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08/11/2004


d20 Future Excerpt
By Christopher Perkins, Rodney Thompson, and JD Wiker

Always wanted to adventure among the stars? Then the d20 Future book is for you! Aliens, spaceships, unexplored planets, cybernetics, mutants laser weapons -- they're all here, just waiting for your intrepid heroes. You can even create heroes from alien species to add new dimensions to your spacefaring adventures.

The d20 Future book gives you everything you need to create and play d20 Modern games set in the near or far future. Our sneak peek offers just a sampling:

From Chapter One: Characters

Chapter One of the d20 Future book offers new starting occupations, feats, advanced classes, and new ways to use skills.

Starting Occupations

All the starting occupations described in the d20 Modern Roleplaying Game are available to d20 Future characters, with the GM's permission. Here are several new starting occupations appropriate for futuristic campaigns.

Astronaut Trainee

As scientists and pioneers, astronaut trainees have prepared their minds and bodies for the rigors of space travel and life in space. They are elite members of a sophisticated space program, waiting for the opportunity to hurl themselves into the void to advance humanity's understanding of science and shed light on the mysteries of the universe.

Prerequisite: Age 21+.

Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill for your first class, you gain a +1 competence bonus on checks using that skill.

Computer Use (Int), Craft (electronic, mechanical, or pharmaceutical) (Int), Knowledge (earth and life sciences, physical sciences, or technology) (Int), Navigate (Int), Pilot (Dex), Repair (Int), Survival (Wis).

Bonus Feat: Select either Aircraft Operation (spacecraft) or Zero-G Training*.

* Indicates a feat described in this chapter.

Wealth Bonus Increase: +1.

Colonist

Colonists are wayfaring pioneers who set the foundations of new societies on far-flung continents, planets, or moons. To survive in their new surroundings, they learn to live off the land and defend themselves against indigenous predatory life forms and hostile forces of nature.

Prerequisite: Age 15+.

Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill for your first class, you gain a +1 competence bonus on checks using that skill.

Computer Use (Int), Craft (electronic, mechanical, or structural) (Int), Knowledge (earth and life sciences or physical sciences) (Int), Navigate (Int), Repair (Int), Survival (Wis).

Bonus Feat: Select Builder, Guide, or Planetary Adaptation*.

* Indicates a feat described in this chapter.

Wealth Bonus Increase: +1.

Feats

A d20 Future character has access to all the feats described in the d20 Modern Roleplaying Game plus the following additional feats:

Craft Cybernetics

You can construct cybernetic attachments.

Prerequisites: Craft (electronic) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.

Benefits: You can build any of the cybernetic attachments described in Chapter Eleven: Cybernetics. You must first make a Wealth check against the purchase DC of the attachment to acquire the necessary components, then invest 24 hours in its construction. At the end of that time, you must succeed on a DC 30 Craft (mechanical) check and a DC 30 Craft (electrical) check.

If both Craft checks succeed, the cybernetic attachment functions properly and can be installed at any time (see the Cybernetic Surgery feat, below). If either or both checks fail, the attachment's design is flawed; another 24 hours must be spent fixing the problems, and two new checks must be made at the end of that time.

Special: This feat does not allow you to build a cybernetic attachment of a higher Progress Level.

Nerve Pinch

You can incapacitate foes with a vicelike pinch.

Prerequisites: Combat Martial Arts, base attack bonus +4.

Benefit: You make an unarmed attack against a living creature. If the attack succeeds, the target takes no damage but must succeed on a Fortitude save (DC 10 + one-half your character level + your Strength modifier) or be paralyzed for 1d4+1 rounds. If the target's attack of opportunity hits you and deals damage, the nerve pinch automatically fails.

Special: This ability does not work on creatures without nervous systems or discernible anatomies, such as oozes and plants.

Salvage

You can salvage electrical and mechanical parts from destroyed vehicles, mecha, starships, robots, and cybernetic attachments.

Benefit: Salvaging a destroyed vehicle, mecha, starship, robot, or cybernetic attachment takes time, as noted in Table 1-1: Salvage. At the end of this time, make a Search check. If the check succeeds, you may increase your Wealth score by the amount indicated on Table 1-1, either by selling the salvaged parts for scrap or by using them to offset the cost of future building projects.

Special: A particular vehicle, mecha, starship, robot, or cybernetic attachment can be successfully salvaged only once. Any further attempts to salvage the wreckage fail automatically.

Zero-G Training

You can function normally in low gravity or zero gravity.

Prerequisites: Dexterity 13, Tumble 4 ranks.

Benefits: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness.

Normal: Without this feat, you take a -4 penalty on attack rolls while operating in zero-gravity environments, or a -2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness (see Zero-Gravity Environments in Chapter 4: Environments).

