TEXT: PROTOTYPE:
  MODERN REVOLUTIONARY
  Requires the use of the d20 Modern™
  Roleplaying Game, published by Wizards of the Coast, Inc.
  qwertpsGHejjgytee
  FULL METAL ZERO
   In the past, revolutions and guerilla wars were 
  led by soldiers of the people, citizens who decided 
  to overthrow the government out of idealism or 
  megalomania. This is no longer true today. The 
  modern revolutionary is highly mobile profes-
  sional, equally at home organizing a resistance cell 
  in enemy territory or fighting on the frontlines of a 
  civil war. They are experts at planning, coordinating 
  attacks, and improvising in the field. They operate 
  on their own without support, targeting government 
  and military assets. The more damage they cause, 
  the more funding they can demand from rich but 
  cowardly backers. 
  PROFILE OF 
  a Modern 
  Revolutionary
  No longer idealistic, the Modern Revolutionary is a 
  jaded veteran who sees past the propaganda of both 
  sides. Most are cynical, self-serving mercenaries 
  LPJ9987
  
  SkyrPabckldoodb
  prototype: Modern Revolutionary OSkyrPabckldood
  who fight for any cause that will fund them. Others 
  lose touch with reality, becoming obsessed fanatics 
  who fight private wars against the world. Only a few 
  retain any degree of idealism and actually try to make 
  the world a better place. The path of the revolutionary 
  is lined with violence, chaos, and death. 
  Requirements
  To qualify to become a Modern Revolutionary, a char-
  acter must fulfill the following criteria.
  Base Attack Bonus: +2.
  Skills: Demolitions 6 ranks, Knowledge (tactics) 6 
  ranks, 
  Special: The character cannot have an allegiance to 
  any government or government sponsored institution. 
  Class Features
  The following information pertains to the Modern 
  Revolutionary advanced class.
  Hit Die: 1d8
  Action Points
  6 + one-half character level, rounded down, every 
  time the Modern Revolutionary attains a new level in 
  this class.
  Skill Points at Each Additional Level: 6 + Int modi-
  fier.
  Class Skills
  The Modern Revolutionary’s class skills (and the key 
  ability for each skill) are:
  Bluff (Cha), Craft (Electronic, Mechanical, Structural, 
  Visual Arts, Writing) (Int), Demolitions (Int), 
  Diplomacy (Cha), Disable Device (Dex), Forgery 
  (Int), Gather Information (Cha), Hide (Dex) Intimidate 
  (Cha), Knowledge (behavioral sciences, civics, 
  current events, streetwise, tactics) (Int), Listen (Wis), 
  Move Silently (Dex) Profession (Wis), Read/Write 
  Language (none), Research (Int), Search (Int), Sense 
  Motive (Wis), Speak Language (none), Spot (Wis).
  Class Features
  The following features pertain to the Modern 
  Revolutionary advanced class: 
  Bonus Feats
  Advanced Firearms Proficiency, Alertness, Burst 
  Fire, Cautious, Dodge, Frightful Presence, Improved 
  Initiative, Iron Will, Mobility, Personal Firearms 
  Proficiency, Point Blank Shot, Quick Draw, Quick 
  Reload, Shot on the Run, Stealthy, Strafe. 
  Revolutionary Talents
  Starting with level 1 in the Modern Revolutionary 
  class and various levels after that (Levels 1, 3, 5, 7 & 
  9) the character may pick a talent from the following 
  Modern Revolutionary Talents list. The character must 
  meet any prerequisite for the Talent before choosing it. 
  A character may not pick the same Talent twice. 
  Bomb Maker
  Benefit: The mainstay of terrorists and revolution-
  aries around the world, bombs still grab headlines like 
  nothing else. The character has learned many tricks in 
  creating and placing bombs. 
   •  Quick Rig: The character can rig a bomb as a 
  standard action. This adds +5 to the DC of the 
  Place Explosive check. 
   •  Conceal Bomb: By making a DC 20 Craft 
  (Mechanical) check, the character can conceal a 
  bomb by building a mockup normal object, such a 
  concrete parking block. The object escapes cursory 
  inspection, but a DC 15 Spot or Search check 
  reveals it to be a fake.  
   •  Improved Bomb Placement: The character can 
  analyze a target to determine the best place to 
  plant an explosive. The character must examine 
  the target, either firsthand or through documenta-
  tion and make a DC 25 Research check, which 
  takes 4d6 hours to perform. If successful, the 
  bomb’s damage is doubled. 
   •  Mastercraft Molotovs: The signature weapon 
  of the Revolutionary, the character is an expert at 
  making and throwing Molotov cocktails. 
    • 
   The character always succeeds at making 
  Molotov cocktails.
    • 
   The character gains +1 on all attacks made 
  with Molotov cocktails. 
    • 
   The range increment on all Molotov cocktails 
  is 20 feet. 
  Normal: A Molotov cocktail is a flask containing 
  a flammable liquid, plugged with a rag. A Molotov 
  cocktail is easily made by hand (Craft [chemical] 
  check DC 10 or Intelligence check DC 15). To use 
  it, the rag must first be lit, requiring a move action 
  (and a lighter or other source of flame). The cocktail 
  detonates in 2 rounds or on impact with a solid object, 
  whichever comes first. A target that takes a direct hit 
  is dealt an additional 1d6 points of fire damage in the 
  following round and risks catching on fire.
  
