TEXT: The Modern Dispatch
  Genre Templates 3
  Page 1
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  com/d20.
  #82
  Genre Templates III
  By Barak Blackburn
  Introduction
  Time again for another installment in 
  Adamant Entertainmentʼs series of Genre 
  Templates for d20 Modern play.  Our 
  ﬁrst two installments (which appeared in 
  Modern Dispatch #70: Genre Templates 
  and Modern Dispatch #74: More Genre 
  Templates), have been well received, and 
  so in this issue, weʼre presenting you with 
  another four Genre Templates for you to use.   
  First, however, weʼll give a brief re-
  introduction of the concept for those of you 
  who are unfamiliar:
  •   Genre Templates are add-ons that 
  give each player access to the skills and 
  abilities typically possessed by signiﬁcant 
  characters within in a given genre.
  •   Genre Templates unlock the coolest 
  bits of the d20 system for each character 
  allowing players to customize their 
  characters while ensuring that each 
  character has a bare minimum degree of 
  competency within the given genre. 
  •   Genre Templates are not complicated 
  
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  Genre Templates 3
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  rules additions. There is no need to 
  add layers of difﬁculty to the already 
  comprehensive d20 system.
  •   Genre Templates are not “balanced.” 
  Not every Genre Template is designed 
  the same.  Within a particular genre, 
  adding a Genre Template to all signiﬁcant 
  characters will not change them in regards 
  to one another, however, when dealing 
  with insigniﬁcant characters, signiﬁcant 
  characters will be at an advantage. 
  •   Genre Templates are not over-powered: 
  signiﬁcant characters are not harder to hit, 
  they not have additional hit points... They 
  are simply able to do the cool stuff that 
  characters in that genre do with regularity. 
  •   Genre Templates are designed to be 
  “plug and play.”
  How do they work?
  When a campaign starts, add the Genre 
  Template to each player and other signiﬁcant 
  characters. 
  Genre Templates are comprised of the 
  following sections:
  Skills: These are the skills that all signiﬁcant 
  characters always have access to as class 
  skills.
  Feats and abilities: These are the feats and 
  special abilities that all signiﬁcant characters 
  automatically have. However, just because a 
  signiﬁcant character  has a particular feat or 
  ability does not ensure or require that they 
  have all the pre-requisites. When they want 
  to pick up a feat or ability that requires pre-
  requisites that they do not have, they will 
  have to acquire them. 
  For instance: a character in a Modern d20 
  campaign might get Point Blank Shot 
  from their particular Genre Template, but 
  unless he has a Dexterity of 13 he cannot 
  get Double Tap (even though a 13 Dex is 
  required for Point Blank Shot).
  Tweaks: These are simple rules add-ons that 
  are designed to be seamlessly integrated into 
  a campaign.
  Optional: Some Templates have optional 
  rules provided, which allow for more drastic 
  changes in the rules to emulate a particular 
  genre.  These are a bit more radical than the 
  Tweaks, and so are presented as options, 
  usable at the discretion of the Game Master.
  In this issue, we present four different Genre 
  Templates for use with the Modern D20 
  rules set.
  Those Darned Vampires:  
  Vampire Hunting, with Sass.
  Skills:
  Knowledge (Arcane), Sense Motive, 
  Tumble.
  Feats:
  Power Attack, Combat Expertise
  Tweaks:
  •    Knowledge (Arcane) covers 
  everything about the supernatural, from 
  vampires, to ancient cults.
  •    Geeky: Every additional Knowledge 
  area a character has gives the character 
  a cumulative +2 bonus on any other 
  Knowledge check.
  •    Hit ʻEm Where It Hurts AKA Stake 
  ʻEm!: vampires are tough to take down, 
  but not if you know where to hit them. 
  A wooden stake through the heart or 
  chopping their head off will end a 
  vampireʼs existence. Sadly, d20 does not 
  offer either of these options in combat. 
  To attempt to remove the head of a 
  vampire, an edged weapon must be used, 
  and a player must subtract 6 from their 
  attack roll for the head shot. The damage 
  dealt to the vampire must be higher than 
  
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  Genre Templates 3
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  their Cha. If the damage is higher than 
  their Cha, the damage is multiplied by 
  the weaponʼs critical multiplier +1. If the 
  subsequent multiplied damage brings the 
  vampire to 0 or fewer HP, the vampire is 
  destroyed.