Advanced Classes

Among the new advanced classes available to characters in futuristic settings are the Helix Warrior and the Space Monkey.

Helix Warrior

The subjects of rigorous scientific experimentation, Helix Warriors are soldiers whose DNA has undergone a process of conversion sometimes referred to as "forced evolution." Science corrects their physical flaws and enables Helix Warriors to surpass the natural limitations of the human form. The genetic mutation process is ongoing. As their DNA continues to transform, Helix Warriors manifest new abilities that make them into better, more resilient super-soldiers, security guards, and law enforcement officers.

Select this advanced class if you want your character to be a capable soldier with abilities beyond the reach of normal human beings.

The fastest path into this advanced class is from the Strong hero basic class, though other paths are possible.

Requirements

To qualify to become a Helix Warrior, a character must fulfill the following criteria.

Base Attack Bonus: +3.

Skill: Knowledge (tactics) 3 ranks.

Feat: Endurance.

Class Information

The following information pertains to the Helix Warrior advanced class.

Hit Die

The Helix Warrior gains 1d10 hit points per level. The character's Constitution modifier applies.

Action Points

The Helix Warrior gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills

The Helix Warrior's class skills are as follows.

Balance (Dex), Climb (Str), Computer Use (Int), Demolitions (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Navigate (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Skill Points at Each Level: 3 + Int modifier (2 + Int modifier for nonhumans).

Table 1-12: The Helix Warrior

Class
Level
Base
Attack

Bonus
Fort
Save
Ref
Save
Will
Save
Special Defense
Bonus
Reputation
Bonus
1st +1 +1 +0 +1 Haul, light sleeper, survivor +1 +0
2nd +2 +2 +0 +2 Darkvision (60 ft.) +1 +0
3rd +3 +2 +1 +2 Bonus feat +2 +1
4th +4 +2 +1 +2 Strong as an ox +2 +1
5th +5 +3 +1 +3 Darkvision (90 ft.), superior conditioning +3 +1
6th +6 +3 +2 +3 Bonus feat +3 +2
7th +7 +4 +2 +4 Improved reaction +4 +2
8th +8 +4 +2 +4 Darkvision (120 ft.) +4 +2
9th +9 +4 +3 +4 Bonus feat +5 +3
10th +10 +5 +3 +5 Decisive attack +5 +3

Class Features

The following class features pertain to the Helix Warrior advanced class.

Haul

Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior's Strength is considered 4 points higher for the purpose of determining her carrying capacity.

Light Sleeper

Helix Warriors are light sleepers and can make Listen checks even while asleep, without penalty. (A sleeping character normally takes a -10 penalty on Listen checks.)

Survivor

When a Helix Warrior spends an action point to modify the result of a saving throw, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).

Darkvision

Beginning at 2nd level, a Helix Warrior gains darkvision. She can see in total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.

The range of the Helix Warrior's darkvision improves to 90 feet at 5th level and 120 feet at 8th level.

Bonus Feats

At 3rd, 6th, and 9th level, the Helix Warrior gets a bonus feat. The bonus feat must be selected from the following list, and the Helix Warrior must meet all the prerequisites of the feat to select it.

Advanced Combat Martial Arts, Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered)*, Athletic, Blind-Fight, Combat Expertise, Combat Reflexes, Combat Throw, Dead Aim, Defensive Martial Arts, Elusive Target, Exotic Firearms Proficiency, Far Shot, Great Fortitude, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Nerve Pinch*, Surface Vehicle Operation, Ultra Immune System*, Weapon Focus, Whirlwind Attack, Zero-G Training*.

* Indicates a feat described in this chapter.

Strong as an Ox

At 4th level and beyond, the Helix Warrior's carrying capacity increases as if she were one size category larger (Large instead of Medium-size, for example).

Superior Conditioning

Beginning at 5th level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of its effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, and stunned. If the condition's duration is only 1 round, the Helix Warrior is not affected at all.

Improved Reaction

At 7th level, a Helix Warrior gains a +2 competence bonus on initiative checks.

Decisive Attack

At 10th level, when a Helix Warrior spends an action point to modify the result of an attack roll, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).

Space Monkey

When a wealthy nation, stellar empire, or megacorporation needs to tame a hostile world or explore a remote corner of space, it often uses rugged yet expendable astronauts skilled at adapting to harsh conditions. Willing to tackle almost any challenge for cash, Space Monkeys are ideally suited for galactic "grunt work," able to complete straightforward missions in difficult environments with little or no supervision. Small teams of Space Monkeys are often called upon to "clear" hostile worlds, build habitats on them, and prepare them for colonization.