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  Contacts 
  Benefit: As the Revolutionary moves through the 
  underworld of rebellion and terrorism, he cultivates 
  associates and informants. Each time the Modern 
  Revolutionary gains a contact, the GM should develop 
  a supporting character to represent the contact. The 
  player can suggest the type of contact his or her char-
  acter wants to gain, but the contact must be an ordi-
  nary character, not a heroic character. This talent may 
  be chosen more than once. 
  A contact will not accompany a Modern Revolutionary 
  on missions or risk his or her life. A contact 
  can, however, provide information or render a 
  service (make a specific skill check on the Modern 
  Revolutionary’s behalf).
  The Modern Revolutionary can’t call on the same 
  contact more than once in a week, and when he or 
  she does call on a contact, compensation may be 
  required for the assistance the contact renders. In 
  general, a professional associate won’t be compensated 
  monetarily, but instead will consider that the Modern 
  Revolutionary owes him orher a favor. Contacts with 
  underworld or street connections usually demand 
  monetary compensation for the services they render, 
  and experts in the use of skills normally want to be 
  paid for the services they provide.
  For underworld or street contacts, this expense is 
  represented by a Wealth check against a purchase DC 
  of 10 for the low-level contact, 15 for the mid-level 
  contact, or 20 for the high-level contact. For skilled 
  experts, the purchase DC is 10 + the ranks the expert 
  has in the appropriate skill.
  Ambush Leader
  Benefit: The Modern Revolutionary can plan and 
  lead a devastating ambush. By spending an action 
  point, the character establishes an ambush zone. 
  The Revolutionary and any allies he leads are 
  concealed (DC to spot the ambush zone is 10 plus 
  the Revolutionary’s bonus to Hide). Once enemies 
  who do not detect the ambush zone enter inside, the 
  Revolutionary and his automatically gain a surprise 
  action against the enemies. They also gain +1 to all 
  attack and damage rolls for the first full round of 
  combat. The size of the ambush zone is dependent on 
  the size of the Revolutionary’s group. A single char-
  acter can only cover a narrow corridor while a group 
  of 10 fighters can cover a two lane street. The Game 
  Master should use his discretion on the parameters of a 
  reasonable ambush zone. 
  Propagandist
  Benefit: The character is an expert in propaganda. He 
  can create persuasive propaganda with a DC 15 Craft 
  (writing) or Craft (visual arts) check, depending on 
  the nature of the propaganda. The propaganda must 
  either support or attack a specific allegiance. Anyone 
  with the targeted allegiance gains a +1 (support) or -1 
  (attack) reaction modifier to any Charisma based skill 
  checks against any NPC who reads or views the propa-
  ganda. This effect lasts for 1d4 weeks and is cumula-
  tive over time. Characters with a Will Save of +3 or 
  higher are immune to being affected by propaganda, 
  although they may still suffer penalties when inter-
  acting with characters who are affected by propaganda. 
  Demagogue
  Prerequisite:  Propagandist
  Modern Revolutionary 
   
  Base   
    
   
   
   
   