  To stake a vampire, a wooden stake must 
  be used (Wooden Stake-- Simple Weapon, 
  Damage 1d3, Critical 20, Piercing, 
  0 range [but may be thrown with the 
  standard range penalties applied for 
  every 5 foot increment, and a -4 non-
  Proﬁciency Penalty], Size: Small, Weight: 
  1⁄2 pound, 0 cost) or a crossbow ﬁtted 
  with wooden bolts (range of crossbow 
  decreases to 10 ft). An attack roll must be 
  made with a -6 penalty. If the attack hits, 
  multiply the damage by 5. If this damage 
  is enough to bring the 0 or fewer HP 
  the vampire is destroyed. If this damage 
  is not enough to reduce it to zero, the 
  damage is not multiplied by 5. 
  One interesting dilemma is that both 
  attacks are most effective the weaker a 
  vampire gets. In order to determine the 
  present state of a vampire, a character 
  rolls a Sense Motive check opposed by 
  a vampireʼs Bluff check. Success will 
  determine one of two things (playersʼ 
  choice): the vampires starting HP +/- 
  their Cha score; how many hit points 
  the vampire has left (Full, 3⁄4 to full, 
  1⁄2 to 3⁄4, 1⁄4 to 1⁄2, less than 1⁄4 ). If a 
  character beats the vampireʼs bluff check 
  by more than 5, the player may learn both 
  pieces of information. This Sense Motive 
  check is a move-equivalent action, the 
  Bluff check requires nothing on the 
  vampireʼs part. If the check by the PC 
  fails by more than 5, the vampire is aware 
  of being sized up by his opponent.  
  Optional:
  Join Me!   Instead of the standard method of 
  creating vampiric spawn, vampires instead 
  infect their victims over time. The strength 
  of the vampire (and the GMʼs whims) 
  determines how many times a vampire 
  must drain a victimʼs blood to convert them 
  (usually between 1 and 3). 
  Each draining is a standard 
  vampiric bite attack, but the 
  attack must drain 3 or 4 Con 
  points from the victim, and 
  each must occur on a separate 
  occasion. If 4 Con points are 
  drained, the draining will 
  happen sooner, if 3 it may take 
  a day or longer for the effects to 
  take place. With either draining, 
  the total number of points 
  actually drained can be kept a 
  secret from the players. Instead 
  tell them that only 1 or 2 points 
  were drained. 
  If a characterʼs Con is reduced to 0, they 
  do not die, instead they collapse and 
  are unconscious for as long as the GM 
  determines.
  Determining whether a character will turn 
  is a sketchy proposition. Characters may 
  attempt with any medical type skills, or even 
  Knowledge (Arcana), however, the Gm will 
  secretly roll any die. The GM will make the 
  roll, and at the same time roll any other die. 
  If the other die rolled comes up odd, the 
  research indicates that the character WILL 
  NOT turn. If the check comes up a natural 1, 
  the GM should tell the character the opposite 
  of whatever the truth is.
  This check may only be attempted once. 
  Period.
  
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  Genre Templates 3
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  BRAINS!!!!!
  Zombies!
  Skills:
  After zombies are encountered and if 
  characters survive, Survival  and Treat 
  Injury become class skills for every 
  character. But before zombies are 
  encountered, all characters are blissfully 
  ignorant. After Zombies are encountered, 
  Survival and Treat Injury can also be used 
  untrained. 
  Feats:
  None. Characters have the abilities they had 
  before the zombies arrived. S.O.L.
  Tweaks:
  Improvised weapons: The local mall 
  generally will not have much in the way 
  of swords and the like. However, with a 
  DC15 Survival check, a character may ﬁnd 
  something that can be used as a Simple 
  weapon. 
  A result of 15 gives a character a Small 
  weapon (1d4 Damage, 20 Critical), A result 
  of 20 gives the character a more deadly 
  Medium weapon (1d6 Damage and 19-20 
  Critical or 1d8 damage, 20 Critical). A result 
  of 25 gives the character something really 
  good (a Medium weapon, 1d8 Damage, 
  19-20 Critical, or a Large weapon, 1d10 
  damage, 20 Critical). For each weapon 
  found, the Gm should roll a d10 to 
  determine weapon type: 1-5 Bludgeoning, 
  6-8 Piercing, 9-10 Slashing. 
