a democratic or quasi-democratic governmental body (such as the state or national Senate, a city council, Congress), or a powerful mercantile group (trade commissions, professional licensing boards, unions, and so on). You have the authority to vote on new laws, address the assembly, and campaign for advancement within the body. When discussing matters of politics, you receive a +2 competence bonus on Bluff and Diplomacy checks. Limitations: The power and utility of this feat is largely subject to GM interpretation. Acting against the interests of your political patron may result in expulsion from politics, or worse. Depending on the nature of the political body you serve in, your appointment may be for life, or you may be subject to periodic elections or recall/no confidence votes. Special: You may select this feat multiple times. Each time you do so, it applies to a different faction. You may also choose to apply this feat to the same faction multiple times. Each time you do so, your prestige within that organization increases, and the Bluff and Diplomacy bonuses granted by the feat stack. Legal Precedent By citing long standing legal precedent and case law, you can use the legal principle of ‘stare decisis’ to your advantage in any court of law or business negotiation. Prerequisite: Knowledge (Civics) 4 ranks, Research 4 ranks Benefit: When initially taking a case or negotiations, either civil or criminal, you may make a DC 22 Research check to find helpful legal precedents. If you succeed on the check, you add the amount you beat the check DC by as an insight bonus on all Knowledge (Civics), business or Diplomacy checks made during the case or negotiations. Thus, if you Research check result was a 25, you would receive a +3 bonus on all legal checks made during the case. The initial Research check requires at least 8 hours of work. Failing the initial check confers no penalty; you simply fail to find any useful court decisions. Legislation You can shift the course of government and rewrite laws to conform to your goals and beliefs. Prerequisite: Lawmaker Benefit: You can write new laws and have the political savvy and connections necessary to see them ratified. You may make minor legal and government policy changes that directly benefit you, your political patron or your corporate backers, or you may make sweeping changes to state or national policy. Passing a new law requires a Knowledge (Civics) check, the difficulty and working time of which is based on the severity of the changes made. Page 13 CoRporAte iNsiDers The simplest use of this feat is to pass a ‘pork’ law that benefits yourself or your patron group or corporation. In this case, once the law is passed you and any member of your chosen group receive a bonus on all Profession checks. This bonus is equal to one plus an additional point per every three points you exceeded the Knowledge (Civics) check DC by. This bonus remains in effect for one year. More important laws can also be passed, changing the legal and political landscape of the campaign world. The GM has final say over what laws are open to alteration in a particular game. Opposing lawmakers with this feat can oppose the new law with their own Knowledge (Civics) check, or can attempt to rewrite a law once it’s been passed. by your emotional outpouring for 2 rounds after the skill check concludes. Opportunistic Legislation You can quickly pass laws to respond to current crisis and take advantage of upheavals in the rapidly shifting political landscape. Prerequisite: Lawmaker, Knowledge (Current Events) 8 ranks Benefit: When passing new legislation, you may make an additional Knowledge (Current Events) check, the DC of which is based on the importance of the new law. If this check is successful, you have convinced the public and other members of the legislative body that the law offers at least a partial solution to a current crisis, and is in the public’s best interest. If the Knowledge (Current Events) check is successful, you reduce the DC of the Knowledge (Civics) check to pass the law by 5 points. If you choose to spend an action point, you can reduce the Knowledge (Civics) check farther, by one additional point per every three points you beat the Knowledge (Current Events) check by. Table: Opportunistic Legislation Knowledge (Current Events) Type of Law Check DC Pork Laws DC 18 Minor Laws DC 20 Controversial Legislation DC 25 Fundamental Changes DC 30 Special: You may only use this feat if you can describe how your law will solve a current problem, or respond to a media frenzy over some current crime or scandal. If the law being passed has no obvious bearing on the situation, the