    
  Attack  
  Fort 
  Ref 
  Will 
   
  Defense  
  Reputation 
  Level  
  Bonus 
  Save 
  Save 
  Save 
  Special 
   Bonus 
   Bonus
  1st 
  +0 
  +0 
  +1 
  +1 
  Revolutionary Talent 
  +1 
  +1
  2nd 
  +1 
  +0 
  +2 
  +2 
  Bonus Feat 
  +1 
  +1
  3rd 
  +2 
  +1 
  +2 
  +2 
  Revolutionary Talent  
  +2 
  +1
  4th 
  +3 
  +1 
  +2 
  +2 
  Bonus Feat 
  +2 
  +2
  5th 
  +3 
  +1 
  +3 
  +3 
  Revolutionary Talent 
  +3 
  +2
  6th 
  +4 
  +2 
  +3 
  +3 
  Bonus feat 
  +3 
  +2
  7th 
  +5 
  +2 
  +4 
  +4 
  Revolutionary Talent 
  +4 
  +3
  8th 
  +6 
  +2 
  +4 
  +4 
  Bonus Feat 
  +4 
  +3
  9th 
  +6 
  +3 
  +4 
  +4 
  Revolutionary Talent  
  +5 
  +3
  10th 
  +7 
  +3 
  +5 
  +5 
  Bonus Feat 
  +5 
  +4
  
  SkyrPabckldoodb
  prototype: Modern Revolutionary OSkyrPabckldood
  Benefit: The character is a master at manipulating 
  the emotions of those around him, filling hearts with 
  rage until they lose all reason. By making a DC 20 
  Bluff check, the character can incite an audience into 
  anger against a specific allegiance, granting them a +1 
  morale bonus to attack rolls and a +4 morale bonus to 
  all fear and intimidation saves when facing characters 
  associated with that allegiance. The effect lasts for 1d4 
  hours. However, any character affected by the speech 
  also suffers a -2 penalty to all Intelligence based skill 
  checks. 
  Target Assessment
  Prerequisite: Gather Information 6 ranks
  Benefit: The character is adept at analyzing potential 
  targets for an attack. A valid target could be a single 
  character, a building, an institution, a government 
  agency, or a mobile organization (such as a military 
  patrol or street gang). It must be a specific target 
  in the real world that the character has a reasonable 
  chance to assess. An entire government or secret orga-
  nizations are not valid targets. By making a Gather 
  Information skill check (DC equal to 15 plus the 
  target’s Challenge Rating), the Modern Revolutionary 
  learns one of the following facts. The Game Master 
  makes this check in secret and tells the character the 
  results. 
   •  The best place to set up an ambush zone to attack 
  the target (if applicable) 
   • The target’s agenda for the next week. 
   • One weakness of the target.
  Using this talent carries a risk however. If the char-
  acter fails the Gather Information skill check, the 
  Modern Revolutionary learns erroneous information 
  but believes it is accurate.  
  Hit and Run
  Benefit: The Modern Revolutionary is a master of 
  asymmetrical warfare. He cannot match a govern-
  ment in terms of firepower or manpower. However, by 
  launching lightning attacks on the enemy, he can wear 
  them down. If the character deals an opponent enough 
  damage to make the opponent drop (either by knocking 
  the opponent out due to massive damage or by 
  reducing the opponent’s hit points to less than 0), the 
  character immediately gains +10 feet to their move-
  ment. This bonus lasts for 10 rounds plus one half the 
  character’s level in Modern Revolutionary. This bonus 
  stacks up to 30 additional feet per round. The duration 
  resets every time the character drops another opponent. 
  Improved Hit and Run
  Prerequisite: Hit and Run
  Benefit: The character gains a +2 morale bonus to 
  Dexterity whenever he drops an opponent in combat. 
  This bonus stacks with the benefits from Hit and Run 
  and lasts as long as Hit and Run. 
  Master Hit and Run
  Prerequisite: Hit and Run, Improved Hit and Run
  Benefit: If the character is forced to take a damage 
  threshold check or is reduced to half or fewer hit 
  points in combat, he may immediately make a move 
  action by spending an action point. He may use this 
  ability only once a round. 
  Shadowy Fighter
  Benefit: If the character deals an opponent enough 
  damage to make the opponent drop (either by 
  knocking the opponent out due to massive damage 
  or by reducing the opponent’s hit points to less than 
  0), the character immediately gains a +5 to Hide and 
  Move Silent. This bonus lasts for 10 rounds plus one 
  half the character’s levels in Modern Revolutionary. 
  Hide in Plain Sight
  Prerequisite: Shadowy Fighter
  Benefit: A Modern Revolutionary can use the Hide 
  skill even while being observed. As long as he is 
  within 10 feet of some sort of concealment or cover, 
  a Modern Revolutionary can hide himself from view 
  in the open without having anything to actually hide 
  behind. He cannot, however, hide in his own shadow.
  Media Awareness
  Prerequisite: Propagandist
  Benefit: The character can create effective propa-
  ganda based on his actions, raising his reputation, both 
  among potential sponsors and enemies. After success-
  fully executing an attack, the character may spend an 
  action point and make a DC 15 Craft (writing) or Craft 
  (visual arts) check to create propaganda based on the 
  attack. Once the Modern Revolutionary distributes the 
  propaganda (typically to the media and/or Internet), 
  the character gains +1 to his Reputation. He may 
  only do this once per attack, but he may gain as much 
  Reputation as he wants by making more than one 
  attack. However, remember, the character’s reputation 
  is a two way street. While it enhances the character’s 
  interactions with allies, it makes enemies more hostile 
  to the Modern Revolutionary. If a character uses this 
  attack too much, he will find himself wanted by a 
  legion of enemies. 
  Operational Funding
  Prerequisite: Reputation +5 or higher
  