  A natural 20 on the 
  Survival roll ﬁnds 
  the character 1d4-1 
  “real weapons.” 
  These are treated 
  as standard 
  weapons, and are 
  not improvised. 
  Any natural 1 
  on an attack 
  roll will result 
  in an improvised 
  weapon being 
  destroyed. 
  GMs should 
  roll a 1d4-1 
  for each 
  location to 
  determine how many weapons can be found. 
  Players looking for speciﬁc items (to make 
  bombs and the like) should use a Search 
  check, with the DC determined by the 
  appropriateness of where they are looking.
  Improvised Power Attack: any character 
  may try and do more damage with a melee 
  weapon. The weapon must be Medium 
  or Large. A Medium weapon user trying 
  to use their weapon with two hands 
  must subtract 2 before any other 
  subtractions. 
  To attempt an Improvised 
  Power Attack, characters 
  subtract 2 from their attack 
  roll for every +1 to damage 
  (or +2 if using a two-handed 
  weapon). Character may 
  subtract a total from their 
  attack roll up to their BAB.
  Optional:
  Mob Tactics: One 
  zombie is scary. Many 
  zombies are very 
  scary! Any time a 
  character is adjacent 
  to more than 
  one zombie, the 
  zombies attack in 
  force. One attack 
  roll is made using 
  
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  Genre Templates 3
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  the highest BAB of an adjacent zombie 
  and the roll is made with +1 to hit and +2 
  damage for every additional zombie.
  Hit ʻEm In the Head: Using this option, 
  zombies can only be killed by destroying 
  their head. All zombies gain fast healing 5. 
  In addition, every time a zombie is reduced 
  to 0 or fewer HP, after 1 round, it returns to 
  action, with full HP. If a character wishes 
  to hit a zombie in the head, an attack roll 
  is made with a -6 penalty on the roll. If the 
  initial damage is greater than 10, multiply 
  the damage by 5. If that total reduces the 
  zombie to 0 or fewer HP, the zombie is 
  destroyed.
  Infection: How are zombies made? No one 
  knows for sure. However, with every attack 
  roll, a GM should note if the natural number 
  rolled is odd or even. If the number is even, 
  the GM should make a notation for the 
  character (Keep note cards handy with all 
  the characterʼs names printed on them, make 
  a single notation for every even roll). If the 
  roll is a natural 20, make 5 notations. 
  For every notation 5 and after, a character 
  must make an immediate Fort save with a 
  DC equal to 15+1 for every notation. If the 
  check is failed, the character may make a 
  Will save with the same DC. If both saves 
  fail, the character immediately collapses 
  and stands the next round, as a zombie! If 
  the Will save is made, the character knows 
  the change is coming and is holding it 
  back! If a character does not get their ﬁfth 
  notation, they still must make a Fort save 
  after combat. Failure means it is only a 
  matter of time.... GMʼs discretion when this 
  occurs, and GMʼs discretion if a Will save 
  is allowed. One notation can be eliminated 
  after 8 hours of rest. A really nasty GM 
  might have all players roll their Fort saves 
  in the open, but also roll one of their own 
  in secret. The GM will also roll a d6 with 
  this roll. If the d6 rolls a 1-3, the GMs roll 
  stands, if it rolls a 4-6 the playerʼs roll 
  stands.
  Mixing it up: GMs should feel free to 
  modify the zombie abilities, just to keep 
  things interesting: maybe some get +8 to 
  Strength, maybe some have a 40ʼ move and 
  can run, there are even rumors that some 
  of them must have their heart destroyed, 
  not their head (rules are the same, just a 
  different location).
  After The Fall: 
  Post-Apocalyptic Madness
  Skills:
  For characters who have grown up 
  AtF(After the Fall), Survival is a class skill, 
  but they must subtract their ranks in Survival 
  from any Knowledge check made about 
  events Before the Fall. Spot, Listen, Search, 
  Hide and Move Silently are also class skills 
  for characters raised AtF.
  Characters from BtF get a cumulative +2 on 
  any Knowledge check for every Knowledge 
  skill they possess. They must also choose 
  at character creation to have Survival be a 
  class skill. If they do not want Survival as 
  a class skill, they get instead the ability to 
  spend 1 skill point and increase the ranks in 
  a number Knowledge skills equal to their Int 
  bonus.
