shadowchasers

 

Character Creation

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Character Creation


Ability Scores

 

Generating ability scores follows the same procedure as most d20 games: for each of the 6 ability scores, roll 4d6. Discard the lowest die and total the remaining three, repeating until you have all 6 scores. Do this twice, and pick the better of the two. (If both attempts result in total modifiers of 0 or lower, or if the highest of your generated numbers is 13, you may reroll sets until this is no longer the case.)

 

Alternatively, you may use the planned generation method which uses spent points to raise ability scores from a default score of 8 (see pg. 15 of d20 Modern), or the standard score package, which gives you the scores 15, 14, 13, 12, 10 and 8 to assign as you wish.

 

At the 4th, 8th, 12th, 16th and 20th levels, any ability score can be increased by 1 point.


Classes

 

There are six Basic character archetypes: Strong, Fast, Tough, Smart, Dedicated, and Charismatic. Each Basic class associates with a particular ability (strength, dexterity, constitution, intelligence, wisdom and charisma, respectively) building it to its fullest potential, while somewhat neglecting others. These classes are intended to be general, eventually feeding into Advanced classes, and Prestige classes beyond that.

 

Generally, a player can qualify for an Advanced class as early as 4th level with some planning, with Prestige classes remaining out of reach until at least the 8th level.

 

The Advanced classes offered in d20 Modern are: Soldier, Martial Artist, Gunslinger, Infiltrator, Daredevil, Bodyguard, Field Scientist, Techie, Field Medic, Investigator, Personality, Negotiator, Shadow Slayer, Occultist, Mage and Acolyte.

 

In Urban Arcana: Arcane Arranger, Archaic Weaponsmaster, Glamourist, Mystic, Shadow Hunter, Shadowjack, Speed Demon, Street Warrior, Swashbuckler, Techno Mage, Thrasher, and Wildlord.

 

The Prestige classes offered in Urban Arcana are: Archmage, Artificer, Ecclesiarch and Holy/Unholy Knight.

Profiles for Basic classes begin on pg. 20 of d20 Modern; Advanced classes appear on pgs. 164-187, 290-295, and 318-325 of d20 Modern, and pgs. 33-59 of Urban Arcana; Prestige classes appear in Urbana Arcana on pgs. 59-65.


Races

 

You may select to play as a human or Shadowkind in this setting, and as a native of this world or Shadow (regardless of your race). The “baseline” races pre-written to be adapted into player characters are dwarves, gnomes, goblins, half-elves, half-orcs, halflings, orcs, and snakeblooded humans (see pg. 19 of Urban Arcana).

 

Additionally, a player may create an aasimar, bugbear, dragonblooded human, drow (dark elf), gnoll, half-dragon, half-ogre, ogre, or tiefling character, but as these races offer significantly stronger starting bonuses, such characters receive experience equal to a character of higher level (see pg. 25 of Urban Arcana). Similarly, other Shadowkind creatures may possibly be adapted and allowed as player characters as well, pending the GM’s approval.


Occupations

 

These determine the life your character led before becoming an agent of Department 7, and reflect the expertise and wealth (or lack thereof) your character gained in that profession. Each offers its own array of class skill options, feats, wealth and reputation bonuses.

 

Choices for starting occupation include: Academic, Adventurer, Athlete, Blue Collar, Celebrity, Creative, Criminal, Dilettante, Doctor, Emergency Services, Entrepreneur, Investigative, Law Enforcement, Military, Religious, Rural, Student, Technician, and White Collar. (d20 Modern, pgs. 32-34)

 

Characters with a background in Shadow have the following additional choices: Apothecary, Hedge Wizard, Novitiate, Psychic, Shadow Scholar, and Squire. (Urban Arcana, pgs. 10-11)

 

Additionally, there are a handful of other starting occupations in d20 Past that, altered or as-is, may suit both the setting and your character concept (options include Aristocrat, Cloistered, Cosmopolitan, Impoverished, On the Run, Primitive, Servant and Slave); check with the GM if this is the case for your character. (d20 Past, pgs. 12-15)


Wealth

 

Money is handled differently in d20 Modern than most systems in an attempt to better reflect the world of modern finance. With the advent of credit cards and electronic currency, wealth is hard to define in terms of exact amounts. Similarly, a lack of concrete funds is not quite the limiting factor in purchasing goods it once was.

 

Therefore, rather than discrete gold pieces or dollars, your character has a Wealth bonus. This bonus is used whenever a character attempts to buy any equipment or service. To determine your Wealth bonus, roll 2d4 and add any bonus from a starting occupation, as well as from the Windfall feat (if your character has selected it).

 

A character may purchase as many items as they desire that have a purchase DC that is met or exceeded by their Wealth bonus – these items are considered “within their means.” For items “beyond your means” – items with a purchase DC greater than your Wealth bonus – your character must roll to see if they can acquire that item. To do this, roll a d20 and add your Wealth bonus. In nearly all cases however, you character may “take 10” or “take 20” – spend 10 or 20 times the usual shopping time to secure a roll of that value, to be added to your Wealth bonus.