GM may disallow use of this feat, or may impose additional circumstance penalties to the law’s passage. Mob Violence You’re at your strongest, and most dangerous when fighting alongside other true believers. When a peaceful protest turns into a riot, you’re ready and willing to fight for what you believe in. Prerequisite: Street Demonstration Benefit: You receive a cumulative +1 morale bonus on attack and melee damage rolls as well as a +1 insight bonus to Defense for every 100 allies involved in a demonstration. You must be actively involved in the demonstration, and flanked by at least one allied demonstrator to receive this feat’s benefit. This benefit only applies while the demonstration is ongoing, and ends as soon as the crowd shrinks to less than one hundred demonstrators. The maximum bonus granted by this feat is equal to your ranks in Knowledge (Civics) or theology & philosophy. Outburst You can ride the razor’s edge of sanity, letting your emotional control slip to make your words more emotionally affecting, your threats more believable and your performances more convincing. Benefit: By voluntarily suffering 1d4+1 points of temporary Wisdom damage, you receive twice that amount of damage as a morale bonus on your next Charisma based skill check. Thus, if you suffer 3 points of WIS damage, you would receive a +6 bonus on your next Charisma based check. You must make the skill check within 1 minute of suffering the Wisdom damage. You are considered shaken Retained Council You’ve got a law firm, bondsmen and corporate law specialists on retainer, ready to come to your defense with only a single phone call. Benefit: You reduce the Purchase DC of any legal services or bail bonds by 5 points, allowing you to find and retain highly skilled attorneys at a reasonable cost. You attorneys will begin acting on your behalf, to arrange bail or make preliminary arguments in a case you bring within 1d4 hours of being contacted. Page 14 CoRporAte iNsiDers Table: Scapegoat Politics Diplomacy Check DC 15 Length of Time Required 8 hours Type of Offense/Failure Minor Embarrassments (drunk driving convictions, mishandling a non critical situation, having a comrade wounded in battle due to your negligence, saying something stupid on camera) Major Failures (criminal convictions, mishandling an important situation, losing a major battle, expressing highly unpopular opinions) Career Ending Mistakes (conviction for rape or murder, treason, being associate with a terrorist cell or other unpopular group, military failures that threaten your nation’s security) Benefit: Within 24 hours of a notable failure, public humiliation or any other event (such as a criminal conviction or causing a disaster) that would damage your reputation, you may spend an action point and make a Diplomacy check. The Diplomacy check DC is based on the severity of the public embarrassment. If the check is successful, your reputation is assured, and you are not considered infamous among civilians and ordinary characters that have seen your broadcast. Instead, you successfully shift the blame towards another person, group or allegiance, which are considered infamous among the populace. In addition, your Reputation bonus increases by +1 for every three points by which you beat the Diplomacy check DC. You must have media access to gain the benefit of this feat. While working to restore your reputation, you may be considered infamous. 18 + 1d4 25 + 1d6 24 hours 40 hours Rumor Mill The right words in the right ears can sway elections, cripple corporations, destroy careers and savage reputations. Prerequisite: Bluff 8 ranks, Trustworthy, Knowledge (Streetwise) 1 rank Benefit: You may seed rumors about your enemies, damaging their reputations and making their lives more difficult. Seeding a rumor requires 1d4+1 hours and a successful Bluff check (DC 18 + the victim’s Charisma modifier, or in the case of a group, the Charisma modifier of the group leader or spokesperson). If the check is successful, you’ve created a short-lived and damaging rumor about the victim. The victim suffers a penalty equal to your Reputation score on all Bluff, Diplomacy and Gather Information checks made against anyone who would be aware of and believe the rumor. This penalty remains in effect for a number of days equal to the rumormonger’s Reputation score. Characters hearing the rumor make a Sense Motive check, opposed by the rumormonger’s initial Bluff check to determine if they believe the rumor. If the rumor monger can produce evidence (real or manufactured) that seems to support the rumor, he or she receives a +4 circumstance bonus on the initial Bluff check. Street