  Feats:
  Endurance, Toughness.
  Tweaks:
  •    Progress- AtF, technology takes several 
  steps backwards. Consider all characters 
  raised AtF to be at -2 progress levels for 
  their primary culture (IE an Information 
  Age (PL5) Earth AtF becomes an 
  Industrial Age (PL 3) for everyone raised 
  AtF). Any attempt to use any equipment 
  from a higher Progress Level requires an 
  Intelligence check each time it is used. 
  The only way around this is to get 5 ranks 
  in Knowledge (speciﬁc equipment) for 
  each type of item, such as guns, cars, 
  televisions... For characters raised BtF, 
  they are able to ignore this PL penalty.
  •    Barter- equipment is not nearly as 
  available as it was BtF, however the 
  
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  Genre Templates 3
  Page 6
  abstract d20 Modern Wealth system works 
  well for bartering. 
  When coming across any population 
  large enough to support a decent barter 
  exchange (IE a wandering tribe number 
  20 is not likely to have a wide-variety 
  of items to barter, so the GM should 
  ﬁgure out before-hand what they have 
  available) the GM should roll a 2 different 
  colored d6 for every item bartered or 
  to be bartered for. One die is positive, 
  and one is negative. Take the total and 
  add it to the normal equipment cost (the 
  characters stroll into Blu Art City and 
  hit the marketplace. During their last 
  adventure, the PCs found a strange suit 
  of clothing- Doc tells them it is called a 
  business suit- and they try and barter it 
  for some decent weapons. A business suit 
  is normally DC 12 to purchase, the GM 
  rolls 2d6, +3, -6 for a -3 total, the buyer is 
  going to look at the suit as a DC 9 item. 
  He shows them a ﬁnely crafted sword, 
  normal DC 11, 2d6 +2, -2, 0 total, DC 11 
  item and tells them if they had something 
  more he could take the suit off their hands 
  for the sword. Obviously, the GM has ﬁnal 
  say as to whether certain equipment might 
  be available.
  Optional:
  Radiation- life AtF is not pleasant. There 
  is some bad stuff in the air. Pollution, 
  radiation, bio-virus, who knows? What one 
  does know is that it can kill a body dead. 
  GMs should set a Fort DC for speciﬁc areas 
  and for contaminated food and water, and 
  players will have to make their rolls when 
  they come in contact. DCs should start 
  at 5, because there are those folks who 
  have become immune to the effects (If a 
  characters Fort Save+1 is equal to or higher 
  than the DC they do not have to make a 
  save). 
  If a Fort save is failed, feel free to change an 
  individuals condition to any of the following 
  depending on the type and severity of 
  Radiation encountered: exhausted, fatigued, 
  nauseated, shaken. Every 8 hours spent in 
  an area, a character must make an additional 
  save or have their condition worsen. Once 
  they leave an area, they must also make a 
  save 24 hours later. If the save is failed, they 
  gain a Rad Point. 
  Rad Points give a bonus to future saves 
  against all Radiation, however, if the 
  number of Rad Points a character has 
  becomes greater than their Fort Save, they 
  begin dying. Every day they must make a 
  Fort save with a DC equal to the number of 
  Rad Points they have +10. each failed save 
  causes them to lose one from their Str, Dex 
  and Con. There are tales of healing that can 
  cure Radiation Damage, but many think they 
  are just stories....
  
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  Genre Templates 3
  Page 7
  Neon Lights:
  80s Style-over-Substance
  Skills: 
  Bluff, Drive, Sense Motive.
  Feats:
  Brawl, Personal Firearms Proﬁciency.
  Tweaks:
  •    Stylish: All SCs get a bonus to all 
  saves equal to their Cha modiﬁer (if 
  positive). All SCs also get a +5 bonus 
  to their reputation, and are -5 (ignoring 
  the +5 also) to be recognized if they 
  do not want to (IE the characters are 
  undercover).