  time. The machine seems to operate normally, 
  but causes a -1 penalty to any roll in which it is 
  involved. For example, a car with a subtle error 
  will drive worse than a normal car, but the char-
  acter driving it may not detect the error for quite 
  some time. Finding and repairing the error is more 
  difficult. Add +3 DC to any diagnostic or repair 
  skill checks on the machine. +3 DC to the sabo-
  tage attempt. 
   •  It’s a feature, not a bug! Truly creative sabo-
  teurs can repurpose a machine to do something 
  completely different than what it is designed to 
  do. For example, a printing press could have its 
  power button disabled and be made to print a 
  batch of propaganda no matter what the printer 
  had intended to print or a car security alarm could 
  start blaring the moment the ignition was started 
  with no way to turn the alarm off. +5 DC to the 
  sabotage attempt. 
  Written by Ross Payton
  All mechanics on all pages is Open Game Content as 
  defined by the Open Gaming License. See page 6 for 
  more information.
  SkyrPabckldoodb
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  Benefit: The character’s reputation has attracted 
  the attention of potential backers. The Modern 
  Revolutionary can gain +1d4 Wealth Bonus for each 
  point of Reputation he loses in exchange for targeting 
  a specific allegiance, typically a government or 
  government agency.  The loss of Reputation is perma-
  nent, although the Modern Revolutionary may gain 
  more Reputation later. 
  Man of The People
  Prerequisite: Disguise 6 ranks
  Benefit: As the saying goes, “The guerrilla must move 
  amongst the people as a fish swims in the sea.”  Mao 
  Tse-Tung  The Modern Revolutionary is an expert at 
  disguising himself as a normal citizen or pedestrian. 
  He gains a +5 bonus whenever disguising himself as 
  proletariat and can apply the disguise and can wear the 
  disguise under another layer of clothing. By removing 
  the top layer of clothing, he effectively applies the 
  disguise in a single standard action, instead of taking 
  1d4x10 minutes, the normal time needed to apply a 
  disguise. 
  Expert Saboteur
  Prerequisite: Disable Device 6 ranks
  Benefit: The Modern Revolutionary has mastered the 
  art of sabotage. He gains +2 to his Disable Device 
  skill. He can not only disable machines, but can create 
  specific results when sabotaging a machine. The 
  DC for each result is added onto the base DC of the 
  machine. 
   •  Delayed Failure: The machine will stop working 
  after operating for a specified time, which can 
  range from 1 minute to 6 hours. This can be 
  combined with other sabotage tricks. +3 DC to the 
  sabotage attempt. 
   •  Explode/Meltdown: Machines with a volatile 
  component, typically the power supply, can be 
  engineered to explode when activated. This trick 
  does not use any external explosives, only the 
  inherent explosive power of the machine. For 
  example, a machine operating on gasoline can 
  have its fuel tank set on fire while a machine 
  operating on batteries can meltdown, frying its 
  electronic components. The exact nature of the 
  explosion or meltdown should be determined by 
  the Game Master but at the very least, it should 
  totally destroy the machine. +5 DC to the sabotage 
  attempt. 
   •  Subtle Error: Instead of causing an obvious 
  failure in the machine, the Modern Revolutionary 
  may exercise some finesse and create a minor 
  error that will go undetected for long periods of 
  
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  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.
  Prototype: Modern Revolutionary, Copyright 2007, Louis Porter Jr. 
  Design, Inc.
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/d20 Modern/Devils Workshop/Prototype - Modern Revolutionary.pdf