Demonstration You can organize public spectacles and large scale protests designed to shine the media spotlight on the causes you champion. Prerequisites: Knowledge (Civics) or theology & philosophy 6 ranks, Knowledge (Streetwise) 4 ranks, Diplomacy 1 rank Benefit: When participating in a demonstration with a large number of other characters, who must share at least one allegiance with you, you may use the momentum of and emotion of the crowd to your advantage. You receive a cumulative +1 morale bonus to Diplomacy and Intimidate checks for every 100 people in the crowd. There is no limit to the bonus you can receive in this manner. You retain this benefit for as long as the demonstration remains active and for 1d6+1 minutes afterward. Scapegoat Politics By shifting blame and some timely lies, you can turn even your most crushing failures to your advantage. Prerequisites: Trustworthy, Knowledge (Civics) or history 8 ranks, Diplomacy 4 ranks Page 15 CoRporAte iNsiDers You need not actively participate in the demonstration to retain the bonuses, so long as you know the demonstration is still ongoing, if you wish to go off site and use the demonstration’s political capital during negotiations. Regular phone calls or text messages updating you on your demonstration’s status, or viewing the demonstration on television or from a window allows you to keep in contact with the demonstration while negotiating. Organizing a demonstration of at least one hundred people requires a DC 18 Diplomacy check, and at least 10 hours, plus one hour for each additional hundred people expected to attend. The Diplomacy check DC increases by +1 for every 100 scheduled attendees, reflecting the difficulty in scheduling such a huge crowd, organizing sub-factions within your movement and arranging for any necessary permits. All mechanics on all pages is Open Game Content as defined by the Open Gaming License. See page 17 for more information. Union Negotiator Your skills as an labor leader and reputation as a champion of worker’s rights gives you a powerful voice in local politics. Prerequisite: Union membership, Craft or Profession (any) 8 ranks Benefit: When addressing members of your union, their allies, or any member of your profession or professional organization, you may add half (1/2) your ranks in the appropriate Craft or Profession skill to any Diplomacy, Gather Information and Sense Motive checks. Special: If you are a member of multiple unions, you may select this feat multiple times. Each time you select this feat, it applies to a different union and worker population. Wholesome Image You’ve carefully maintained your image to appeal to the profitable conservative, middle American demographic. Prerequisite: Charisma 13+, Knowledge (Theology & Philosophy) 4 ranks Benefit: When interacting with any sentient character with an allegiance towards good, to any conservative religious or political group or to law, you may add ½ your ranks in Knowledge (Theology & Philosophy) (rounded down) as a bonus on all Diplomacy, Gather Information and Perform checks. Special: If you act in a way contrary to your public image or act openly in a manner contrary to your audience’s ethics you lose the benefit of this feat. Page 16 OPEn GAmE lICENSE VeRsion 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Corporate Raiders, Copyright 2006, Louis Porter Jr. Design, Inc. Character Name: _______________________________ Alias: _______________________________ Location: ___________________ Player Name: _____________________ Ht: _____ Wt: _______ Eyes: ________ Hair: ________ Age: ______ Gender: __________ Char Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Class Level* ________ ________ ________ ________ ________ ________ ________ ________ ________ ________ ________ ________ ________ ________ ________ ________ ________ ________ ________ ________ Fort _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ Ref _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ Will _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ Attack Bonus _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ Init Def Character Feats ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ Additional/ Feats† ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ Special Ability Increase‡ Special Notes & Additions LPJDESIGN D20 MODERN CHARACTER PLANNER Bonus Bonus _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ CHARACTER NAME CLASS AGE GENDER LEVEL HEIGHT TOTAL WEIGHT PLAYER STARTING OCCUPATION EYES HAIR SKIN www.lpjdesign.com ABILITY NAME ABILITY SCORE ABILITY MODIFIER TEMPORARY TEMPORARY MODIFIER SCORE CURRENT HP CHARACTER REACORD SHEET + STR DEX CON INT WIS CHA