  Optional:
  Soundtrack- Once per session each player 
  may request a soundtrack. They should be 
  sure to have a copy of the popular music 
  selection they wish to play. The music 
  should obviously be setting and time 
  appropriate. When the selection plays, 
  the scene slows down, and the action 
  becomes narrative: the player will describe 
  what happens in the scene (obviously 
  the description of the scene should be 
  appropriate to the effect). The player can ask 
  for one of four beneﬁts:
  •    Feeling better:  All SCs are fully 
  healed; 
  •    Going Right for the Big Guy: Players 
  may eliminate a number of non-SCs equal 
  to the sum total of their Cha modiﬁers 
  (IE add up the Cha modiﬁers for all the 
  players, this is the number of “mooks” that 
  may be taken down without effort); 
  •    Taking it Slow- A character may take 
  20 on any skill check, even if it was one 
  that normally wouldnʼt allow taking 20;
  •    Introspection:  If faced with a problem 
  that the players cannot solve, the player 
  may ask for a hint or hints. These scenes 
  are often spent with the character driving 
  alone down a rain-soaked road, or taking 
  off in their boat....
  The GM also gets one use of soundtrack per 
  session also, and this is for the beneﬁt of the 
  villain. If the GM is feeling generous, and 
  the XP is enough, a GM can also ask the 
  players if they would like to level up. This 
  requires that at least two characters sacriﬁce 
  their soundtracks for the session (or if only 
  one player has a soundtrack remaining, it 
  must be sacriﬁced).
  Soundtracks should not be used immediately 
  back-to-back. At least one scene should 
  happen between songs.
  Unusual Past:  The Vietnam vet who also 
  has ties to a modern-day samurai clan, 
  the cop who has spent more time behind 
  bars than putting others behind them, the 
  businessman who used to run guns....   
  At the start of every session, all players roll 
  a d20 and submit the results to the GM. 
  The GM also rolls a d20 for each player 
  and adds the two numbers. The player with 
  the highest total is the spotlight player of 
  the session. At some point, the GM should 
  inform the player of something from their 
  past: perhaps an NPC is someone they know, 
  
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  Genre Templates 3
  Page 8
  they have family connections to the drug-
  dealers, etc... This unusual past should be 
  something cool, and should allow that player 
  to shine for the moment. The GM and player 
  will work together at the table through 
  narrative to describe the relationship:
  GM: “As you enter the bar, you recognize 
  the beautiful women seated at a back 
  table. It is your ﬁancée from several years 
  ago. You broke off the marriage when you 
  discovered that she was having an affair 
  with Santiago. Ever since, you have tried 
  to avoid Santiago and have turned a blind 
  eye to many of his dealings.”
  Player: “I walk over to Marissa and put 
  the engagement ring I have 
  always 
  carried since the day I last 
  saw her down on the table.” 
  These relationships may be 
  very shady, and may even 
  put the player in professional 
  jeopardy, but in the end, 
  everything always works 
  out.....
  Atypical Style: Each player 
  may start the game with a 
  number of items well beyond their means 
  equal to their Cha bonus (a beautiful 
  house overlooking the ocean for the beat 
  cop, a Lotus Esprit Turbo for the research 
  scientist). None of these items should be 
  game-breaking, and are meant mostly for in-
  game coolness. 
  In addition, a character may have a number 
  of stylistic elements (clothing style, haircut, 
  earring, etc) that deviate from the norm 
  equal to his Cha bonus. These elements do 
  not make the character stand out all when 
  “on the job:” No one questions the man 
  with the Mohawk hair-cut at the reception 
  for the queen, the Miami cop is easily able 
  to camouﬂage in the everglades even when 
  wearing bright pink pants and a turquoise 
  jacket....  
  We hope that you have enjoyed these Genre 
  Templates.  Not every genre requires the 
  detail of an entire supplement...sometimes 
  itʼs just fun to go with the quick-and-easy 
  method.   Grab some characters, apply a 
  template, and play in your favorite genre.
  
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  Genre Templates 3
  Page 9
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  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 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  System Reference Document Copyright 2000-2004, Wizards of the Coast, 
  Inc.: Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. 
  Cordell, based on original material by E. Gary Gygax and Dave Arneson. 
  Modern Dispatch #82, Copyright 2006, Adamant Entertainment; Author 
  Barak Blackburn
  open gaming content
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: 
  Modern Dispatch and related trade dress.
  Designation of Open Gaming Content: The entirety of Modern Dispatch 
  #82, except for terms deﬁned as product identity above. is designated as 
  open gaming content.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Modern Dispatch/Modern Dispatch 082 - Genre Templates III.pdf