 

The downside of purchasing objects and services beyond your means is an increased financial burden – if the object being purchased has a DC 1-5 points higher than your Wealth bonus, subtract 1 point from your Wealth bonus. If the DC is 6-15 points higher, subtract 2 points from your wealth bonus. If the DC is 16-20 points higher, subtract 1+1d6 points from your wealth bonus. If your Wealth bonus exceeds 15, purchasing items “within your means” but with a DC equal or greater to 15 still subtracts 1 point from your wealth bonus.

 

Some items, such as certain weapons, have varying levels of restriction on who can buy them; this information is listed next to the item’s purchase DC on the equipment tables. Such items require licenses to purchase legitimately (see pg. 93 of d20 Modern for rules on purchasing items on the black market).

 

Some items may also be purchased used, but only items with a purchase DC of 16 or greater receive a price drop for being bought used (see pg. 112 of d20 Modern for rules on buying used equipment). Luxury quality items may be purchased by increasing an item’s purchase DC by 1 – however, this has no gameplay effect, other than the satisfaction of owning the very best.

 

If you fail to meet the Wealth check for an item, you must wait a number of hours equal to the item’s purchase DC before attempting it again.

 

Your character’s ranks in the Profession skill affect how much (or if) their Wealth bonus increases on level-up; see pg. 70 in d20 Modern for rules.


Feats

 

Feats, simply, represent uncommon special talent or expertise in a skill or ability that a character possesses. Their effects and prerequisites vary widely. Feats are granted by racial bonuses, class bonuses, occupation bonuses, or are otherwise selected during character creation and level-up. Feat descriptions can be found on pgs. 77-89 in d20 Modern and pgs. 11-16 of Urban Arcana. All characters gain additional feats at the 3rd, 6th, 9th, 12th, 15th and 18th levels.


Skills

 

These represent your expertise in certain ordinary tasks – however, though ordinary, not all skills can be used untrained (indicated on your character sheet by a black box next to the skill name). Ranks in a skill are gained with points; your character’s class and Intelligence modifier determines their starting skill points.

 

Ranks are purchased at 1 point for 1 rank in a class skill, and 2 points for 1 rank in a cross-class skill. Your max rank in any skill should not exceed your character level plus 3 for class skills, or your character level plus 3 divided in half for cross-class skills. Skill descriptions can be found on pgs. 48-75 in d20 Modern.


Spells

 

Only some classes and feats allow access to spells (or “FX abilities”); spell lists and descriptions can be found on pgs. 328-360 in d20 Modern and pgs. 84-119 in Urban Arcana (including rules for incantations and adapting psionic powers into spells).


 

Character Creation Checklist

 

1. Generate ability scores

See quick character guide for rules on generating ability scores.

2. Choose your race

See quick character guide for races open to player characters; see pgs. 19-32 in Urban Arcana for descriptions of non-human races.

3. Choose your class

See quick character guide for lists of starting character classes; see pgs. 20-31 in d20 Modern for Basic class descriptions.

4. Assign ability scores

5. Select your talent

Your class determines which starting talents are available to you.

6. Hit points

Hit points are determined by your class. All 1st level characters gain their max hit points, plus their Constitution modifier. The Toughness feat also boosts your hit points.

7. Defense

Your character’s defense is equal to: 10 + class bonus + dexterity modifier

8. Speed

A human character’s base speed is 30 feet; other races vary (see pgs. 19-32 of Urban Arcana).

9. Initiative

Your initiative modifier is equal to your character’s Dexterity modifier, plus any benefits from the Improved Initiative feat if selected.

10. Base attack bonus

Your class determines your base attack bonus.

11. Reputation

Your class determines your Reputation bonus. The Renown and Low Profile feats modify your reputation if selected.

12. Saving throws

Your base saving throws are determined by your class. To these numbers, add your Constitution modifier for Fortitude, your Dexterity modifier for Reflex, and your Wisdom modifier for Will. Some feats modify your saving throws further.

13. Melee attack bonus

For close-combat weapons and unarmed strikes, your melee attack bonus is your base attack bonus plus your Strength modifier.

14. Ranged attack bonus

For ranged weapons and throwing attacks, your ranged attack bonus is your base attack bonus plus your Dexterity modifier.

15. Action points

Your character starts each session with 3 action points, plus one-half their Dexterity modifier, rounded down.

16. Starting occupation

Select from lists in quick character guide.

17. Select skills

Your character’s class and Intelligence modifier determines their starting skill points. At 1st level, a character may purchase up to 4 ranks in a class skill, or 2 ranks in a cross-class skill. See chapter 2, starting on pg. 48 in d20 Modern for skill descriptions.

18. Select feats

All classes grant the Simple Weapons Proficiency feat, and your starting occupation may grant a feat as well. All players select an additional feat at character creation; all humans select two.

19. Determine wealth

See quick character guide for rules on determining wealth bonuses.

20. Buy gear

See chapter 4 in d20 Modern for equipment, and chapter 2 in Urban Arcana.

21. Finish character details

Either select your character’s body measurements, age and appearance, or generate them randomly using the tables on pgs. 35-36 of d20 Modern (these tables apply only to human characters; see pgs. 19-32 of Urban Arcana for other races).

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