SAVING THROWS TOTAL = = = +6 +4 none HP DEFENSE TOTAL =10+ CLASS BONUS + EQUIPMENT BONUS + DEX BONUS + SIZE BONUS DEX BONUS ARMOR PENALTY +2 +2 +4 BASE SCORE ABILITY MODIFIER INITIATIVE BASE ATTACK SPEED MISC MODIFIER = + DEX. MODIFIER MISC. MODIFIER CLASS SKILL SKILLS SKILL NAME KEY ABILITY MAX RANKS RANKS / MISC MODIFIER TOTAL SKILL ABILITY MODIFIER MODIFIER  BALANCE   BLUFF   CLIMB   COMPUTER USE   CONCENTRATION   CRAFT  ( _______________) DEX* CHA STR* INT CON INT INT INT INT INT CHA INT CHA DEX DEX* INT CHA CHA CHA DEX* CHA INT STR* INT INT INT WIS DEX* INT CHA CHA CHA DEX WIS ___ ___ ___ INT INT DEX INT WIS DEX* ___ ___ ___ WIS WIS STR* WIS DEX* ___ ___ ___ = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + FORTITUDE REFLEX WILL ATTACKS + + + + + + BASE ATTACK BONUS REPUTATION ACTION POINTS WEALTH BONUS DEX MODIFIER SIZE MODIFIER MISC MODIFIER  CRAFT  ( _______________)  CRAFT  ( _______________)  DECIPHER SCRIPT  DEMOLITIONS   DIPLOMACY  DISABLE DEVICE   DISGUISE   DRIVE  ESCAPE ARTIST   FORGERY   GAMBLE  GATHER INFORMATION MISC MODIFIER TOTAL = = MELEE RANGED TOTAL + + BASE ATTACK BONUS DEX MODIFIER + + SIZE MODIFIER + +  HANDLE ANIMAL   HIDE  INTIMIDATE  INVESTIGATE   JUMP   KNOWLEDGE ( ___________)  KNOWLEDGE ( ___________)  KNOWLEDGE ( ___________)  LISTEN  MOVE SILENTLY  NAVIGATE  PERFORM (______________)  PERFORM (______________)  PERFORM (______________)  PILOT   PROFESSION WEAPON RANGE WEIGHT TYPE TOTAL ATTACK BONUS DAMAGE CRITICAL SIZE SPECIAL PROPERTIES AMMUNITION __________________________       WEAPON RANGE WEIGHT TYPE TOTAL ATTACK BONUS DAMAGE CRITICAL SIZE SPECIAL PROPERTIES AMMUNITION __________________________        READ/WRITE (______)  READ/WRITE (______)  READ/WRITE (______)  REPAIR   RESEARCH  RIDE  SEARCH  SENSE MOTIVE   SLEIGHT OF HAND   SPEAK LANG. (______)  SPEAK LANG. (______)  SPEAK LANG. (______)  SPOT  SURVIVAL  SWIM  TREAT INJURY  TUMBLE   ______________________  ______________________  ______________________ WEAPON RANGE WEIGHT TYPE TOTAL ATTACK BONUS DAMAGE CRITICAL SIZE SPECIAL PROPERTIES AMMUNITION __________________________       WEAPON RANGE WEIGHT TYPE TOTAL ATTACK BONUS DAMAGE CRITICAL SIZE SPECIAL PROPERTIES AMMUNITION __________________________       ARMOR/PROTECTIVE ITEM RANGE WEIGHT SPEED TYPE EQUIPMENT BONUS PROFICIENT? YES  NO  SIZE MAX DEX SPECIAL PROPERTIES  Denotes a skill that can be used untrained.  Mark this box with an X if the skill is a class skill for the character. * Armor check penalty, if any, applies. (Double penalty for Swim.) © 2007 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only. CAMPAIGN FEATS  Acrobatic  Aircraft Operation*  Alertness  Animal Affinity  Archaic Weapons Proficiency  Armor Proficiency (light)  Armor Proficiency (medium)  Armor Proficiency (heavy)  Athletic  Attentive  Blind-Fight  Brawl  Improved Brawl  Knockout Punch  Improved Knockout Punch  Streetfighting  Improved Feint  Builder  Cautious  Combat Expertise  Improved Disarm  Improved Trip  Whirlwind Attack  Combat Martial Arts  Improved Combat Martial Arts  Advanced Combat Martial Arts  Combat Reflexes  Confident  Creative  Deceptive  Defensive Martial Arts  Combat Throw  Improved Combat Throw  Elusive Target  Unbalance Opponent  Dodge  Agile Riposte  Mobility  Spring Attack  Drive-By Attack  Educated*  Endurance  Exotic Melee Weapon Proficiency*  Far Shot  Dead Aim  Focused  Frightful Presence  Gearhead  Great Fortitude  Guide  Heroic Surge  Improved Damage Threshold**  Improved Initiative  Iron Will  Lightning Reflexes  Low Profile  Medical Expert  Meticulous  Nimble  Personal Firearms Proficiency  Advanced Firearms Proficiency  Burst Fire  Exotic Firearms Proficiency*  Strafe  Point Blank Shot  Double Tap  Precise Shot  Shot on the Run  Skip Shot  Power Attack  Cleave  Great Cleave  Improved Bull Rush  Sunder  Quick Draw  Quick Reload  Renown  Run  Simple Weapons Proficiency  Stealthy  Studious  Surface Vehicle Operation*  Surgery  Toughness**  Track  Trustworthy  Two-Weapon Fighting  Improved Two-Weapon Fighting  Advanced Two-Weapon Fighting  Vehicle Expert  Force Stop  Vehicle Dodge  Weapon Finesse*  Weapon Focus*  Windfall**  ______________________________  ______________________________  ______________________________ EXPERIENCE POINTS GEAR ITEM WT. ITEM WT. TOTAL WEIGHT CARRIED ALLEGIANCES LANGUAGES LANGUAGE READ/WRITE LANGUAGE READ/WRITE FX ABILITIES ARCANE SPELLS DIVINE SPELLS PSIONIC POWERS *You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different skill, type of equipment, or weapon type. **You can gain this feat multiple times. Its effects stack. TALENTS / SPECIAL ABILITIES © 2007 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.