Select this advanced class if you want your character to survive and thrive in the far-flung reaches of space, risking all for adventure's sake . . . or a fat paycheck.

The fastest path into this advanced class is from the Tough hero basic class, though other paths are possible.

Requirements

To qualify to become a Space Monkey, a character must fulfill the following criteria.

Starting Occupation: Astronaut Trainee.

Skills: Craft (mechanical or structural) 6 ranks, Survival 6 ranks.

Tough Hero Talent: Any one talent from the Unbreakable Talent Tree.

Class Information

The following information pertains to the Space Monkey advanced class.

Hit Die

The Space Monkey gains 1d10 hit points per level. The character's Constitution modifier applies.

Action Points

The Space Monkey gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills

The Space Monkey's class skills are as follows.

Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (mechanical, structural) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Escape Artist (Dex), Jump (Str), Knowledge (earth and life sciences, technology) (Int), Navigate (Int), Pilot (Dex), Repair (Int), Search (Int), Survival (Wis), Treat Injury (Wis), Tumble (Dex).

Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).

Table 1-13: The Space Monkey

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Defense
Bonus
Reputation
Bonus
1st +0 +2 +1 +0 Hibernation trance +1 +0
2nd +1 +3 +2 +0 Monkey's wrench +1 +0
3rd +2 +3 +2 +1 Bonus feat +2 +0
4th +3 +4 +2 +1 Monkeys unite +2 +0
5th +3 +4 +3 +1 Know location (+2) +3 +1
6th +4 +5 +3 +2 Bonus feat +3 +1
7th +5 +5 +4 +2 Monkey shines +4 +1
8th +6 +6 +4 +2 Know location (+4), space suitable +4 +1
9th +6 +6 +4 +3 Bonus feat +5 +2
10th +7 +7 +5 +3 Monkey shot +5 +2

Class Features

The following class features pertain to the Space Monkey advanced class.

Hibernation Trance

A Space Monkey can enter a deep trance that allows him to gain the full benefits of sleep or bed rest in half the usual time. For example, a Space Monkey requires only 4 hours to gain the benefits of 8 hours of sleep, or 12 hours of complete bed rest to reap the benefits of a full day of complete bed rest.

Monkey's Wrench

Space Monkeys use tools expertly and creatively. Starting at 2nd level, a Space Monkey gains a competence bonus equal to one-half his Space Monkey class level on skill checks made when using a tool kit. This bonus stacks with the tool kit's normal equipment bonus.

Bonus Feats

At 3rd, 6th, and 9th level, the Space Monkey gets a bonus feat. The bonus feat must be selected from the following list, and the Space Monkey must meet all the prerequisites of the feat to select it.

Acrobatic, Advanced Firearms Proficiency, Aircraft Operation (spacecraft), Archaic Weapon Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered)*, Athletic, Blind-Fight, Brawl, Builder, Combat Reflexes, Force Stop, Gearhead, Improved Brawl, Improved Bull Rush, Improved Feint, Improved Knockout Punch, Jack of All Trades*, Knockout Punch, Power Attack, Run, Spacer*, Streetfighting, Toughness, Vehicle Dodge, Vehicle Expert, Weapon Focus, Zero-G Training*.

* Indicates a feat described in this chapter.

Monkeys Unite

Space Monkeys fight better together. Starting at 4th level, a Space Monkey gains a +1 morale bonus on attack rolls when fighting adjacent to another Space Monkey.

Furthermore, a Space Monkey gains a +1 morale bonus on attack rolls against an opponent flanked by another Space Monkey; this bonus is in addition to the usual +2 bonus for flanking.

Know Location

At 5th level, a Space Monkey gains a +2 competence bonus on Navigate and Survival checks to avoid becoming lost. This bonus increases to +4 at 8th level.

Monkey Shines

Upon reaching 7th level, a Space Monkey has learned sneaky tactics such as kicking dirt in a foe's face, pretending to be badly wounded, or forcing an opponent to stare into the sun. He can use the Bluff technique of feinting in combat as a move action, allowing him to feint and attack in the same round. (For more information on feinting in combat, see pages 49-50 of the d20 Modern Roleplaying Game.)

If the Space Monkey also has the Improved Feint feat, he gains a +4 bonus (instead of the feat's usual +2 bonus) on Bluff checks made to feint in combat.

Space Suitable

At 8th level, a Space Monkey becomes more comfortable in armor. He treats any suit of armor as though its armor penalty and maximum Dexterity bonus were 1 better.

Monkey Shot

By spending an action point at the end of his turn, a 10th-level Space Monkey gains an extra attack at his full attack bonus. (Remember that a character can spend only one action point per round.)

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